Re: Worst Nations in Each Era
Baalz - Taking a closer look at the guide I don't see anywhere where you address Atlantis' (both eras) cripplingly bad gold:RP ratio other than to say "get lots of money."
You also suggest a 0-magic kraken pretender, which leaves you without any D access to speak of, and that's the premier path that makes "national troops insignificant" by virtue of tarts. You're also short of N, which is the OTHER major late game path for SC chassis-making and is vital for a lot of items, like regen. (Though once you make landfall you can at least manage some tribals.) Again, your guide does a great job getting to midgame, especially if you have to contend with the other W nations, but I'm not seeing a great path from there assuming a land nation plays equally as well...they're likely to have just as much territory, better magic diversity (and hence gems, most likely) much better research, and, evidently, better SC chassis.
This isn't supposed to be a dig at your guide, I think you did a great job working with the little bit you have to work with, but that's why I'm stating my opinion that Atlantis (both eras) could use a bit of love. They're not in need of a huge overhaul, but I think a slight price drop on the Kings to say, 450, would be justified, and some cheap researchers for both eras would be a godsend.
EA also doesn't have S access for any purposes other than site searching and light forging, so all of the teleport and gating ideas are off the table. The mages of the deep are also much worse than the kings, since they lose a W path off the bat and don't have linked randoms, meaning they're more likely to end up with a less useful assortment of abilities...E1 in particular is a wasted path.
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