The Atlanteans are "fixed"

Many people, me included, always thought that the Atlanteans are not really a well designed civilisation for a few different reasons:

  • Favour generation is practically entirely passive (you want TCs anyway)
  • Just turning units into Heroes is to easy
  • You have a very small number of way to powerful villagers
  • They are the only ones that can reuse god powers

They fixed all of those things:

  • Favour is generated by spreading out Oracles around the map (their Line of Sight is not allowed to overlap)
  • Turning units into Heroes takes time, they can’t move during the conversion
  • Citizens are now a 2 pop instead of a 3 pop unit. They collect 50% faster then Geek villagers.
  • Atlanteans and everyone else, as to pay Favour to use god powers multiple times

And on top of that there are a lot of small improvements and balance adjustments.
Gaia Lush works a lot like Zerg Creep now for example.
A lot of units and technologies have been rebalanced too.

I obviously can’t tell how balanced all the changes are and how it will play out in the end.

14 Likes

I think the pet donkey of the citizen looks silly. Simply as an aesthetic choice. I don’t mind the gameplay it represents. If I get to change stuff about the Atlanteans in a mod, making it invisible is at the top of my list.

When it comes to the changes that did happen, I’ll wait until I can play them by myself, before I call them fixes or improvements.

You can play them yourself this weekend, no preorder required.

I like the donkey.

2 Likes

Can anyone explain exactly how this new Atlantean favour works? I feel my favour trickle has been super slow. Do they have to uncover new areas of the map or something? What happens when all the maps discovered?
I think them just standing around passively with their max ring out of LOS of each other does generate favour, just want to 100% confirm

1 Like

I never saw any of this as a problem but I’m not against the change. With the exception of favorer. Don’t like needing to have units scattered around , unprotected.

I would say it is more than fair, it about evens out the fact that Atlanteans do not need to manage their villagers, now they are the ones that most actively have to manage their favor in exchange, could become overbearing in late game situaiton, but from the games I have seen its great. They are still easier to play thanks to their citizens being mobile dropsites.

2 Likes

Very good point, it gives them a very tangible weakness that in my eyes works well with the overall redesign of the games core systems. This wouldn’t work at all in the original game though.

I’m feeling like there are a couple god powers Atlanteans have that are too spammable - the carnivora and deconstruction. Am I wrong? It just seems to happen very frequently for little cost. Spamming valor is fine, but one-clicking fortresses over and over?

Atlanteans had a lot of reusable god powers in the Titans expansion/Extended Edition while other civilization had no such ability to reuse god powers but in Retold all god powers are reusable so to try to make Atlanteans still have a advantage with the amount they can cast god powers they make many on the cheaper side. You don’t have as many free casting for Atlantean god power in Retold as you did in past version of AoM.

Thankfully i tested that exact thing =)

7 favour a minute with the starting 3 oracles, keeping in mind that their Line of Sight cannot overlap otherwise the favour gain is wasted

40 favour a minute with Hero 10 oracles (the maximum allowed) and this improves over time up to a maximum of 68-71 favour a minute

the base favour rate is 0.06 per second per Oracle at max LOS

for Hero Oracles 0.08 per second at max LOS

with Leto+Theia the base rate is 0.08 at max LOS or 0.12 for Hero

for 10 of them 60 favour a minute

Hyperion is also a great choice since it upgrades all current to heroes for 200 gold+15 favor and all future Oracles are auto-upgraded also (best is Oranos thanks to the extra natural +4 LOS).