(Don't worry about the pics, ES is just redoing they're site
I've played enough games with Gaia to come to a conclusion of how she should be used (and also I'm posting here because my silly 1700 rate isn't so great for a real article ^^) and what type of gods she is.
So let's start with the basic questions first.
{2} The Special Abilities of In a way this ability Now, you have two choices (while leaving a few Katapeltes for example to guard the Palace): Obviously you're going to choose B, right? Sure it's common sense, but if you were a Kronos or Oranos player, this is quite a setback for you as you have to repair the palace, but now you've run out of quite a lot of resources in the process. Sure it takes around 5 minutes for the palace to regenerate all of it's HP back, but it's still helpful, and saves you so much time and resources. Combine this ability with Gaia's This bonus is also especially helpful in raids, as after they have stopped attacking a tower, house, etc., they'll just run away and when they come back, they'll have to start attacking it all over again. This means that they have just wasted about a minute or 2 of their time attacking a building, and my advantage is that I have saved around 50-100 wood and gold, which equals about 1 Cherioballista or 2 Turmae. But there is a downside. The fact that the raiders take less time to run up to the manor in comparison to the average Norse, Egyptian, or Greek house means that they can take down the building a bit faster. Other capabilites they also have is the fact that more raiders can surround it as it has a bigger area. But raiders will rarely donate themselves as dinner to towers or TC's when attacking a manor unless they really want to ruin your pop or have a big raiding party with them. Each fleet consists of: (The fleets attacked every 30 Seconds) As you can see, this bonus can be really efficient if you want it to be (by the way the tests took me around half an hour each so they were tested to death @_@!). It's sort of insignificant, and enemies might not bring that many fleets, and you'll probably have your army up there, but hey! It's useful info if you wanna know what happens when you're caught unguarded. Remember, don't forget to check if you are able to get the upgrade with sufficient resources. You will notice your score significantly go up higher than the other players if you do so, no matter how much you don't need it. Even if you have 10,000 wood and can afford Carpenters, just get it anyways! Make the most use of it, -30% is hell of a lot of saved resources. With the extra resources, you can take advantage of this and outmass your enemy. (More on that later) Ah, Lush. Said to be Gaia's most defensive bonus and most significant and useful bonus of hers (according to ES). Now you're thinking: "Ok sure it's significant, but USEFUL and DEFENSIVE? What the hell?" Lush is the only bonus in the game which relies on very specific and certain situations. First off: -Lush should be used more as a team game bonus. As a team game bonus, Lush can be used in conjuction with rushers. ESPECIALLY rushers. With boomers it's utterly useless actually (> Building YOUR base around THEIR base along with your allies military buildings means that they are so forced and enclosed. This is very, very useful vs. the average Atlantean with their large buildings. The lush will grow and spread out it areas they thought would be a good point to attack you from behind, but too bad! Your barracks has already dominated that area. So while a villager make be trying to knock it down so he can build his own military production building, then you have time to send a turma or two to destroy the villagers. Rushers already keep the enemy at home. Give them lush and soon they'll resign of claustrophobia Other ways lush can be used is the most common way: build an Economic guild, rax, or tower/palace around a resource site. This is extremely useful as the Eco Guilds are built quickly, they're cheap, and they protect the mine for free. Think of them as "slowdown sentry towers". Once the enemy has tried to build a mining camp next to the gold mine...Oops! The lush's stopped him! There he goes attacking your Guild, but then, like the situation above, allows you to raid them with ease and they haven't even collected a thing. This'll also divert the enemy's attention back to their weakened economy. It's especially useful to put a Guild though, as if there's a tower, they'll get the Special Services: Cavalry (which means bye bye ultimate economy killer Maximizing the effect of Lush is easy, efficient, but quite dangerous. Though it may have a bigger chance of stopping the enemy from building near you (or trying to build in their own base for one thing) you are much more vulnerable to raids. The cavalry will most definitely have good pathfinding, which is very dangerous, as we all know how valuable our citizens are. BUT this is nothing to worry about. DO NOT FORGET!!! You're Gaia, you're Economy's resource stockpile should technically be 30% more than the average player (20% more than an Isis, grr) so losing one villager is less valuable than Kronos or Oranos losing a villager. See how great of an advantage that is?! So basic things to remember with Lush: This bonus isn't amazing or anything, but on Water Maps it's very, very handy indeed. It can change the course of your build order, too, and combined with your 20% faster wood gathering from Gaia's forest AND the "cheap to research" wood tech's, it makes ships easily massable. Which, like the villager, means that losing a fishing ship is less valuable than another civ losing one as you can easily replace it. Don't forget that your food stockpile will shoot up, which means more villagers, which means more Economic Techs, which means more Military and so on ^^! As for the Caravans, the 20% less food means that you'll be getting 20% more caravans which means 20% more gold! (sort of The best part of this bonus, however, is the extra hitpoints. This is extremely useful if you are caught off guard in water or the enemy raiders are attacking your trade routs. If gives your ship a better chance of surviving on their way back to garisson inside the dock and Caravans a better chance of surviving in general. Phew! Now that I've covered all of Gaia's bonuses, let's go over... {3} Gaia has tons of build orders to choose from due to her God Power and economic technologies. The build order I usually do is (and 90% of the time always keeps me on top with points, too - First villager builds an Economic Guild and hunts. For a water build order I would generally do this: I don't have many build orders here but I'll put more up later. Speaking of when you advance, though... {4} God Choice for Gaia is VERY tough. Unfortunately her Classical God choices are not very efficient, but later on she probably gets the best Heroic choice in the game at least. If you don't want to know how a Gaia player should utilise these, then go I generally like to mass the Automaton, and usually I make at least 20 per game. They are such a great utility unit, with their cheap cost, high armor and health, high attack, and easily massable ability they are a really good unit to start making your Classical army with. Also, when I make a forward base or TC, I always bring them to protect the villagers. These guys are SO vulnerable to heroes, so make sure you can wipe out any heroes first with Cherio's or Turmae, then run in with the Automatons. As for their upgrades, only the +60 HP and Regeneration technology is needed as it gives you a better chance to make use of their "repair each other" bonus. You can get Hephaestus Revenge but I find the food cost and favor to be too valuable for me for just +12% pierce armor so I save the favor for even more Automatons What about her God Power? Lays out 4 Spider Eggs which hatch into the ground in 10 seconds. As eggs these are vulnerable so watch out. All human units except villagers, heroes, and elephants are instantly killed if they walk over hatched eggs. Combined with a Gaia's Forest in a chokepoint, this God Power is just deadly! The enemies will try to walk through the forest thinking: "Oh well, since the Forest didn't block off the point entirely, I can easily get through without trouble, still!". That's when their army starts screaming and spiders start devouring them It's also a good god power to use when you want to guard your forward TC (again) with your Automatons. Also, if you've read the section about spreading buildings for Lush, you can use a Spider Lair to clear up the empty spaces in between the buildings so raiders will have a tough time efficiently raiding you. If you're in a big skirmish then casting a Spider Lair right next to an enemy military production building area is very efficient. They're attention is directed at your army, and not at the spiders, and the newly spawned soldiers will come out and die immediately (quite funny actually). And even if they start attacking the eggs, no worries! It gives you aroudn 5 seconds to hurt your enemy. *Awww...No pic So, again, let's take a look at Oceanus' God Powers and MU's. Caladria are actually a lot better than you think Only use one Caladria, the one that came out of your temple! You're wasting tons of resources if you even let your hand click Caladria on the temple screen so make sure your free one stays alive. If you WANT you can build an extra one so they can heal themselves, but I don't recommend it. Servants, well, I don't get to play on water maps with Oceanus too often as I'm usually on an offensive side, but my experience with these guys are that they are good decoys in battles, and since they attack that can be really useful too. Like the caladria, keep him home at your dock so you can retreat and heal/refresh your whole army. Since these guys attack and don't cost as much as the Caladria, sometimes I like to make one extra. Don't forget it speeds up healing by twice as much. If you're going Oceanus and you're on Watering Hole, build a dock, so that you can bring your army near the small shore where you built it and let your servant and Caladria heal your army. All for free Bleh, these guys are only useful as choke point guys, though have some other uses. BUT, if you want you can cast them right next to a tower or another building, and believe me that helps tons. Also, if one of your bases is clumped, then put them in a small space so enemies trying to destroy it are killed by the Carnivora. On water, though, cast it right in front of a Dock and it'll attack any newly spawned arrow or fishing ships The only problem is that ranged units will rape these guys, so make sure when you cast them all Priests, Hippolyte's/Odysseus'/Chiron's/Pharaohs are gone so you can get the full potential of them. Now it's time to move on to the next age. Ahh, this is where Gaia's true power of the gods come into play! Theia's Myth Unit is: Generally I like to use these guys in my army as a sort of mobile turret. In big armies these guys will rock the enemy's socks, but like Phoenixes they have VERY dreadful armor and HP, so make sure they are fully protected! These guys are expensive and valuable--speaking of cost and such, you might also want to start using your excess favor on When it comes to raiding the enemy with Stymphalian Birds, make sure you get some of the isolated miners so that they have no protection (or hunters or choppers). For example, vs. an Attie just attack them, vs. a Norse attack the ox cart, and vs. a Greek just attack One of the best God Powers in the game (IMO at least Unfortunately Theia's myth techs aren't as useful as they should be, but unless you're massing Contarii they're not too significant. If you are, though, then great Rheia's Myth Unit is: All I can do at this guy is just smile ^^. They're such useful building killers, and if the enemy is expanding a lot (which they shouldn't be, though, 'cause you're Gaia!) they can easily "un"expand them. Think of them as Scarabs...but...er...actually they're no different from Scarabs but have a bit less attack. Behemoths attacking isolated areas that are undefended yet important to the enemy is a very smart thing to do. They're extremely vulnerable and a first target if you're attacking a base, so divert the enemey's attention to a base that's getting destroyed by a single behemoth instead! Make sure the Behemoth stays alive, and can possibly lure the enemy's attacking it back to your army or one of your stronger bases. Can be used twice. Converts any unit (except God Power MU's, villagers, and some hero types) into your own. I find this god power to be extremely useful if you're up against any enemy who has a one hit killer Mythic MU or a Cyclops. I generally tend to cast it ASAP if they have one of those types so that I can start turning the tables a little If you manage to use it on the wrong unit who's half dead in the middle of a battle, then... OOPS! Bad idea. Not the fact that you converted that unit but the fact that it was in the middle of the battle. So how can you use Traitor effectively while still being able to utilize the unit and not let it die in the midst of a battle? Basically, you should use it if any siege weapons or MU's are attacking an unguarded base. It works wonders if you do. You get to take their Siege Weapon, save your town, and do the same strat right back on them! What's better is if you use it on a Colossus, who you know can heal itself anyways, and has huge HP. If you've gone Hekate (or just happened to), and you've got Mythic Rejuvination, this is even MORE useful as it extends the amount of time you can efficiently use the MU you have just converted. But if you convert a Gold one, then it gets a bit irritating as they lose a lot of HP and armor. About the On to the MU: Once I get hold of these guys, I put it on repeat button. Seriously, I do, it's excellent to get these guys are they're very cheap, have good armor, and upgrading them to Guardians of Io means that you can wipe out your enemy's units much faster than the other one hit killer MU's can. Even though Argi have very low HP, they have high armor and are big, so use them as meat shields whenever you can. As for their upgrade, get it when you've got around 2 or 3 Argi, as it's not the most useful of upgrading MU techs. Creates a sphere of strong energy which sucks all units around it, and eventually explodes, damaging all units who were sucked in, buildings from the shockwave explosion, and units from the shockwave explosion. This is one of the most deadly, yet hard to use GP's in the game. Most people will use it on the enemy's main base, to wipe out their villagers, houses, and Military Production sites. This is a good idea, but sometimes you will want to use it on an enemy's forward base or highly "villie-populated" area. Make sure you save Implode till the second your gut tells you to use it. For example: If the enemy's army is weak and so is the strength of their base at which you're fighting at, then use it on their main, economical base. If the enemy's army is large and their base's strength is big but have a bit of a weaker econ, use it on the base. Nevermind the units! Just keep telling yourself that when you're about to use it, it's a much better building killer. Lots of people say it's useless when it comes to killing units, but it weakens them significantly. Make sure that if you're going to cast it on an enemy base or army, that your army is away from it or you cast it from behind. Atlas has very poor Myth Techs except one... This tech has saved my life in so many games. Combined with Gaia's regeneration, it is indeed very uber! Especially if you're planning on winning with a wonder, this with Architects means ~30% crush armor and 40% Hack armor, which is extremely useful. Just remember to get this even if you're not building a wonder, it's extremely useful. I, myself, don't use Lampades very often as even though the Chaos resembles a one-hit killer and "sort of" turn over to you type of special, it's not really worth it, because the distance is so short. If, however, you get Asper blood, some enemies will get hurt as they kill the close ranged Lampades casting Chaos on an enemy. But only use these if you really want to turn the tide of a battle, or on MU's for example. (I think it can be used on them? Anyways, for more details on how they work (and their Crush damage confuses people, too): Make sure you cast a Tartarian Gate in an undefended enemy area where they can't easily destroy it. Casting it in the middle of a battle is a no-no that I see most players do, as it gets destroyed by siege right away. A lot of players, though, cast it on an enemy TC, which is also very efficient. I suggest doing this, however as it's hard for villagers to break down the gate and stop the Tartarian Spawn (unless they're Attie Citizen Heroes). This GP is probably one of the main reasons why people usse Hekate. Some people use Tartarian Gate as DEFENSE :| Tartarian Spawn are also good tanks and can take down buildings easily with their 20 Crush Damage. If you're massing Automatons, get this ASAP There, all the gods are done now {5} So when and how should you use this wonderous God power? - Always cast this as a defensive sort of god power, basically in your base. - Never switch to normal trees if you've still got these up! Villagers gather 20% faster from them, almost a free Hand Axe. - If you want for every Town Center you make you can cast a forest right next to it so that you can ensure safe (even though unguarded) stragglers and a good trickle of wood. - Make sure that you don't cast this god power offensively. Don't be tempted to do a GF + FF combo on a Town Center, it's a waste of - Right when you start the game cast it, and - Don't send Citizen Heroes to gather from Gaia Forest's: the gather rate is fast enough already. If you happen to accidentally cast it offensively, be sure to move a woodie up there who can start building a forward base. This is extremely useful as, with your Lush, you can also stop the enemy from building a storhouse near the forest. On top of that, you can just stop them by attacking them with Cherio's from behind.
Also known as Mother Earth who had given birth to many of the Greek Gods and had other Titans.
Well she's an underpowered God
She doesn't have all the defensive bonuses like Isis does, she doesn't have the uber military like a Kronos or an Oranos player, and her bonuses are a lot more passive and economic in Atlantean standards.
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This brings us on to the next part:
A) Repair the palace quickly but not be able to build another one because of the resources.
B) Leave it to Regenerate and spend your resources on a new TC, a military production building, or another Palace.
The last good attribute about her regenerating bonus, is that it is very efficient for a forward base you may have. If you are constantly being attacked by small enemy fleets then the Town Center and the buildings will get a chance to breathe a little. Let's say you've got a forward TC and you're being attacked by the fleets. Now, I've just done some tests on how efficient this bonus can be in simultaneous attacks by each civilization.
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Unlike the building regeneration bonus, this description is much shorter because the bonus is quite self-explanatory. Rape this bonus like you would with Thor's Armory techs
-Use it to guard the constructions of mining or lumber camps throughout the map.
-Make sure you spread out your buildings for Lush as if you were an oracle or and Obelisk. Try to get the maximum effect of the radius so you have a better chance of not having forward Forts or towers...
-And it makes your base look pretty
-Use it to stop enemies from building resource sites or expanding.
-Use it to enclose an enemy or stop them from enclosing you.
- Second goes to food.
- Third goes to your Gaia's Forest wood.
- Fourth citizen goes to the gold mine, but builds a manor right next to it before (so in raids they dont have to walk much to protect themselves).
- Fifth one goes to gold.
- Sixth goes to food: make sure the source is different from the one your 2 original food villagers are.
- Seventh goes to wood.
- (If not at 400 food yet) Eigth goes to food.
"This is what a standard Atlantean build order is but since Gaia's economic techs are cheaper, you can put your next villager to food and STILL have enough gold for a manor."
- Usually water maps don't contain too much hunting, but if there is...
- First villager builds an Economic Guild and researches hunting dogs.
IF NOT:
- First villager goes to nearest food source.
- Second goes and builds a dock. (Eventually goes to a food source or forest near the dock for food/wood depending on one's desires)
- Third goes to wood.
- Next villager builds house and goes to gold.
- Next villager to wood.
- Next villager to gold.
- If you do not have 400 food yet the last one or two villagers can go to your food source(s) or wood for more fishing ships.
Let's look at Leto's Myth Unit:
(This is based on how I used it)
Can be used
I highly recommend
Flying and quick healer with low armor and no attack.
Basically an attacking water version of the Caladria.
Can be used 3 times. Summons a non-mobile, man eating plant which has a one hit kill special.
Even though Oceanus is a more defensive god, he's very efficient if you are up against a Greek or Norse player with his infantry upping techs.
A very useful tech for the Murmillo, it gives them a big +1(.4 I think) attack! With copper weapons their attack will already be 9 or 10, which is very powerful. This tech requires a lot of food and favor, though the favor wont really be used on anything else--why not this? Murmillo are common anyways, which is why it's such a useful tech and can change the course of infantry vs. infantry battles.
This tech is ok, but since CB units are used much more often, this is very useful vs. Greek and Norse again. Katapeltes can't catch up with cavalry much, but with Weightless Mace they have an easier time of closing in on them, chasing them, and doing even MORE damage to them. It's a very useful tech, and it's the only Katapeltes technology there is the game, and you get two bonuses in one which is very useful.
Again, if you want full detail on this wonderful MU, go
Summons a Tree which can summon up to 5 Dryads (Myth Units that are strong against buildings and other units) and also blocks God Powers. Can be used TWICE.
This is pretty much the equivalent of Spirited Charge, but better. It grants a bit more speed and bit more HP, and makes Contarii stronger than almost all Cavalry but the Jarl. The cost is extremely expensive though >
If you're attacking a base then you should definitely get this, as it gives Contarii a small bonus against buildings which can be very helpful if there's a tower or fort guarding a gold mine. Then again, the ~300 gold cost and 25 favor is still quite expensive, so only get it if you can REALLY afford it. Don't forget:
Increases all units LOS. Woohoo!
One of the toughest god powers to use in the game, but very deadly if used.
Many eyed Amphibian-like Myth Unit who has a one hit kill "blob of acid" attack.
The GP that everyone just dies for.
Increases all building's Hack and Crush armor.
Uhh, unless you're getting Io Guardian, an Argus, and Lemurian descent for an "almost like a Lighthouse unit" sort of unit, this is utterly useless.
*Read Argus description!*
A witch, human-like MU which casts Chaos on enemies from a distance. Is effective against buildings.
Casts a gate from Tartarus which summons six Tartarian Spawn--these units are neutral, so they can also attack you, too.
MU's are trained 40% faster.
Getting a Titan? Or massing a low HP MU? Then get this! I would suggest getting this right after you build a Titan unless you have it already, as it can really turn the tide of Titan vs. Titan battles. It's also useful if you haven't gone with Oceanus to heal your units.
If you use this God Power offensively, then you're in trouble. Greeks are wood-reliant and handing over your gathering bonus to them is a big mistake. Make sure that you cast these forests defensively, as a greek villager could stop you any time, raid your villagers gathering there and take the forest himself.