Dominions 3: The Awakening/Nations/R'lyeh, Time of Aboleths

Before the Great City fell and destroyed their capital, the Aboleths ruled the seas. While the bulk of R'lyeh's armies are still shambler and Atlantean slaves, their elite units and commanders are Aboleths of various ages. The oldest Aboleths are extremely skilled in both water and astral magic.

Units
All of R'lyeh's slave troops suffer from low morale. Sermon of Courage or a Horn of Valor are needed to keep them steady in tough fights. All slave types mirror Oceanian or Atlantian counterparts, and come in "light" and "heavy " versions:

Light Slave Troops

 * Slave Trooper (Triton): Gold 9, Resources 2, Spear
 * Unarmored aquatic-only chaff trooper. They have 50% more hp and better combat stats than their indie counterparts, and you can buy them in droves. When stacked with mages in a communion casting Mass Protection and Strength of Giants they make decent UW chaff. One of the biggest problems I have with aquatic-only troops is they become an economic liability once the underwater conquest is complete, being unable to ever leave the water.


 * Slave Trooper (Merman): Gold 9, Resources 3, Spear, Net
 * Net-wielding unarmored amphibious chaff trooper, otherwise nothing remarkable. They are your quickest troops and tend to arrive just ahead of other mermen or triton forces. On land, they fight as poor amphibians... a huge disadvantage. They are quite squishy and run away easily, but their net attack can disable an enemy for a round while heavier troops land hits, thus mixing a few of these guys in with a stack of Triton Guards can sometimes work ok. I've also seen a swarm of these guys mob an SC (underwater) and bring it down while taking only minimum losses due to their nets. They form a major part of your PD both above and below the waves, so you might as well try and use that to your tactical advantage.


 * Slave Trooper (Atlantean): Gold 9, Resources 3, Trident, Darkvision
 * Unarmored amphibious chaff trooper. Slightly less hp and combat stats than the triton slaves and twice as slow, but they are armed with a trident, can leave the sea and fight equally well both above and below the waves. Slow can sometimes be a tactical asset, as these guys tend to engage the flanks or rear once battle has been joined. Much like the triton slave trooper, they work best once buffed with magic. Their darkvision offers some interesting possibilities in battle with a Darkness spell.

Heavy Slave Troops

 * Slave Guardian (Triton): Gold 9, Resources 13, Trident, Shell Armor, Iron Cap
 * These are your best heavy troops, but are aquatic-only. In that role, they perform admirably. The only downsides are poor morale as mentioned previously and being unable to leave the sea.


 * Slave Guardian (Merman): Gold 9, Resources 12, Spear, Shell Armor, Iron Cap
 * Less hp and weaker combat stats than your tritons, plus only armed with a spear. Poor amphibians on land. I honestly have never found a use for these guys for any reason.


 * Slave Guardian (Atlantean): Gold 9, Resources 13, Trident, Shell Armor, Iron Cap, Darkvision
 * Slightly less stats than the triton guardian and much slower, but they are amphibious. Their trident attack + 12 str enables pretty decent damage-output as compared to most other size-2 land troops. On land they get mapmove-2 which classes them as medium infantry in my book. Primary weaknesses are low morale, slow movement (slower than indie HI) and no shield, making them vulnerable to missile fire without magic protection. Once the oceans are secure, these troops tend to become the de-facto mainstay of R'lyeh's armies. Darkvision offers some interesting combat potential.

Lobotomized Troops

 * Lobo Guard: Gold 5, Resource 1, Claw, Magic Being, Amphibian, Mindless, Darkvision
 * Being extremely cheap and low resource, these represent an interesting alternative as chaff troops. R'lyeh can muster dozens of these each turn when necessary, but being magical they need a mage to lead them into battle. They never run away and fight to the death, which is likely since they go into battle stark naked. On land, they are also vulnerable to archers. That said, their 12 strength means the claw attack does almost as much damage as a spear-wielding merman. Use magic to improve their strength and defense, and you have the makings of reliable, if squishy, light infantry. Especially when fighting under a darkness spell.


 * Shambler Thrall: Gold 25, Resource 1, Claw, Magic Being, Amphibian, Mindless, Trample, Darkvision
 * Like the lobo guard, these guys require magic leadership and fight to the death. 5x more expensive than lobos, but much higher hp, better prot and the trample ability. They are only size 3, so trampling makes them tire quickly. But groups of your S magi can turn a few dozen of these guys ethereal, which makes them very tough to kill. Darkvision offers some interesting possibilities in battle under a Darkness spell.

Mind Blaster Troops

 * Giboleth: Gold 40, Resource 1, Tentacle x2, Mind Blast, Aquatic, Magic Being, Darkvision
 * Recruit-able in any fort, the role of these large fish is to hang back in battle, thinning-out enemy forces with their paralyzing mind blast while your other troops do the killing. One frustrating aspect of this is there is no guarantee they won't choose a target that isn't already paralyzed, hence used in large numbers there tends to be diminishing returns. Their combat stats are not stellar and they are size-3, so once their 10 mind blast charges run out, they slowly crawl into melee and tend to get into trouble. That said, they prove very useful even against undead armies, since they ignore the mindless chaff units and target the commanders instead! Magic 2-3 scales lower enemy MR vs mind blast. They can never leave the sea.


 * Gibodai: Gold 60, Resource 1, Life Drain, Mind Blast, Aquatic, Magic Being, Darkvision, Sacred
 * A sacred cap-only version of a Giboleth, which limits the number you can recruit per turn in spite of their low-resource cost. Although more expensive that Giboleths, they cost less upkeep, and pay for themselves after about 2 years. The life drain attack steals health, so combined with the right bless, they can prove to be much more durable in melee than their giboleth brethren.

Commanders

 * Unit: Gold x, Resources y
 * Description

Heroes

 * Auluuhd the Mind Lord: W4S4 aquatic, magic being, darkvision(100); hp:99 prot:2 mor:13 MR:20 str:15 att:10 def:14 prc:10 mv:2/5 ldr:10

Starting Sites

 * The Gorge of Ancient Cities:
 * Produces 3S, 2W, 1E gems/turn
 * Enables recruitment of Mind Lord and Gibodai

National Spells
none

National Summons
none

Globals, Globals, Globals
Turtle-up underwater and push research everywhere to leverage your powerful magic asap. Take a pretender that can easily cast high-level global spells. Be aware that 4 of the following can only be cast on land: Since both Maelstrom and the Queens of Elemental Water NEED to be cast underwater, it is likely you will be able to get them as well. But they both require deep research into Evocation and Conjusration, respectively, that brings less synergies with it than Alteration or Enchantment.
 * Enchantment, Gift of Health, Stellar Focus, Earth Blood Deep Well, Haunted Forest, Arcane Nexus.
 * Alteration, Mother Oak, Sea of Ice (empower a Mind Lord), Utterdark and Wish.

Make Claymen once you have a strong E income and move onto land using Communions with your N amphibious mages, dominate in tough fights using Foul Vapours (this tactic doesn't work vs undead nations nor constructs, but against an unprepared opponent it can be quite deadly).

Scale Design
R'lyeh has many troop types that are expensive but light on production. Hence Order or Growth would be nice, with Sloth to pay for it. It's fairly easy for R'lyeh to turtle-up underwater and stabilize positive dominion in its territory using Polypal Mothers and Mer-Priests, thus Growth can pay off in the long haul. Cold 3 doesn't economically affect underwater provinces and our magi all have water magic to protect themselves from it's detrimental effects in battle. Magic 2 bestows both a research boost and -1 MR in battle, making it easier for our Mind-Blast/Paralysis attacks to succeed.


 * Cash Scales - Sloth 3, Cold 3, Growth or Order 3, Magic 1-2. These scales look towards a stable gold income, while providing a friendly environment for both research and combat casting.
 * Luck Scales - Turmoil 3, Sloth 3, Cold 3, Luck 3, Magic 1-2. Bestows extra design points, but still aims to benefit on average from lucky gem and gold events. Take over the seas, then turtle up till research is improved and you have a healthy gem income. We actually like the occasional random Shambler or Sea Troll army invading our provinces, as it gives our Mind Lords a chance to mind-control free tanky units. It also gives us points to take an awake pretender with the high magic picks we need. If you prefer to take the pretender dormant, you can afford some Order/Growth.

Pretender Designs
Each pretender offers different strengths according to what globals are wanted:
 * Enchantments of the Void: Void Lurker: E6 S7 D2 N5 B2, Dom 7, use Lucky scales awake or Cash scales dormant. Bless grants +2 MR, +3 Reinvig, 5% regen. Being immobile makes searching for gem sites less efficient till you have the remote spells. Astral allows it to teleport. With the right magic buffs, should make a pretty powerful defensive SC caster, and can even blood hunt a bit on land. Can cast most globals from the Enchantment school without requiring boosters. Only needs a Crystal Coin to be able to cast Arcane Nexus. Easy access to Dwarven Hammer, Blood Stones, Lamia Queens, etc. It's important to realize that with this pretender, you will want to empower a Slave-mage so as to be able to forge Amulets of the Fish (A1W1) or Rune Smashers (F2W2). This presents a fairly large hurdle to get into those items, but at least you can empower a mage with hands to get the Hammer's forge bonus.


 * Master of Utterdark: Master Lich: F2 A1 W2 E3 S2 D8 N4, Dom 6, use Lucky scales awake or Cash scales dormant. Mobile pretender for good researching / site-searching. Death bless can make itself felt if, say, a friendly mage wearing a shroud starts casting remote attacks. Immortality offers some insurance against path-loss if/when our pretender dies from some random snafu. The idea is to Research to Const-4 to pick up useful forging, then go straight up the Alt school to cast Utterdark, which shuts down everyone's gold economy, but our atlantean slave-troops have an advantage. Rainbow paths allows us to forge Amulet of the Fish, Rune Smasher, Dwarven Hammer without needing boosters and hands allows forging hammer bonus. Construction 4 gets us boosters enabling S3 for Crystal Shield, N5 for Mother Oak + Lamia Queens, and D9 for Utterdark. The only Const-4 item on our "nice-to-have" list we can't easily get without empowerment is Blood Stones (B3E2). Since we don't have a guaranteed D gem income, we will have to rely on lucky site-searching and alchemize the rest from pearls to put up a strong global.


 * Lurker of Wishes: Void Lurker: F2 A2 W2 E3 S8 D3 N5 B3, Dom 6, use Cash scales dormant. In many ways similar to the previous pretender, but without mobility. It can remote sight search in any path, and can forge most of the magic items useful to R'lyeh, albeit without a forge bonus. It's strategy is to unlock Const-4 forging, then to bee-line up the Alt school and cast Mother Oak and Wish needing only a Crystal Coin booster to do so. By that time, we should have hundreds of Astral pearls saved up to spend on wishes.

Expansion
Take all underwater provinces and use your N randoms to search for free Kelp Fortresses. Between Voice of Tiamat and your D-random Aboleths, you should be able to find most magic sites underwater. Crank out slave mages for research, you need those E/N random picks for combat communions on land. Don't worry too much about getting onto land till you have the magic and summons to back you up, otherwise you are just going to waste resources and likely get pushed back into the sea by a land power. But even a single land province can offer a place to blood hunt for making Blood Stones and setting up a lab for diverse summons. You can get magic diversification through Lamia Queens/ Specters (both at Conj-6) and Hidden in Sand/ Snow (ench-6).

Research Order
Detour into other schools for low-hanging-fruit battle magic as needed.
 * Alteration to level 3 for Body Ethereal.
 * Conjuration 4 for Voice of Tiamat.
 * Thaumaturgy 1 for Communion Master, Communion Slave.
 * Construction 2 for Dwarven Hammers, Crystal Shields.
 * Alteration 5 for combat buffs, Encase in Ice, Bone Melter and Mother Oak.
 * Construction 4 for Amulets of the Fish, Blood Stones, Crystal Coin, other boosters.
 * Enchantment 5 for Claymen, Foul Vapours, Gift of Health.
 * Enchantment 7 for Stellar Focus, Earth Blood Deep Well.
 * Enchantment 8 for Haunted Forest (if you are in a land war).
 * Enchantment 9 for Arcane Nexus, Gift of Natures Bounty (if you need it).
 * Alteration 9 for Wish.