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Old April 1st, 2012, 11:16 AM
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Default Re: Multi-Player After Action Report (Introductions, early game posturing underway)

R'yleh

Here's another instalment from everybody's favourite hadopelagic menace. Since my pretender design should be fairly obvious for my ene- fellow players from the graphs, I think I won't loose much discussing it here for the peanut gallery's edification and amusement.

The problem with expanding underwater is that everything has only map move one, so reinforcing is tricky on most maps and impossible on this one. Our starting fortress only has an admin of 30, so starting income isn't great. Expanding on turn two is tricky, and even a party with two extra turns of recruitments will probably run out of steam in a while. Since the water provinces a basically form a huge 1-province ring around a huge landmass, I can only use two parties in parallel, and it's impossible for them to meet up or swing by the capitol to pick up new troops on their way.

As I'm the only water nation (although the goat-faced giants have good amphibian capabilities), I could maybe get away with a very slow expansion. But I don't think I really need a lot of diversity. I could have gotten a bless for my mindblasters -- water would be ok, I guess, and air would be relatively useful with all the air nations around, beside being nice to have for forging and maybe casting perpetual storm. Death or Astral are the other easily cheaply obtainable majors, but they'd be useless. Or I could pay through the nose for some other bless.

However, my ene- fellow players are going to be more experienced, and the world is watching. So I'll take the early power boost rather than be squished after a sluggish and unspectacular expansion. An awake SC it will be. I'm taking the Kraken over the worm because recuperation is great. Together with the fact that it's magicless I won't care when it dies.

But jotwebe, won't you need a lot of priest-power to get it back? Why yes, so it will be useful that I'll be farming polypal mothers to preach my dominion up, which I'll need with everybody else's dominions crowding in on mine. I'll need a high dominion value in addition to that, I think. That gives my kraken awe, and it already comes with fear. Bingo.

That leaves a couple of points for scales. Magic-1 is a no-brainer. In vanilla, so would Order-3, but with CBM order's not all that good anymore. Having taken magic, I like luck to go with it, for the delicious gem events. I could and maybe should take a bit of turmoil with that, but I for some reason I don't. I could also take sloth for points, but production is now plusminus 4% per tick, so not all that negligible. Also, while my national underwater troops mostly don't need resources, I won't be able to recruit those on land. Being able to quickly mass indies at the place they're needed could be useful. I leave the scale at neutral. Same for growth really. Being a water nation makes heat/cold attractive, since it doesn't affect marine provinces. Aesthetically I'd have preferred heat, but all of my mages will be able to cast cold resistance to keep their enc down while only some of them will have access to heat resistance. Additionally, the kraken has some natural cold resistance, so it's better it, too.

I got stuck with some 20-ish "wasted" points, but since dom 9 or 10 and a kraken are non-negotiable, the only changes I could make is swithcing around the scales. That doesn't help with the points. And really, the "waste" is just psychological, I'll just imagine the kraken chassis cost 50 instead 25 points, and it doesn't bother me at all.
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