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  #11  
Old April 2nd, 2007, 04:55 PM

Evilhomer Evilhomer is offline
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Default Re: EA Oceania on land

or a late game "thesis blessing" counterpart.
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  #12  
Old April 2nd, 2007, 05:03 PM

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Default Re: EA Oceania on land

research is well and good, but what to research? Thats what my complaint is. Even if I get everything there is nothing really catching my eye that I can use.

Sure I can get a foot hold on land, but what then? take over the world with independents, backed up by mediocre ice magic only? I don't think so.
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  #13  
Old April 2nd, 2007, 07:19 PM
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Default Re: EA Oceania on land

Well that question begs abit more info then. Is this a solo game against AIs, or a MultiPlayer game? Is it a small, medium, large map vs how many players? Or simpler to say how many provinces per player on the map. 5 per player? 10/player? 15? 20?

These would all make a difference on whether or not its worthwhile to pursue certain strategies. In some games the independents arent going to be around long enough for you to plan on attacking them with spells.
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  #14  
Old April 2nd, 2007, 07:49 PM
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Default Re: EA Oceania on land

Quote:
Evilhomer said:
or a late game "thesis blessing" counterpart.
"Gift of Darwin", obviously.
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  #15  
Old April 3rd, 2007, 05:29 AM

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Default Re: EA Oceania on land

15 provinces pr. player. MP game. Still this was more of a general question, the ai you can deal with even using indeps, thats not what worries me.
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  #16  
Old April 3rd, 2007, 06:18 AM

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Default Re: EA Oceania on land

Just go for standard late-game SCs...Tartarians, aboms, and the water queens. Conjuration 8 and 9, essentially. You should have a clam factory up and running to supply gems for summons. Use indies or mermen for gate-bashing. You'll lack mage support on the land which sucks, but those SCs are pretty tough without any help.
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  #17  
Old April 3rd, 2007, 07:33 AM

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Default Re: EA Oceania on land

clams take a lot of time to pay for themselves, especially since i have no astral out of the box. The mermages are just about made for making clams though
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  #18  
Old April 3rd, 2007, 02:36 PM
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Default Re: EA Oceania on land

Quote:
Methel said:
clams take a lot of time to pay for themselves, especially since i have no astral out of the box. The mermages are just about made for making clams though
Once upon a time, clams only took a W2 mage with 10 water gems to make, no nature. The Nature cost was added with a mod from the developers that also included a new nation: Oceania. So I doubt it's entirely coincidental.
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  #19  
Old April 3rd, 2007, 03:06 PM

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Default Re: EA Oceania on land

yeah I know, but oceania has no clear use for the pearls, dont get me wrong. I can just alchemize them into something,. but it seems kindof a waste to make clams just for that.
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  #20  
Old April 3rd, 2007, 04:01 PM

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Default Re: EA Oceania on land

You have no midgame because you can't use your mages on land, just accept it and skip straight from early game (getting the seas) to late game (clams and huge summons). You need astral magic late game, so if you don't have astral mages your first 50 clammed pearls get to go the empowerment.

And yes, they take a while to pay themselves back, but outside of the queens most of the stuff you can get with water gems isn't that impressive, and it's only 3 nature gems per clam with a hammer.

Or, you could burn a few hundred of them on sea king's courts, those little naid warrior things and winter wolves, take a few provinces on the land, and then get smacked back into the ocean once whoever you're attacking actually bothers to get together a force to take out your army of chaff. That's an investment that will never pay off. Be smart, build clams.
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