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Old February 28th, 2012, 01:25 AM

SsSam SsSam is offline
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Default Re: Some beginner gameplay and strategies questions

Quote:
Originally Posted by Zywack View Post
---1) First turn expansion. I've seen some mentions about using a fighting-oriented awake god for first turn expansion. How do you do that, exactly? I've tried a few 2-minutes games to test it out, and the results were disastrous.
The wyrm died 2 times out of 4, Ice Dragon 1 times out of 4, and various titans 3 times out of 4, all that at default independant settings (5).
I could understand waiting until turn 2 for intel to see if there's a super weak independant province to send your god to and your army to another province, but I don't understand how you can expand on turn 1 without facing heavy risk of losing the game outright.
I think most folks would wait till turn 2. Just out of curiosity, did your wyrm have a dominion of 10? Gives the pretender AWE which makes him much more effective against indies.


Quote:
Originally Posted by Zywack View Post
---2) Thugs in general. ...

For example, as T'ien Chi, my biggest opponent is an absolutely huge Ermor so what I'm facing is mainly hordes of small undeads.
Uh. I'll let somebody else handle this one. That's a tough matchup unless you're prepared. No fire. You're in the middle of a game, so you can't rework your bless. Which Era is it?


Quote:
Originally Posted by Zywack View Post
---3) Dominion Strength of 8+. I've read in countless places that a very high Dominion strength is critical. That amounts to the majority of design points of your god, though... Is it viable to protect your dominion territories in multiplayer with 4 to 6 dominion and priests preaching on your borders, or is it simply inviting dominion death even with multiple provinces remaining?
I am currently in a mp game with a dominon of 5. It's tough. You can protect a core area with a dominion like that, but it's awfully tough to export dominion.

Quote:
Originally Posted by Zywack View Post
---4) MA Oceania land strategies / multiplayer viabilities. I was amazed at the fact that there were underwater nations and I love water + nature magics so I have a soft spot for them. I've read that Oceania is a weak nation in general and that the best "official" strategy is to just turtle in the water building clams. I can definitively understand the reason for that, but it's definitively not something I would enjoy playing... but I'm still reluctant on forsaking away my first love in anything else but single player.

My first game I focused more on expanding on land faster than underwater: With my SC God (I'll admit that the lady with the six dogs on her body maybe wasn't the best pick for this), amphibious units and the few good independent troops I could take multiple land territories rapidly, while Oceanian Tritons (great units for the cost) supported by a few Mermidon were sufficient to grab undersea territories for extremely few golds. To respond to early land aggression, I used some extremely early summons like Summon Animal (not efficient gem-wise but super efficient time-wise early game) with my SC to establish myself strongly.

Would a strategy or a variant like that be even slightly viable in multiplayer, or would I simply be facing certain game over by turn 10?
Come ashore with chaff like that near me and I'll push you back below the waves. Part of the beauty of underwater nations is that it's very difficult for land dwellers to hit you. You can raid above the waves, but holding territory is a task.
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