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Old December 19th, 2007, 07:13 PM
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KissBlade KissBlade is offline
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Default Re: Winning Strategies: Always a Good Idea

Not certain about the viability of clamming now if your nation doesn't start off with auto clam mages.

However, always make sure to cover yourself in death and astral. Those tend to be incredibly strong as the game progresses, especially death magic since the game more or less revolves around who gets the most undead thug/sc's as it reaches end game.
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Old December 19th, 2007, 08:09 PM

Micah Micah is offline
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Default Re: Winning Strategies: Always a Good Idea

Clams are the best use I can come up with for a surplus of water gems after you forge equipment for your guys. I generally don't base my strategy around clams, but once I have 100 or so W lying around it's simple enough to empower a shaman and get your production started...even having to empower to W2 only costs you about 8 clams though, so basing your pretender around clamming is not worthwhile IMO.

Other strategy advice:
Raiding and diplomacy are both vital tools.

Early expansion is vital. A bless or an awake Pretender are generally the best design choices.

Never start a fair fight. Only attack someone if you have a good national matchup against them, are stronger than them, or have allies.

Plan your research and always know what you're heading for next in relation to who you might find yourself fighting against.
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