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Re: EA Oceania PSA: How to not lose on turn 1.
I imagine/assume you guys are discussing EA Oceania with CBM 1.6 in mind.
Imo EA Oceania is one of those nations crippled by the unique gem gens, since they just cry out for clam and fetish factories...I was thinking of doing a guide for them (vanilla) called fire and ice, but I'm lazy. :p The general idea is how to get onto dry land, and imo for EA O it's all about evocation spells...falling frost spam + falling fires spam + ice strike spam (late game replace with niefel flames + flamestorm). Your troops aren't that great and tricky to mass (the high prot ones anyways)/buff, you've got to kill your enemy before they get a chance to kill you. With 3 different damage dealing spells...well chances are your opponent will have to work pretty hard (and might not be able) to adequately protect against all 3. The pretender chassis I was playing around with was a sleeping arch mage, O3P3C1 F3W2E3S5D2 dom4 -not too concerned with dom4 since you'll have a crazy amount of money to buy forts and temples (spam them hard). If I recall I came to the conclusion that the best way to maximize the production scales was to have a fortress in every water province I had (long term goal) seeing how the administration for the UW forts is so sucky. -F3W2 so I can boost up to staff of elements -E3 for hammers -S5 to boost up to S9 and then drop my pretender around (with amulet of fish+ritual of returning) for master enslave. Or just drop him around for fire storm, etc. -D2 combined with F to get skulls of fire, combined with W to get the kokythiad, also to find those D sites under the seas so I can get leviathans, and the rest of the good D stuff -Also when looking for thugs, I went sea king court and then GOR'd the sea trolls, and just left the sea king to generate W gems to pay back the summon (slow payback I know :p) |
Re: EA Oceania PSA: How to not lose on turn 1.
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Indy breakdown from my game (indies at 5): Mermen x 2 Shambler x 2 (One of these I took w/o any KotD) Abmer Clan x 1 Ichtyid x 2 Triton Trooper x 3 Triton x 5 Trolls/Kraken x 1 My initial army usually accompanied my KotD. My 2nd and 3rd KotD groups were supplemented with indy tritons. The triton/soldier groups are right at the back on Hold-attack. Just in front of them are the KotD on Hold-attack. This lets you fight the faster indies in the indy army first, then the next bunch when they catch up. The KotD will engage first and take the majority of attacks, then your Tritons catch up and do a ton of damage, without facing many attacks before the indies rout. Quote:
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Re: EA Oceania PSA: How to not lose on turn 1.
Don't forget that some of those indy shamans have useful randoms.
Wolf has 10% D and Deer has 10% A. 10% doesn't sound like much, but if you're building a lab and temple you'll be making quite a few anyway. The others are less useful since they've got 10% chance of 4 randoms, so you're less likely to get the one you need. If you don't have D on nationals, 1D is useful for site searching and forging even if you've put it on your pretender. AN is less useful for Oceania, since you'll have it already, but for many nations it's nice access to Rainbow armor. |
Re: EA Oceania PSA: How to not lose on turn 1.
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Clever stuff on using the indy tritons too, I'lll have to try that sometime. So I'll probably have to state that the N bless can be dropped, but I just like he regen for Kings and Princes (Llamia Queens are also very good). Quote:
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Re: EA Oceania PSA: How to not lose on turn 1.
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More seriously, I have a lot more fun if I can take a few risks with my build, so I can buy luck-3 scales. I enjoy a Misfortune-scale game every now and then, but lucky events really turn my crank. It's just a personal preference. :) |
Re: EA Oceania PSA: How to not lose on turn 1.
Now I recall something wrong with the arch mage build I presented earlier, and that's that it takes too long to materialize, ie. for it to awaken and get things going!
Changing it slightly to an awake arch mage, F2W1E3S4D2 O3P2C3Ma1 dom4 (you can also take misfortune 1 and then go W2 dom5, or misfortune 2 to get dom6 + more magic or go to Ma3). In year one I grabbed 19 UW provinces, and built two forts (I didn't find any), my expansion parties (3) at the end of year 1 consisted in total of 15 KothD, 26 O. Soldiers, 25 O. Tritons. For expanding I put the O. Soldiers (~10) in the middle and dropped them back slightly H&A closest. The commander way back holdx5 stay behind troops, the O. tritons (~10-15) up a bit and at the very back H&A closest, and the KotD (~5) down a bit and at the very back H&A closest. At the end of the first year my starting army + 4 KotD was still kicking and never got reinforcements. Of course it was on an open map without any competition in the water, but even if there was water competition you can easily switch to making turtle/wave warriors and start pushing on land once the water territories are taken. Or for that matter you could attack the other UW player. In terms of research I got to con4 and had a rp/turn of 104. |
Re: EA Oceania PSA: How to not lose on turn 1.
dom 4 is very dangerous for a water nation since dom spread from land to coast happens very often.
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Re: EA Oceania PSA: How to not lose on turn 1.
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