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number of troops underwater with water mages
Anyone know how many land troops a water-mage commander can take with him per level of water magic?
thank you |
Re: number of troops underwater with water mages
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[ January 30, 2004, 11:14: Message edited by: Zen ] |
Re: number of troops underwater with water mages
Oh. That isnt much. Thanks. Must change design strategy.
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Re: number of troops underwater with water mages
Thanks for that tip.
Does it allow all troops to go underwater or just some under partic circumstances? Do you know the requirements for it offhand (scales)? |
Re: number of troops underwater with water mages
Water Cult costs 50 design points, and require Magic +1.
It allows all sacred troops to enter Water within your own dominion (they will need a sacred commander or one that can go underwater, of course). If they are underwater in a province and your dominion there goes down to 0 or less, they drown instantly (so you had better take a strong dominion). IIRC, missile troops lose their missile attack while underwater, and flyer may not fly underwater. |
Re: number of troops underwater with water mages
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Re: number of troops underwater with water mages
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I thought it was W-1. In other words, 1 per W, but they have to pay for themselves first. Am I mistaken? ~Aldin [ January 30, 2004, 17:57: Message edited by: aldin ] |
Re: number of troops underwater with water mages
Check out the "Water Cult" special domain. I was thinking that maybe a nation like Jotunheim could be a big surprise in a multiplayer game by taking that theme.
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Re: number of troops underwater with water mages
It is 1.
The first path in water gives you water breathing for your pretender, and an additional 1 troop. Then scales up from there. One interesting note is that the water path water breathing doesn't seem to follow any standard water breathing breakdown (3 Human sized, 1.5 Cavalry, 1 Giant). It just takes 1 no matter what type it is. So you can drag down 1 of whatever you want as a troop type. |
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