Quote:
Boron said:
Taking water cult doesn't really work imo . The only 2 nations with really good sacred stuff are Jotunheim and Vanheim .
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Graeme said in a recent post that the best solution is to dominionkill the waternations .
I agree fully here . Try to outdominion them by negating them access to the shore . If really needed lategame you can try an invasion with tartarians .
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I actually proposed preaching against the oceans myself awhile ago
(Post#259089). Nevertheless I am wondering
what WaterCults are good for and how this theme could be used in MP games. That is my intended question in this thread - and
not how to circumvent the problem otherwise. Thus:
Is it possible to successfully play a water-cult nation in MP and benefit from it? If yes, then how? What are the key points?
The map that I have recently presented here has quite a lot of sea provinces permeating the entire world. I agree that WaterCults are seemingly useless in the presence of nations that are at home at the sea (Oceania, R'yleh, Atlantis). So to give this discussion a chance, let us assume my map (102 provinces) played by 6-10 players
without any water nations present then?
What are reasons to choose a WaterCult? How do I complement this choice in the rest of my Pretender design? I am asking for concrete Pretender Designs and the intended strategy behind them...