Re: Dud nations
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mivayan said:
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thejeff said:
Isn't one of those 10% randoms Air?
That lets Master Smiths make cheap Quills too. Granted they won't have much air income to work with, but at 2 per, they don't need a lot.
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On average one in 40 smiths have an air random... I think you'll need a searching pretender to get usefull amounts of gems.
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tromper said:
In fact, has anyone ever been overrun by LA Abysia? Has LA Abysia ever won a game? Hmmmm.
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Cheap anywhere blood hunters, heavy infantry with tower shields, immunity to fire storm/heat from hell... ought to be able to do something?
Guess all usefull mages being old and capitol-only counts for something too.
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Good points. One thing about this game will be finding out whether or not rush tactics will count for anything. If not, then many of the usual nation considerations learned from smaller MP games might need altered. If Abysia plays slowly with a strong heat dominion then things might get interesting. They could even go to heat +3 which would affect others more than it would them. On the other hand, there are nations which will be able to make better use of indepts to push without waiting for their dominion to catch up.
Would Abysia playing a defensive game inside a powerful dominion until they research some power for their mages might be a tactic?
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