Quote:
Originally Posted by Burnsaber
Once again, not moddable. In case we still need to boost the levels of UW access, I have some ideas. Note that I'm keeping these in reserve, I'll only implement them if they are really needed.:
1) Give all units that don't breathe poor ambhibian (Bane Lords + many other undead, elementals, Vinemen, and so forth).
2) New easy nature summon, "Kelpmen", who get stronger in UW.
3) A spell that builds a UW fort, but is only castable from land.
4) Turbocharge UW access by making the breathing items uber-easy to forge (I'm talking about making them level 0 and 1 cost for all of them).
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Hmm, I didn't know that.
I neither think it's the lack of access into the water that's a problem nor the lack of uw summons (so no to 1, 2, 4). Seriously you don't just start a war because you can but because you want to profit (and you'll certainly wait until you either have good summons, thugs or some powerful magic, I really see noone attacking an uw nation with const-0 gear and nationals and winning, if there is any balance). The problem is simply that after you have won the war (or invested into labs and temples in the course of your conquest) you risk loosing everything to the next best uw sneak attack (oceania?) without PD and castles - easier access actually makes this worse (because if you can tir can also).
So I'd suggest simply making the kelp forest spell reasonably cheap - not cheap and accesible enough to make it spammable, though. It's fine if it's castable uw only, since this requires you to hold a uw province for a couple of turns (instead of stealth take + instafort).