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Old December 23rd, 2009, 05:53 PM
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Default Re: EA Oceania PSA: How to not lose on turn 1.

Quote:
Originally Posted by vfb View Post

You can also try an E4D4S4 Master Lich: Dom7, Order-0, Prod-2, Cold-3, Growth-1, Luck-3, Magic-1. I don't think you need an N4 bless, and an N2 Mermage becomes N5 with a Thistle Mace and 2 rings.
And how would that Mermage get D magic for Lamia Queens? Although "Prot heavy" luck build could work, since you are likely going o recruit KotD just for the fisrt 6 turns (once you have the expansion power you need, you should diversify to Tritons to avoid being so counterable.

Quote:
Originally Posted by vfb View Post
Your god does not need to be awake to site search either. Your Amber Mages and a Priest can already find many UW sites, and you can send a couple out early behind a few expansion squads of KoTDs. Then when your god wakes up you can send him to the provinces where you haven't found any sites yet.
Eh, In my tests he really needed to be awake. You need to get "lucky" to get E1 Mermage/King so early. Ideally your god should already be forging hammers when the first year is over. That sort of Earth income is not going to happen unless you get E mage searching early. You need your hammer, now and badly in order to some thug presence on land to prevent land nations simply laughing you out of your beach-hold. Trust, Oceania needs to forge a *lot* of fish amulets, frost brands and lanters.

Quote:
Originally Posted by vfb View Post
Don't build land forts anywhere you don't get a useful indy mage though! Especially if it's not on a coast.
Yeah. For those who do no know, Oceania ges no national recruit on land forts, unless hey are coastal. And even if the for is coastal you get Mermages (175g for 3 sucky picks!) and Turtle Warriors (Medicore!). I'd advise against building forts at all, it's simply better to build one UW and recruit your mages there (more research that way).

Quote:
Originally Posted by Baalz View Post
Also, another thing I have yet to see actually used is what occurs to me right off the bat - way, way, way better than an expensive dual bless is KotD with a bit of support magic. Friendly currents/wave breaker drops your enc by 2 bringing you to a net 0 with a modest E4 blessing. Stack on Wooden Warriors (or iron/marble warriors) and that's even better than an E9 blessing. Quickness is much better than a W9 bless. With a support mage or two just a handful of KotD go a long way.

You know whats a much, much nastier idea though? Leveraging the same logic with your extremely affordable, recruit anwhere Triton Princes. Pass out wave breakers, frost brands, lycantrhop amulets, rhime haubriks, etc. drop iron warriors and quickness...and I don't think you really need to think about a blessing at all...but a light blessing is so cheap why wouldn't you? Set up 2-3 castles without even having labs in them - that will easily give you more military strength than you could spit out cap only Knights of the Deep constrained by your dominion score (you can also spit out some bishop fish if you're so inclined). And what's that? You can slap amulets of the fish on them as well? Well damn son, that sounds like if you leverage it properly it looks a hell of a lot like EA Oceana projecting its charateristing early game might onto land.

Does this sound like a prohibitive amount of resources? Well, it's not really. If you nab a couple kelp fortresses all you've got to do is plop up a couple temples. You should have a solid water income and enough earth to spit out a slow but steady stream of dwarven hammers. Those very low upkeep triton princes steadily pile up along with a pile of 3 gem frost brands, demon whips, amulet of the fish, and lycanthrop amulets (stacks very nicely with a light nature bless). For the special forces needs you shouldn't have any trouble whatsoever outfitting some of them with rhime haubriks, wave breakers, lead shields, etc.

Now, with all that in mind consider what it looks like to have a dozen of these guys with some mages dropping quickness, iron warriors, iron will (if you're fighting R'yleh). Stack on a few more tasty boosts from whatever light blessing you go with...naaaasty.

Yeah, it's an uphill fight as Oceana, but you could have some fun with something like this.
I have to admit, Princes really are promising. With just a moderate bless and Frost Brand, those guys can be devious. Amber Clan Mages also have pretty thuggable stats and are able to buff up with Quicken Self, Breath of Winter and Barkskin (Fireshield on land). However, they will need some low enc armor with their Frost Brand though (Rainbow Armor?).

If I were to play Oceania, I'd likely rush for con6 (lanterns and full thug gear) first, perhaps side-tracking for buffs to Alt3. Going for cheap Prince Thug hordes, supported by KotD and lots of Tritons sounds like a nice plan.

After that, I'd hit Con 6 for Lamia Queens and Spectres (+Shark Spells for UW). After that, I'd likely hit more alt for buffs or deeper conj for Living Water (which is nasty in your cold dominion).
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