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Old December 23rd, 2009, 07:15 PM
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Default Re: EA Oceania PSA: How to not lose on turn 1.

Quote:
Originally Posted by Burnsaber View Post
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.
Anyone who is in Mooseknight, please stop reading now.

Lamia Queens are not part of my strategy, that's all. I've got other things to spend my N gems on. Total KotD at month 13: 22, so I think I only recruited them for 5 turns at the most. 17 UW provinces, 4 land.

Quote:
Originally Posted by Burnsaber View Post
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.
Well, I'm lucky, then. 5 Triton Kings with E1, 2 Mermages with E1. My god built a hammer the month after he woke up, and now he's going to do a little searching. I totally agree about the massive amounts of Fish ammies. Good thing I don't need to save those W for clams!

Quote:
Originally Posted by Burnsaber View Post
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).
I don't like to erect temples that aren't in a fort. It just says "raze me", and then you're in a war. A fort is cheap (default=ramparts), and allows you to recruit more useful indies: some tribal archers, or amazons, perhaps. I agree there's not much point in recruiting Mermages in coastal forts. 175 for 6 RP (magic scale) is not great, 110 for 4 RP is better, especially for upkeep since all the tribals are sacred.

Quote:
Originally Posted by Baalz View Post
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
Quickness gives them move 60. With a lance, that's entertaining! They've already got a magic weapon and a spear, and high attack (esp Quickened), I don't think there's a need for a Frost Brand. But yeah, they are pretty cool guys.


Quote:
Originally Posted by Burnsaber View Post
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?).
You want to thug out a mage? Well, how about a 45HP mage instead? Who is also sacred, so gets your minor bless (but does unfortunately need an accompanying priest). He's the guy who gets to wield the frost brand! Pop an air gem on a W4A king, and you've got Mistform.

Anyway, I agree about the massive fun potential here.
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