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Old December 27th, 2009, 12:23 PM
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Slobby Slobby is offline
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Default Re: EA Oceania PSA: How to not lose on turn 1.

Now I recall something wrong with the arch mage build I presented earlier, and that's that it takes too long to materialize, ie. for it to awaken and get things going!

Changing it slightly to an awake arch mage, F2W1E3S4D2 O3P2C3Ma1 dom4 (you can also take misfortune 1 and then go W2 dom5, or misfortune 2 to get dom6 + more magic or go to Ma3).

In year one I grabbed 19 UW provinces, and built two forts (I didn't find any), my expansion parties (3) at the end of year 1 consisted in total of 15 KothD, 26 O. Soldiers, 25 O. Tritons.

For expanding I put the O. Soldiers (~10) in the middle and dropped them back slightly H&A closest. The commander way back holdx5 stay behind troops, the O. tritons (~10-15) up a bit and at the very back H&A closest, and the KotD (~5) down a bit and at the very back H&A closest.

At the end of the first year my starting army + 4 KotD was still kicking and never got reinforcements.

Of course it was on an open map without any competition in the water, but even if there was water competition you can easily switch to making turtle/wave warriors and start pushing on land once the water territories are taken. Or for that matter you could attack the other UW player.

In terms of research I got to con4 and had a rp/turn of 104.
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