Re: The Early Days. Game running.
The water teleport is about as crappy as i thought it would be.
There is basically nothing a water nation without astral can do to defend against raiding, especially with something powerful like a QoW. Being able to water teleport on top of raiders is almost essential - you might actually be able to kill the damn thing. But otherwise water movement is really fricking slow, and a raider could strike almost anywhere (especially as most raiders will tp/cloud trapeze in). In the case of a powerful raider like QoW, it can just avoid any army which might give it problems, and it's virtually impossible to force a confrontation.
I spent the last like 5 turns of that game chasing raiders totally ineffectually.
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