Don't change Oceania
	
			 
             
			
		
		
		
		A number of people on this forum have asked that upcoming patches give Oceania more power.  I am not nearly as knowledgeable as the gurus on the forum, but I have come to enjoy Oceania.  In single player mode, it is my favorite nation.    
 
I start with an imprisoned Master Lich with 1A 3W 4E 2S 4D 4N Dominion 7, 3 luck, 1 growth, 1 turmoil.  My focus early in the game is on research, as the land nations aren't going to be a threat early on.  This is especially true in a game like Dawn of Dominions where you are the only water nation.  I buy two triton kings early on and recruit only wave warriors.  I lead them with Wave lords and mermages.  Other than that, I try to get a lot of cheaper researchers, namely amber clan mages.  I recruit any water mercenaries that are on offer, and drive toward the nearest promising land province.  In Dawn of Dominions, that would be the opening to the underground world.  Once I conquer one, I recruit any mercenaries on offer and build high province defense.   
 
The core of my strategy is stolen from Baalz guide to Helheim, building a massive research capability.  I want to make sure I am at construction 4 by the time my pretender breaks free.  At that point, I can forge skull mentors with any death gems I have acquired.  Since Oceania is weak on land, I put an emphasis on conjuration.  If I can get to conjuration 6, I feel I have the game won.   
 
Anyhow, Oceania is a nice way to play, once you have some experience in the game and want more of a challenge. 
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
	 |