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Old February 2nd, 2005, 04:18 PM
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Chazar Chazar is offline
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Default Re: Why Water Cult could be fun or worth it

What should be the sense of the generic WaterCult Theme? I guess it should help non-water nations to enter the sea more easily...

So extra money for water provinces is probably not helpful, as it is still difficutl to enter the sea. Likewise for PD and Castles.

So the main problem is that armies composed of sacred troops only are usually too weak and to difficult to obtain. There are just not enough sacred troops around to compose sensible armies (which is generally a bad thing, IMHO, since I dont see why good bless-strats are really worth the cost as compared to good scales...).

Allowing priests generally to take units underwater like water mages is also a bad thing, for I like the idea that water-breathing is tied to positive dominion! So pushing your domininon into the water should remain a necessity. Maybe each priest should be allowed to take some units underwater depending on dominion strength, i.e. (priest level times dominion strength), but decreasing dominion would then introduce a random selection on the units who drown, which might be a bit odd.

In anyway, I think that WaterCult should include a possibility to take a number of non-sacreds into the waters....
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Old February 2nd, 2005, 09:29 PM

alexti alexti is offline
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Default Re: Why Water Cult could be fun or worth it

I think that allowing to buy PD (tritons) in the sea provinces would do the trick. It's not that difficult to get into the water (with sacred troops or without), but it's difficult to defend those provinces, because any water mage or Mound King can easily take them from you. Buying tritons in every province just to have PD-level defense is too costly (to buy and to maintain). But if Water Cult nation could buy triton-PD their sea provinces would becomes as defended as empty land provinces.
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