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  #1  
Old September 14th, 2006, 07:15 PM
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Morkilus Morkilus is offline
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Default Re: Limited randoms Vs Water nations

Quote:
BigJMoney said:
PS -- When I found out undead armies could march underwater, that was also cool to me.
Ooh yeah, when I saw that scene in Land of the Dead, my Ermorian armies conquering the sea in the Cradle map popped into my head. Of course that scene makes no sense, but it was way cool-looking. I loooove taking Wraith Lords into the sea to waste those pesky tritons.
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Old September 15th, 2006, 10:05 AM
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Default Re: Limited randoms Vs Water nations

Hum so non death nations not only need water magic but also a water gems income (or air magic + air income or some alchemy) to begin any underwater expansion (except with amphibious poptypes, but having amphibious poptypes 1/ it's a matter of luck like having indie water mages/gems sites, 2/ doesn't give any advantage against indies like magic or the ability of using sacred troops + priests do).

It's a very big buff not only for aquatic but for death nations (and I'm not really thinking one or another needed it, but perhaps it's balanced by other factors like weaker national summons or other things we can't see before playing).
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Old September 15th, 2006, 10:59 AM
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Default Re: Limited randoms Vs Water nations

No, what you need is province with aquatic units.
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Old September 15th, 2006, 11:41 AM
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Default Re: Limited randoms Vs Water nations

(amphibious poptype = with amphibious units )
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Old September 15th, 2006, 12:34 PM
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Default Re: Limited randoms Vs Water nations

Sorry I missed brackets part. Anyway, provinces with amphibious units are easiest way to get underwater. If you can't find any, THEN you have to resort to other (usually more expensive) means. Don't forget some mercenaries can go underwater too.
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