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  #1  
Old July 18th, 2008, 01:28 AM

rdonj rdonj is offline
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Default Re: or maybe....

I've seen reverse Thetis' Blessings talked about a lot on these forums, but I don't really get the feeling that it's ever likely to be added. Especially since people really want a version you could cast relatively early.

What if, as an alternative, we got something like:
Flood. Floods a province for 1+x turns, allowing aquatic creatures to enter the province and gives poor amphibian modifiers to non-amphibious creatures. Costs 5w, pay one extra water gem per turn to make it last longer.


It wouldn't be nearly as powerful as a reverse thetis' blessing so it could be castable fairly early, probably by a mage with no more than 3 water... evocation 4/5?
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Old July 18th, 2008, 06:21 AM
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Default Re: or maybe....

Would be good, but I get a hunch that it's impossible to mod.
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Old July 18th, 2008, 06:25 AM
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Default Re: or maybe....

Mmh, this seemed me nice at a first glance, but surely I have some problems to conceptualize it... is it supposed to give all water units "amphibious" trait because they can breath here and there? or what?
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Old July 18th, 2008, 07:20 AM
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Default Re: or maybe....

It's easier to conceptualize as a global than as an item that only affects few troops. Water-breathing pills or a Manual of Water-Breathing? Fine. Amulet of the Fish -type "I'm in a bubble of water"? Hard to do on an army scale, except if you just flood and everyone non-amphibian gets Sailors' Death'ed.

As a global, though... just change the rules. All battlefields everywhere are affected by a Mist effect, because the very air is changed.

I really like the global idea. The only thing I'm not sure about is if Thetis' Blessing should work both ways, or if there should be a new global for underwater-to-land effect.
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Old July 18th, 2008, 07:29 AM

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Default Re: or maybe....

I think Thetis' blessing should work both ways. That way if EA Rlyeh or EA Oceania wants to clamber up onto land using it they at least have to expose themselves to counterattack automatically.
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Old July 18th, 2008, 07:34 AM
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Default Re: or maybe....

Now that idea of you seems to me the nicest Sombre. A Thetis' Blessing which becomes something you must consider very well before doing both as an underwater nation than as a land nation, because it can make you attack the enemy easily but even be counterattacked on your own territory! And it seems very fitting the Dominions 3 "magic mood", as many spells of this game affect everybody, empowering the enemy too, or damaging you too, and as side effects that must be considered carefully. Nice nice nice idea imho!!

P.S. In effect, the actual Thetis' Blessing as well as a reverse version seem a little too cheap and easy to me. But a version that has both the effects is so strategically interesting I can't find words for it
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Old July 18th, 2008, 08:13 AM

Chris_Byler Chris_Byler is offline
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Default Re: or maybe....

Actually USING Thetis Blessing (normal, the proposed reverse version, or the proposed 2-way version) makes you horribly vulnerable to having it dispelled, because whole armies of units (and possibly SCs too) drown/suffocate.

So that alone isn't going to solve the problems of water nations unable to compete on land (of which we seem to agree MA Oceania is the biggest example), especially given the high research requirement, and the fact that being a water nation doesn't necessarily give you tons of water gems to protect it from dispel.


A weaker cave drake that you could summon in your secure underwater labs and *then* take up on land would be a useful alternative to ice drakes that you need to capture a land lab (and put your mages in it) *before* summoning, and even then they're largely useless against a variety of cold-resistant races and units. (If it's weaker than a cave drake presumably it would also be cheaper.) Amphibious sea serpents would have the same benefit - the summoners can stay in the safety of the water, while someone else leads the beasts onto land, and unlike much of your battle magic, they don't rely on cold to be effective.

Since most maps are mostly land, a nation that is severely disadvantaged on land is doomed, even if they have a secure powerbase in the water. (If their land disadvantage is that bad, any non-coastal province is equally secure against them.)
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