Re: Why Water Cult could be fun or worth it
I think of it as a surprise tactic. Any game which agrees ahead of time to have no water nations or you are the last guy into the game see thats the case. You have this thread "Why Water Cult could be fun or worth it" and you have many threads asking "how can I get my nation started into the water quickly" which usually recommends the use of water mages and mercenarys. So being able to enter the water right away without waiting and bidding on the mercs that everyone else is hoping to see would seem to be an advantage. Being able to put my priests into the water next to someone and build temples in every water province on their border would seem to be at least a nice irritant (does water cult allow building castles? I dont remember). It might work best on a small tight map where provinces will be in short supply.
So the "what good is water cult" side by side with "how to I get in the water" seems to be the answer. Maybe not a great one, but a tactic worth keeping in the card file?
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