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December 29th, 2007, 03:00 AM
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General
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Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
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Re: Dealing with Ocean Nations
Quote:
Zonso said:
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They have huge armies and can invade several of my territories at will and I can do little but respond afterwards.
... utterly destroyed the next turn by their combined 400+ armies!
... Worse now is Oceania has built Forts right next to my land provinces.
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Any advice or strategy? Thanks.
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Hopefully you have some death gem income... the undead armies can be gathered in great numbers and most undead can travel underwater. If you're stuck with only nature and earth gem income you'll have to focus on mechanical men.
You'll need time to build strong armies to march into those waters... hopefully you can hold your borders. SCs are an option as well yet make sure you can protect yourself before stealing underwater enemy provinces.
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December 29th, 2007, 05:46 AM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
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Re: Dealing with Ocean Nations
If you are playing EA, you could go for a dominion kill instead of trying to invade the water. You still need to hold off his armies on land, but the AI likes to park on your castles, and if you can fill one up with some chaff and strong animal summons it will take forever for your walls to come down.
EA Pan has half-price temples, jade knives (N+B Pans), and blood sacrifice. Temple up, catch a few slaves (B2 Pan or B1 with a rod), preach out a few red candles with your Dryads (even sneaking Dryads can do this in enemy provinces, set orders to retreat in case you are caught), and sacrifice everywhere with Dryads and/or indy priests wielding jade knives.
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Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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December 29th, 2007, 06:15 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
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Re: Dealing with Ocean Nations
You know what'd be a cool? a spell called "Boil The Oceans" though you'd have to incorporate a 'water level percentage' This would determine weather the water is Sea or Deep sea. Now as for the spell! Fire spell, level 9, in a fitting school of magic anyway, it slowly, boils the oceans away leaving wastelands in it's wake. All aquatic creatures die, and armies from the lands can walk in the now empty seas. The oceans would remain dry until the spell is dispelled or the caster dies. However, not all underwater nations has astral magic and the most vulnerable nation, to this spell would be early age Oceania which has nearly all aquatic unit, I'd suggest a water spell that envelopes one province totally in water, the spell would only be able to be cast while there there is a water percentage left in the province.
Oh, and sry it's a lill' off topic, but it would make it easy to take out sea nations eh?
Except if they dispel it, then wooosh!
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December 29th, 2007, 06:49 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Re: Dealing with Ocean Nations
That could've been done in Dominions 1. There the map would've actually changed, the blue (water) pixels changing into yellow (wasteland). In Growth dominion, the wasteland might even have changed into fields or forests. The maps were very ugly, though, so the current system is good enough IMHO, even if we won't get spells like that.
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December 29th, 2007, 02:44 PM
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First Lieutenant
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Join Date: Nov 2006
Posts: 739
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Re: Dealing with Ocean Nations
Quote:
Endoperez said:
That could've been done in Dominions 1. There the map would've actually changed, the blue (water) pixels changing into yellow (wasteland). In Growth dominion, the wasteland might even have changed into fields or forests. The maps were very ugly, though, so the current system is good enough IMHO, even if we won't get spells like that.
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Hey, I like this idea of growth/death scales slowly changing the province type!
I also think that in time LA Ermor's dominion should change the land into wasteland.
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December 29th, 2007, 10:17 PM
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Private
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Join Date: Dec 2007
Location: Vancouver, BC
Posts: 6
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Re: Dealing with Ocean Nations
Some good suggestions, thanks. I will try building up an Army of Undead which seems the only feasible option right now without easy Water access. I am playing MA so Pangea cannot perform blood sacrifices. I didn't know Dryads could preach safely in enemy territory, I will have to try that as well. Thanks again.
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