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May 2nd, 2008, 10:00 AM
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Lieutenant General
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Re: Mega Age II (Kingmaker) Sign Up!
I have no idea who will play ea oceania yet, but i i am leaning towards giving their capital an assigned spot in the large body of water. If they ended up in the small body of water, that may be too big an obstacle for anyone to overcome.
Thoughts?
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May 2nd, 2008, 11:04 AM
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Re: Mega Age II (Kingmaker) Sign Up!
EA Oceania is a beast underwater, but they also share many of the same issues that EA R'Lyeh has on land. All the other water nations have enough landward versatility to handle small bodies of water to start in, but these 2 nations both need more water early to compete well so I would concur with your assessment Xietor, but add that EA R'Lyeh needs similiar consideration.
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May 2nd, 2008, 11:12 AM
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Major General
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Re: Mega Age II (Kingmaker) Sign Up!
Ea Oceania is really, really strong underwater, if whomever gets them takes a decent bless on there sacred knights they could easily destroy any other water race who is there neighbour early in the game. Thus control a large body of water to themselves.
However, the problems then start, they suck big time on land. They lose mage levels and there best mage needs a amulet of the fish to go on land, losing a misc slot.
There main way around this is via gem superioity via clamming but clams have been severly nerfed, so there late game sucks.
I have already played Ea Oceania in MP so have no wish to play them again. I'm keeping my fingers crossed I get my 1st pick.
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May 2nd, 2008, 11:32 AM
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Lieutenant Colonel
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Re: Mega Age II (Kingmaker) Sign Up!
Yeah, I agree with the above posters.
If EA Oceania ends up in the small lake by themselves they will have a very, very difficult time. I won't object to guaranteeing them a spot in one of the bigger seas, as they really need a minimum of critical mass to get out of the water. All those people who agreed to help you out by taking a water nation might have other ideas though.
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May 2nd, 2008, 11:34 AM
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Re: Mega Age II (Kingmaker) Sign Up!
no one will get ea oceania against their will.
What may happen is i do the 1st picks resolution on race selection, and post who got what. Then maybe someone that did not get their 1st pick may volunteer for them.
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May 2nd, 2008, 11:35 AM
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Re: Mega Age II (Kingmaker) Sign Up!
Quote:
EA Oceania is a beast underwater, but they also share many of the same issues that EA R'Lyeh has on land. All the other water nations have enough landward versatility to handle small bodies of water to start in, but these 2 nations both need more water early to compete well so I would concur with your assessment Xietor, but add that EA R'Lyeh needs similiar consideration.
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Another idea would be to give them an island surrounded by the seas they start in, to give them a opportunity to get on land more easily.
Note : I'm not playing but I thought it could be a good idea. I look forward to seeing what this game becomes
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May 2nd, 2008, 11:36 AM
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Re: Mega Age II (Kingmaker) Sign Up!
Quote:
Meglobob said:
...their best mage needs a amulet of the fish to go on land, losing a misc slot.
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I have to second everything Meglobob says, but this last part I snipped because it applies strongly to EA R'Lyeh as well. Aboleths and Mind Lords are excellent mages, but they require that amulet of the fish to go on land. And they only have 2 misc slots to boot.
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May 2nd, 2008, 12:15 PM
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Re: Mega Age II (Kingmaker) Sign Up!
Whewie, I have to say after playing around with MA Oceana I think they're even worse off than EA Oceana & R'yleh at getting out of the water. At least with those two once you do get amulets of the fish you've got some fairly strong thugs/mages, with MA Oceana all you've got is hideously expensive crippled pans, with no stealth, no meanads, water instead of earth magic (bleh)... *and* they lose a huge chunk of their magic and most diversity going onto land. At 350 gold for essentially a 2w 2n non-thugable mage I can't see these guys being remotely cost effective for anything on the land. Even your second tier mages lose water magic leaving the water...no falling frost out of any of your mages. Their amphibious troops are decent enough, but they're not going to stand up to an uber bless and you're not going to be getting much magic support even when your research kicks in. No death, astral, or blood makes your even longer term prospects pretty bleak to, and if with 30 gem clams I can't see any investment in them paying off in time to keep you alive....Bleh, I've picked up an uphill fight.
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May 2nd, 2008, 12:22 PM
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Lieutenant Colonel
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Re: Mega Age II (Kingmaker) Sign Up!
Indeed. But I always thought oceania could do pretty good on land with water summons lake naiads.
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May 2nd, 2008, 12:24 PM
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Re: Mega Age II (Kingmaker) Sign Up!
Quote:
Baalz said:
Whewie, I have to say after playing around with MA Oceana I think they're even worse off than EA Oceana & R'yleh at getting out of the water. At least with those two once you do get amulets of the fish you've got some fairly strong thugs/mages, with MA Oceana all you've got is hideously expensive crippled pans, with no stealth, no meanads, water instead of earth magic (bleh)... *and* they lose a huge chunk of their magic and most diversity going onto land. At 350 gold for essentially a 2w 2n non-thugable mage I can't see these guys being remotely cost effective for anything on the land. Even your second tier mages lose water magic leaving the water...no falling frost out of any of your mages. Their amphibious troops are decent enough, but they're not going to stand up to an uber bless and you're not going to be getting much magic support even when your research kicks in. No death, astral, or blood makes your even longer term prospects pretty bleak to, and if with 30 gem clams I can't see any investment in them paying off in time to keep you alive....Bleh, I've picked up an uphill fight.
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I've never really understood the uber punishment that water races take to their mages. Water is probably one of the worst combat magics. You're stuck with quickness, quickening, and falling frost Cold bolt is highly awful compared to some of the other bolt spells.
Jazzepi
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