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Other than pure UW combat, is there anything UW nations do better than land nations?
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# ? Apr 6, 2017 22:02 |
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# ? May 25, 2024 14:09 |
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Flavius Belisarius posted:Which age is this? Middle Age. I ride bikes all day posted:Other than pure UW combat, is there anything UW nations do better than land nations? I don't think so. Pelagia is the one exception in that they can get a wish engine online with their alchemy bonus. They can wish for gems then alchemize those gems to get more pearls than they started with. Given Pelagia's pretender titles, this is what they're shooting for. We can confirm this once we get a look at their bless. If Pelagia took astral 9, well, we know what that means. edit: I guess Rlyeh has some weird void and sanity stuff too. I dunno, I've never played them. Tagichatn fucked around with this message at 22:35 on Apr 6, 2017 |
# ? Apr 6, 2017 22:13 |
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Tagichatn posted:I don't think they can choose any pretenders with blood either, does blood hunting work underwater? No, it doesn't. Fishpeople virgins are safe.
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# ? Apr 6, 2017 22:39 |
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MA R'lyeh has some very very solid summons from their voidgate, along the lines of Agartha summons in power. They are however random and pseudo-uncontrollable so It's a crapshoot to it even being a thing. R'lyeh does have a solid astral setup and while they will not be throwing horrors around they will definitely be a threat for Big Water/Astral globals and likely a reliable caster of dispel. .
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# ? Apr 6, 2017 23:14 |
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TGG posted:MA R'lyeh has some very very solid summons from their voidgate, along the lines of Agartha summons in power. They are however random and pseudo-uncontrollable so It's a crapshoot to it even being a thing. R'lyeh does have a solid astral setup and while they will not be throwing horrors around they will definitely be a threat for Big Water/Astral globals and likely a reliable caster of dispel. . There's a fair amount of irony that Lovecraft Mythos: the Nation has a harder time working into Blood Magic and summoning horrors than most other nations.
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# ? Apr 7, 2017 00:07 |
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They do have exclusive access to the strange things from the void. Just not the horrors from beyond the veil. Important difference
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# ? Apr 7, 2017 14:29 |
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Speleothing posted:They do have exclusive access to the strange things from the void. Just not the horrors from beyond the veil. Important difference Good MA R'yleh feelings: Getting Vastness on turn 3 (so i'm told)
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# ? Apr 7, 2017 14:38 |
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Precision 15 and 4 mind blasts. Wow. Is that a national hero, I assume?
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# ? Apr 7, 2017 16:32 |
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I ride bikes all day posted:Precision 15 and 4 mind blasts. Wow. If I recall correctly, nope - for one it doesn't have the unique tag. It is basically the best unit you can pull through the Void Gate though.
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# ? Apr 7, 2017 17:24 |
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I ride bikes all day posted:Precision 15 and 4 mind blasts. Wow. You can actually have multiple of them, and depending on blessing they can be even more powerful since they're sacred. Also oh boy, both Nazca and Asphodel are in the party, all we're missing is Ermor for maximum
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# ? Apr 7, 2017 17:36 |
These Kelp Fortresses are your white whale.
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# ? Apr 7, 2017 18:24 |
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Ramc posted:These Kelp Fortresses are your white whale. From Poseidon's heart I search for thee?
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# ? Apr 7, 2017 19:02 |
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FrenchBen posted:You can actually have multiple of them, and depending on blessing they can be even more powerful since they're sacred. It's a huge stretch to try to game around that though considering that Ryleh are the only nation capable of getting them on a big rng, and Ryleh isn't a bless-nation as a rule. So Tagichatn I realize we are fairly far away from it LP post wise but what is your end game with OCE? As far as I can tell you've got a decent if pricey amphibious line-up of nationals but pure sea guys will likely out class you in the water, as will most land nations out of it. And your nations natural magical access to N and W with a small amount of A/E aren't really conducive to big flashy world breaking spells. Gridlocked fucked around with this message at 23:32 on Apr 7, 2017 |
# ? Apr 7, 2017 23:24 |
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Gridlocked posted:It's a huge stretch to try to game around that though considering that Ryleh are the only nation capable of getting them on a big rng, and Ryleh isn't a bless-nation as a rule. I didn't have an endgame in mind since I was a newbie (still am) and had never played Oceania or any nature heavy nation before. Nature has some good buffs though and good evocations although not game-ending ones. Turn 10 Let’s take a look at the messages. We get a friendly message from Caelum but we already chatted on IRC and negotiated a NAP. Nothing from Abysia unfortunately but he didn’t attack us which is a good sign. With our scout we can see he doesn’t have PD in one of his provinces so we can at least retaliate if he does do something. Conjuration 2 complete which doesn’t net us much beyond summon water power. We found a magic site, not a fort but I’m not going to turn my nose up at nature gems. It’s been six turns since our prophet died so now we can make a new one. The aphroi lord is our best bet because he is just a regular commander. Making a mage the prophet means they are spending valuable scriptable turns on blessings and whatnot when they could be casting spells. I renamed him prophet to make him easier to find. Prophetizing him loses a turn but the domspread is worth it. We win one battle and lose the other. Turns out Pelagia had moved more units into that province so our force of 10 dudes routed although we only lost a few. It’s not much of a problem though, they routed into a province with commanders who are duly picking them up. Also Pelagia messaged me on IRC, looking for the alliance I offered earlier. I figured this battle is a good enough answer. Well, not every event is good but at least this bad event has an upside. Sometimes the bad events give a ton of negative scales and like, 3 death gems. Unfortunately, magic increases do nothing unless it's a province with researchers which, of course, that province doesn't have. I guess our mages get less fatigue if we happen to fight there? Oh well. So, what's going on next? Our shambler chief is building a fort and once my mage gets there, she can build a temple and lab and finish up our staging area. I’m also buying some mercs in that province to punch up our offensive army. 50 ichtyid warriors is nothing to sneeze at. Our northern army forges ahead into independent territory and we can see that Pelagia doesn’t own most of the surrounding provinces so we should be safe from a bump. I wouldn’t be worried if we did but still. I think I will site search for the fort just in case. I can also put down a temple and a lab so my mage can pick up some water gems. By then I should be able to summon lesser water elementals. Atlantis is moving up but I’m not sure how much steam his army has. I definitely have the upper hand in terms of water provinces and possibly land provinces but Pelagia itself is a big prize, you get great gold and gem income plus a fort and lab. Oceania is nice in that only two of my units are cap only. I’m not building aphroi at all since they are way overcosted but aphroi commanders are nice. The 80 leadership is twice that of the other inspirational commander but they do lose the holy levels.
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# ? Apr 8, 2017 00:01 |
Tagichatn please tell us about your god like the turn before he wakes up it is very important for reasons.
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# ? Apr 8, 2017 04:40 |
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By popular request, I'll talk about my god before this turn. Pretender Spotlight So uh, here he is. Swimming in Fish and Crab poo poo, the Father of Monsters. I mean, that's what aquatic people do all day. You know how birds poo poo everywhere? Imagine if you had to breathe that in all the time too. That's another reason why underwater nations suck. I actually didn't have much of a plan with this guy. People in IRC said he was cool so I took him. They also said he was good at expanding, which he's not. His innate weapon is really good but he doesn't have enough protection to get through battles unharmed, even with fear. He also doesn't have recuperation so I definitely didn't want him taking hits. I went water because hey, water is good underwater and death because it's a magic path that my nation lacks. With water and death, I can summon evil naiads that come with w3d3 which is pretty good and it only costs water gems. Death 5 lets me cast some cool stuff too, like burden of time if it comes to that. Turn 11 New turn, new messages. Oh look, a proclamation from us! What could it be? Yes, it’s our Prophet becoming a prophet. I've gotten in the habit of renaming my prophets to something catchy, even later in the game, because you can lose track of which commander is your prophet pretty easily when you're up to hundreds of mages. Pretty boring turn this time unfortunately but we’ll take a look. Our scout catches a battle of Abysia vs some indies, he wins handily. Hopefully he doesn’t move towards Coast Haven since I sent a message saying I would take that myself but he also didn’t message me back. It’d be a better idea for him to finish off his cap circle but players can be unpredictable. If he doesn’t take it, I will send an army to grab it next turn with the aphroi lord building this turn. Our expansion army won pretty handily, the commander is going to search while I build an indie commander to start a fort if she doesn’t find one. Even if she does, he can start building the fort upgrades. The next message is an unexpected event in our land province.We gained...a sage? He’s a good researcher which is nice but we also don’t have a lab in that territory. I’m not sure it’s worth building one just so he can research. Lastly, we had some commanders patrolling and the province is now safe and orderly. Our bid for the mercenaries has failed, they got picked up by Atlantis. Better than Pelagia getting them but it would’ve been nice to have them. Our prophet will move north into more friendly territory but then he’ll be able to take over the island adjacent to Pelagia. Our commanders in the south will link up while we build a few shamblers. My scout has found out something interesting, Pelagia forgot to buy PD in this province. That means that a scout can easily grab it which I will do the same turn I attack his other province. Also his scales are terrible, 3 turmoil and 2 sloth? I don’t see how he could afford to build any units like that. I assume he has a crazy bless but I’m not too worried since he won’t be able to actually produce many sacreds. Pelagia sacreds are loving scary too but they're not amphibious and therefore stuck underwater. Join us next turn for the start of year 2!
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# ? Apr 10, 2017 05:23 |
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What scales and what dominion power did you go for yourself?
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# ? Apr 10, 2017 05:30 |
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# ? Apr 10, 2017 05:44 |
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PurpleXVI posted:What scales and what dominion power did you go for yourself? I went order 2, production 1, heat 2, growth 2, luck 2 and magic 1 with dominion 7. Going without a major bless left me a lot of room to take some good scales. Haha, this is amazing! Nice art Ramc.
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# ? Apr 10, 2017 05:59 |
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Tagichatn posted:I went order 2, production 1, heat 2, growth 2, luck 2 and magic 1 with dominion 7. Going without a major bless left me a lot of room to take some good scales. Is there any point to taking Heat/Cold scales unless you're one of the specific nations with units that benefit from it?
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# ? Apr 10, 2017 06:26 |
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PurpleXVI posted:Is there any point to taking Heat/Cold scales unless you're one of the specific nations with units that benefit from it? Free up points for something else? Do the temp scales even matter for water nations?
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# ? Apr 10, 2017 06:43 |
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Yeah, most nations treat temp scales as just free PG build points. They do affect income, but temp scales will naturally change throughout the year anyways, so even a +/-3, which is listed as -15%, will only affect you some of the time - and you can use those points to get scales that give you permanent income boosts. If it happens to be a nation that actually wants a certain temp and starts in that direction, it just means they get less points as they likely just push it up to 3. As for water nations there's some slight effect, but it's mostly irrelevant. Deep sea provinces completely ignore them, but other sea provinces are slightly affected, as are any owned land provinces obviously. I want to say sea provinces will go to a max of +/-1 off their normal value.
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# ? Apr 10, 2017 06:54 |
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PurpleXVI posted:Is there any point to taking Heat/Cold scales unless you're one of the specific nations with units that benefit from it? Each step you go away from normal on the heat/cold scales gets you build points you can spend on other good things for your pretender and scales. When picking heat/cold, you have to keep in mind that provinces get 1 level hotter in the summer and 1 level colder in the winter.
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# ? Apr 10, 2017 06:55 |
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For turbo sperg purposes, bear in mind that Summer starts turn 4, so ticking your temp scale down by 1 is a good strat for getting extra gold in the very early game. Temp maxes out at 3, so if you're nation is hot 2 or cold 2, pinging the slider up to 3 gets you extra points without the additional negative effect from summer/winter. Lastly, Earf Snake is cold blooded, so don't go cold scales with one like I did once. Bug Squash fucked around with this message at 08:56 on Apr 10, 2017 |
# ? Apr 10, 2017 07:47 |
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Does Oceania get access to those silly bishops that are literal monk fish?
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# ? Apr 10, 2017 08:20 |
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I'm surprised IRC said the Father of Monsters is good iirc most things like him are total crap.
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# ? Apr 10, 2017 08:26 |
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Internet Kraken posted:Does Oceania get access to those silly bishops that are literal monk fish? Bishop Fish is a generic spell. If you have the paths and an underwater lab anyone can cast him.
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# ? Apr 10, 2017 08:57 |
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Gridlocked posted:I'm surprised IRC said the Father of Monsters is good iirc most things like him are total crap. They lied to Tagichatn in order to sabotage his game!
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# ? Apr 10, 2017 09:12 |
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Torrannor posted:They lied to Tagichatn in order to sabotage his game! I highly doubt that. IRC is very friendly with sharing strat tips even in games people already have an interest in themselves. I think someone must have said it's a cool god, but not a GOOD god. I'll have to double check what chasis's OCE can get before I pass comment on if he had any better choices. Edit: Yeah he has Erfsnek as long as it wasn't banned. Erfsnek would have been the expander god of choice. Ancient Kraken also a good choice for just U-Water. An imprisoned or w/e the other option is Statue of the Underworld could have also been used to provide D path and a good mid-late game ritual caster/path guy. Gridlocked fucked around with this message at 10:30 on Apr 10, 2017 |
# ? Apr 10, 2017 09:53 |
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Erfsnake is almost always banned these days.
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# ? Apr 10, 2017 10:48 |
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Corbeau posted:Erfsnake is almost always banned these days. I still pick it when I don't know what to pick. I also lose most games I play or go AI in the first 3 turns as I realism I forgot to play. (sorry again jsoh, poo poo got busy literally the day after the game started)
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# ? Apr 10, 2017 13:31 |
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I like to name my mages with rare crosspaths and prophets in ALL CAPS to make them even easier to find.
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# ? Apr 10, 2017 15:04 |
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Speleothing posted:I like to name my mages with rare crosspaths and prophets in ALL CAPS to make them even easier to find. Name your pretender .SOVEREIGN.CITIZEN. and that'd be a great combo.
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# ? Apr 10, 2017 15:33 |
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Torrannor posted:They lied to Tagichatn in order to sabotage his game! Don't worry, people were just joking around about how awesome he is, I guess because he has a torch. It wasn't like I went in there asking what the best pretender was. Earth snake is definitely better but I really don't like using earth snake. It feels so blah because of how good it is plus my expansion is good even without it. It'd be nice if other pretenders were improved so they could expand awake but most stuff besides earth snake can either just outright lose and die or picks up so many afflictions it becomes useless in combat.
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# ? Apr 10, 2017 23:14 |
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Tagichatn posted:Don't worry, people were just joking around about how awesome he is, I guess because he has a torch. It wasn't like I went in there asking what the best pretender was. Earth snake is definitely better but I really don't like using earth snake. It feels so blah because of how good it is plus my expansion is good even without it. It'd be nice if other pretenders were improved so they could expand awake but most stuff besides earth snake can either just outright lose and die or picks up so many afflictions it becomes useless in combat. The big awake turn 1 expanders are the SNEK itself which as pointed out earlier is basically banned in 99% of games now days for how stupidly powerful it is or what ever big monster chasis you can get your hands on with fear/awe/earth magic and just juicing it up with Dom and E to make it harder to kill. Son of Fenrer is a particular favorite of mine cause it's got OK health, great Fear, comes with some built in chaff that also has fear, stealth if you want it and while it doesn't have natural E access it has W and N which can be used for a few reasonable defensive buffs. Also its a fuckin' giant wolf. Gridlocked fucked around with this message at 09:28 on Apr 11, 2017 |
# ? Apr 11, 2017 09:20 |
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This event doesn't just give you a sage, it also tells you that the library of time is somewhere near that province. It lets you recruit S3 dudes, gives you four pearls a turn, and gives you full access to the score graphs of every player in the game. It's an amazing site, and well worth astral searching the surroundings (assuming you weren't going to do that anyway). e: I just checked, and that event is actually a red herring around 20% of the time. This loving game...
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# ? Apr 11, 2017 12:41 |
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Wolfsbane posted:This event doesn't just give you a sage, it also tells you that the library of time is somewhere near that province. It lets you recruit S3 dudes, gives you four pearls a turn, and gives you full access to the score graphs of every player in the game. It's an amazing site, and well worth astral searching the surroundings (assuming you weren't going to do that anyway). but you know :dominions:
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# ? Apr 11, 2017 13:21 |
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Wolfsbane posted:This event doesn't just give you a sage, it also tells you that the library of time is somewhere near that province. It lets you recruit S3 dudes, gives you four pearls a turn, and gives you full access to the score graphs of every player in the game. It's an amazing site, and well worth astral searching the surroundings (assuming you weren't going to do that anyway). drat, that's good. Unfortunately I get zero astral so even if I did know that, I couldn't do any searching.
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# ? Apr 11, 2017 22:44 |
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Tagichatn posted:drat, that's good. Unfortunately I get zero astral so even if I did know that, I couldn't do any searching. Actually, the guy you got through the event has 1 astral. Alchemize yourself a couple pearls and cast Astral Probing!
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# ? Apr 11, 2017 22:54 |
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# ? May 25, 2024 14:09 |
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Yay! It's another Ramc webcomic! Oh I do hope that SiFaCS finds his kelp fortresses, he loves them so much.
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# ? Apr 11, 2017 23:45 |