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oceania-sea-goats [2021/09/17 14:53]
joste [Other In MA Nations]
oceania-sea-goats [2021/09/17 19:44] (current)
joste [MA Pretender]
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 The lack of overtly strong or flash units doesn’t mean you can’t expand. On the contrary, you’re able to perform fast expansion without even without a blessing (and man, they can expand). Being a copy of the Pan, Capricorns are equally good or better at being a large and powerful mage and thug. You can win a lot of fights if you get enough spells researched. The lack of overtly strong or flash units doesn’t mean you can’t expand. On the contrary, you’re able to perform fast expansion without even without a blessing (and man, they can expand). Being a copy of the Pan, Capricorns are equally good or better at being a large and powerful mage and thug. You can win a lot of fights if you get enough spells researched.
-Like the majority of nations, The problem comes in endgame from needing tools to combat other players’ super combatants. Pans are a powerhouse, but winning with Oceania at the late game requires specing out your pretender and a lot of Bootstaping for late-game fights.+Like most nations, The problem comes in endgame from needing tools to combat other players’ super combatants. Pans are a powerhouse, but winning with Oceania at the late game requires specing out your pretender and a lot of Bootstaping for late-game fights.
 =====The Break Down===== =====The Break Down=====
 ====Infantrstructier==== ====Infantrstructier====
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 ===Mages=== ===Mages===
-{{:nations:ea:oceania:siren.png?25&nolink }} {{:nations:ea:oceania:siren_2.png?25&nolink }} **??Siren??:** (120 {{gold}}) Your Research monkeys you will often recruit from coastal forts. A stealthy Water 2 in water or a  fast {{path>W1A1}} flyer on land. Though they are not a strong as Capricorns, you will have a lot of them from your land enclaves, and the ability to amass highly mobile mages is still dangerous even in the late game.\\+{{:nations:ea:oceania:siren.png?25&nolink }} {{:nations:ea:oceania:siren_2.png?25&nolink }} **??Siren??:** (130 {{gold}}) Your Research monkeys you will often recruit from coastal forts. A stealthy Water 2 in water or a  fast {{path>W1A1}} flyer on land. Though they are not a strong as Capricorns, you will have a lot of them from your land enclaves, and the ability to amass highly mobile mages is still dangerous even in the late game.\\
 Very useful when fighting off the early game wars with other underwater nations.\\   Very useful when fighting off the early game wars with other underwater nations.\\  
 They have more mobility on land. If you get a coastal production center during a water war, they can use the land as a diving perch. You can have them paratrooper down onto any ocean tile. They have more mobility on land. If you get a coastal production center during a water war, they can use the land as a diving perch. You can have them paratrooper down onto any ocean tile.
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 ====Ritual==== ====Ritual====
-  * ??Tidal Wave?? - (Evocation 9 {{path>W5}}, {{gems>15W}}) inflict considerable damage to an enemy’s coastal province’s income. Hurts their income in the long game if you can’t take that shore. 
-  * ??Voice of Tiamat?? - (conjuration 5 {{path>W2}}, {{gems>8W}} gems)  speeds up the Sight searching process, finding all elemental gems sites. 
-  * ??Call the Worm That Walks?? - (Thaumaturgy 8 {{path>N5}}, {{gems>30N}})  Summons an immortal nature mage. The late-game becomes out attrition the enemy of powerful stacks, so having something that constantly returns from the dead evens out the grind with Death endgames of Lichs and Wraith lords.  
   * ??Faery Trod??  - (Enchantment 5 {{path>N5}}, {{gems>20N}}) Obtained at the same time as Mother Oak and grants the powerful ability to teleport an entire army between forests.   * ??Faery Trod??  - (Enchantment 5 {{path>N5}}, {{gems>20N}}) Obtained at the same time as Mother Oak and grants the powerful ability to teleport an entire army between forests.
-  * ??Faerie Court?? - (Conjuration 8 {{path>N5}}, {{gems>40N}}) turns nature gems into Air access. 
   * ??Mother Oak?? - (Enchantment 5 {{path>N5}}, {{gems>50N}}) the coveted gem generator, your usually in running along with nations like Pangiae to get the right of additional gems per turn.   * ??Mother Oak?? - (Enchantment 5 {{path>N5}}, {{gems>50N}}) the coveted gem generator, your usually in running along with nations like Pangiae to get the right of additional gems per turn.
-  * ??Transformation?? - (Alteration 6  {{path>N2}}, {{gems>8N}}) Convert Capricorn with their expensive upkeep into something near upkeep lessCapricorns are very spamable but you need to spend gems to not go bankrupt.+  * ??Gift of Health?? (Enchantment 7 {{path>N6}}, {{path>50N}} gems) cast if your doing a Tatarian end game or going hard gambling on the slot machine that is Transformation, as to cure feebled mind from though that don’t have recuperation. 
 +  * ??Tidal Wave?? - (Evocation 9 {{path>W5}}, {{gems>15W}}) inflict considerable damage to an enemy’s coastal province’s incomeHurts their income in the long game if you can’t take that shore.  
 +  * ??Voice of Tiamat?? - (conjuration 5 {{path>W2}}, {{gems>8W}} gems)  speeds up the Sight searching process, finding all elemental gems sites. 
 +  * ??Faerie Court?? - (Conjuration 8 {{path>N5}}, {{gems>40N}}) turns nature gems into Air access.
   * ??Beckoning?? - (Thaumaturgy 6 {{path>N5}}, {{gems>20N}}) gobbles up an enemy army that is moving through a forest.   * ??Beckoning?? - (Thaumaturgy 6 {{path>N5}}, {{gems>20N}}) gobbles up an enemy army that is moving through a forest.
 +  * ??Call the Worm That Walks?? - (Thaumaturgy 8 {{path>N5}}, {{gems>30N}})  Summons an immortal nature mage. The late-game becomes out attrition the enemy of powerful stacks, so having something that constantly returns from the dead evens out the grind with Death endgames of Lichs and Wraith lords.
 +  * ??Transformation?? - (Alteration 6  {{path>N2}}, {{gems>8N}}) Convert Capricorn with their expensive upkeep into something near upkeep less. Capricorns are very spamable but you need to spend gems to not go bankrupt.
  
  
 **Don't** **Don't**
- 
 At Thum 8, When **??Lure of the Deep??** is up, Sirens are 50 Gold {{gold}} cheaper. Including another -10 for each point of turmoil {{turmoil}} in the fort, a siren will cost 70 to 50 gold {{gold}} to recruit. This enchantment makes them super cheap research monkeys at late-mid game, but that would be a pointless goal as obtaining better mages are a higher priority at that point. At Thum 8, When **??Lure of the Deep??** is up, Sirens are 50 Gold {{gold}} cheaper. Including another -10 for each point of turmoil {{turmoil}} in the fort, a siren will cost 70 to 50 gold {{gold}} to recruit. This enchantment makes them super cheap research monkeys at late-mid game, but that would be a pointless goal as obtaining better mages are a higher priority at that point.
- 
- 
 ====Combat==== ====Combat====
 As an underwater Nature nation, ??Foul Vapores?? is readily available as a board clearing option. Your troops don’t have poison resistance(you do get ??Poison ward?? before Vapores) but so do the non-undead underwater nations.\\ As an underwater Nature nation, ??Foul Vapores?? is readily available as a board clearing option. Your troops don’t have poison resistance(you do get ??Poison ward?? before Vapores) but so do the non-undead underwater nations.\\
  
-All spell your nation can cast can be done by Capricorns. In landform or transformed, they get an extra earth path in addition to randoms. Using ??Strength of Gaia?? will make it N5 before boosters. Earth randoms go to {{path>E2}} and can be boosted with ??Earth boots?? and ??Summon Earth Power?? for {{path>E4}}. \\+All spell your nation can cast can be done by Capricorns. In landform or transformed, they get an extra earth path in addition to randoms. Using ??Strength of Gaia?? will make it {{path>N5}} before boosters. Earth randoms go to {{path>E2}} and can be boosted with ??Earth Boots?? and ??Summon Earthpower?? for {{path>E4}}. \\
  
   * ??Falling Frost?? effective AOE in the cold.    * ??Falling Frost?? effective AOE in the cold. 
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   * ??Poison Cloud?? is a more concentrated form of ??Foul Vapors??.   * ??Poison Cloud?? is a more concentrated form of ??Foul Vapors??.
   * Lots of outs to SCs: ??Bone Melter??, ??Liquify??, ??Charm??, ??Curse of the Frog Prince??, ??Polymorph??.   * Lots of outs to SCs: ??Bone Melter??, ??Liquify??, ??Charm??, ??Curse of the Frog Prince??, ??Polymorph??.
-  * Buff troops with ??Strength of Giants??, ??Quickening??, ??Legions of Steel??, ??Gaias Blessing??, ??Iron Warriors??/ ??Marble Warriors?? +  * Buff troops with ??Strength of Giants??, ??Quickening??, ??Legions of Steel??, ??Gaia's Blessing??, ??Iron Warriors??/ ??Marble Warriors?? 
-  * With Air random and Earth Boots can cast Rain of Stone. Should Cast Air Sheild first. You don’t have hats but do have shields, so ok to ??Rain of Stones?? on the battlefield.+  * With Air random and Earth Boots can cast Rain of Stone. Should cast ??Air Shield?? first. You don’t have hats but do have shields, so ok to ??Rain of Stones?? on the battlefield.
  
 ===Capricorns can thug themselves:=== ===Capricorns can thug themselves:===
-  * Personal Regeneration +  * ??Personal Regeneration?? 
-  * Liquide Body +  * ??Liquid Body?? 
-  * Quicken Self +  * ??Quicken Self?? 
-  * Mossbody +  * ??Mossbody?? 
-  * Barkskin/Stoneskin/Ironskin/Temperflesh +  * ??Barkskin??/??Stoneskin??/??Ironskin??/??Temper Flesh?? 
-  * Earth Might +  * ??Earth Might?? 
-  * Mirror Image/Mistform +  * ??Mirror Image??/??Mistform?? 
-  * Flight +  * ??Flight?? 
-  * Elemental Fortitude +  * ??Elemental Fortitude?? 
-  * Enlarge +  * ??Enlarge?? 
-  * Earthquake+  * ??Earthquake??
  
  
  
 =====Pretender===== =====Pretender=====
-You have Capricorns, but nature magic by itself is not a great endgame. Recommend investing on another path. Blood doesn’t work with an immobile underwater, so death is your solution; Liches and Mound Fiends. Also, mixing in nature in the crosspath gives you Lamia Queens for a movable chassis for blood access.+As your troops can easily cover expansion, your primary need is having the economy pay for them, speeding up your slower research rate unless there is another water nation your safe with an imprisoned to arrive late game. 
 +You have Capricorns, but nature magic by itself is not a great endgame. Recommend investing on another path. Blood doesn’t work with an immobile underwater, so death is your solution; Liches and Mound Fiends. Also, mixing in nature in the crosspath gives you Lamia Queens as a movable chassis for blood access.
 ====Blesses ==== ====Blesses ====
-Only Haliade and the Aphroi are sacred. If the bless don’t involve making Aphroi and pretender expansion better, a bless can be ignored. What effects your bless has on a Haliade and Hierophant can be omitted from the equation unless doing some Galaxy brain mage bless. \\+Only Haliade and the Aphroi are sacred. A major blessing can be ignored if the bless doesn’t involve making Aphroi and pretender expansion better. What effects your bless has on a Haliade and Hierophant can be omitted from the equation unless doing some Galaxy brain mage bless. \\
   * Berserker and Blood Surge - Greatly improve their attack and prot after charging.   * Berserker and Blood Surge - Greatly improve their attack and prot after charging.
   * Mages: Resistances + improved sight + Forecasting/Magic Penetration    * Mages: Resistances + improved sight + Forecasting/Magic Penetration 
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 +=====Raiding=====
 +Your option is the Higher attrition Ichtysatyr raids or the slightly blessed Hierophont thugs. Ichtysatyr needs big numbers to mob PD while Hierophants are more effective. Put some gear on, Natures are better as they cast Swarm. Hierophant Pairs can take on the majority of PD. The Ichtysatyr stacks have the problem of getting an evocation artillery strike if your are not careful, so pick targets carefully and quickly return to the shadows the next turn. Also a sneaky way of cutting off retreating armies. Capricorns are not strong enough to be Super combatants but are still powerful casters be effective heavy thugs when thoroughly fluffed.
  
 =====Other Nations===== =====Other Nations=====
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 ====Other In MA Nations==== ====Other In MA Nations====
 Your troops improved with the coming of better armour, but this is also an age where everyone else is getting their shit together. The strongest nations live here, Especially the underwater nations.  R'lyeh and Pelagia are your most significant contenders, with the Mind Flayers stun blast and Slaves deck in magic armour, while the Triton knights are the greatest sea warriors of any era. Even Ys with a strong bless can potency kick your teeth in. You know your going to fight them and can’t diplomacy them not to eat you at the start of the game; you will have to sacrifice scale so your Aphroi can sacred rush them before they can rush you. Indies are a little more complicated but not a severe bump in Oceania’s expansion. There will be land nations with a strong Early, middle, and Late game, so it is easy to form coalitions against these well-known powerful nations. Your troops improved with the coming of better armour, but this is also an age where everyone else is getting their shit together. The strongest nations live here, Especially the underwater nations.  R'lyeh and Pelagia are your most significant contenders, with the Mind Flayers stun blast and Slaves deck in magic armour, while the Triton knights are the greatest sea warriors of any era. Even Ys with a strong bless can potency kick your teeth in. You know your going to fight them and can’t diplomacy them not to eat you at the start of the game; you will have to sacrifice scale so your Aphroi can sacred rush them before they can rush you. Indies are a little more complicated but not a severe bump in Oceania’s expansion. There will be land nations with a strong Early, middle, and Late game, so it is easy to form coalitions against these well-known powerful nations.
 +
 +====MA Pretender====
 +Your two modes in pretender design are Great scales to boost Cataphract along with late-game diversity access. The second is your failure, the crucial before-game diplomacy with the Pelagia, so you have to sacrifice your chances of winning late to go awake just to survive early.
  
 {{tag>Guides}} {{tag>Guides}}
oceania-sea-goats.1631890401.txt.gz · Last modified: 2021/09/17 14:53 by joste