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talk:oceania-ea [2020/07/21 13:41] joste |
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Algae Men are Vine Men with 5 less hit points, but 7 more protection. You should eventually start summoning those as your meat (well, salad) shields." | Algae Men are Vine Men with 5 less hit points, but 7 more protection. You should eventually start summoning those as your meat (well, salad) shields." | ||
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+ | "I don't think you need to worry about moonvine bracelets much, any capricorn can boost to N5 with thistle mace and then has access to treelord staff. The nature randoms have enough of that path for any spell in the game outright with treelord' | ||
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+ | Wyrm and sea dragon make for reasonable awake expanders, the latter because this nation has pretty easy native access to forge amulets of the fish and it costs fewer design points. There' | ||
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+ | You can get access to all the big earth spells for combat by default with earth boots --> troll king + site search it underwater with the earth random capricorns, but would need one more booster to have access to its high level summons/ | ||
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+ | You also have late game access to air (faerie court), and you can site search it from early so it's worth pursuing as a changeup/ | ||
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+ | Death is more realistic between death + blood, and on land you can summon forest troll tribe to break into it even w/o pretender. The ones that random death 2 can forge skull staff--> summon mound fiends, and those can search underwater if you don't want to cast the searching spell. Taking a pretender with water/death to summon your way into it is reasonable if not doing awake expander. | ||
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+ | Fire + astral are basically off limits w/o pretender or indies/ | ||
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+ | "EA Oceania can be played in a variety of ways. Ideally find out what your opponents are playing beforehand; if you have underwater competition, | ||
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+ | Regardless of pretender design, I would suggest the following scales: Turmoil 3, growth 3, luck 3, drain 3, and an extreme temperature. Turmoil 3 is basically free points on this nation, growth 3 is necessary for many reason but especially for making capricorns, drain 3 isn't per se necessary but it is an easy pick because your capricorns have incredible research which is barely lessened by the drain. Temperature extreme is free points because water lessens its effects. Ideally find out what your opponents are playing before picking temp, but notably with heat rivers can't thaw in your dominion, and with cold your spell Grip of winter will be stronger. Luck has an obvious synergy with turmoil, but more importantly is vital for a particular trick: using transformation. Transformation will strip the massive upkeep cost from each capricorn who casts it and potentially empower them, which is a steal for 8 N gems. Just remember to cast it on land, and only in provinces your luck 3 dom has spread to. Also, make sure to leave some capricorns alone so they have hands for holding thorn staves and other items. The last scale, productivity, | ||
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+ | For pretenders, your options are limited, but varied enough that selecting a best one can be difficult. You could take the protogenos, and go for quickness. This will require sloth 2 to get him awake, but otherwise the scales really aren't bad for a quickness bless. Quickened aphroi have incredible speed, and can zoom into the enemy' | ||
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+ | Another option is the father of monsters, one of my personal favorites. His paths offer a lot in the late game; fire 4 water 4 means he can craft the staff of elemental mastery. With this you can reach E6 (capricorn holds, makes e boots, equips and makes troll king, moves all items over, troll king summons king of elemental earth, move staff over), reach A8 (capricorn summons faerie queen, holds staff, make helm then bag of winds, makes air queen, moves all items over), F8 (he holds, skull of fire, flame helmet, king of fire, move items), and W8 (hold, water queen, w bracelet, robe of sea, move items). He can also potentially get you to S4, with some difficulty (summons specters, one has S2, makes skullcap, moves to one who has E/S, makes coin). With all this, he provides vast late game potential, while also being a formidable fighter and combat caster in the early game. You can also play around with his death magic, dom, and productivity scales, until you find a combination you like. He can provide stygian skin bless and attack + morale (both relevant for repel), and either defense or big cold res (cold res good for the mid to late game, where you can cast grip of winter. Cold scales would be better with this strategy). | ||
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+ | You have some expander options too, which might be preferable against other water nations, or if you're unsure what to expect. The earth serpent and the wyrm are the best. You could use the sea dragon, kraken, or floating mind, but they are not as good. If you are set on them, then try to get some levels in alt or ench ASAP so they can buff themselves, otherwise they will get hurt and may die. They also cannot expand onto land. Of the wyrm and serpent, I prefer the wyrm. Cheaper, more path diversity, better defender of provinces with high dominion (he will get a big hp boost which will make his regen go quite high). Also, the snake has cold-blooded, | ||
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+ | You additionally have some tier 1 options on this nation, which are tempting due to your low native magic diversity. With water/fire you can make the e staff and do the same things mentioned above. With nature 4 you can take major and minor poison res to synergize with foul vapors. If you do this, I would advise putting the last point into darkvision, because it will help the aphroi fight in deep water. I would advise taking 4 or more astral for various utility and to cover your site-searching bases. Magic weapons is not the worst bless for your aphroi, because aside from equipped capricorn your answers to invuln/ | ||
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+ | A final consideration is the monolith. His paths are great and carry well into the late game, plus a variety of useful blesses can be made with them. The inability to move is quite a deterrent, however he has the potential to create a great impact in an early war (esp. with enemy water nation). Once teleport is researched, he can fling himself onto an enemy capital or vulnerable province. With his base 28 protection and earth access, even in enemy dominion he can be a pain to kill. Some research will be needed to make much use of this strategy. Of course, this is a risky trick throughout the game, but it provides a unique option to you which can turn the tide of a war in an instant. | ||
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+ | Onto the last question, how best to use capricorns. The strength of capricorns is that they can do just about anything you need them to, therefore how best to use them varies from scenario to scenario. They can buff your entire army, can poison and harass the entire enemy army, can sneak raiders deep into enemy territory (and then support them with spells), can take on entire provinces or small armies all by themselves, and can threaten even the strongest of monsters with their presence on the battlefield. To elaborate: the mass protection spell, and wooden warriors before it, will give 10 nat prot to your affected units. This can turn into a high final protection score, which for many reasons causes a huge leap in the effectiveness of your army. Other buffs include mass regeneration, | ||
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+ | A particular utility of the capricorns is as " | ||
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+ | tl,dr: Take turmoil 3, prod 0+, cold 3, growth 3, luck 3, drain 3. Dominion 6+. Father of monsters recommended. Endless uses for capricorns exist, consider thugging them." |