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Re: Thoughts on balancing MA Oceania
MA Oceania is a very different nation to play and is not at all suited for new players in a mp game. In a normal game, i.e not an all eras/nerfed clam mod game they do have two really good strenghts that can be used to win the game however.
1) The ability to fast find kelp fortresses (both games i have played MA oceania I have had 5 forts by turn 15 - all found). This is basically enough to produce good resource heave troops and gain the edge in the underwater fight against Rlyeh or atlantis. If you can secure a large water body in the first 25 or so turns and maybe kill of one of the other water nations you are of to a good start. 2) Underwater nation that can clam. Many will find it tedious to stay at peace for a long time and just mass produce clams, but this is basically a must if you intend to win the end game. MA Oceania has arguably the worst mages from a cost perspective once they leave the water. In order to deal with this you need a strong gem income that can be used to summon SCs/mages in order to combine with your armies. You can get this using clams + wish(gems) and also by putting up the nexus once you can. If you can get the forge up you will be in a very good position to win the end game since you can mass that many more clams. For these reasons I think astral 5 and some earth is a minimum on your pretender. |
Re: Thoughts on balancing MA Oceania
Jim Morrison,
you were correct about the white ones: 11MP plus S9 bless equals 14MP plus twist of fate. This equates to a 9% kill ratio using Cleveland's figures, going up to 18% in later rounds. This is not materially different from the 15% kill ratio against KotD and may even have more survival probability except in long fights. |
Re: Thoughts on balancing MA Oceania
Evilhomer:
You can clam if you survive. And OCeania will survive in water if there is no R'lyeh in it. |
Re: Thoughts on balancing MA Oceania
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