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  #1  
Old July 17th, 2008, 06:51 PM
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Default Help...Water Nations

I am in my 2nd MP game and I have to be a water nation.

which one is 'best' (make that read easiast to play). and why.

I chose R'yleh but still have time to change (I hope).

Also could someone give me some help on a pretender as I don't trust the manual after the debacle in the only other MP game I played.

Thanks.....(a real Noob)
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Old July 17th, 2008, 07:49 PM
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Default Re: Help...Water Nations

AGE would be of GREAT help Nations vary widely from era to era.
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Old July 17th, 2008, 07:49 PM

MaxWilson MaxWilson is offline
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Default Re: Help...Water Nations

What era? EA/MA/LA/All?

-Max
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Old July 17th, 2008, 07:50 PM
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Default Re: Help...Water Nations

Me first me first XD
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Old July 17th, 2008, 08:01 PM

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Default Re: Help...Water Nations

EA - Probably Atlantis since the other nations has severe problems going ashore

MA - Rlyeh

LA - Rlyeh (only one water nation)

Check my sign for some info on Rlyeh
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Old July 17th, 2008, 10:00 PM
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Default Re: Help...Water Nations

Early Age sorry......I would be only water nation but have 2 that can get into the water
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Old July 17th, 2008, 10:21 PM

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Default Re: Help...Water Nations

If you enjoy playing with untouchable SCs R'lyeh might be a good choice because Mind Lords are basically R'lyeh's land army. If you'd rather march armies around Atlantis might be more fun--but Basalt Kings make great SCs too because of all their magic. <Summon Earthpower, Invulnerability, Quickness, Phoenix Pyre, Fire Shield> is one possibility. Or <Falling Frost x5>, or <Iron Bane>. On a large map R'lyeh might be better because (with Teleport) Mind Lords have more mobility.

-Max
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Old July 18th, 2008, 04:00 AM

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Default Re: Help...Water Nations

Grudge,

One of the key things with a water nation is that both you and the enemy have to take extra steps to move from water to land or the other way. Especially early on, this really guides what you do strategically. You have to keep an eye on everyone's magic research to try and guess when someone might be able to invade you.

You can use this diplomatically, as you know invading you is more costly than invading another option. You will also find you can get bridgheads into other players territory in the form of bays, depending on the map. This may lead to disputes about dominion spread. Think carefully about where you build temples. I am not saying don't build temples, I am just saying be thoughful about it so it fits into your plan.

Look at what other nations have in magic, as it can determine how well and how soon they can get into the water. Some nations have a harder time than others, which changes their threat level to you. Know this for your opponents, as it helps you make decisions.

Finally, most maps seem to have water in the middle of the map. That is always a tough place to be, unless wrap around is turned on. You should focus a bit more on diplomacy than normal, as you will have more neighbours than normal. Of course, the map may be different, I am generalizing.
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Old July 18th, 2008, 05:00 AM

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Default Re: Help...Water Nations

Oh, one other thought. If there is another water nation, you have to decide if you are going to go for the kill right away. They are going to be your single biggest threat in the early game and they will see you the same way. Also, they are your main competition for your �natural� territory, the water provinces.
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