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  #1  
Old March 27th, 2004, 04:04 AM

Darryl Darryl is offline
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Default Surviving on an Island

Ok, I was going through a bunch of the nations and starting games just to play a few turns and get a feel for the units. I downloaded the world map and started a game with Pangaea using a Lord of the Wild with 3N, 3F and 1B (don't ask why, I just did)

Well imagine my surprise when I began in the ocean! I thought "I didn't know Pangaea was a water nation" and I looked at the name of the province and it said "Hawaii" and thought "Oh no! It couldn't be!" But it was. As I looked closer I saw the little bits of land under my capital, completely surrounded by water AND water provinces.

So then I looked at the units and thought "Ok, I have harpies who can fly. I'll just have to mass them and hope they can beat something when I fly them across the water" (Stop laughing) It seemed like a good idea until I remebered that I can't fly across water. After some more thought I gave up. I only have nature gems, and need water or air to forge items to get across the ocean.

Could anyone succeed with this if they didn't happen to design their pretender with Air or Water? I suppose I could recruit Pans until one of them comes up with the random in water...but then they would have to defeat a province alone! Or wait until I got a few of them. At 350g a wop...on normal richness...at least I took productivity...but income is 174...I just don't see it.

If anyone is thinking "Oh, that's easy" please enlighten me.

Darryl
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Old March 27th, 2004, 04:13 AM

Norfleet Norfleet is offline
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Default Re: Surviving on an Island

You're borked. That's one of those provinces that SHOULD have been flagged as nostart, because starting on one of them as a non-naval nation is pretty much a mulligan call right there.
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Old March 27th, 2004, 04:59 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Surviving on an Island

Everything has its Pros and Cons.
Hmmm.... your protected and can concentrate on research. There are travel spells. I dont think the AI uses travel spells much so other than water nations you could be in a good spot there. Death summons can give you troops that can enter the water.

[ March 27, 2004, 03:00: Message edited by: Gandalf Parker ]
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Old March 27th, 2004, 05:22 AM

Darryl Darryl is offline
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Default Re: Surviving on an Island

Quote:
Originally posted by Gandalf Parker:
Everything has its Pros and Cons.
Hmmm.... your protected and can concentrate on research. There are travel spells. I dont think the AI uses travel spells much so other than water nations you could be in a good spot there. Death summons can give you troops that can enter the water.
I'd definitely like to hear about more of the pros of this start. By the way, how would I get my hands on Death gems, or any kind of gem other than Nature as I can't attack with anything other than a Pan which *hopefully* gets a random in water?

Darryl
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Old March 27th, 2004, 06:37 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Surviving on an Island

Good point. Hmm maybe you can get lucky with "Call of the Wild" and then hire a Merc to do some searching.
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Old March 27th, 2004, 07:20 AM

alexti alexti is offline
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Default Re: Surviving on an Island

I can see several directions:
- wait for amphibious or undead mercenaries
- call of the wild, which has already been mentioned. You have plenty of nature gems and if you have several mages cast call of the wild on the same province you have good chances to conquer it and then expand from there.
- faerie queen, it's quite far on research tree, but you'll get access to air and the items to let troops enter the sea. This method can be used in combination with call of wild.
- Horde from Hell, you have access to blood and imps are able to conquer indies quite well. But for Pangaea, this method is slower than call of the wild
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