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.
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