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  #11  
Old September 26th, 2008, 09:48 PM
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Default Re: Underwater Province Defense?

It's usually possible to recruit an indie commander and some locals troops underwater, to kind of give a kind of PD. More expensive, but enough to keep scouts from taking your underwater provs.
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  #12  
Old September 26th, 2008, 09:50 PM
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Default Re: Underwater Province Defense?

When I was ten I was given a book on celtic mythology and another one on Egyptian, so I´m familiar with some general stories (such as the Fomorians, through I didnt know about the watery dead theme, or Long-Arm Lugh) and picked other stuff elsewhere. But I´m not too buff on those either.


My personal take: remove water nation´s surface PD capabilities. After all, they already have an advantage over their surface counterparts by having amphibious units, so they can still attack with minimal risk of reprisals.
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  #13  
Old September 26th, 2008, 11:08 PM

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Default Re: Underwater Province Defense?

As far as I'm concerned this is a symptom of a problem with PD.

Yes, as the game is written land nations can't recruit underwater PD because it would drown.

It bothers me, though--why do you always get national units in PD even if you can't recruit them in the province????

In the absence of a fort PD should be made entirely of local recruitables.
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  #14  
Old September 27th, 2008, 02:10 AM
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Default Re: Underwater Province Defense?

Quote:
Originally Posted by Poopsi View Post
When I was ten I was given a book on celtic mythology and another one on Egyptian, so I´m familiar with some general stories (such as the Fomorians, through I didnt know about the watery dead theme, or Long-Arm Lugh) and picked other stuff elsewhere. But I´m not too buff on those either.


My personal take: remove water nation´s surface PD capabilities. After all, they already have an advantage over their surface counterparts by having amphibious units, so they can still attack with minimal risk of reprisals.
Ahh, Poopsi, you do not yet know how hard it is for water nations to invade the land. They need every advantage they can get, and then some.

Last edited by Lingchih; September 27th, 2008 at 02:15 AM..
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  #15  
Old September 27th, 2008, 03:02 AM

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Default Re: Underwater Province Defense?

Unless of course they're LA R'yleh
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  #16  
Old September 27th, 2008, 03:23 AM
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Default Re: Underwater Province Defense?

yah but now there is LA atlantis to tackle them, don't forget other nations with amphibious troops such as mictlan and ermor.
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  #17  
Old September 27th, 2008, 04:12 PM
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Default Re: Underwater Province Defense?

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Originally Posted by thejeff View Post
LA Mictlan also gets underwater PD, but no underwater recruitables
This is a shortlisted issue known to the devs.
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  #18  
Old September 27th, 2008, 08:29 PM

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Default Re: Underwater Province Defense?

Recruit local, non magical leaders in the underwater provinces. Give them a little bit of local chaff for support. Equip each of those leaders with Rod of the Phoenix, Spirit Helmet, Boots of Quickness, and whatever else you feel useful to keep the hero alive and functioning. Give them the battle orders; 'Cast Spells'. You won't need many to provide a very effective deterrent against invasion.
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  #19  
Old September 27th, 2008, 08:37 PM

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Default Re: Underwater Province Defense?

50 gems worth of gear on chaff leaders? I hope you won't need very many.

If you're worried about actual invasion, meet them with armies of your own. With mages & real thugs.

If you're worried about raiders & indy events, have a couple teleporting thugs ready to take them back.

Sure, hire local commander and a handful of troops to patrol since you don't have PD, but there's no need to go overboard.
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  #20  
Old September 27th, 2008, 08:49 PM
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Default Re: Underwater Province Defense?

All I am saying is that the logistics of invasion are vastly different if you cannot do PD at all.

You can perform other, specialized forms of deterrence, but with their high cost, and inability to ever move more than 1 province/turn, they can't provide the same effectiveness as small amounts of PD, as far as forcing someone to commit larger forces to avoid attrition, or to at least commit something of value that they will fear losing.
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