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September 26th, 2008, 09:48 PM
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General
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Join Date: Sep 2004
Location: Irving, TX
Posts: 3,207
Thanks: 54
Thanked 60 Times in 35 Posts
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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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September 26th, 2008, 09:50 PM
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Sergeant
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Join Date: Jun 2008
Posts: 332
Thanks: 24
Thanked 13 Times in 9 Posts
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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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September 26th, 2008, 11:08 PM
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First Lieutenant
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Join Date: Nov 2006
Posts: 739
Thanks: 1
Thanked 8 Times in 8 Posts
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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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September 27th, 2008, 02:10 AM
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General
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Join Date: Sep 2004
Location: Irving, TX
Posts: 3,207
Thanks: 54
Thanked 60 Times in 35 Posts
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Re: Underwater Province Defense?
Quote:
Originally Posted by Poopsi
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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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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September 27th, 2008, 03:02 AM
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BANNED USER
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Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
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Re: Underwater Province Defense?
Unless of course they're LA R'yleh
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September 27th, 2008, 03:23 AM
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Sergeant
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Join Date: Jul 2008
Location: London, England
Posts: 354
Thanks: 9
Thanked 20 Times in 15 Posts
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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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September 27th, 2008, 04:12 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Underwater Province Defense?
Quote:
Originally Posted by thejeff
LA Mictlan also gets underwater PD, but no underwater recruitables
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This is a shortlisted issue known to the devs.
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September 27th, 2008, 08:29 PM
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Corporal
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Join Date: Aug 2004
Location: Montreal
Posts: 186
Thanks: 21
Thanked 16 Times in 7 Posts
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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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September 27th, 2008, 08:37 PM
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General
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Join Date: Apr 2005
Posts: 3,327
Thanks: 4
Thanked 133 Times in 117 Posts
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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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September 27th, 2008, 08:49 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
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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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