Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I once kept an enemy at bay as Xibalba using my hot dominion to keep rivers unfrozen and raided across the river. Gotta use your tools in a smart way.
Ok so if all opponents are land nations then what happens with water territories? I assume there is no possibility to occupy them, and they are essentially terrain features for strategic planning...is that correct?
But generally they're kinda hard to take, AI rarely will, and you can kinda ignore them if you take the land provinces of your enemies. And if you set water to 'few' there probably won't be many to start with.
Most nations have some sort of access to water traversal. Air, water, nature, death, and probably astral and blood (I don't play those schools a lot), can solve water issues in one way or another. Only fire and earth cannot, pretty sure.
Actually, earth can probably make some sort of amphibious constructions, but you'd still need a general. Can they construct a magical general?
In the end you just need a single water or air to make items that can allow any general to bring troops underwater with him. If you can't find that in a neutral mage or a mercenary hire, you could always empower it through alchemy if need be. It'd take a lot of gems, but it is doable.
The hard part is finding a commander that Ulm can summon which can breathe underwater who can lead the mechanical men.
There are items which grant gift of water breathing like the barrel of air, pills of air, sea kings goblet, and manual of water breathing. But these require a water mage, air mage, or nature mage and you don't have those.
Recruiting the master smith can very rarely luck into one with A1, but that's not good enough you would need A2 to craft pills of water breathing or the amulet of breathing.
Your best bet would be to somehow find a W1 mage who can craft a ring of water breathing. There are several possibilities:
1. Lucking into a province that has a recruitable water mage. Some indies may have amphibious races which could have water mages. Kappas, shamblers, and mermen and such. You might find them at swamps or coastal provinces. There is also a magic site which lets you recruit water mages.
2. Have a pretender with water magic or air magic who can craft the water breathing items.
3. Empowering a mage in W1. This is the most expensive option.