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====Pretender Design====
====Pretender Design====
Our pretender is going to have to handle initial site searching for any S/D sites. So as to avoid squandering lots of gems to empower our mermages, we NEED a pretender who can jump-start our forging production with key boosters: ''Earth Boots'' (E2), ''Dwarven Hammer'' (E3), Fire Skulls (F1D1), ''Blood Stones'' (B3E2). ''Rings of Sorcery/Wizardry'' are both extremely useful, and we will have plenty of pearls from clamming, so a pretender strong in astral is a wise choice. Alternatively summoned '''Specters''' (D3) can eventually handle our astral forging needs. '''Lamia Queens''' (N5D2) can summon Specters. '''Fairy Queen''''s (N5) air magic is key for winning mid-game land battles vs hordes of enemy archers. Hence we need a pretender that has strong N and some D/E/F/B. Astral would be good, but we can use summons or empower.
Our pretender is going to have to handle initial site searching for any S/D sites. So as to avoid squandering lots of gems to empower our mermages, we NEED a pretender who can jump-start our forging production with key boosters: ''Earth Boots'' (E2), ''Dwarven Hammer'' (E3), Fire Skulls (F1D1), ''Blood Stones'' (B3E2). ''Rings of Sorcery/Wizardry'' (S5/S6) are both extremely useful, and we will have plenty of pearls from clamming, so a pretender strong in astral is a wise choice. Alternatively summoned '''Specters''' (D3) can eventually handle our astral forging needs. '''Lamia Queens''' (N5D2) can summon Specters. '''Fairy Queen''''s (N5) air magic is key for winning mid-game land battles vs hordes of enemy archers. Hence we need a pretender that has strong N and some D/E/F/B. Astral would be good, but we can use summons or empower.


Oceania doesn't need a super-combatant for underwater expansion, and by mid-game a pathless SC isn't going to be much help on land. OTOH, you really DO need the paths mentioned above for easy access to forging and summons. Hence the Wyrm and Ancient Kraken are not practical for this strategy. Every titan chassis available is strong in water magic, which is a path Oceania already has covered without one. With our large astral income from clamming, we can ''Wish'' for hitpoints and strength on our pretender in the late game anyways, so even a titan's potential as an SC is moot. This leaves the Ghost King, the Liches and the Mage.
Oceania doesn't need a super-combatant for underwater expansion, and by mid-game a pathless SC isn't going to be much help on land. OTOH, you really DO need the paths mentioned above for easy access to forging and summons. Hence the Wyrm and Ancient Kraken are not practical for this strategy. Every titan chassis available is strong in water magic, which is a path Oceania already has covered without one. With our large astral income from clamming, we can ''Wish'' for hitpoints and strength on our pretender in the late game anyways, so even a titan's potential as an SC is moot. This leaves the Ghost King, the Liches and the Mage.
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This pretender allows us to accomplish most of the seemingly conflicting agenda outlined above. He will give us a nice combat bless for our sacred Knights and Triton Kings as well as later on for any combat mage wearing a shroud. Dormant still enables us timely site-searching for D gem sites. On top of that, we can forge everything we need but the astral boosters, and are well-placed to grab any of the Elemental Royalty summons (we can use a Fairy Queen with boosters to summon air royalty).  
This pretender allows us to accomplish most of the seemingly conflicting agenda outlined above. He will give us a nice combat bless for our sacred Knights and Triton Kings as well as later on for any combat mage wearing a shroud. Dormant still enables us timely site-searching for D gem sites. On top of that, we can forge everything we need but the astral boosters, and are well-placed to grab any of the Elemental Royalty summons (we can use a Fairy Queen with boosters to summon air royalty).  
* Imprisoned - F4,W4,E4,S4,D4,N4,B2.
* Imprisoned - F4,W4,E4,S4,D4,N4,B2.
The downsides of having your pretender enter the game so late are pretty severe for Oceania (lack of D gems, early forging without dwarven hammer and requiring empowerment), but this pretender does bestow an astral bless as well.
The downsides of having your pretender enter the game so late are pretty severe for Oceania (lack of D gems, early forging without dwarven hammer and requiring mermage empowerment to forge most boosters), but this pretender does bestow an astral bless as well.




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{{Footer Nav|game=Dominions 3: The Awakening|prevpage=Nations/Niefelheim|prevname=Niefelheim|nextpage=Nations/Pangaea|nextname=Pangaea}}