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The Battle of Polytopia Official
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0s | hey polytopians the rework of the |
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3s | Aquarian has emerged from the deep we |
5s | added new |
6s | content reworked old content and gave |
10s | the Aquarian tons of new stuff to play |
11s | with welcome to the channel let's Dive |
14s | Right |
15s | In the Aquarian have always been water |
17s | focused which makes sense they're fish |
20s | people so we wanted to align them to |
21s | that idea much better blending them with |
23s | the water into some very unique ways of |
26s | course that affinity for the Seas comes |
27s | at a cost as the Aquarian do have |
30s | difficulty land but don't worry they've |
32s | got some tricks up their metaphorical |
33s | sleeves to help them contest those pesky |
35s | land |
37s | cities all Aquarian land units have been |
39s | replaced with mermaid variants which |
42s | means they have a tail and it means that |
43s | all the Aquarian land units are now |
45s | amphibious otherwise they function |
48s | identically to their landbased |
49s | counterparts Aquarian now starts with a |
51s | warrior their unique flooded terrain and |
53s | the ability to build land structures on |
55s | the |
56s | water and speaking of flooded terrain |
59s | let's talk about that |
61s | the aquarium territory is made up of |
62s | this new type of land called flooded |
65s | which is also accessible to Naval units |
68s | once they research the waterways Tech |
70s | Aquarian land units are also able to |
72s | spread this flood but be careful |
74s | flooding a tile will take the units |
76s | entire turn so make sure you keep them |
78s | safe while they do so and no you can't |
81s | flood a mountain think about it other |
84s | tribes are able to landfill a tile which |
87s | is like flooding but in reverse |
92s | before we talk about their new units |
94s | let's talk about how we changed their |
95s | old units amphibians haven't gotten any |
98s | important changes that they just simply |
100s | lost the Fortified trait so they won't |
102s | gain defense bonuses in cities but |
104s | otherwise they're perfect tradtions have |
107s | been moved from the role of Speedy |
109s | Shoreline harassment to mobile mop-up |
112s | crew as they lost the fortify and Escape |
114s | abilities in exchange for persist much |
116s | like the Knight it replaces their attack |
119s | stats have been slightly adjusted from 3 |
121s | to 2.5 but they're still ranged and more |
124s | than able to clear a beach head with |
126s | minimal help the crab stats are |
129s | essentially unchanged but now they have |
131s | the autof flood ability which allows |
133s | them to automatically flood land tiles |
135s | they walk onto Speedy amphibious tanky |
139s | and able to bring their fishy friends |
140s | onto land without effort the crab is now |
142s | the Kaiju we all knew they could be |
145s | instead of the scouts and rammers and |
146s | bombers everyone else uses we figured it |
148s | was time to make Aquarian a bit more fun |
150s | by giving them new Naval units you'll |
153s | find sharks in marine life the |
155s | replacement tech for sailing which also |
157s | allows all Aquarian units to move onto |
159s | deep water tiles sharks are quick all |
162s | around melee units that excel at zooming |
163s | around the waters and eating |
164s | unsuspecting ships since they have |
166s | surprise they're able to swim up onto |
168s | enemy units and attack without |
170s | retaliation sharks are great for taking |
172s | control of the Seas these giant |
174s | jellyfish are unlocked in navigation |
176s | they're defensive units that function |
178s | similarly to juggernauts dealing damage |
180s | with their tentacles and the radius |
181s | around them as they move unlike |
184s | juggernauts enemy units that move next |
186s | to them will also be damaged so they're |
188s | good for holding down an area that even |
191s | includes dealing damage when you train |
192s | them jellies aren't able to become |
194s | veterans but they do have 20 hp so |
196s | they're pretty tanky this spiky fellow |
199s | is a puffer and they're unlocked in the |
201s | mathematics technology as a replacement |
203s | for catapults the puffer's drench |
205s | ability allows it to flood any tile that |
207s | attacks and you can even use it to flood |
209s | tiles that aren't occupi by an enemy |
211s | they good for prepping an area before |
212s | you invade or just long range |
215s | bombardment from the |
217s | ocean being fish people the Aquarian |
220s | don't get ports anymore but they do get |
222s | one and a half new aquatic buildings |
224s | instead unlocked at the new Waterway |
226s | Tech which replaces roads the atol is |
229s | the Aquarian answer to things like roads |
231s | and ports creating trade connections |
233s | between cities they're a lot like the |
235s | sanes melium but can only connect cities |
238s | over ocean coast and flooded areas |
240s | within three tiles they cost five stars |
243s | and can only be built on aquatic tiles |
245s | so you may need to flood some tiles to |
246s | get some cities to connect our friends |
249s | the aquafarms are back as you might know |
252s | we added aquafarms to all tribes in the |
255s | path of the ocean update but removed |
256s | them for feeling redundant well they're |
258s | the perfect fit for Aquarian allowing |
260s | them to get population on those Coastal |
262s | and Aquatic cities they cost five stars |
265s | provide two population and even work |
266s | with windmills you can find them in the |
269s | aquaculture Tech |
271s | napping those land cities is now a |
272s | little tougher for the Aquarian so we |
274s | gave them an alternative if you uncover |
276s | a ruin on the water instead of getting |
278s | the normal bonuses you'll get a city |
281s | yeah a city on the water it functions |
283s | like any other city and can even be |
285s | captured by your opponents use these |
287s | lost cities to reinforce your troops or |
289s | hold down an |
291s | area the construction Tech is a little |
293s | bit different for Aquarian instead of |
296s | burning forests they can create spots |
297s | for Farms on flooded terrain by using |
299s | the fertilizability other minor things |
302s | you should be aware of are that roads |
304s | can be built on the flooded land but |
305s | Aquarian units can't use them I mean |
308s | they've got flippers to give us your |
311s | thoughts on this rework head to the |
312s | official polyopia Discord server a link |
315s | to the official serers in the |
317s | description also remember to like And |
319s | subscribe if you haven't already it |
321s | really helps us a lot and special thanks |
324s | to espark from the poly Champs team and |
326s | tolby for helping out with this video go |
329s | check out their Channel links are in the |
331s | description may your oceans be deep and |
334s | your Waters calm thank you for watching |
336s | this video and be on the lookout for |
338s | more polyopia updates in the future |