Transcript (by Youtube)


2s greetings and salutations here we are
5s with the polyopia Aquarion update we
8s have sharks here in the water as well as
10s the tried engine and a brand new puffer
14s unit all excited for the rework to help
17s bring Aquarion to its own unique special
21s status besides just being the trid
24s denion we're going to go ahead and get
26s into a game I could do perfect or
28s domination but I think it'll be more
30s appropriate if we go ahead and just
33s create our own custom game we're going
36s to do it on continents we're going to do
38s it as a large instead to give ourselves
40s a little bit more
41s [Music]
45s space Mighty leader you have been chosen
49s to rule the Aquarion tribe explore the
52s world and expand your Empire but watch
55s out for the other tribes the objective
57s of course is always the same wipe out
59s the other tribes from the face of the
60s square there can only be one so here we
64s are as Aquarion and immediately we get
67s to see some of the new things we got the
71s same exact Fields but these fields are
74s flooded and flooded allows us to
77s accomplish something that other tribes
80s kind of get to struggle on such as these
82s count as water tiles now it's still a
85s land tile you can still build roads and
87s well we don't have roads waterways
89s doesn't have
91s that but we can move water units on
94s these land tiles now so we're going to
98s go ahead and try to do what Aquarion
100s does best and if you even hear that you
102s can even hear the splashing sound of us
105s moving across the water we're going to
108s go ahead and make a safer play and look
109s for our Villages and I just want to get
113s one little point across we're going to
115s go ahead and move onto this coastal line
118s with this we can now see that Aquarion
121s right from the get-go despite having no
125s Technologies can move on to the coastal
130s Waters that's cuz if we take a look at
132s the mermaid
134s unit they have Dash fortify but they
137s also have amphibious having the exact
139s same stats as a warrior this unit can
142s move on land and water but is slower on
146s land so these units excel at moving
149s through water now we could if we get to
152s marine life get the movement to get us
155s onto oceans but we're a little bit of a
157s ways onto that we need to be improving
159s our economy which is unfortunately one
162s of the weaknesses that Aquarion
164s struggles on in the early game as you
167s can see right over here it's going to be
169s really difficult for us to get a couple
172s levels on our city including with all
174s this Coastal land there's absolutely no
176s fish we'll uh we'll jump back onto that
179s here in a little bit
180s passing the turn we really need to find
182s that other Village and instead we find
185s something a little terrifying in that
187s imperious is here just to the south of
190s us we're going to goad and continue to
191s move onto the
194s water and moving back here there is our
199s village with all of this information
201s that we have we need to go ahead and
203s just level up our capital and we'll be
206s able to level up this city over here as
209s well going to go ahead and pick up
210s organization fruit fruit and get
214s ourselves a workshop now we have four
217s stars per turn this is okay but you're
219s going to notice that it's going to be a
221s while before we hit level three so right
224s now while we seem to have a good economy
227s It's Quickly going to fall off
228s especially if we're appropriately
230s exploring for our
235s opponents that was not good so we found
239s imperious and and if we take the time to
243s kill off this Warrior we're going to get
245s bodied by another Warrior that can be
248s train from the capital over here as it
249s all has to do is move to here or here
252s and then our unit will die we really
255s need this Village as we don't have any
257s others so we will take this opportunity
259s to recover our
261s Mermaid so that way we are going to have
264s the potential of claiming this Village
266s we do have Nine Stars thanks to the
268s first uh thanks for the meeting
273s bonus but oo there we go there's a
277s village we need to find more
281s Villages now I am considering picking up
285s riding so we can get a little bit faster
288s exploration here into the East and
290s possibly find a village over there it's
292s not a terrible idea cuz it'll allow us
295s to fight well in the early game at least
297s on all these water tiles but it'll be
299s really hard to move Inland now we do
303s have access to the flood Tech right
305s after riding so we could potentially do
308s that but I'd rather be focusing on
311s Aquarion biggest weakness and that is
313s their early game
315s economy in order to get a better economy
317s we do need to find more Villages though
320s because we could either be moving here
322s to the flooded tiles or be heading
325s towards marine life and get these sharks
327s are
328s rolling now shark s do cost eight Stars
333s so we really need to improve our economy
335s to at least plus eight or more
336s preferably at least plus nine before you
339s can get
340s sharks how are we going to get that well
343s we really need this Village in order to
346s get this Village we can actually fight
348s for it if we pick up this riding Tech so
352s looks like in the end amphibians as
354s Riders are one of superior Tech units is
357s the proper way for us to go
360s and with this we will then be able to I
364s was expecting a little bit more of an
366s exchange against a human player you
368s should be expecting Riders as well so
370s this amphibian would have been the
372s correct choice but we get to get away
375s with go ahead and claiming this village
378s now what I'm going to go ahead and do is
381s we're going to explore this tile
383s ooh that leads to an interesting Tech
387s option for us move on to this Village
389s here but I really want this fog to go
391s away next turn
393s so we're going to be wanting to pick up
395s the climbing Tech on our next
398s turn as we have the perfect amount of
401s stars in order to not only pick up
404s climbing but to level up this new city
406s over here so we're going to go ahead and
407s do that climbing move on to get this
412s ruin over here which in covers all the
414s fog and we get to see that either here
417s or here there is going to be another
421s Village preferably on this tile thanks
423s to this Coastal tile here as Aquarion
426s you really want to understand where land
429s tiles are like for instance thanks to
431s the shallow water you can see here we
433s know there's land on this tile but not
435s on this
437s tile so we're going to go ahead and
438s claim all of these
441s Villages and fruit
446s fruit and picking up and explore
451s come on
452s please no no don't go that way hey we
456s got to find zabi one of the benefits of
458s exploring is you get to see a lot more
460s of the map unfortunately the oh my
462s goodness and simanti oh my goodness this
465s Explorer is
468s golden now I really wanted this Explorer
471s to go south in order to
473s find the lighthouse here in the corner
476s but meeting two players to give us such
479s a massive boost I actually made a
480s misplay capturing this Village I should
483s have saved on it just in case of this
485s exact same scenario because now all of
487s our techs are really
489s expensive dang missed opportunity there
493s but we'll do better next time we do have
495s a lot of metal in both of these
497s cities so we will be wanting to pick up
500s mining on our next
504s turn but in the meantime we're going to
507s go ahead and pick up an amphibian here
509s in our capital to continue to explore
512s this way with that we will go
514s ahead ooh oh no that's bad all right we
518s we'll go ahead and pass the turn now if
520s the AI is smart they can actually Siege
522s the city but unfortunately they made a
524s Mis A misplay I got distracted by the
526s ice being created over here as we now
528s know our fourth opponent is
531s Polaris we could definitely do something
533s with that we going to go over here Bop
535s and get a free trade on this Rider with
537s an excellent hit we'll go ahead and pick
540s up these ruins o get a
544s schwanman let's go ahead and take care
546s of some other plants um I do want to
549s pick up
550s mining we really need to save up our
555s [Music]
556s tchs we really do need to be leveling up
559s our stuff we could definitely have this
562s city get sieged on the next turn so what
565s I'm going to go ahead and do is we're
568s going to place
570s our rer here it will help protect our
574s city in case it does get sieged we're
576s going to go and train another amphibian
578s you know we're just training amphibians
579s everywhere but I want this unit to be
581s healed as I believe they could still
583s Siege but it'll cost them all of their
585s units so this puts us in a pretty good
587s position we have our amphibians to
590s travel across the water really
593s quickly and in the upcoming turns we
595s actually have the perfect amount of
597s stars in order to level up our southern
599s city
601s aquano we'll pass the turn
606s here
609s Bop and look at that our last meeting
611s bonus with Polaris we really want to go
614s ahead and put Polaris on ice and stop
618s their advance so what we'll do here
620s amphibian Bop and get more of an explore
624s I did not like what I
626s see move over here Bop
631s oh man none of this is really that great
633s because we're on Ice counts as
637s land that's just really not that
640s good man that hurts my soul so we're
642s going to go ahead and move over to claim
644s this Village going to move this mermaid
647s back so we can heal it we're going to go
649s and pick up our mining Tech that I
651s wanted and mine here harvest the
655s fruit get ourselves some more
657s resources and now we're still got a bad
661s economy we've got three cities notice
663s we're on turn eight and we're struggling
665s to maintain a good economy despite
668s getting all of these great first meeting
670s bonuses and getting a whole bunch of
671s extra stars that is cuz because of
674s resource distribution Aquarion really
677s suffers on their economy so the best
680s thing you could do is learn how to
681s balance all of it in order to mitigate
684s this weakness we're going to go and pick
685s up this mine with a workshop we actually
688s now have an okay economy cuz three
691s cities so 10 divid 3 is 3.3 so it's a
694s greater than three we're now doing okay
698s we're going to move this amphibian back
700s this is probably a mistake if the battle
702s sled can get on the mountain cuz that's
704s going to be really tricky to kill off
706s this is probably a bad trade over here
709s we actually need to start considering
710s playing a little bit more
713s defensively move over here I do want to
717s go ahead and get the village that's on
720s this tile here I was
721s hoping and I might still be able to but
724s I'm really hoping in order to find some
726s ruins on the
728s water but Polaris may have already taken
733s it huh so how am I going to be dealing
736s with these Riders we're going to go
739s ahead and get a mermaid here because our
742s amphibians are going to struggle moving
743s onto this land even though Riders
746s typically have two movement but because
748s of this amphibian train they are slower
750s on land and they only move one tile as
752s you saw on this ice over here so the
755s Riders yes they can do something over
757s here but I need a front line and this
760s mermaid here should help out with that
763s in other news we will pick up an
764s amphibian cuz we can move one two
767s through this flooded land go ahead and
771s pass the
774s turn I believe that's zazi that is down
777s imperious actually getting a solid kill
780s right
782s there we'll go ahead and kill this unit
785s with our mermaid and it's within two
787s tiles of this Rider so we're going to go
789s ahead and Veteran it up I guess I could
792s have moved this mermaid here but this
793s mermaid's also about to
796s die interesting it ended they ended up
798s fleeing I was not expecting
802s that we're going to go ahead move over
804s here get this
808s Lighthouse move over here here find this
811s Village over here we really are trying
813s to bring this swordsman to where all of
815s the fighting actually is
819s happening um we're going to go ahead and
821s secure this kill here move it
825s on o now this amphibian will get one
828s shot by this hexapod so while it'll be
830s great to Siege we really want to avoid
833s losing too many units for
836s free which unfortunately this mermaid
839s kind of is in a spot to do so so if we
841s move it back we'll be able to heal it up
844s and then it will no longer die for
846s free we got choices for the next
850s upcoming couple of
853s turns interesting we're going to go
856s ahead and we'll spend the turn to break
859s the ice as we have more Mobility
861s actually on water so this actually helps
863s us out a lot I actually not have not
866s considered how well Aquarion fights
869s against
870s as all of their units are naval units
874s interesting so we do have 10 stars I
877s could train another unit here in my
878s Capital but I do have multiple options
881s that I want to consider Smith would be
883s nice for
884s forges uh but we don't really have an
886s accessible spot in any of our cities to
889s get proper mileage out of that really
893s think we're going to be picking up
894s fishing on the next turn so again we can
895s continue to improve our economy plus
898s we'll be able to find something
900s pretty nice by doing so so we're going
902s to go and pass the turn and Save Our
909s Stars all righty move you onto this
912s Village over
920s here and before we capture the village
923s we really need to consider what
924s technology we want to go ahead and
926s acquire waterways would be useful to
929s help start connecting our cities up it
931s would level up my
935s Capital let's see so
939s 10 we're going to be just short from the
941s actual good stuff that I want cuz I
944s could level up uh my our Capital to sin
947s by picking up
949s waterways but unfortunately that oh
951s actually then we can level up uh at our
955s other City at to quo yeah you know what
959s we're going to go and take care of that
960s it'll also allow us to start flooding
962s the land which we'll want to do in the
963s nearby future notice we're still not
966s going to pick up this city because what
968s we're going to go ahead and do where's
970s going to be the best location 1 2 3 so
972s let's take a look at what the atle is
975s atol connect to cities and other atolls
978s through ocean water and wetlands within
980s a three tile radius so 1 2 3 we could
985s put it over here and it makes it a lot
988s easier for us to connect connect these
990s cities ah now they all kind of still
992s connect to the exact same way so it
995s doesn't quite make a huge difference
998s where I put it as long as it's either
1000s here or here or here which I can only
1003s have these two
1006s tiles h no matter what we won't be able
1009s to connect these cities unless we flood
1011s and this place another toll so I'm going
1014s to go ahead and just place it
1015s [Music]
1016s on this landan tile right here
1020s cuz I've got a gut feeling about
1024s something resources we're going to go
1026s ahead and pick up this
1028s mine more
1030s resources puts us back to 10 and with
1033s that we're then going to go ahead and
1036s pick up the fishing
1040s technology
1043s and capture this Village down here
1048s [Music]
1050s very nice it works out quite nicely for
1054s us oh I want to heal this unit up so I
1057s really need to place it in my own
1058s borders so we'll go ahead and throw you
1060s on over
1061s here I need you to heal
1065s up we're going to move you forward
1068s here you've got a kill you've got a kill
1071s we're going to go ahead and feed you a
1073s second yeah that works out nicely for us
1077s move this veteran unit here to body
1079s block for this amphibian and we're
1081s actually here threatening a Siege on the
1085s capital of imperious as we do have three
1087s units in range and yes the amphibian
1089s still is in range as it's a flood atile
1091s here so it can move onto this time so
1094s this is actually looking pretty nice for
1097s us if we also W we don't have any other
1099s units I can train and be able to land a
1102s Siege unfortunately but there is quite a
1105s bit going on over here it is making me a
1108s little nervous not going to ly
1110s so do I want to train another military
1114s unit yeah we'll go ahead and train
1116s ourselves in amphibian as military might
1118s is still pretty
1121s important we're going to go
1123s ahead move you here and then break the
1127s ice we find ourselves another Village so
1129s unfortunately still no ruins here in the
1131s ocean I
1133s wonder if Polaris went ahead and took it
1138s so we're on turn 10
1139s with 13 stars per turn so it's not
1141s excellent but we do have a pretty good
1144s economy so we're going to go ahead pass
1146s the turn figure out what's going on and
1148s get ready to deal with
1153s imperious oo all right that works out
1156s for us so I could pick up aquaculture
1159s this would allow us to use these aquac
1162s crops to our advantage which Aquarian
1164s has a decent amount of so here's an
1167s aquac crop here a singular aquac crop
1169s here which both of those do nothing for
1171s us it would allow us to level up this
1173s city more but I think I'd rather just
1175s improve my economy even further so we're
1178s going to go ahead and just capture the
1183s city and then we're going to fish
1187s here and then pick up an a toll
1193s here very beneficial for us grabbing a
1197s workshop another fish
1201s oh minor misplay I should have leveled
1202s up this city first another
1211s workshop and wow we're doing pretty good
1214s on units when it comes to it now
1216s unfortunately imperious did train a
1219s Defender so we're not going to be able
1221s to Siege but I want to keep applying
1223s pressure to imperious wherever I can so
1226s we're going to go ahead and secure this
1227s kill you don't
1229s need
1234s to we need to break this ice I need you
1237s to just
1238s recover I need you to just
1242s recover you've got a kill so we're going
1245s to go a and just move you we'll move you
1247s over here and take this risk I don't see
1249s anything that could absolutely destroy
1250s this so hopefully there's no hexapods
1253s there should be a hexapod but we're just
1255s going to take that Gamble and just in
1258s case
1259s case they manage some crazy PL can they
1263s even Siege the city I don't think so no
1266s I don't see any way for that to happen
1269s they would have to somehow get a hexapod
1271s onto this tile and then kill and then
1274s move on over so it could happen but I
1276s have units in order to prevent it we
1279s need to save our Stars to improve our
1280s economy cuz that is our top priority I
1283s would like to start getting
1284s crabs go ahead in the turn
1294s all right so here's what we're going to
1296s do we're going to go ahead and fish fish
1300s fish resources move you on over
1304s here fish fish
1309s fish
1316s resources h
1319s I'm actually considering a potential
1321s border growth here in my
1324s Capital after we pick up aquaculture so
1328s we're going to go a pick up
1330s aquaculture collect this
1333s city the network monuments is complete
1336s ooh we can actually go ahead and get
1339s ourselves a crab in the
1343s capital actually no I'm one star short H
1345s how do I want to handle this
1347s then uh fish
1352s I feel like while I would like to
1354s explore it's not going to be beneficial
1355s to us I was actually hoping to but I
1358s needed to pick up marine life so since
1360s we don't have the marine life Tech it's
1362s not worth the risk of the movement as
1364s explorers check uh will not be able to
1368s uh go onto these ocean tiles so instead
1371s of potentially losing all that we're
1372s going to go ahead and just cut our
1373s losses right
1377s there but
1381s I do want to start dealing with all of
1385s these units imperious is throwing at us
1388s they've got a lot of Defenders so we've
1390s got multiple units that will be
1391s beneficial to us but the first one is
1393s going to be tral trid denion of being
1396s able to have range I could also pick up
1398s a cheaper
1399s Archer uh but those are at least our
1403s starting
1407s options we go ahead and spin the turn to
1410s flood up these
1413s tiles move you here secure this kill
1415s move you on
1420s back move you on over here
1426s man really need to consider the marine
1428s life Tech so I can start going across
1430s this
1433s ocean all these riders that are over
1435s here on the East threatening me are
1438s definitely making me a little bit
1439s uncomfortable they can absolutely kill
1441s the mermaid that we have here with this
1445s Defender so the safer play in this
1448s current instance actually would be to
1450s reposition this mermaid onto our capital
1453s in order to protect it now if our
1455s opponent picks up roads then we're in a
1457s little bit of trouble so we're going to
1459s go a and pick up a safety
1462s amphibian in order to help protect this
1464s city cuz we really' rather imperious not
1467s be taking that from us
1470s uh but yeah that looks good to me so
1472s we're going to go ahead
1475s and pass this
1483s turn it's a lot of units encroaching on
1486s my
1490s territory that Defender is really in the
1493s way so if we were able to get these
1495s Warriors to flood up these tiles we can
1497s actually really consider marine life and
1500s navigation in order to deal with all
1502s these Defenders plus I really do want to
1504s get on the ocean so you know what we're
1506s going to go ahead and pick up marine
1507s life and with that we're train a shark
1510s here just so that way we can start
1512s killing off these Defenders without
1514s having to worry too much I'm going to
1516s heal up this mermaid just a wee little
1520s bit and need to start cleaning out these
1525s Riders
1532s [Music]
1534s I need to move you
1536s here and they can kill it so we're going
1538s to go ahead and actually get that
1543s boost move you on over here to block the
1546s path move you back over to here and it's
1549s time to finally start moving across the
1551s water that's what we're looking for the
1554s ruin oh that is
1556s fantastic and we can pick up this
1559s starfish next turn everything's all
1562s coming
1563s together in a very good
1567s way in fact I think I'm going to go
1570s ahead and move this mermaid back so that
1572s way we can flood this tile next turn cuz
1576s I would like to have our jellies and
1578s sharks start dealing with all these
1579s units over here so while imperious is
1583s trying to go with a slow approach these
1585s sharks with surprise will be able to
1588s very EAS easily deal with these
1590s Defenders and they won't see it coming
1592s actually they will but you get the
1607s picture woo that's a lot of combat units
1609s that they just
1611s trained okay we're going to go
1616s ahead and move this shark over here and
1619s secure this kill with that Warrior and
1623s yes I am going to go ahead and flood
1624s this as I originally
1627s intended um this amphibian is going to
1629s secure this kill
1634s here we're going to go
1636s ahead
1638s and move you on back over here we're
1642s just trying to get a whole bunch of
1643s beneficial trades for
1646s ourself oh no that's not what I wanted
1648s to do
1654s um this Warrior is going to die but
1656s that's okay some of you may die but that
1659s is a sacrifice I am willing to
1662s make we're going to go ahead and fish
1664s here fish here fish here level up the
1667s city cuz again we're still trying to
1669s improve our economy and now our main
1672s goal with these six cities that we got
1675s is we want at least 18 stars per turn so
1677s with that we are actually doing
1679s fantastic on our economy the only
1681s downside we're actually having right now
1683s is how to finish getting our last couple
1685s of stars but we'll be able to use
1689s something that is special to Aquarion in
1692s order to finish securing ourselves more
1696s crabs we're going to go ahead and pick
1698s up navigation get the starfish so we get
1700s some stars back and move on to this ruin
1704s what's going to be in the ruins let's
1707s find out we're going to break this this
1709s ice and really try to slow down our
1712s opponent's
1713s advance and last but not least we're
1716s going to pick up a jelly the jell is
1718s going to do fantastic thanks to all this
1720s water on dealing with this
1723s Capital now we will have to go over one
1726s fact with all these Naval units I wish I
1729s could train another one over here in our
1731s capital in order to help show it off
1734s unfortunately we're going to have to
1736s level this unit up because of this Rider
1737s back here
1739s uh but
1740s unfortunately we're just going to have
1742s to show it here in a little bit so we'll
1744s pass the turn let our opponents make
1746s their
1753s decisions that's looking
1757s good we're going to continue to break
1759s this
1761s ice and we need to move this mermaid
1764s forward specifically so we can move this
1767s jelly over here now notice something the
1771s jelly does have a movement of two
1773s however it only can move onto this tile
1775s it can't move on to these other flooded
1777s tiles cuz unfortunately these flooded
1779s tiles still count as land it can only
1782s move on water it also includes that it
1784s moves slower on flooded tiles but we'll
1788s still able to accomplish what we would
1789s like to do move this shark over here
1793s Bop and recover this unit secure the
1797s kill with the mermaid
1801s and at this point we're really just
1802s trying to throw more wrenches in our
1804s opponent's
1807s plant um amphibian cures the
1809s [Music]
1812s kill oh that's not what I wanted to
1815s see we're going to bounce back or else
1818s The Swordsman would kill our
1819s unit
1822s o but look at that look how well these
1824s sharks and jellies are able to deal with
1826s these Defenders they doing such a
1829s fantastic job and as long as we keep
1830s flooding these tiles we're going to do
1833s perfectly fine fortunately it's not
1836s going to be quite as easy when dealing
1837s with these other tribes but we still
1839s have more tools under our
1842s belt so before we pick this up this ruin
1847s I need to consider are there any texts
1849s that I want to pick up and un there is
1851s one it is construction for the
1853s windmill uh but
1857s unfortunately yeah uh we don't have
1860s enough stars in order to get that so
1861s what's the next best thing we could
1863s [Music]
1865s do could pick up smithery that doesn't
1867s do anything for us in the now I got a
1869s lot of text of I can pick it up but it
1871s doesn't do us anything in the now so I
1873s think we're just better off not picking
1875s up any texts and just improving our
1877s economy even further which is going to
1879s work out perfectly fine so a special
1883s thing just for
1885s Aquarion are we got these ruins in in
1888s the water and as long as the ruin is not
1891s directly next to any other
1893s cities and it's in the ocean or it's in
1896s a water tile it doesn't have to be in
1897s the ocean if it's in a water or an ocean
1900s tile we'll discover one of the Lost
1903s Aquarion cities so instead of getting a
1907s tech I didn't realize it had a really
1910s cool animation mijwan that is beautiful
1913s thank you so much for that that is
1915s fantastic it is absolutely what a quy
1918s unneeded so with that we found a city it
1922s starts off as level three so we're able
1925s to get a lot of population but we do
1927s have a low income of two again we're
1929s going to continue to hamper on this of
1931s Aquarion typically has a weaker economy
1934s now notice we're like I said we're doing
1935s good it's because we're focusing a lot
1937s into it cuz we're not being pressured to
1939s too much but this city does hurt our
1942s economy but at the benefit of allowing
1945s us to train more units cuz normally only
1948s have six cities worth of production but
1950s now we have a seventh and it has four
1953s whole pops and if we go ahead and use
1956s things such as the gates of power
1960s here and then top it all off with the
1963s Grand Bazaar that I feel like just
1964s putting over here getting a population
1968s growth it is possible in order to get
1971s the crab it is time for
1975s crab right over here and one of these
1977s lost cities and then it makes it to
1980s where it's not actually hurting our
1982s economy too much cuz now it has more
1983s than three stars of worth of production
1986s plus we still have all of our stars
1988s available to us so we pick up an aqua
1990s Farm
1993s here get ourselves that border growth I
1995s was
1996s considering then we can go ahead and
1999s aquafarm here and aqua Farm
2003s here we get another
2006s crab hm I unfortunately starwise we
2010s don't quite have enough in order to
2013s level up another city so we're not going
2015s to invest any more into our
2019s economy but we can definitely still
2022s continue to get more military might and
2026s I would like to get a jelly here on the
2028s front starts considering threatening the
2030s masma city and thanks to The Swordsman
2033s here we could flood this tile this jelly
2035s is going to do us wonders especially
2037s with all the support of these amphibians
2040s back
2041s here all
2052s right so here's an interesting that
2054s thing that had happened cuz remember
2057s that these flooded tiles count as a
2058s water tile so what imperius ended up
2060s doing is they put a port here
2063s specifically so they can get a more
2065s powerful rammer out onto the field it is
2068s is actually an interesting choice that
2070s they went with we're going to go ahead
2072s and scare this kill get ourselves
2073s veteran boost move the jelly forward in
2075s order to deal damage to everything and
2078s this mermaid can't secure this kill oh
2081s but the shark could have if it had
2083s faster movement dang that is unfortunate
2088s move this shark over
2090s here move this jelly on over to here cuz
2094s it does have a movement of Two And this
2096s is regular water here so it can just go
2099s one two onto this
2100s land allowing us to start considering to
2103s apply pressure to imperious right over
2107s here man I really want to deal with this
2109s rammer without taking too too much
2113s damage unfortunately the best way is I
2116s need to throw this mermaid in take a lot
2120s of damage back unfortunately this city
2123s can't train any more units and I really
2125s need a unit there this turn so we're
2127s going to hunt
2129s specifically so we can go ahead and get
2131s this mine over here and I guess I could
2134s have placed the park of Fortune but
2136s we're going to go ahead and continue
2137s with the plan and hunt with an animal
2140s here and pick up a population growth as
2144s there's not really much of a reason to
2145s expand the borders there's not enough
2147s resources gained by doing
2150s so
2152s um based on everything that we've got
2154s going on I could throw in another
2156s jelly but I feel like I actually just
2158s need another unit on the land in order
2160s to help deal with all of this could be a
2163s mermaid um it could also be another
2169s shark mov be on over here look at all
2171s these
2178s starfish oh dear
2181s goodness that's a lot of units we're
2183s going to go ahead and move you out of
2184s range over there move you over here in
2188s order to break this ice cuz I'd rather
2190s them not I guess this is technically a
2193s misplay cuz they can algae up these
2195s tiles so these units are actually still
2198s being threatened and can potentially be
2200s killed um but I want to start dealing
2202s with this centipede uh and in order to
2205s do so we're going to pick up a shark
2207s right over
2208s here and I have went ahead and decided
2211s to pick up an amphibian down here to
2214s have a little extra
2216s mobility and two stars left is there
2219s anything else I want to do not
2221s necessarily this veteran unit's going to
2224s heal on up that's going to go and secure
2226s the kill move you on
2231s back and we're going to continue to just
2234s flood up these tiles so move you on over
2236s here we're not going to attack with that
2239s and secure that all
2241s right everything's looking really really
2244s good we're making steady progress on
2245s imperious you taking it full advantage
2247s of sharks and jellies as well as our
2249s land units to flood everything and we're
2252s going to go ahead and pass the
2260s turn now look at that they tried moving
2262s their unit adjacent to the jelly and it
2265s didn't work they moved it here but the
2267s Jelly's tentacle ability went into full
2270s effect tentacles causes damage to any
2272s unit that moves next to it and that also
2274s counts when the jelly makes a move such
2276s as if I move over here boom extra free
2280s damage move over here attack that and oh
2287s actually tell you what here is our
2290s solution so I really want this amphibian
2293s to help us secure The Siege on the
2295s capital but because of this land tile
2298s we're unable to move all the way across
2300s but this crab can move onto this land
2303s tile
2304s here and automatically convert into a
2307s flooded tile that's cuz crabs have the
2310s autof flood ability flood any tile this
2313s unit moves on to making crabs quite
2315s essential for Aquarion to be able to
2317s make a land push and that does then
2320s allow us to move this amphibian forward
2322s Bop and then secure The Siege with our
2327s Warrior that is fantastic move the
2329s amphibian on back and now we need to
2332s continue to consider how we're going to
2334s deal with the rest of these units so
2336s we're going to move this swordsman on
2338s down to continue applying pressure jelly
2341s moves forward secures a whole bunch of
2350s kills got to heal these veterans up and
2354s start
2356s moving this amphibian over to a slightly
2359s better
2361s tile man that's actually really rough
2364s we're going to go ahead and flood this
2366s tile I think
2371s yeah we're going to go ahead and flood
2372s the tile and then move this amphibian on
2378s back yeah that's actually looking really
2380s good for
2381s us all right so
2384s now again we're going to look to improve
2386s our economy as much as possible we're at
2389s 31 for Seven Cities in fact if I go
2392s ahead and capture this that's going to
2395s give us a whole bunch of extra resources
2398s 41 Stars yes please I will definitely be
2401s taking that uh the shark didn't find
2404s anything I wanted it to find so we're
2405s going to break all this
2409s ice and we're going to just continue to
2411s move this crap forward to apply
2417s pressure move this amphibian this one
2420s doesn't have any kills you'll go ah and
2421s capture
2423s there move you on over there we're
2425s actually really hurting on military
2427s units right now so I'd like to spam out
2429s units but first what are we going to
2432s level up our goal is to pick up
2434s construction for this windmill CU
2435s Aquarion again has more special traits
2439s available to them that is the fact that
2442s as you can see with this a toll
2444s here they're able to build their
2447s buildings on both on land and water so
2451s this windmill here does produce
2453s population for each nearby farm and aqua
2456s Farm which means that we can place an
2459s aqua Farm here to get a crab we can
2461s place an aqua Farm here to get a crab we
2464s can even place it on this ocean tile
2466s here as you can see we can place our
2468s stuff over here that tribes normally
2470s can't do and as Aquarion we really want
2473s to try to take advantage of that
2474s especially if I can get an aqua Farm
2477s here that's another potential crab right
2480s there if we do that yeah so we're on our
2482s way to
2483s construction fact we can pick up farming
2486s in the now uh I'd actually rather just
2489s level up all these cities so
2491s aquafarm
2494s aquafarm population
2496s growth
2498s aquafarm
2501s aquafarm
2505s and ah if I do a border growth I'd be
2509s too short until I pick up the aqua
2513s Farm but it gives me more power on this
2516s city over here
2520s um it really doesn't make too much of a
2522s difference so we'll just pick up
2523s population growth to save oursel a
2525s little bit of a headache aquafarm
2529s aquafarm again we're going to go ahead
2531s and pick up the population
2535s growth you know what no we're going to
2537s pick up border
2538s growth it there is a there is a thing
2541s that will ma matter a little bit for us
2543s so this city will go and pick up a
2545s border growth as we have a little bit
2546s more potential but it's essentially the
2549s same so we'll be definitely needing
2552s Construction in order to level up those
2553s cities but now we're at 34 Stars per
2558s turn what else can we do I don't think I
2561s have any more levels available so the
2563s rest can go into military
2566s M for the rest of this
2569s turn I think I'd rather start applying
2572s pressure to simanti here and in the
2574s nearby future we're going to want to
2576s figure out how to invest them Inland
2579s over there now these crabs will help but
2581s if we consider heading over to
2583s mathematics we can pick up the puffer
2585s unit which will allow us to flood Tiles
2589s at our range so instead of having to
2591s rely on crabs or other units to flood
2593s the tiles manually like that's happening
2595s over here we could train the puffer to
2598s be able to start sieging these cities
2600s pretty well so we may consider just
2602s saving Our Stars for a couple
2605s turns uh
2611s possibly in fact what I'm going to do to
2613s help defend these units we're going to
2614s train a jelly here on the front and no
2617s other units will pass the turn cuz the
2619s jelly will help deal with a lot of
2621s simanti units in fact it's a complete
2623s counter to hexapods as it will kill them
2627s from 100% to zero once they move into a
2629s Jelly's tentacle range look at that even
2632s more units are throwing themselves into
2635s the wrong
2636s place flood more
2641s tiles go ahead and
2644s secure these
2647s kills more
2652s stars now this crab does have with us
2655s securing this kill the Escape ability so
2658s it can move again after attacking which
2660s in most cases it usually doesn't come
2663s into play but what we're going to go
2664s ahead and do here is secure the kill
2666s with this amphibian move the amphibian
2668s on back and then secure The Siege with
2672s the crab in order to kill off
2674s Polaris and then we're going to go and
2676s pick up this star over
2677s here start moving the jelly forward in
2680s order to start dealing with all these
2681s units over here it's all coming together
2684s now before we capture this city we
2686s really need to continue to improve our
2689s economy I could get construction to
2690s level up everything get a lot more crabs
2693s oo that is sounding really good plus it
2695s makes it easier to start getting all the
2696s other texts
2698s plus that also gives us access to trade
2701s for even more economy you know what
2703s that's what we're going to do we're
2704s going to spend all of our Stars this
2706s turn to pick up construction cuz we're
2708s not under any threat so we could
2711s definitely spend the turn to improve our
2714s economy a lot more move this crab all
2716s the way over to here autof flood this
2720s tile we'll move this jell on back just
2722s to secure a kill amphibian I need you to
2724s heal amphibian I need you to heal fibian
2727s it could heal but uh we might as well
2729s move you on
2732s forward oh that's a veteran unit I was
2735s thinking it
2737s wasn't
2739s interesting um hey but we could
2741s definitely finish leveling up this city
2744s with never mind I don't have enough Park
2747s of Fortune ooh you know what I I'd like
2750s to go ahead and get a crab we're going
2751s to go ahead and get our crab here just
2754s so that way we can really deal with
2756s imperious with a crab front strategy and
2760s then support it with some other
2761s units this jelly really can't do too too
2764s much so we're going to move you on
2765s [Music]
2766s back and all these units are done all
2769s these units except for this one are
2773s done I thought the centipede was still
2775s here that's a that's a absolute misplay
2777s right there I should not have thrown
2778s that unit away like that oh well we got
2782s the vision it'll all work out just fine
2784s pass the turn
2792s [Music]
2798s hey our swordsman
2801s lives we're going to go ahead and move
2803s this crab on forward autof flood this
2804s tile move it over here autof flood this
2806s tile doing exactly what crabs want to do
2812s moving an awful lot towards the opponent
2815s and just being a very scary front again
2817s move you to Here auto flood this
2820s tile this is going really well now one
2823s downside again is these units are going
2825s to have to move really really slowly
2827s across the
2828s land uh we're going to go ahead and
2830s continue to flood these
2832s tiles oh this swordsman's done fantastic
2835s but it's just about time for it to go
2838s unfortunately uh pick up these extra
2841s stars move you on
2843s [Music]
2846s over move over here we're going to go
2848s ahead and break this
2850s ice
2852s um I do suppose that siman was not
2855s hating me too too much because they
2857s could have killed a lot of my units
2858s there so I guess attacking them was not
2860s the smartest move but that's okay we're
2862s not here to minmax our ability to fight
2865s the AI we want to go ahead and figure
2867s out all the best ways to be using the
2869s Aquarion in their new
2870s units um with this fantastic economy cuz
2873s we now have
2875s construction we are going to pick up
2878s trade to improve our economy even
2881s further because on this large on these
2882s larger Maps picking up trade is pretty
2885s well but on smaller Maps especially as
2887s most One Versus One games go H you
2889s usually don't have the kind of time in
2890s order to perform that uh we'll go and
2893s capture goodbye Polaris thank you very
2896s much for your city and look at that one
2899s interaction that you get to see here is
2902s any tiles that are Frozen that you melt
2906s as Aquarium
2907s instantly becomes flooded and that's
2911s going to help us out so much in trying
2913s to get ourselves even more crabs that is
2917s right we're going to need even more
2919s crabs but first off we're going to start
2920s off with a M Mill
2922s here get ourselves an aqua
2926s farm and boom that is I mean a park
2931s would technically be more efficient but
2932s we really want crabs crabs means autof
2934s flooding and we can paint the terrain to
2937s be exactly what we want it to be once
2939s again we're going to place down another
2941s windmill right over here one two
2944s three and time for crab and then finish
2948s it off with the markets to go from 45
2951s stars to 51 and with that we are doing
2955s fantastic on our economy turn 19 though
2959s so we did around turn 13 because we
2961s weren't pressured too too much you
2964s really want to play a little bit more
2966s defensively and sometimes you got to
2968s play aggressively in order to be
2969s defensive but you are really trying to
2971s improve your economy cuz all of our
2973s Naval units especially with the
2975s combination of jellies and units that we
2977s haven't picked up yet such as tridion
2979s and puffers really can be quite
2982s oppressive in the late game now they're
2983s not the strongest in the late game I
2986s want to go and just kill off this unit
2988s here veteran you on up because why
2991s not
2993s and yeah continue to just move on
2995s forward
2998s continue to move on forward no more
3001s Stars past the
3003s turn but we
3006s really want to try to be able to get all
3008s of our Aqua units cuz all of our units
3010s that are special are quite expensive now
3012s unfortunately you did get to see one of
3014s the major weaknesses of the jelly is if
3016s units aren't moving next to it it
3019s doesn't really do too much
3023s unfortunately um how are we going to do
3026s this all right move this crab forward
3027s move this crab on
3032s forward and you're already a veteran
3035s it's going to take forever to heal you
3036s up so you know what we're going to go
3038s ahead and secure these kills like so so
3042s move you on forward over here move you
3044s on forward over to
3047s here move this crab over to here to
3051s continue flooding up these
3053s tiles and yeah we can actually go ahead
3057s and Siege the city but it's definitely
3060s not going to
3063s hold as I definitely see imperious
3065s throwing all these units in to uneg that
3068s so what we're going to go ahead and do
3069s is move this amphibian unit on back so
3072s that way this jelly can defend it with
3073s these tentacles so any units moving
3076s forward will have a bad time that is
3080s sounding so wonderful for
3082s me I'm just going to use this one to
3085s paint all this territory down here I I
3088s it could definitely be using that better
3090s but we train crabs all the way in the
3091s back I'm going to use them how I see
3093s fit how I want to do
3098s this I think I need just go ahead and
3101s place a windmill
3105s here gets us another
3111s crab place down a market for at least
3113s two more stars we can really get a lot
3117s more oh no fertilize only works on
3121s selected tiles it doesn't work on water
3123s tiles oh I was hoping to get a whole
3124s bunch of aquac crops that's okay it
3127s everything still works out in the end
3130s um yeah yeah it'll be it'll be fine this
3134s is fine it's fine it's fine uh go ahead
3137s and place our Market down over
3140s here and actually I really want to
3143s consider getting forestry and
3146s Mathematics for a sawmill that can give
3148s our marketplaces one extra level it's
3151s not a terrible idea it's definitely
3153s something that I can be
3155s considering um
3157s what more
3164s economy well since we can't place Aqua
3167s crops on all of these tiles over here uh
3170s I think we're best off placing a
3172s windmill on this tile
3175s uh I'm being decisive uh I don't want to
3178s spend tooo too long on this we're going
3180s to go and train ourselves up another
3181s jelly I think it's actually somewhat
3183s important that we start getting a lot of
3184s units and since these are far away we'll
3186s train a couple sharks all the way here
3188s in the back and another shark over here
3192s I definitely could have gotten uh even
3195s more crabs so I guess it's a minor
3198s misplay but it's not going to be the end
3199s of the world INF fibian in order to get
3202s proper Mobility even though they don't
3203s do well against
3204s Defenders this it it's fine this is fine
3207s we we we're spamming out units we're
3209s doing one of the things that really
3210s needs to be done is just spamming out
3213s units for the extra
3217s Mobility o that's a lot of crabs how do
3221s I want to deal with this that's that's
3222s just a lot of units um move the crab on
3225s to here
3228s ooh ooh that's not good that is not good
3232s we're going to go and move over here B
3234s Bop move the on back so that way we can
3236s find the corner
3238s lighthous look at that isn't it
3240s beautiful his units are really low in
3242s health but we'll be able to acquire
3245s these extra stars on this upcoming
3247s turn we might actually be losing this
3250s city even if I train a unit we're going
3253s to lose it
3254s so I think I just got to let it
3256s happen oh man ain't that a shame we're
3260s going to lose the city or are we
3264s [Music]
3289s [Music]