Alright, sorry for the long wait before I gave a recap or acknoledgement in some satisfying form. This was a very draining game on top of some draining circumstances over in my private life, but I should be good, so thanks for the patience.
Probably should start from the begining in this case, so main takeaway from this is wow can Nazca subvert this map. It was my number one reason for picking them but still; the amount of mobility I was afforded was probably a pretty deciding factor in taking down other players all things considered. This allows me a few things I would not have been able to pull off otherwise.
One turn Sieges: I can effectively crach almost any fortress in one turn given enough troops, and my troops are cheap and can count as two sieging units.
Redeployment: It took about two turns to get from my capital to my eastern front fortress during the Scalerian war, and it took much longer for Scaleria to cross a much shorter distance
Reactive defense: Scaleria's plague with dealing with my defense couldn't be possible without flying units. Thtb says rain of stones was terrifying but, well, lemme break down what it took to make sure my rain of stones casters effective
- 1 earth booster, preferably the blood stone
- 1 source of ethereal
- 1 luck amulet
- 1 source of protection, in this case ironskin equipment
and they need to be able to cast before a communion goes online.
The costs were offset by me finding a construction bonus magic site early on, but still, this is a lot to ask for. Would my units be anything other than flying units, this would not be feasible to gear them out in. Not to mention that, USUALLY, these were fairly assassin proof, and tended to retreat after casting, so scaleria had no real hard counters to them. (oh, and skimping out on this equipment lead to the caster killing themselves even though the numbers were in their favor, usually on their first cast, so don't do it)
So anyway, opening moves was about spreading as fast as I could, so while I did start in a corner with a little less options to spread, I could kit out an expansion party and send them to my frontiers for most of the expansion phase. This worked well with a scales and minor bless focus. (which I feel I never really capitalized on, welp). I also had my sights on breaking into blood from the get go because no one else would be able to manage it better.
Anyway, the efficient site searching was interesting, since I had two aces up my sleeves. Good mobility and a royal malqui (yes, lemme search in all the main paths your nation uses up to level 2).
... I still kinda feel it's funny that I ran into a some strategies after I put all this together and a lot seem to be disappointed in Nazca because they toned the ghost bird strategy down. The key to playing Nazca is making the most of their flexibility, and you can figure their sacreds in to it if you would like, but they do not live or die by those sacreds alone. It's not too shabby when you score an elimination, a technical KO, and then fight the leading power to a standstill somehow.
So anyway, what went wrong?
I probably should have crushed Ulm soon as I was done with Pangaea to be honest... but maybe if I did that I would turn around and said I should have taken Scaleria on when I had the chance. The other thing issue was running into a kinda choice paralysis and trying to figure out what to best recruit and deploy. My armies could get anywhere fast but they ended up disorganized and managing logistics over 50 provinces was hellish. I was routinely managing 60-110 commanders per turn for the last 50 turns more or less. I just could not manage this problem of plenty. By the end I had collected all the elemental royaly besides the water queens and I had some idea of how to use them, but I also could have used them better. And if it was not quite clear, part of this problem of plenty was figuring out what to do with a tripple digit gem income, at least I swear it was tripple digits.
I also think I might have been able to squeeze more out of the late game with different scales but god damn, I might have crumpled if I had to put out a major fire from bad luck, and I wanted to get the national heroes as soon as I could. Pachacuti and the first mummy were integral to getting more magic diversity.
Anyway, I do feel like I wasn't up to the task of making the decisions I needed to make on a strategic level, and it cost me bad enough that it feels I threw the game.
...anyway, can we agree 15 or more provinces a player is a little too much? Because it's a little too much.
I also wanna acknowledge Ulm, Scaleria, Pangaea and Pythium. The game would have been a lot less interesting for me without the 4 of you, and as each slowly dropped off I lost a lot of motivation for this game. Oh, and once again sorry for knocking you out Pangaea, as while it was a victory, I feel I kinda stole your thunder and I didn't even have the decency to win the game.