The unfortunate thing about early vs late bloomers is that they scale WILDLY based on the type of game being played. Like, the current NG game is squarely in the lategame and while many people are crippled no one is huge that I know of and no one is 100% dead yet. Because its a big fricken game.
I'm out of the game and Turland AI'd
And if you REALLY think "no one is huge" you've been paying even less attention to Rizdos then I was
...do you realize how large I was when you guys teamed up on me? Its a big map, thirty provinces or whatever doesn't count as huge.
Yeah not going to lie... Water does kind of feel... a LOT less complex then land.
I realize why this is (there are what? 1-3 maybe underwater races in each age... versus the billion of land), but it is just so jarring and kind of turns me off Water races every time.
Actually there's a modest sum of races at this point, though still very much a minority. EA is 5 aquatic (albeit one being a weird domkill one) plus 1 amphibious; MA is 4 aquatic plus 2 amphibious; and only LA really suffers with 1 aquatic, 1 semi-aquatic, 1 amphibious, and 2 semi-amphibious.
No, what kills UW for me is how blah all the provinces are; they're Sea or Deep Sea (and neither of those are particularly appealing), and they're one map move no matter what. Everything feels sluggish and samey, even if you have a race completely adapted to the environment. Mapmakers generally don't help either, as maps are usually designed with seas as strung-out barriers (the land/sea dominion spread penalty from the last patch helps with this, but only a little), ill-developed afterthoughts, or in the extreme, entirely omitted.
My issue with water is, like, nothing
works. There are very very few ranged attacks, spells seemed to have been designed with the default being land-only rather than either way, troops are all very similar, and there are very few amphibious units (which makes the fact that poor amphibian is even a thing kind of a kick in the teeth). The Queens of Elemental Water can only be summoned UW making them only useful for camping the oceans, which if you get that far you're already easily capable of doing.
Shark Tribe Tritons are infamously powerful underwater, and all they have is 3 attacks. That's good, sure, but two knives and a bite on a terrible human chassis wouldn't be nearly as useful abovewater because even without magic the troop game abovewater has at least a little bit of complexity to it.