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Get lost, Centaur (Alexey)... ask in the forum, don't flood the chat!
I wrote about the Order of Light practically at the very beginning, when I was giving a description of the empire!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!You need to look at the bigger picture!
So, the topic is closed. And, based on the requests and complaints of the Tatar Centaur, the Empire gains the adjective "Supreme":)

Added 47 minutes ago
Sea Kingdom
State: Azure Islands
Government: Anarchistic views prevail
Ruler: Great Sea King
Deity: Almarrin
Structure: Feminism
Alignment: Neutral Evil
Symbols: Octopus, Seashell, Anchor, Black Flag, Ship
Colors: blue, light blue, dark green, purple, black

Diplomacy:
Alliance: Elementals
Peace: Atlanteans, Dark Elves
War: Humans, Elves, Dwarves
Hatred: None

Heroes:
Captain
Hydromancer

Special Ability: Navigation

Native Magic School: Dark, Summoning

Special Building: Ghost Ship

Units:
1. Oceanids - Mermaids - Undines
2. Fishermen - Sailors - Whalers
3. Pirates - Corsairs - Sea Wolves
4. Jellyfish - Queens - Jellyfish - Echidnas
5. Tritons - Sea Cavalry - Storm Riders
6. Octopuses - Krakens - Sea Horrors
7. Water Elementals - Sea Kings - Lords of the Sea
8. Sea Serpents - Sea Dragons - Leviathans
Comments:This race is perhaps one of those where the advantages and disadvantages are immediately apparent. The entire gameplay is built around water spaces; on land (especially on lava and in the desert), Hydrants are too slow. The advantage is that this race ABSOLUTELY does not need to spend turns transitioning from land to sea and vice versa.
All units (except pirates and fishermen) can stay in the sea all the time.
Navigation not only increases the number of turns at sea but also strengthens the army near water. If there are pirates in the army, there will be loot at the end of the battle. As a result, when the hero reaches the peak of development, in naval battles, his opponents will be so weak that their morale, initiative, and other parameters will decrease very significantly:(...
BUT! What is so special about Hydrants, what will happen if you play them on land, where there is no water at all? It will be bad... but not as bad as it seems. They won't die of thirst because inexhaustible sources of water are built in the island cities. The main disadvantage is not slowness, but the fact that most of the Hydrant's abilities will never be useful, and morale will remain ordinary. The first disadvantage can be easily fixed: most often, Hydrant heroes get Logistics, which greatly increases movement on land. But you will have to put up with the second... although something will remain unchanged - pirates will still loot defeated enemies and may sometimes find treasure.
Among the troops, there are mostly strike units and multiclass units; there is no support except for octopuses. Archers are numerous, but weak, but they do not suffer penalties in melee combat (undines, whalers, corsairs, jellyfish, and their queens). Spellcasters (mermaids, water elementals, and their upgrades) are very dangerous in attacking with magic. 4 units are exclusively melee attackers - echidnas, sailors, tritons, and their upgrades, sea serpents.
Стрелы истинного рейнджера не знают промаха
и разят ненавистных врагов королевства...:smile13:

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