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Aquarion, generally considered the worst tribe, has just gotten a large buff thanks to the Path of the Ocean update, where they finally got both a starting tech, Riding, and a separate unit from the warrior, the Amphibian , making them comparable to Vengir or Oumaji, but exclusively when they're played on a map with water, making them the weakest and most challenging tribe to play and master. However, in this guide, I (?) will try to show you (?) how to play them.
Turn Zero[]
Aquarion, like many tribes, does not start the game with an economic tech to start, instead starting with the aforementioned Riding and an Amphibian, the first of three unique Aquarion units. The Amphibian is akin to a rider in every way, except it gets their signature two movement exclusively on water, and cannot benefit from roads. Throughout the various games that I've played with them, the best T0 start that has worked for me is moving my amphibian towards the nearest spot of shallow water and exploring from there, and getting organization on T0, allowing for vision to see farms, the most likely source of population in your late game. Unless you're in a cage match, do not make a second Amphibian, because it will destroy your nearly nonexistent economy for the first 4 turns. Additionally, wait until after you upgrade your capital to get a second village, since by that point you should be making enough stars to upgrade that as well the turn after you capture the village.