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Ermor themes, too strong?
Isn't Ashen Empire or Soul Gate too strong?
They spawn for no fee in each province, each turn. Ermor player have all the money to build forts, temples, alchemy and so on. Ermor troops don't cost any manteinance, so they're good for long games ... Ermor troops don't need to eat, so they can with great armies were only few defenders can stand (PD is almost always weak) Ermor troops don't suffer from fatigue. Ermor don't need of Scales except Magic. Turmoil 3 - don't need of gold cause provinces should be empty of people. Sloth 3 - don't need production, and nor gold too. Cold 3 - don't need supply or gold. Cold3 can enhance some undead cold halo. Death 3 - Obvious. Misfortune 3 - Most of bad events are population killing ... what Ermor needs. Magic ... as it prefers. So almost 1100 points to spend in: Castle, Pretender, Dominion and Magic ... mmm probably so on 800 points or more to spend in MAGIC for pretender!!! To not to count when you conquer Ermor provinces they often are empty or little crowded, so meager income and resources from them. Probably I'm forgotting something. Does they need to be reviewed? |
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Ermor's themes' great downside: A 50g indepedent commander can kill 10 or more of their troops in a battle.
All of Ermor's themes' troops are Undead. That is their weakness. There are any number of ways to exploit that weakness. Most of their troops are also highly vulnerable to missile fire. I don't really fear Ermor, unless they have a huge territorial advantage over me. Bayushi Tasogare |
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Soul Gate troops are "Ethereal". So there's little chance to be struck by common weapons.
Ashen Empire ... true are very weak but they're far more numerous than yours, usually. Many spells and items have improved damage with undeads, or are only vs undeads ... but I believe they don't match the benefits of this nation. |
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Undead Ermor looks very powerful - and is in SP. AI doesn't handle undead threat well and other AI nations get destroyed rather quickly.
Things changes when you encounter some fanatic Priests in MP- say those of Pythium http://forum.shrapnelgames.com/images/icons/icon12.gif ! Last game I've played my band of communicating-priest lay waste to a 500+ undead army. After the battle 3 of them were at top of HoF with 100-200 kills each http://forum.shrapnelgames.com/images/icons/icon10.gif ! So undead are not that unbalanced. |
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Don't forget the Pretender with 800-900 magic points.
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There are several things that you must remember when dealing with the two undead themes of Ermor. The first is that they will have more troops than you. To overcome this, you must have some way of dealing with large quantities of undead with low magic resistance. This can be done by having an force of a dozen or so of the 50 gold, holy 2, independent priests. Make sure that you have a screen of high morale or unbreakable heavy troops in front of your priests to protect them.
The second thing is that you need some way to prevent your troops from starving. Nature magic is the solution here, with cauldrons of broth, endless wineskins, and summer swords. Wineskins can be built by any nature 1 mage, and should be put on scouts who will hide and just provide food for your troops. The third thing is that you must be able to deal with the Ermorian pretender. This will likely be a Vampire Queen, as it is one of the most effective combat pretenders out there. banishment will not help you here, since a pretender will have lots of magic resistance. The way to win here is with magic. Don't just throw normal troops at it or they will all be lost on the various damage shields they have. Hopefully the pretender is not wearing an elemental armor, or your options become rather limited. If they are not immune to all elemental magic, then the best way to kill them is with armor negating spells like thunder strike, orb lightning, and incinerate. Lots of astral 2 mages set to cast paralysis can help if the SC (supercombatant) is has a magic resistance of 25 or lower, but above that your chances of success are extremely low. If the unit is immune to all elemental damage, then your best bet is to try and use death magic against it. Dust to dust, and wither bones are two spells that cause armor negating damage to undead and can be quite effective. |
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The biggest problem with Ermor is that nobody wants to attack them because:
1) You have to make a special anti-undead force that probably won't integrate all that well into an army to face more conventional opponents. 2) You need some way of supplying your troops since Ermors lands are pretty barren. This generally requires at least a Nature mage or two. 3) Your rewards for defeating Ermor are less than for defeating other nations. Provinces with no population produce no money. The 10 death gem castle is nice, though. Ermor isn't overpowered. They have tons of units but they're all pretty weak. The problem is that nobody wants to attack them so they sometimes get a lot of time to build up. If you don't attack them early you could be in trouble. [ April 10, 2004, 02:08: Message edited by: Yossar ] |
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The only thing I hate about 'em, personally (and I am not experienced enough to really comment on balance with much authority) is that they get massive free design points by taking negative scales that don't affect them and then make unusually strong pretenders with it.
I mean, the other things are annoying, too, about not getting much from their territories but the pop being dead is kind of innate flavor of the nation. Of course, I think it would have been nice if ignoring certain aspects of the game (morale, supply, population, upkeep, etc.) had been spread out among more nations (like a nation where all their troops are constructs and don't need supply, an R'lyeh theme where every baseline troop had the lobo advantage, etc.), I would hate to take away too much from one of the more original nations, if that makes any sense. - Kel |
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What I dislike about them is not the fact that they are unbeatable (something that they clearly are not), but the fact that when you have Ermor in game more often than not all of his neigbors have to go after them, so the game deteriorate to "every nation vs Ermor" style until Ermor is dealed with, instead of offering 17x16=272 dfferent combinations of other nations figthing each other. For me it gets old very fast. [ April 10, 2004, 04:27: Message edited by: Stormbinder ] |
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So on if the real problem is an SC Pretender modify scales for Ermor ... so that Ermor won't gain any points from bad scales ...
Ermor shall have at least the same points of a commond pretender for making his own. |
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This gives Ermor slow research compared to most other nations and low gold income means Ermor has trouble hiring independant sages to help out. Ermor needs a magically powerful pretender to compensate for the fact that they can't put as many mages in the field as other nations. |
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Ermor is not as strong as many would believe. Here's a breakdown of Ermor, from the perspective of an avid Ermor player:
Pros: Receives many free troops and does not pay upkeep on them. Defiles land, making it inhospitable to invaders - invaders will starve, or at very least, gain little for taking a depopulated province. Does not require gold or resources to recruit troops. Unaffected by negative scales and can spend many points on pretender and strong dominion. Can have enormous quantities of troops. Units do not eat - supply is never a problem - cannot starve if sieged. Lack of gold economy combined with ubiquity of troops makes hit-and-run raiding attacks against Ermor largely meaningless. Can besiege forts easily: Large numbers quickly tear down any defense. Large numbers of troops spawning across empire makes fighting on multiple fronts easy and even enjoyable. AE - Units are mindless and cannot be routed. SG - Units are ethereal and difficult to hit normally SG - difficult to besiege: Not mindless and can easily repair fortresses due to numbers. Cons: National mages are one-dimensional and not very flexible - Difficult to summon units other than more undead. Lack of population gives poor gold/res income -Difficult to recruit independent mages, nearly impossible to recruit independent troops. Units all share single weakness which can be specifically targetted by many spells. Ermor cannot preach effectively: Ermorian priests are unable to preach, and recruited independent priests will lose a rank of priestly power and become unholy - ability to preach suffers accordingly. Troops spawning in random places are difficult to gather. AE - Units are exceptionally weak and easily killed; will dissolve without a fight if commanders are not present or slain SG - Units suffer from ubiquitous 0 protection and are highly susceptible to magical damage. Does not have any effective means of dealing with opposing undead that will not kill more of your own troops! It is popularly believed that if Ermor is left uncontained, it will grow to be unstoppable. This is not inherently true, or at least more true, of Ermor: All nations, if left unchecked, will reach a point where stopping them becomes very difficult. Ermor's seemingly exponential army growth makes it seem very intimidating, but an Ermorian army is one-dimensional and can often be killed in enormous quantity without even trying: Many spells specifically target the Ermorian legion: Casting Purgatory can make your dominion nearly impenetrable as any Ermorian legion entering will take absolutely massive casualties for every turn spent in your dominion. Solar Brilliance can annihilate entire armies of undead in in a matter of rounds. Even conventional spells can be used to devastating effect: Ermor's troops are often so numerous that it is nearly impossible for even a one-eyed Abysian to fail to hit something, and they are weak enough that most spells will kill or or inflict great harm. Assuming that you have researched the spells that will trivially allow you to dispatch even huge hordes of undead, and can employ them successfully, the only threat you face is trying to fend off attacks which can very easily come from all directions at once. However, due to the lack of variety in Ermor's magic, it is unlikely that any but a few attacks will be supported with anything other than death magic, which is very limited in what it will affect and often acts slowly. The other threat you face is the Ermor pretender, who will likely be a very potent SC: However, if it tows chaff around, it will be subject to auto-routing when in enemy dominion, and since Ermor lacks the ability to effectively preach, especially by stealth, it has difficulty pushing dominion into areas that have strongly opposing enemy dominions: If your dominion is weak, however, you must shore it up with priests and temples, or Ermor's temple spread will quickly overwhelm yours and ruin your lands. Having many priests preaching out Ermor's dominion also has other collateral benefits on defense: Banish can erase huge tracts of undead, particularly Ashen Empire undead, with their far insuperior MR. Ermor's pretender is only really dangerous if you are fighting in Ermorian dominion, and killing it with one of many spells that work well against SCs (Drain Life, Petrify, etc.) can turn the tables if it attacks without support or loses all of its support. In short, it is absolutely NOT necessary to form a massive coalition and turn the game into a gigantic anti-undead crusade: It is perfectly possible for most nations to take on an Ermor of relatively equal size unassisted...but it requires specific knowledge of how to best exploit Ermor's weaknesses: A straightforward, hamhanded tactic that works on the normal living races can fail disastrously against Ermor and leave you greatly weakened. Don't let yourself be goaded into a rash campaign: Act with patience and prudence, not a knee-jerk reaction of "Ermor must die!". Ermor, even well-developed, can be driven back by a methodical approach. |
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...and that, ladies and gentlemen, must be the best summary of Ermor I've ever ever seen, lurking here.
Norfleet, why not go play something else with equal dedication and report likewise? I think it would be an excellent sequel! http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Another thing I've been noticing about Ermor is that its gem income isn't all that impressive. It can find Death Gems easily enough, if they are out there. But it needs all the Death Gems it can get for summoning more leaders.
Beyond that, all you're going to get are the things your death 3, random 1 mages can find, and whatever you're willing to devote your pretender to searching for. Granted, your Pretender will be an excellent mage so it can probably find lots of magic sites, but that involves a lot of turns devoted to moving around and searching, when you could really use its help in fighting, researching, casting rituals, etc. |
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A nation can be as powerful as they want and still not be unbalancing to Dominions2 as a whole. It can seem unfairly balanced in one game such as Ermor vs Ulm.
But as long as Marignon is a selectable nation, Ermor is not an automatic winner. Marignon doesnt have the problem of investing in more priests than they can use later. They almost cant avoid making lots of priests. And fire magic. For as powerful as Ermor seems, Marignon is an equal in exactly the right areas. But then, Marignon has trouble going against Ulm. So balance is achieved. Not in nation against nation (to do that would require that all pieces be equal but just with different colors like a game of chess or risk). Ermor is a threat to Ulm, while Ulm can roll over Marignon, and Marignon can bLast Ermor (rock, paper, scissors). It gets deeper than that of course with 17 nations (and another on the way) but the basis is there. Any of the nations can seem out of balance against certain nations, but have another nations seem almost ready-built to counter their best tactics. Pros and Cons. Oh yeah, and I agree. Norfleet, that is an excellent write-up on Ermor. [ April 10, 2004, 13:27: Message edited by: Gandalf Parker ] |
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Anyway, undead Ermor can't ignore all bad scales: drain is very bad, misfortune is still bad although not as bad as for living nations. They pretty much rely on luck/magic to get a half decent gem income. They do benefit from cold (chill auras) and death (starve the living), and pretty much ignore turmoil and sloth, though. |
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Nice summary.
Not sure I agree with the conclusion that you don't need to deal with Ermor immediately (whether by allying or eliminating) but that's another story. One thing. As someone referred to, another pro might be that they are all poor amphibians and can take indie water provinces early on without forging/ichythids/etc. - Kel |
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All this means that AE Ermor is extremely susceptible to R'lyeh undersea, because all the mindbLasts will strike the relatively weak mound kings, which, due to their less than stellar MR, will quickly die and leave the forces without commanders. SG Ermor is better at this, as all SG troops and commanders are amphibious. In all cases, their poor amphibiousness will give underwater priests lots of time to perform their priestings, and Ermor is unable to construct castles undersea, so will not be able to hold its undersea provinces effectively unless the pretender or a recruited Indy can cast Living Castle. |
Re: Ermor themes, too strong?
Ok, I just know that I see ermor in sea provinces earlier on where most other land nations aren't. I figured that was a pro http://forum.shrapnelgames.com/images/icons/icon7.gif
- Kel |
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[Indeed I do. To wit, the Kristoffer quote in question...] [ April 10, 2004, 18:12: Message edited by: E. Albright ] |
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Wow norfleet, you just summed up why I play ermor all the time. Incredible analysis.
I first tried ermor to try and learn the game, and havent been able to pick a different nation since:) |
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Since the undead are mindless, all of your squidheads will concentrate their fire on the mound kings, which will likely be the primary Ermor commanders for the Ashen Empire underwater, as Archbishops and Censors are not aquatic, and Dusk Elders and Spectators are far too valuable to be squandered on such a mission, and certainly are not likely to be present in sufficient numbers to significantly alter this balance. |
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And I do have a lot of temples. It's not like I have much else to spend my money on. |
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Also, one option: It appears that pretenders, prophets, home provinces, and temples have a secondary dominion spread effect than just the area right around the pretender, prophet, home province, or temples - the "conVersion rate" - it appears to act by adding dominion, at random, to anything currently in your dominion or next to your dominion that is not at your maximum dominion. If this is so, late game, if two or more players have lots of temples and such, and a mostly peaked dominion inside their own areas of control, it could be possible that 18-19 such conVersion points could hit one border province on a single turn. That is, if the conVersion rates work like I suspect they do, which is no sure thing. It might be a bug, might not. |
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[ April 11, 2004, 00:12: Message edited by: Norfleet ] |
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The interesting question is how a temple check propagates out beyond the immediately neighboring province, as temples are clearly capable of spreading dominion further than a neighboring province: Perhaps there's a chance that a temple check which attacks a neighboring province instead bounces and attacks a neighbor of that neighbor: Obviously, this may be forced if the temple's neighbors are also all at full dominion, and perhaps contain temples of their own: If this is what happens, and the nation is jampacked with many temples and is at max dominion in most provinces, the dominion spread may be forced outwards like a giant tidal wave, which WOULD very much account for the overwhelming force with which it overran your own dominion, since the above profile fits my empire. Quote:
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Both population killing Ermorian themes should probably cost 200 points just to match the other reanimating themes that exist. |
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Both population killing Ermorian themes should probably cost 200 points just to match the other reanimating themes that exist.
You mean Desert Tombs? I though the consensus was that DT is too expensive, and quite weak compared to, for example, base C'tis. |
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No upkeep, sure. But no way to recruit them either. Ermor is constantly short on death gems, so whether or not needing to/being able to to summon mages and priest is an advantage isn't so clear.
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I see you've caught onto my remote temple burning strategy. Building fortresses in every province with a temple, this is basically necessary anyway: Ghost Riders is not the only remote-raiding spell, and fliers, or flying SCs, can easily maraud completely unchecked, leaving you to try to guess their next move in a giant, extremely aggravating, whack-a-mole, unless you build forts. Province defense can stop very lightweight attacks, but is generally worthless against a human player, and there is really no point to using it other than to run off scouts. Fortresses, no matter how lousy, however, do something that NO amount of PD can do: No matter HOW large the attacking army is, you will always buy yourself a minimum of one turn to respond. Furthermore, your attacker is unable to pillage the province, and the amount of savaging he can conduct merely by raising taxes to 200 is far more limited. Lastly, if your attacker is unable to breach the wall, he can't kill your army: Forts are particularly effective against lone SCs, because SCs tend to be exceedingly poor at sieging even the weakest forts, and will be forced to either bring or request backup, give up, or camp out in front of the gates until the defender can muster a suitable response and run him off. It should also be noted that Ermor is not even the only nation capable of using remote summons, including Ghost Riders. I regularly employ the use of Ghost Riders for temple burnings as living nations as well. Forts are mandatory, and are by far a better long-term investment than troops that invariably die ineffectually, as I tend to see them do often: After all, if you can't defend your land and prevent the enemy from taking it, all you have really accomplished is clearing the indies out at your own expense so that your enemy can use the land. This is stupid: If you can't hold onto it, it's not yours, and you're just conquering it for the enemy. Quote:
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[ April 11, 2004, 08:02: Message edited by: Yossar ] |
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