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-   -   Broken Empire Ermor (http://forum.shrapnelgames.com/showthread.php?t=18678)

Graeme Dice April 9th, 2004 10:05 PM

Broken Empire Ermor
 
From what I've gathered over the past few months, it seems that most people avoid the default theme of Ermor in favour of either Soul Gate or Ashen Empire. In my opinion, the theme is one of the more interesting, but lacks a few things that would make it sufficiently different from C'tis to be interesting to play.

The first is that the nation seems to be set up to be played as a communion based death magic nation, but has no inexpensive communion slave (Or researcher for that matter). I would suggest that the Ermorian Cultist would be a good candidate to have astral 1, and an increased price of course. While the cultist is still useful as he stands for generating ghouls for castle defense, BE Ermor is really missing an affordable communicant.

A second boost might be to improve one of the magic skills on the Grand/normal Thaumaturgs. While they are the only living unit that can reanimate undead, they suffer from being very expensive for their limited magic skills, and from being unable to perform more than one task at once. While the Grand Thaumaturg might be able to reanimate longdead warriors, doing so prevents him from being able to cast ritual spells or research. I would suggest that the grand thaumaturg be given either death 3 or astral 3, and the thaumaturg be given death or astral 2. As it stands, you are almost always better off purchasing three thaumaturgs and using two as communicants than purchasing a single Grand thaumaturg. The nation also does not have particularly good access to many death magic rituals, which is odd for an Ermorian theme.

As an final note, it would be really cool if they started with access to both behemoth and body ethereal pre-researched.

Nagot Gick Fel April 9th, 2004 10:33 PM

Re: Broken Empire Ermor
 
Quote:

Originally posted by Graeme Dice:
A second boost might be to improve one of the magic skills on the Grand/normal Thaumaturgs. While they are the only living unit that can reanimate undead, they suffer from being very expensive for their limited magic skills, and from being unable to perform more than one task at once.
<font size="2" face="sans-serif, arial, verdana">That, or lower their price. Although I think they'd be more interesting with an extra sorcery pick.

Quote:

While the Grand Thaumaturg might be able to reanimate longdead warriors, doing so prevents him from being able to cast ritual spells or research.
<font size="2" face="sans-serif, arial, verdana">Reanimating longdeads is a loss of time with the GTs. It's much more effective to have standard Thaumaturgs reanimate armored soulless where battles just took place, and use communions to boost their pitiful fighting skills with a battlefield-wide Power of the Sepulchre. Nowadays I'm using Cultists with crystal matrices as communion leaders - the GTs tend to "waste" fresh corpses by casting Raise Dead in battle.

Quote:

As an final note, it would be really cool if they started with access to both behemoth and body ethereal pre-researched.
<font size="2" face="sans-serif, arial, verdana">Cool - and brutal. http://forum.shrapnelgames.com/images/icons/icon12.gif


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