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Soul Gate Ermor tips?
I've yet to play as Ermor of any type, so I thought I'd try out the Soul Gate flavor. (Single player).
Since I'm completely unfamiliar with SG Ermor, I'm hoping for some tips to help me get started off right. (My plan is to play the Cradle map, with 7-8 impossible AIs, rich world, 75% sites, indeps 8) - What's a good choice for a good SC pretender? I'm thinking about taking the Ghost King but am open to other suggestions - What scales to take? Can I max out all the scales to -3 except Magic? Or would it be wise to take some order or luck or something? Is 6 a reasonable starting dominion for SG Ermor? - What magic paths are useful/necessary? Is taking more than 5 Death useful, presuming I can eventually get to 7+ with items? - I know that you can't recruit units with SG Ermor, and they just show up. Does a higher dominion provide more units and/or better units? Do commanders also appear, or do they all have to be summoned? - Any good tips on how to start out the game? (Ie: what to do, what to summon the first few turns) Thanks! |
Re: Soul Gate Ermor tips?
If you want to get a feel for Ermor, you might want to try Ashen Empire first - it's easier to handle and better against the AI imo.
Dominion is very important, so build temples. It determines how many units spawn in each province. To get the best units to spawn, you need castles/temples/labs. I would not suggest taking minus Luck - it's a pain to lose temples to random events, especially since you don't get a huge income base. Research is tough to get going - some sages early on can really help and make some skulls (+9 research). |
Re: Soul Gate Ermor tips?
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As far as what to research, if you have a SC Pretender, you probably want to research the schools for his buffing magic. Otherwise, Conjuration is probably the way to go. Now, IF you plan on going the Conjuration route, you may want to summon Dusk Elders instead of Spectators. Dusk Elders can naturally summon Spectres (which are better researchers than the Spectators for less cost), and with a single booster can cast Ghost Riders. Quote:
Scott |
Re: Soul Gate Ermor tips?
Scales: I would take +3 magic, but would be reluctant to take misfortune. Do take 3 death, sloth and turmoil; you'll lose your population anyway, and even if you had the production to recruit indies you'd have trouble paying the maintenance (even with order-3; taxpayers don't count once they're dead).
Pretender magic: I would aim for a rainbow-ish pretender (2, pref. 3, in most of the magic paths, ignoring blood, and minimum of 5 in death). Above 5 death isn't that important compared to, say, having a good dominion strength (you won't be able to afford many temples quickly, but it affects your undead auto-reanimation) and probably a good castle (one with towers, for instance). I would largely ignore blood magic on the pretender as you won't be able to make good use of, say, a Mount Chaining, even if you found one. Most of the blood sites you'll find will cause unrest and let you recruit weak indies, if you had the money, which you won't. If you want to prioritize, I'd put Earth-3 fairly high on the list of wants, for the reasonably common Firbolg Fortress (saves you considerable money), Fire-2/3 for alchemy reasons... and would not use astral unless it were at least 4 and pref. 5 min with intent to have starshine cap and somebody else toting a Banner of the Northern Star. BTW, unlike Ashen Empire, you auto-generate unholy priests (weak ones, but priests). Your highest-end summonable unholy priests are very, very expensive but immortal and have better stats than their Ashen counterparts. You will have no cavalry unless you explicitly summon Pale Riders. You will have far fewer sacred units. Your troops will have trouble against high-MR troops (phantasmal weapons are resistable) and will be mauled by flaming arrows (magic weapon ignores ethereal) or even Blade Wind (spells ignore ethereal), as your troops have low prot. Be careful. Oh, and death is not too hard to boost madly if you research Construction and Conjuration. Construction gets you the +1-death staff and helm, as well as a unique +3 sceptre (!). Helm/sceptre = +4. If you can build the unique blood/death tome, that's another +1. Conjuration gets you a demilich, which is a death-4 chassis, and Dusk Elders are d3/?1.. Yowch. D7 + Conj-9 gets you Tartarians, although it's hard to exploit them without strong nature magic. |
Re: Soul Gate Ermor tips?
I'm thinking about startig an Ermor game (SP) too, but I've trouble distinguishing between priests and mages. Could a kind soul tell me which units are mages and which are priests in SG and AE? Thanks in advance.
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Re: Soul Gate Ermor tips?
Actually Demilich's are in the Enchantment School. Though you can get a D3 Wraith Lord or Mound Fiend in the Conjuration Path.
Edit: Mages: Dusk Elder (3D?), Spectator (2D) Priests: Shadow Tribune, Wraith Senator, Wraith Consul, Acolyte, Bishop, Arch-Bishop [ June 11, 2004, 16:10: Message edited by: Zen ] |
Re: Soul Gate Ermor tips?
Thnaks everybody for all the information/advice!
I created a test game and played some turns and have a few more questions: 1 - It seems the unholy priests are unable to preach. So you're left with just temples, prophet & pretender to boost your dominion? Does this prove to be a big liability? 2 - My home province only started with ~7K pop - is this a map setup, or something related to SG Ermor? 3 - Is it worth pillaging your provinces to try to eek a bit more money out of them before all the pop dies? Or summon apparitions at 100 pop(!) apiece? Or is it better to try to prolong the pop survival to get continued tax income? 4 - I notice that my home province has some gold income despite having no population in the province. And the Ermorian castle is 0-admin,so there shouldn't be any income from surrounding provinces. On my most recent turn the 70 income dropped to 66, and I'm puzzled by that also. I built another castle to see if they all do this, but it does not have any income. I assume this is some sort of home-province bonus? 5 - If my domain spread out into indy provinces, they should start to die off. If I wait long enough, will this serve to starve out the indy troops and eventually kill them off? 6 - I like using mercs a lot, but the gold situation seems really tight... Are using mercs a bad idea for ermor? 7 - A rabble of troops gathers in all provinces. Actually getting those troops to where they're needed seems rather micromanagement intensive. Do people tend to keep circulating leaders to constantly gather up these forces, or is it more typical to wait unti there is a large horde waiting before sending a commander over to collect them? Thanks everyone! |
Re: Soul Gate Ermor tips?
The other reason to ignore blood as a dead Ermor is, of course, that you need population to hunt blood slaves. Demons want *living* sacrifices.
I don't know if this was mentioned before, but along with death, sloth, and turmoil 3, take cold 3. Some undead, including some of your summoned commanders, have a chill aura; all (IIRC) are cold immune (while most living troops take extra fatigue in extreme temperatures). This gives you plenty of points for luck and magic, which combine very well to give you extra gems often. This is important because you will have relatively few mages. Beware of priests. SG needs a magic scale to keep their spectral weapons from being resisted too much and compensate for lack of mages, but that also makes them more vulnerable to banishment. Although spectral legionnaires have higer MR than Ashen Empire's junk troops, losing them hurts more. It might not hurt to spend a few gems on banish-bait (they will tend to go for the closest and/or lowest-MR undead), or better yet, get some flyers and form a priest extermination squad. |
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*DO*, however, greatly value the provinces with gold mine sites: Pillage them down to 0 population so you don't have to deal with the whiny peasants, then crank the taxes up to 200. This will double your income....because the undead always pay their bills in full. Quote:
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Re: Soul Gate Ermor tips?
I'm not an Ermor expert (nor expert in general) but in my experience:
1. Yes, no preaching. Even holy priests you recruit are going to be unholy (unholy level= holy-1). It's not a liability in SP, but you have to be more careful, and protect your temples better than usual. Surpressing enemy dominions is a bigger obstacle than maintaining your own. 2. It's always like that with dead Ermor themes, IIRC. 3. Yes, if they are in your dominion pillage to squeeze out more gold for the temples while you can. One good application of implementor axe here. If you don't have dominion in the province, if it has high income/population, and if you don't need to devastate it for strategical purposes, you can leave it for the time being. This is what I usually do with enemy capitals for a few turns. Btw, you can also crank up the taxes if you want the population to be gone quicker, and also to squeeze out a bit more money in the short term (or get rid of those annoying Last 10 people in it). 4. Hmm, I wouldn't know about that. 5. Yes. Cast Burden of time to speed up the process. 6. Yes. But with free summons, it's not too terrible of a loss. You can still use them at start when the supply issue is not too bad if you can afford them. 7. It depends on the situation. It also depends on the luck of getting free autosummoned commanders. You should usually play aggressive, so replenishing armies is important, and whatever suits the current situation better (many small armies coming all the time or few large ones at greater intervals) works. You'll more often run into problems of not having enough commanders to pick all of them up (like if you wait too long). And yes, it's micro-intensive, but it's hard to resist not using all those free troops. Hope this helps a bit. Cheers, |
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