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Old July 23rd, 2004, 05:00 AM
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Graeme Dice Graeme Dice is offline
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Default Re: How to play Ermor

Quote:
Originally posted by Arryn:
Actually, 6 dominion should be enough to begin with, especially considering how easy it is to raise by building temples. By mid-game, if you've been building temples on a regular basis, you can easily be at 10 (see my AAR for an example of this).
Aren't we discussing the population killing themes of Ermor here? Jotunheim can afford to build many temples, Ermor certainly can't. Unless they happen to get _extremely_ lucky with fire gem sites, they won't be building 20 temples before about turn 50 or 60. Unless of course, you don't care about protecting them with a castle. If that's the case, you had better be able to prevent your enemy from ever taking one of your provinces.

Ermor also needs a high dominion because its troop generation is dependant on dominion. The summonable unholy priests can't research after all, and you'll already have trouble keeping up in the research race even with a +3 magic scale, and the use of nothing but spectators with skull mentors. This means that you need as many automaticaly summoned troops as possible.

I might go with a dominion of 9 if I didn't expect to run into oposition for about 20 turns. I would only lower it to 7 or 8 if I was planning to play on the World map, where you won't even meet your opponents for 50 turns. It only costs 143 points for dominion 10 if you use a lich queen after all.

[ July 23, 2004, 04:05: Message edited by: Graeme Dice ]
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