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  #1  
Old April 10th, 2004, 07:01 PM

Kel Kel is offline
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Default 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

- Kel
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Old April 10th, 2004, 07:08 PM

E. Albright E. Albright is offline
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Default Re: Ermor themes, too strong?

Quote:
Originally posted by Gandalf Parker:
quote:
Originally posted by Endoperez:
quote:
Originally posted by Gandalf Parker:
It gets deeper than that of course with 17 nations (and another on the way) but the basis is there.
Is the "new water nation" really a nation or is it "just" a new theme for Pangaea? Or are you talking about something else?
If I remember correctly Kristoffer referred to it as a 3rd water nation.

And if I remember correctly, even if it were "just a theme", it wouldn't be for Pangaea. I believe that Kristoffer had stated that its pre-national orgins were as an Atlantian theme...

[Indeed I do. To wit, the Kristoffer quote in question...]

[ April 10, 2004, 18:12: Message edited by: E. Albright ]
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Old April 10th, 2004, 08:50 PM
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Despayre Despayre is offline
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Default Re: Ermor themes, too strong?

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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Old April 10th, 2004, 10:11 PM

Yossar Yossar is offline
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Default Re: Ermor themes, too strong?

Quote:
Originally posted by Norfleet:
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.
With the new way paralysis works I'm not sure that's still the case. I could be wrong but it seems a lot harder to kill stuff with mind bLast now.
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Old April 10th, 2004, 10:14 PM
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Graeme Dice Graeme Dice is offline
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Default Re: Ermor themes, too strong?

Quote:
Originally posted by Yossar:
With the new way paralysis works I'm not sure that's still the case. I could be wrong but it seems a lot harder to kill stuff with mind bLast now.
Mound kings only have 7 hitpoints when they are created, and a MR of 13, so it's not very hard for an Illithid force to deal with them. They only need to overcome the MR check 7 times to kill it as each mindbLast does 1 damage.
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Old April 10th, 2004, 10:38 PM

Norfleet Norfleet is offline
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Default Re: Ermor themes, too strong?

Quote:
Originally posted by Yossar:
With the new way paralysis works I'm not sure that's still the case. I could be wrong but it seems a lot harder to kill stuff with mind bLast now.
Paralysis of the Mound King is irrelevant: It doesn't matter if the mound king remains paralyzed or not: His threat value isn't because he can move around and fight. You want him dead because without him, all of the undead will become useless and automatically die.

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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Old April 10th, 2004, 10:45 PM
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Graeme Dice Graeme Dice is offline
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Default Re: Ermor themes, too strong?

Quote:
Originally posted by Norfleet:
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.
Which brings up a question about the cradle game we're playing in. How on earth did my dominion go from positive to -9 in a particular province in one turn?
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