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August 4th, 2004, 08:16 PM
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Corporal
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Join Date: Jan 2004
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Re: Ermor balance?
Quote:
Originally posted by Heironeous:
Masses of priests aren't really an option in the beginning when you have only 1 castle.
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Aha! Who said you need castles to recruit priests? National priests, yes, but the basic indie priests are available in almost every province, and since they're so resource-cheap you don't need a castle.
EDIT: Which is not to say Ermor can't be tough to beat. In your game setup (two humans with several AIs) I can see how AE or SG Ermor would be very, very nasty. Ermor will simply have a much easier time overrunning the AIs, who aren't smart enough to ally against him or adopt anti-undead tactics.
If he absolutely has to play AE and you don't want to join larger MP games, try a two-player game on that small map with you as, say, Marignon. 
[ August 04, 2004, 19:23: Message edited by: Sindai ]
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August 4th, 2004, 10:17 PM
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Sergeant
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Join Date: Apr 2004
Location: Michigan
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Re: Ermor balance?
Quote:
Originally posted by Agrajag:
Why should Ermor be behind in research?
It starts with the possibility to summon a dusk elder every second turn for an average of 4 new RPs per turn, not too bad (yet not very good), with a bit of research and site-searching they can easily crank that up to even more through cheap summons with small research values strengthened by Magic+3.
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AE Ermor is definitely a bad nation for research. Any nation that has to cast summoning spells just to get a researcher is not very good. And AE Ermor's mages, while powerful in Death, have little or no magic outside of that and so even once you have some they're mediocre researchers at best.
I don't think there is another nation in the game that couldn't out-research Undead Ermor if they made research any sort of priority. Well, except for Undead Pangaea, maybe, but that's about it.
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August 4th, 2004, 10:23 PM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
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Re: Ermor balance?
Quote:
Originally posted by Vynd:
quote: Originally posted by Agrajag:
Why should Ermor be behind in research?
It starts with the possibility to summon a dusk elder every second turn for an average of 4 new RPs per turn, not too bad (yet not very good), with a bit of research and site-searching they can easily crank that up to even more through cheap summons with small research values strengthened by Magic+3.
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AE Ermor is definitely a bad nation for research. Any nation that has to cast summoning spells just to get a researcher is not very good. And AE Ermor's mages, while powerful in Death, have little or no magic outside of that and so even once you have some they're mediocre researchers at best.
I don't think there is another nation in the game that couldn't out-research Undead Ermor if they made research any sort of priority. Well, except for Undead Pangaea, maybe, but that's about it. yeah shortly after pan cw ermor is probably the worst researcher .
and you need deathgems for your researchers which you need for forging + summoning + bane/wraithlords etc. + ghost riders .......
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August 4th, 2004, 10:38 PM
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Private
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Join Date: Jul 2004
Location: Edmonton, AB
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Re: Ermor balance?
Quote:
Originally posted by Sindai:
Aha! Who said you need castles to recruit priests? National priests, yes, but the basic indie priests are available in almost every province, and since they're so resource-cheap you don't need a castle.
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Good point. I was reluctant to do this because independent priests only have holy-2, which is fairly limited. If I'm going to spend my gold on priests, I'd really like to get holy-3 for Sermon of Courage. However, if I could go back I'd definitely bite the bullet and build an indie priest banishment squad to counter Ermor's rapid rise.
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August 4th, 2004, 11:55 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Ermor balance?
Indie priests are a definate help. Plus the extra temples dont hurt you as far as boosting your dominion so that Ermor doesnt just kill off your population with those red candles all over the place.
There are also some very nice priest leaders in some of the merc Groups.
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This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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August 5th, 2004, 01:13 AM
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Corporal
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Re: Ermor balance?
Quote:
Originally posted by Gandalf Parker:
There are also some very nice priest leaders in some of the merc Groups.
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Yeah, I remember one AE game where I had my first encounter with Orion and the Eternal Knights when Arco threw them at me. They just sort of strolled through my armies each turn until their contract ran out. 
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August 5th, 2004, 02:38 AM
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Captain
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Re: Ermor balance?
Well ...
Really I believe Ermor Death Themes are very strong.
Death to supply his research has the Skull Mentors, only Const-4, and they cost 10 gems.
Ermor can take 4 scales at -3, allowing it to design a super pretender. And it can take Luck-3 and Magic-3 too.
Soul Gate is far better, since your troops could flee, yes, but they're ethereal.
Even if you've good magic against Ermor, you should commit mages to battle, risking to losing them, to fight infinite hordes of undeads ... while Ermor can freely keep up his research at full speed.
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