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  #21  
Old November 11th, 2008, 01:06 PM

VedalkenBear VedalkenBear is offline
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Default Re: Jomon's new summons (how is Jomon now?)

Having experimented a bit, I can say that it is at least very interesting for Jomon.

One very interesting fact now is that Jomon can bootstrap Nature summons without making enhancers. Jigami requires 1N, has 2N. Kitsune requires 2N, has 3N (I believe). If Jomon can get access to Nature gems early, they can also start pumping out researchers. Given their wide variety of magic, Alteration to Mother Oak and then moving to Conjuration to get their summons may be viable.

For the same reason (wide variety of magic), I don't think that Jomon should have any Death magic inherent. They already can get 4 different paths at 2 (Fire, Air, Water, Astral) and 2 paths at 3 (Earth, Nature) without too much of a problem. Do you really want to give them more?

Also, has no one seen the Shikigami? More or less Ethereal sacred crows. Given an appropriate bless (say, 9S), they can be quite useful as harassment to keep troops in place and away from your Onmyoji. I do wish there were a way to summon them apart from auto-summoning.

A couple of events I've seen since the patch that I haven't seen before is a negative one that kills a Sohei and a Yamabushi if they're in the same province, and one where a kannushi (didn't have one in province, but there was a temple there) calmed a bandit leader, and I got about 10 Ronin.
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  #22  
Old November 11th, 2008, 01:44 PM

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Default Re: Jomon's new summons (how is Jomon now?)

The yamabushi/sohei event was there before. Don't know about the other one.

I don't think using nature gems to summon researchers sounds very viable. How does it compare with lanterns or skull mentors?
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  #23  
Old November 11th, 2008, 02:39 PM
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Default Re: Jomon's new summons (how is Jomon now?)

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Originally Posted by Slobby View Post
...I was playing around with the forest god and it's funny that it does get a different sprite if it leaves it's forest. If I recall it lost one magic point in it's paths going from 3n1e to 2n. I would guess the mountain god would also lose one magic point accross the board as well.
That just seems too severe. Dropping the one present in the screenshot to 1A2E1N makes him not only not very interesting as a battlemage, but also not incredibly cost effective. Ultimately he loses all combat magic utility, and thus becomes little more than a sort of expensive, lowish HP, self buffing thug.

Last edited by JimMorrison; November 11th, 2008 at 02:43 PM.. Reason: +o
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  #24  
Old November 11th, 2008, 02:41 PM
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Default Re: Jomon's new summons (how is Jomon now?)

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Aren't the horse-face and ox-head also available for T'ien Chi ? They look more chinese than japanese for me.
KO said Gozu Mezu will have their cousin in TC. But I can't find it in 3.21...
IIRC it's the celestial soldier summon for TC, basicly they are big old horse-faces with some nice glaives, like 3 to a summon if memory serves, they tend to be a nice way to add flavour and potentcy to the rather dull, uniform army of TC.
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  #25  
Old November 11th, 2008, 02:42 PM
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Default Re: Jomon's new summons (how is Jomon now?)

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They already can get 4 different paths at 2 (Fire, Air, Water, Astral) and 2 paths at 3 (Earth, Nature) without too much of a problem.
have you ever actually played Jomon? getting 2f or 2a or 2w can well take a while. 3e or 3n "without too much of a problem" is even more of a joke. The dominions RNG is an interesting beast... I have 30 shugenja in Wheel of Time, and nary a 3e or 3n. with about an equal number of onmyo-ji, my upkeep costs for these mages is about 640 gold a turn already.
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  #26  
Old November 11th, 2008, 02:48 PM
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Default Re: Jomon's new summons (how is Jomon now?)

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They already can get 4 different paths at 2 (Fire, Air, Water, Astral) and 2 paths at 3 (Earth, Nature) without too much of a problem.
have you ever actually played Jomon? getting 2f or 2a or 2w can well take a while. 3e or 3n "without too much of a problem" is even more of a joke. The dominions RNG is an interesting beast... I have 30 shugenja in Wheel of Time, and nary a 3e or 3n. with about an equal number of onmyo-ji, my upkeep costs for these mages is about 640 gold a turn already.
i think he was refering to being able to summon up for higher paths, for instance getting a 2n to summon a kitsune (whom has 3n)
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  #27  
Old November 11th, 2008, 02:55 PM
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Default Re: Jomon's new summons (how is Jomon now?)

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Originally Posted by JimMorrison View Post
Quote:
Originally Posted by Slobby View Post
...I was playing around with the forest god and it's funny that it does get a different sprite if it leaves it's forest. If I recall it lost one magic point in it's paths going from 3n1e to 2n. I would guess the mountain god would also lose one magic point accross the board as well.
That just seems too severe. Dropping the one present in the screenshot to 1A2E1N makes him not only not very interesting as a battlemage, but also not incredibly cost effective. Ultimately he loses all combat magic utility, and thus becomes little more than a sort of expensive, lowish HP, self buffing thug.
I think both of these summons need to be looked at as a defensive boost vs. for use offensively.

Although having said that the Mori-no-kami can go in any forest and not lose magic levels, so will have some limited offensive potential.
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  #28  
Old November 11th, 2008, 03:12 PM
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Default Re: Jomon's new summons (how is Jomon now?)

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Originally Posted by st.patrik View Post
Quote:
Originally Posted by JimMorrison View Post
Quote:
Originally Posted by Slobby View Post
...I was playing around with the forest god and it's funny that it does get a different sprite if it leaves it's forest. If I recall it lost one magic point in it's paths going from 3n1e to 2n. I would guess the mountain god would also lose one magic point accross the board as well.
That just seems too severe. Dropping the one present in the screenshot to 1A2E1N makes him not only not very interesting as a battlemage, but also not incredibly cost effective. Ultimately he loses all combat magic utility, and thus becomes little more than a sort of expensive, lowish HP, self buffing thug.
I think both of these summons need to be looked at as a defensive boost vs. for use offensively.

Although having said that the Mori-no-kami can go in any forest and not lose magic levels, so will have some limited offensive potential.

Hmmmm. Summoning them as a "stationary" defender seems even more of a waste, in general terms. Considering you must do so in a Mountain province. Jomon in particular is one nation that should avoid Hillforts at all costs, without a single useful low resource unit to train. But then you spend 28 gems to get a researcher (with RP malus of 2, it appears), that maybe, some day, will have more purpose.
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  #29  
Old November 11th, 2008, 03:21 PM
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Default Re: Jomon's new summons (how is Jomon now?)

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Originally Posted by Nikelaos View Post
Quote:
Originally Posted by archaeolept View Post
Quote:
They already can get 4 different paths at 2 (Fire, Air, Water, Astral) and 2 paths at 3 (Earth, Nature) without too much of a problem.
have you ever actually played Jomon? getting 2f or 2a or 2w can well take a while. 3e or 3n "without too much of a problem" is even more of a joke. The dominions RNG is an interesting beast... I have 30 shugenja in Wheel of Time, and nary a 3e or 3n. with about an equal number of onmyo-ji, my upkeep costs for these mages is about 640 gold a turn already.
i think he was refering to being able to summon up for higher paths, for instance getting a 2n to summon a kitsune (whom has 3n)
well, no, as 3e is not available through that route.
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  #30  
Old November 11th, 2008, 03:28 PM
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Default Re: Jomon's new summons (how is Jomon now?)

i guess i stand corrected but regardless getting to 3n atleast should be quite easy.
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