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  #31  
Old March 7th, 2008, 09:40 PM

Sombre Sombre is offline
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Default Re: LA Ermor\'s Dominion Change in 3.15...

Hmm. We can already mod a death gems for a castle spell by altering the '60 red seconds' or whatever it's called blood spell.
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  #32  
Old March 7th, 2008, 09:44 PM
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Default Re: LA Ermor\'s Dominion Change in 3.15...

And there's the Earth spell too, Wizard's Tower.

Will any fortress type work to give Ermor castle-type freespawn? Or do they need an Ermorian Castle/Citadel?
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  #33  
Old March 8th, 2008, 01:48 AM
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Default Re: LA Ermor\'s Dominion Change in 3.15...

Quote:
vfb said:
Will any fortress type work to give Ermor castle-type freespawn? Or do they need an Ermorian Castle/Citadel?
I'm pretty sure the answer is any fort will do. Also the idea of a death-based national fort spell for LA ermor sounds great.

Edit:
Perhaps it should be called... Tower of Infinte Bones
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  #34  
Old March 8th, 2008, 02:04 AM
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Default Re: LA Ermor\'s Dominion Change in 3.15...

Sounds great for Ermor.

It would have to be expensive. Otherwise you're going to see at least one fort coming up each turn, instantly, if Ermor casts the Well. But if you start making it really expensive, it could be cheaper for Ermor just to cast a Wizard's Tower instead.
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  #35  
Old March 8th, 2008, 03:23 AM

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Default Re: LA Ermor\'s Dominion Change in 3.15...

I applaud the changes to Ermor. This will make Ermor more challenging and interesting to play as, and balance out the late age considerably.
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  #36  
Old March 8th, 2008, 03:35 AM

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Default Re: LA Ermor\'s Dominion Change in 3.15...

I'm about to host a 12 player MP game, playing LA ermor, so I'll get a chance to test out the change properly. I tend to be a strong diplomatic, so I'll see what I can manage - I plan to offer my neighbors no temples on their boarders and to keep my pretender and profit off of border provinces, except possibly to site search.

Also keep in mind that with luck+3, which LA ermore can easily afford, there's a reasonable number of +400ish gold events, which pays for a temple or half a fort right there. And from my testing, by taxing 200% and patrolling at least the first turn (I'm assuming that against standard indies ermor will expand on turn 2, with a decent dominion, so you won't have the leader+troops to continue patrolling), you can afford almost a fort+temple based on capital income alone before it dies. I realize that that's nothing compared to what it was, but...it was pretty extreme before.
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  #37  
Old March 8th, 2008, 03:51 AM
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Default Re: LA Ermor\'s Dominion Change in 3.15...

You are going to play Ermor diplomatic? Heh. Good luck. I have been able to do it in a few MP games, but it is not easy. People love to gank Ermor early.
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  #38  
Old March 8th, 2008, 06:55 AM
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Default Re: LA Ermor\'s Dominion Change in 3.15...

Quote:
Loren said:
I would also be inclined to prevent LA Ermor from getting random events that give troops that need upkeep.
Militia event has already been made rare, for everyone. Flagellants could still appear, and I think the Ermorian Cultist attack is also possible, but those aren't nearly as annoying as militia. The cultists can also potentially conquer low-pd enemy provinces, from which you get income.

Ermor might also want to use Arouse Hunger, other similar rituals or fliers to capture weakly-defended provinces far from its own dominion.
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  #39  
Old March 8th, 2008, 09:08 AM

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Default Re: LA Ermor\'s Dominion Change in 3.15...

I do not think ermor needs it really... maybe it would be somewhat more balanced if instead of building a temple + fort in every province you could only do it later.. after saving cash.. just like normal races
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  #40  
Old March 8th, 2008, 10:28 AM
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Default Re: LA Ermor\'s Dominion Change in 3.15...

Correct me if I'm wrong, but LA Ermor doesn't even have any units to recruit, right ? Except for independents, who are going to die soon anyway. No units to recruit means no upkeep, so you can spend ALL your gold on temples and castles.
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