Dominions 3: The Awakening/Nations/Ermor, New Faith

Early Ermor is a huge human empire that has not yet been corrupted by the dark magic of the Sauromancers.

Overview
Ermorian armies are infantry-heavy, well-shielded, and pack javelins practically everywhere. The strong equipment of its troops makes for a significant demand on resources.

Ermorian magic is very versatile, but in general weak; it can create mages in every path save Blood, but can only create level-2 (or better) mages in the form of Augur Elders. However, these (along with all the other mages save the two Bishops) can be recruited at any fort, making for a very large and expensive magic corps.

Units
Commanders Units
 * Scout
 * Assassin
 * Centurion
 * Legatus Legionis
 * Acolyte
 * Flamen
 * Pontifex
 * Augur
 * Augur Elder
 * Bishop of the Sacred Shroud
 * Arch Bishop of the Sacred Shroud
 * Slinger
 * Leve
 * Accensus
 * Rorarus
 * Hastatus
 * Principe
 * Triarius
 * Lizard Auxiliare
 * Equite
 * Retiarius
 * Gladiator
 * Equite of the Sacred Shroud

Unit Comparison

 * Slinger: Gold 7, Resources 2
 * Slingers are the only dedicated Ermorian ranged troop. Unfortunately, slings are most definitely beat by short bows - which you can get from indies.


 * Leve: Gold 10, Resources 8
 * Leve are basic light infantry, packing a spear and javelin weapon combination on a lightly-armored (by Ermor standards) frame.


 * Accensus: Gold 8, Resources 9
 * Accensi, compared to Leve, have a reduced gold cost and a tower shield in exchange for poorer morale and attack skill.


 * Rorarus: Gold 10, Resources 13
 * Rorari improve on the Accensus's body armor and, with their superior training, can form the bulk of Ermor's forces.


 * Hastatus: Gold 12, Resources 14
 * Hastati replace the lower ranks' spear with a short sword, and add a bit more morale and defence skill.


 * Principe: Gold 15, Resources 16
 * Principes continue the tradition of minor skill and equipment upgrades, gaining a heavier Lorica Squamata (body armor) and a bit more morale and skills.


 * Triarius: Gold 14, Resources 28
 * Triarii get the strongest armor and the highest morale among regular Ermorian infantry, and trade out the weapon/javelin combo for a Long Spear, but are recruited suffering from Old Age - not a good thing for an infantryman.


 * Lizard Auxiliare: Gold 10, Resources 11
 * This refugee from C'tis is equipped much like a Hastatus, but gains Poison Resistance 50, Cold Blooded, and Swamp Survival. Its morale, however, is unimpressive.


 * Equite: Gold 40, Resources 18
 * While not quite as heavily-equipped as indy Heavy Cavalry, Equites are nonetheless solid contenders for the mid-to-heavy cavalry regime.


 * Retiarius: Gold 8, Resources 1
 * Carrying a net but no shield, the Retiarius is dirt-cheap, but will only fight in one battle before automatically disbanding.


 * Gladiator: Gold 8, Resources 1
 * The Gladiator's flail makes it a deadly offensive troop, but its refusal to fight more than one battle makes for poor strategic capability.


 * Equite of the Sacred Shroud: Gold 65, Resources 20
 * Ermor's sole (and capital-only) sacred unit, these get a substantial stat boost and Recuperation compared to their plain brethren.

Commanders

 * Scout: Gold 20, Resources 3
 * Ye basic stealthy infantryman.


 * Assassin: Gold 60, Resources 4
 * Adds the ability to assassinate enemy commanders. Short Sword + Poison Dagger gives it some offensive bite.


 * Centurion: Gold 30, Resources 21
 * With a Leadership of only 40, these basic commanders will probably be overlooked in favor of their elder siblings. Lack of a shield can be fixed by adding a magic shield.


 * Legatus Legionis: Gold 70, Resources 21
 * The Legatus couples Leadership 120 with the Standard (10) effect, improving morale for nearby troops. His default equipment does not include a shield either.


 * Acolyte: Gold 40, Resources 1
 * Magic: H1
 * Ye basic priestly sort. Easily overshadowed by all the other Ermorian spellcasters.


 * Flamen: Gold 120, Resources 1
 * Magic: F1H1 + 100% random (FAWEN)
 * Provides a wide variety of magic at a reasonable price.


 * Pontifex: Gold 120, Resources 2
 * Magic: F1H2
 * A stronger priestly sort.


 * Augur: Gold 80, Resources 1
 * Magic: F1S1
 * Provides Astral magic and the Fortune Teller (5) ability, giving it some ability to prevent bad events in its province.


 * Augur Elder: Gold 250, Resources 1
 * Magic: F2S1D2 +100% random (FASD) + 10% random (FASD)
 * An older (it's got a substantial Old Age penalty), more powerful Augur. Same Fortune Teller ability as its younger brother.


 * Bishop of the Sacred Shroud: Gold 75, Resources 1
 * Magic: H2
 * With Recuperation and Healer (20), these can support troops very effectively.


 * Arch Bishop of the Sacred Shroud: Gold 180, Resources 1
 * Magic: H3
 * Between their Holy 3 magic, their Recuperation and their Healer (30) ability, these make very impressive priests - save for their Old Age.

Starting Sites

 * Temple of the Shroud
 * Provides 3 Fire Gems and 3 Astral Pearls per turn, and allows the recruitment of "Equite of the Sacred Shroud", "Bishop of the Sacred Shroud", and "Arch Bishop of the Sacred Shroud".

National Spells
EA Ermor has no national spells or summons.

Scale Design
As its Augur Elders are not sacred, they cost a substantial amount of gold, both to hire and to maintain. That they can be recruited anywhere you have a fortress is yet another drain on the coffers. So Order 3 is critical. Misfortune can be a source of points, given the capabilities of Augurs.