(copied template) |
m (cleanup) |
||
(4 intermediate revisions by 3 users not shown) | |||
Line 1: | Line 1: | ||
{{ | {{Header Nav|game=Dominions 3: The Awakening}} | ||
[[ | |||
[[File:Dom3ErmorFlamen.jpg|right|thumb|Ermorian flamen adapt to the New Faith.]] | |||
Early [[Dominions 3: The Awakening/Nations/Ermor|Ermor]] is a huge human empire that has not yet been corrupted by the dark magic of the Sauromancers. | Early [[Dominions 3: The Awakening/Nations/Ermor|Ermor]] is a huge human empire that has not yet been corrupted by the dark magic of the Sauromancers. | ||
== Overview == | ==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. | |||
==National Features== | |||
===Units=== | |||
<div style="float:left">'''Commanders''' | |||
*Scout | |||
*Assassin | |||
*Centurion | |||
*Legatus Legionis | |||
*Acolyte | |||
*Flamen | |||
*Pontifex | |||
*Augur | |||
*Augur Elder | |||
*Bishop of the Sacred Shroud | |||
*Arch Bishop of the Sacred Shroud | |||
</div> | |||
<div style="float:left">'''Units''' | |||
*Slinger | |||
*Leve | |||
*Accensus | |||
*Rorarus | |||
*Hastatus | |||
*Principe | |||
*Triarius | |||
*Lizard Auxiliare | |||
*Equite | |||
*Retiarius | |||
*Gladiator | |||
*Equite of the Sacred Shroud | |||
</div> | |||
{{-}} | |||
====Unit Comparison==== | |||
{| {{prettytable|class=sortable|style=text-align:center}} | |||
|+Ermor, New Faith | |||
!Name!!Gold!!Resources!!HP!!PRO!!MOR!!M Res!!ENC!!STR!!ATK!!DEF!!PRE!!MOV | |||
|- | |||
!Slinger | |||
|7||2||10||6||7||10||4||10||8||8||10||1/12 | |||
|- | |||
!Leve | |||
|10||8||10||8||10||10||4||10||10||13||10||2/11 | |||
|- | |||
!Accensus | |||
|8||9||10||8||8||10||5||10||9||14||10||2/10 | |||
|- | |||
!Rorarus | |||
|10||13||10||10||10||10||6||10||10||14||10||2/9 | |||
|- | |||
!Hastatus | |||
|12||14||10||10||11||10||6||10||10||15||10||2/9 | |||
|- | |||
!Principe | |||
|15||16||11||12||12||10||7||10||11||16||11||2/8 | |||
|- | |||
!Triarius | |||
|14||28||10||17||13||10||10||9||11||12||11||1/5 | |||
|- | |||
!Lizard Auxiliare | |||
|10||11||11||13||9||12||5||10||10||14||10||2/9 | |||
|- | |||
!Equite | |||
|40||18||10||12||11||10||4||10||10||15||10||2/23 | |||
|- | |||
!Retiarius | |||
|8||1||12||12||15||10||6||12||11||11||10||2/8 | |||
|- | |||
!Gladiator | |||
|8||1||12||12||15||10||5||12||11||9||10||2/8 | |||
|- | |||
!Equite of the Sacred Shroud | |||
|65||20||13||13||13||12||4||11||10||17||10||2/22 | |||
|} | |||
;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 [[Dominions_3:_The_Awakening/Nations/C'tis,_Lizard_Kings|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. | |||
== | ===Heroes=== | ||
===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. | |||
=== National Spells === | |||
== Strategies == | ==Strategies== | ||
===Strategy A=== | |||
====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. | |||
====Pretender Design==== | |||
====Expansion==== | |||
====Research Order==== | |||
=== | {{Footer Nav|game=Dominions 3: The Awakening|prevpage=Nations/C'tis, Lizard Kings|nextpage=Nations/Fomoria}} | ||
Latest revision as of 00:16, 4 April 2023
Early Ermor is a huge human empire that has not yet been corrupted by the dark magic of the Sauromancers.
Overview[edit]
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.
National Features[edit]
Units[edit]
- 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[edit]
Name | Gold | Resources | HP | PRO | MOR | M Res | ENC | STR | ATK | DEF | PRE | MOV |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Slinger | 7 | 2 | 10 | 6 | 7 | 10 | 4 | 10 | 8 | 8 | 10 | 1/12 |
Leve | 10 | 8 | 10 | 8 | 10 | 10 | 4 | 10 | 10 | 13 | 10 | 2/11 |
Accensus | 8 | 9 | 10 | 8 | 8 | 10 | 5 | 10 | 9 | 14 | 10 | 2/10 |
Rorarus | 10 | 13 | 10 | 10 | 10 | 10 | 6 | 10 | 10 | 14 | 10 | 2/9 |
Hastatus | 12 | 14 | 10 | 10 | 11 | 10 | 6 | 10 | 10 | 15 | 10 | 2/9 |
Principe | 15 | 16 | 11 | 12 | 12 | 10 | 7 | 10 | 11 | 16 | 11 | 2/8 |
Triarius | 14 | 28 | 10 | 17 | 13 | 10 | 10 | 9 | 11 | 12 | 11 | 1/5 |
Lizard Auxiliare | 10 | 11 | 11 | 13 | 9 | 12 | 5 | 10 | 10 | 14 | 10 | 2/9 |
Equite | 40 | 18 | 10 | 12 | 11 | 10 | 4 | 10 | 10 | 15 | 10 | 2/23 |
Retiarius | 8 | 1 | 12 | 12 | 15 | 10 | 6 | 12 | 11 | 11 | 10 | 2/8 |
Gladiator | 8 | 1 | 12 | 12 | 15 | 10 | 5 | 12 | 11 | 9 | 10 | 2/8 |
Equite of the Sacred Shroud | 65 | 20 | 13 | 13 | 13 | 12 | 4 | 11 | 10 | 17 | 10 | 2/22 |
- 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[edit]
- 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.
Heroes[edit]
Starting Sites[edit]
- 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[edit]
EA Ermor has no national spells or summons.
Strategies[edit]
Strategy A[edit]
Scale Design[edit]
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.