Dominions 3: The Awakening/Nations/Ermor, New Faith: Difference between revisions

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{{All_Game_Nav|game=Dominions 3: The Awakening}}
{{Header Nav|game=Dominions 3: The Awakening}}
[[Image:Dom3ErmorFlamen.jpg|right|thumb|Ermorian flamen adapt to the New Faith.]]
 
[[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.
{{stub}}


== 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.


== National Features ==
===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".


=== Units ===
===National Spells===
;Unit: Gold x, Resources y
EA Ermor has no national spells or summons.
:Description
=== Commanders ===
;Unit: Gold x, Resources y
:Description
=== Heroes ===
=== Starting Sites ===
=== National Spells ===
=== National Summons ===
;Unit: Gems z
:Description


== 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====


=== Strategy A ===
{{Footer Nav|game=Dominions 3: The Awakening|prevpage=Nations/C'tis, Lizard Kings|nextpage=Nations/Fomoria}}
==== Scale Design ====
==== Pretender Design ====
==== Expansion ====
==== Research Order ====