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==Strategies==
==Strategies==
===Strategy A===
===Strategy A===
One valid strategy to go for is using a bless strategy in combination with your sacred units. Your sacred units are size 4 and 6 giants with impressive stats among which high hitpoints; this makes it attractive to go for regeneration with a high nature bless. The problem with giants is that they're one to a square, and they can easily get overwhelmed by masses of lower quality units that eventually exhaust their fatigue. Hence if you go for sacreds+bless, you'll need invigoration from a high earth bless.
====Scale Design====
====Scale Design====
The better Fomorian units all cost a lot of gold and resources, so productivity and order are a must. Regarding the rest, I personally like growth but in order to afford the points for pretender design that might mean you have to take misfortune, which I dislike. You can however get away with negative magic; this hinders research but only untill you get construction 2 where your average mage can pump out owl quills (+3 bonus research), and construction 4 where they can pump out Skull Mentors (item for +9 RP).
====Pretender Design====
====Pretender Design====
If you're going for the bless strategy, with an Earth Mother you can get away with 9 in nature and 9 in earth, but only if you take an imprisoned pretender.
====Expansion====
====Expansion====
The problem with uber-expensive sacred units is that it takes a while to get a sufficient number of them. So start by preaching and converting your scout to prophet and recruiting a few, and after that attack carefully but steadily untill you gathered together a second army, shielding your giants with your starting army as chaff.
====Research Order====
====Research Order====
Research is going to be expensive, at least for a while, untill you can get the items for bonus RP or a site where you can buy mages with a better research/cost ratio. After getting a level in alteration for the A/W spells, I like to go for construction while I build up my number of mages and income.

Revision as of 10:08, 7 April 2012

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Fomoria is a land settled by enormous cyclopean seafaring giants and their deformed offspring.

This nation was added in the Dominions 3.10 patch.

The Fomorian Giants are enormous one-eyed monsters. Only a few are uncorrupted by the curse.

Overview

National Features

Units

Unit
Gold x, Resources y
Description

Commanders

Unit
Gold x, Resources y
Description

Heroes

Starting Sites

National Spells

National Summons

Unit
Gems z
Description

Strategies

Strategy A

One valid strategy to go for is using a bless strategy in combination with your sacred units. Your sacred units are size 4 and 6 giants with impressive stats among which high hitpoints; this makes it attractive to go for regeneration with a high nature bless. The problem with giants is that they're one to a square, and they can easily get overwhelmed by masses of lower quality units that eventually exhaust their fatigue. Hence if you go for sacreds+bless, you'll need invigoration from a high earth bless.

Scale Design

The better Fomorian units all cost a lot of gold and resources, so productivity and order are a must. Regarding the rest, I personally like growth but in order to afford the points for pretender design that might mean you have to take misfortune, which I dislike. You can however get away with negative magic; this hinders research but only untill you get construction 2 where your average mage can pump out owl quills (+3 bonus research), and construction 4 where they can pump out Skull Mentors (item for +9 RP).

Pretender Design

If you're going for the bless strategy, with an Earth Mother you can get away with 9 in nature and 9 in earth, but only if you take an imprisoned pretender.

Expansion

The problem with uber-expensive sacred units is that it takes a while to get a sufficient number of them. So start by preaching and converting your scout to prophet and recruiting a few, and after that attack carefully but steadily untill you gathered together a second army, shielding your giants with your starting army as chaff.

Research Order

Research is going to be expensive, at least for a while, untill you can get the items for bonus RP or a site where you can buy mages with a better research/cost ratio. After getting a level in alteration for the A/W spells, I like to go for construction while I build up my number of mages and income.