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They have an underwater crossbowman? Their mages have fire and air access, though high paths are a crapshoot. That probably means a scales build.
E4, S6 Dormant Sphinx, maybe? Reinvig x2, Arcane Finesse, Minor Magic Resistance, Arcane Command bless to help out Sacred Mages, then Crossbow spam with those Javelin guys to catch arrows. When the Sphinx comes online, a few Crystal Shields would give badly needed path buffs. For scales, could do Dominion 8, Order 2, Production 2, Heat 3 (won't hurt you underwater), Growth 2, Misfortune 2, Magic 3.
Does Ery have any unique national spells that'd help?
*Edit: S4 Pretender. The heck was I thinking? -.-
I think I'd go with a scales heavy build for them myself? I'd probably want death on the pretender to some degree. Your pearl mages already let you break into nature effectively (naiads) but I don't see any way to get death access. Death/fire would let you get flaming skulls to help a bit with specialising your mages, and death/water would let you summon kokythiads (or however that's spelled) to get fully into death. Of course, I usually play games with a good bit higher than average magic site frequency so I might value the ability to take advantage of all paths more highly than others.
In the age of the crossbow, I don't know if I'd put too much emphasis on blesses for the sacred troops. Some non-incarnate-only blesses, just because you may as well. Maybe inspirational presence to make good leaders out of your priests so you can rely less on your mildly insane princes and princesses. Or fire resistance if you expect to be tossing around a lot of fire magic, or if you'll be fighting someone else who will take too much advantage of their fire magic in your hot lands. Defence, cold resistance and withering weapons for the water and death side? Could be a nice boost to your sacreds without focusing on them too much. That way you can be safely imprisoned (coming out in time for summoning kokythiads and forging skulls) to have plenty of points for scales.
Fortunately Daduchos can make a passable argument for being the best mage in dominions, so I cannot imagine playing the nation without unaging. Access to higher elemental boosters (especially A4) is also extremely useful, as is death, so a A/E/N/D rainbow imprisoned can work well.
You want to rush conjuration 5 for full sized elementals though. Your research can only really be matched by Bogarus because Daduchos are basically Mystics+.
Something that seems pretty obvious to me is that the game devs seem to have gotten away from the really limited mages they gave previous nations.
Mekone, Rus, Uruk (and Ur), Erytheia, all have pretty good paths and go decently high in the ones they get. Ragha a bit before (and boy do they get a lot).
They don't seem to make nations like LA Man anymore, which is basically just a two unit nation, one of which is a crappy mage compared to the Daduchos you mentioned (and it's not sacred to boot, so nothing you can do about age for them)..
They can pretty much cast any battlefield spell from EFAW wtih a recruitable mage (round 1, without need to even cast summon earthpower, let alone go through the communion stuff). Well there are two that take A6, which isn't reachable unless you cast Storm, but most people probably wouldn't want those anyway.
If you want to do Gifts from Heaven or some astral stuff yeah, I can see it.
And actually just for putting Fog Warriors or Army of Blank up, they probably do that better. And yeah, they can nuke, but practically they aren't in the same league.