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Looking for EA Yomi advice
Topic Started: Oct 8 2015, 08:26 PM (916 Views)
Tav
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Maenad
I'm a fairly new player with only a few games under my belt, but Yomi seems a lot different to the other nations I've tried out so far.

Early game I expand with Aka-Oni while researching Enchantment 5 for Horde of Skeletons, but after that point I'm completely lost about how to continue the game. Should I be attacking with most of my mages? I've had some success using Bakemono Archers in mass with Flaming Arrows along with skeleton spam support, but using that many of my mages really sets my research back and I struggle keeping up with other nations after I start fighting my first war.

Also, as far as my pretender design, I've been staying away from turmoil builds. Even though a lot of the Oni benifit from turmoil, the nation seems really gold starved with all of the expensive mages and upkeep costs, is this a mistake?

I'm also pretty unclear on what my research goals should be after I get to Enchantment 5 (which I think is fairly standard on nations with death magic?).

Thanks to any veterans who can give me some advice on how I should be playing the nation correctly!
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Indract
*Spicy* Crew
As usual it depends on the game mode, but I'll assume it's MP. Note that I've never played Yomi in MP, so that's mostly theorycrafting.

The issue with turmoil recruit (and therefore turmoil 3) is that it doesn't affect upkeep, which means your upkeep costs can easily become insane. This having been said, you don't care about resources at all, which means you don't need to slowly build a standing army while at peace (unlike most nations) - you can potentially recruit your entire army in a single turn or two. This means that you shouldn't have too many demons running around draining your gold, and if you do it should mean you're at war and therefore they'll either die or conquer more lands to pay for their upkeep. Upkeep and gold in general are definitely an issue (if only because the mages themselves are expensive), but the upkeep part at least can be managed if you limit troop recruitment to when it's actually needed.

The main advantage of turmoil 3 is that it makes you very strong defensively. Onis are very good in turmoil 3 (especially against sacreds, which are dominant in EA, thanks to high attack skill, damage and stun attacks) and an army of them can be recruited from any fort in a single turn - which means you can react even to surprise attacks. Having this advantage in the early and midgame can help you survive to the later stages of the game where your powerful mages will be the ones doing the work.

On the other hand they're terrible in enemy dominion no matter what, as you don't get cost effective ways to generate unrest (blight is 5 gems for only 15 unrest and none of your foreign rec commanders has pillage). And you'll never have enough gold to temple spam either. So I would say turmoil is a better choice if you know you'll be fighting nations with strong sacreds (or just strong troops in general), whereas order is more suited to longer games (with more provinces per player) and gainst more late game focused nations, where an early war is less likely. Otherwise it's going to be hard to repel a sacred rush with your crappy bandits and demons with -3 to all stats.

As with all nations that are good at skellyspam ench 6 is very desirable because of rigor mortis. It also unlocks heat from hell, which synergizes pretty well with the nation as most of your mages have got fire resistance and some of your troops do as well (skeletons don't, but you don't really care about them anyway). Finally, the nation's troops are very vuinerable to arrows and you've got several reasons to have an air pretenders (a lot of design points since you'll take some bad scales and have no bless, you want to be able to summon dai tengus, and air magic in general is very useful to have for spells such as fog warriors or for winged shoes), so being able to cast arrow fend is a pretty big deal as well.

Otherwise you'll really want alt 6 for darkness (again, great synergy with both your demons and your skeletons), iron bane (same deal, though it's much weaker now and useless against several nations), skeletal legions (makes onis much more survivable against many enemies), end of weakness and before that alt 5 for maws of the earth (very strong evocation for E2 sorcerers especially).

For the lategame one of your prime targets should obviously be rain of stones, as you're one of the best nations of the age at it (cheap A1E1 mage).

Regarding mage commitment, it's the same thing as with most nations: if you can win a war with just troops, don't bring your mages, and if not only bring the necessary amount. This having been said, given how bad your troops are in order 3, you'll probably need more mage support than usual to win. Your main battlemages (dai onis and oni generals) are terrible researchers though, so that shouldn't hurt your research too much anyway.
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