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dom6:shinuyama-ma [2026/07/24 03:50]
goldkin [General Overview] Condensing the overview a little better
dom6:shinuyama-ma [2026/09/15 05:23] (current)
goldkin [Strategy]
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 MA Shinuyama is an extremely versatile nation due to strong magic paths and an unreasonable number of national summons. With enough nearby mountains or highlands, their early game is very strong, due to cheap [[stealthy]] {{:nations:ma:shinuyama:bakemono-sho_2.png?nolink}}**??Bakemono-sho#1393??** and {{:nations:ma:shinuyama:bakemono_archer_2.png?nolink}}**??Bakemono Archer#1395??** that can be hired at a discount.  MA Shinuyama is an extremely versatile nation due to strong magic paths and an unreasonable number of national summons. With enough nearby mountains or highlands, their early game is very strong, due to cheap [[stealthy]] {{:nations:ma:shinuyama:bakemono-sho_2.png?nolink}}**??Bakemono-sho#1393??** and {{:nations:ma:shinuyama:bakemono_archer_2.png?nolink}}**??Bakemono Archer#1395??** that can be hired at a discount. 
  
-However, Shinuyama has no sacred troops, no cavalry, and no easy access to [[Air]], [[Astral]], [[Blood]], or [[Glamour]] magics. Their armies also struggle against opponents like [[ulm-ma|Ulm]] due to undisciplined troops, weak prot values, and generally poor morale.+However, Shinuyama has no sacred troops, no cavalry (in the sense of mount and rider as per changes in Dom6), and no easy access to [[Air]], [[Astral]], [[Blood]], or [[Glamour]] magics. Their armies also struggle against opponents like [[ulm-ma|Ulm]] due to undisciplined troops, weak prot values, and generally poor morale.
  
 They offset these problems by having a versatile mage lineup in every other path (especially [[Death]], [[Earth]], and [[Fire]]), along with strong [[dom6:guides_and_player_improvement:strategy_articles:thugs|thug]] access to lead the charge in battle.  They offset these problems by having a versatile mage lineup in every other path (especially [[Death]], [[Earth]], and [[Fire]]), along with strong [[dom6:guides_and_player_improvement:strategy_articles:thugs|thug]] access to lead the charge in battle. 
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 ===== Strategy ===== ===== Strategy =====
-How to win as the nation. Feel free to use the following sections, or delete them, or change them.+Dom5's build and unit-by-unit advice for this nation remains largely unchanged: https://illwiki.com/dom5/shinuyama-ma
  
 +Focusing on cheap, massable archers with a few protection-heavy frontrunners remains a solid early expansion strategy.
 +
 +Using this early income, Shinuyama wants to build into a midgame carried largely by Bakemono Sorcerers and Ubas for magic access, supported by a mixture of national units and independent heavy cavalry if available. You'll want to focus on building into 1 or 2 situational game closers in research for the late game after your mages and [[dom6:thugs-and-supercombatants|supercombatants]] are fed and happy.
 +
 +Two departures from the Dom5 build sheet to keep in mind:
 +
 +  - Magic paths differ somewhat in Dom6, especially when it comes to Glamour magic (which was not present in Dom5). Check the spells in tools like Dom6 Inspector before committing to strategies from the former game's guide.
 +  - Cavalry have been redone in Dom6, making the lack of mount-and-rider units especially painful (Okami are no substitute). Picking up independent heavy cavalry or other options largely solves this problem.
 ==== Expansion ==== ==== Expansion ====
 Different expansion options. Different expansion options.
dom6/shinuyama-ma.1784865036.txt.gz · Last modified: 2026/07/24 03:50 by goldkin