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===== Basic Mage Strategy, Research Goals, and Scaling ===== | ===== Basic Mage Strategy, Research Goals, and Scaling ===== | ||
+ | <WRAP box round half right> | ||
+ | **Early research goals:** \\ \\ | ||
+ | // | ||
+ | **3** Small Fire/ | ||
+ | // | ||
+ | **2** ??Earth Meld?? • ??Mirror Image?? • ?? | ||
+ | **3** ?? | ||
+ | **4** ?? | ||
+ | // | ||
+ | **2** Magic Items forging \\ | ||
+ | **3** ??Legions of Steel?? \\ \\ | ||
+ | // | ||
+ | **2** ??Personal Regeneration?? | ||
+ | **3** ??Strength of Giants?? • ?? | ||
+ | **4** ??Poison Ward?? • ?? | ||
+ | </ | ||
+ | Jomon’s basic mage strategy is fairly reliable in the early game, but it will diversify rapidly based on what’s necessary into particular matchups. Early game, your research will be driven by the most reliable Master Shugenja paths, Nature and Earth. As such, early-game focus is on paths such as | ||
+ | * Conjuration 3 | ||
+ | * Alteration 3-4 | ||
+ | * Construction 3 | ||
+ | * Enchantment 3-4 | ||
+ | |||
+ | Jomon has a lot of utility in a lot of the different Magic Schools (basically everything besides Blood), so it’s important to judge which opponents you think you’ll fight, what random paths you’ve gotten on your mages, and continuously revise your Research to fit your needs. | ||
+ | |||
+ | To be clear, Jomon has excellent overall magic availability. They have {{path> | ||
<tabbox Overview> | <tabbox Overview> | ||
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</ | </ | ||
+ | Jomon has one serious problem when it comes to their magic access and magi, however: scaling. Because 2 of their 3 primary mages (??Ryujin?? and ?? | ||
<tabbox Overview> | <tabbox Overview> | ||
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* This {{path> | * This {{path> | ||
* The {{path> | * The {{path> | ||
- | * TTheir | + | * Their ownly drawback is the 4 CP cost which makes it inefficient to recruit in the early game compared to ??Master Shugenja??. |
<tabbox Detailed Analysis> | <tabbox Detailed Analysis> | ||
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</ | </ | ||
- | + | All of this can be more or less sorted by the mid-game, and ??Master Shugenja?? have enough | |
- | ==== Mage Weaknesses ==== | + | |
- | + | ||
- | Jomon’s land mages all share a few characteristics that make them weaker than a lot of other mages in Dominions. They’re all poor in melee, they all have sub-par hit points, all lack any armor whatsoever, and they all have low morale (technically, | + | |
- | + | ||
- | Protecting and positioning your mages well enough to get maximum value out of them is important, although it can also mean that their use is more limited than you’d like. Remote spells like ??Flames from the Sky?? (a powerful late-game fire spell that deals fire damage to half the enemies in a province) are devastating to Jomon’s mages, so it’s important to keep this weakness | + | |
- | + | ||
- | + | ||
- | ==== Temp UW Stuff==== | + | |
- | Outside of the land recruits, all of whom are available from the start of the game, Jomon also has the ability to recruit out of underwater forts. Unfortunately, it isn’t very easy for Jomon to get underwater, at least compared to many of the other amphibious-capable Late Age nations, | + | |
<tabbox Overview> | <tabbox Overview> | ||
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Ryujin are important as well for forging and casting. With their insane map move they can often switch from research to front-line combat or raiding instantly, meaning that they can surprise an enemy force by jumping 3 or 4 provinces to drop, for example, ??Foul Vapors??. As well, Ryujin can easily solo province defense or, with support buffs, become difficult-to-dislodge army thugs seeded in with your other troops. In terms of combat casting Ryujin are by far your most durable option, and they can spam out all the Elementals, big nature magic like ??Howl??, ??Foul Vapors??, or ??Mass Protection??, | Ryujin are important as well for forging and casting. With their insane map move they can often switch from research to front-line combat or raiding instantly, meaning that they can surprise an enemy force by jumping 3 or 4 provinces to drop, for example, ??Foul Vapors??. As well, Ryujin can easily solo province defense or, with support buffs, become difficult-to-dislodge army thugs seeded in with your other troops. In terms of combat casting Ryujin are by far your most durable option, and they can spam out all the Elementals, big nature magic like ??Howl??, ??Foul Vapors??, or ??Mass Protection??, | ||
- | Ryujin do come with 2 major downsides, however. First is the Dragon Pearl itself, which while useful to aid in Water magic, also blocks one of your miscellaneous slots (the item is cursed), and can be picked up by friendly commanders in the case of a Ryujin dying, in theory blocking the slots of other mages. Second is their classification as [[magic | + | Ryujin do come with 2 major downsides, however. First is the Dragon Pearl itself, which while useful to aid in Water magic, also blocks one of your miscellaneous slots (the item is cursed), and can be picked up by friendly commanders in the case of a Ryujin dying, in theory blocking the slots of other mages. Second is their classification as [[magic |
It’s difficult to describe in detail just how impactful Ryujin are to Jomon. At practically every stage of the game after gaining access to them, you’ll be able to find a good use to put them to, although here’s the general thought-process behind how to use each variation: | It’s difficult to describe in detail just how impactful Ryujin are to Jomon. At practically every stage of the game after gaining access to them, you’ll be able to find a good use to put them to, although here’s the general thought-process behind how to use each variation: | ||
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</ | </ | ||
+ | ==== Mage Weaknesses ==== | ||
+ | Jomon’s land mages all share a few characteristics that make them weaker than a lot of other mages in Dominions. They’re all poor in melee, they all have sub-par hit points, all lack any armor whatsoever, and they all have low morale (technically, | ||
- | <WRAP box round half right> | + | Protecting and positioning your mages well enough to get maximum value out of them is important, although it can also mean that their use is more limited than you’d like. Remote spells like ??Flames from the Sky?? (a powerful late-game fire spell that deals fire damage to half the enemies in a province) are devastating to Jomon’s |
- | **Early research goals:** \\ \\ | + | |
- | // | + | |
- | **3** Small Fire/ | + | |
- | // | + | |
- | **2** ??Earth Meld?? • ??Mirror Image?? • ?? | + | |
- | **3** ?? | + | |
- | **4** ?? | + | |
- | // | + | |
- | **2** Magic Items forging \\ | + | |
- | **3** ?? | + | |
- | // | + | |
- | **2** ??Personal Regeneration?? | + | |
- | **3** ??Strength of Giants?? • ?? | + | |
- | **4** ??Poison Ward?? • ?? | + | |
- | </ | + | |
- | Jomon’s | + | |
- | * Conjuration 3 | + | |
- | * Alteration 3-4 | + | |
- | * Construction 3 | + | |
- | * Enchantment 3-4 | + | |
- | Jomon has a lot of utility in a lot of the different Magic Schools (basically everything besides Blood), so it’s important to judge which opponents you think you’ll fight, what random paths you’ve gotten on your mages, and continuously revise your Research to fit your needs. | ||
- | To be clear, Jomon has excellent overall magic availability. They have {{path> | ||
- | |||
- | Jomon has one serious problem when it comes to their magic access and magi, however: scaling. Because 2 of their 3 primary mages (??Ryujin?? and ?? | ||
- | |||
- | All of this can be more or less sorted by the mid-game, and ??Master Shugenja?? have enough versatility and use to carry the nation through the very early stages of the game, but you run into another issue as the game goes longer, again in terms of scaling. In short, Master Shugenja and Onmyo-ji fall off, largely due to increasing ease of targeting them in battle as the game goes on. While Jomon is not the only nation with vulnerable human mages in LA, they still have some of the worst, especially with their low morale, and this is compounded by the fact that Jomon’s mages are gem hungry. In an age with generally low gem availability and numerous nations that scale through blood hunting, Jomon tends to rely on Ryujin as a potent raiding and casting tool in the late-game. | ||
==== Jomon' | ==== Jomon' | ||
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* // | * // | ||
- | * // | + | * // |
* // | * // | ||
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==== Mid-Game Offensive Strategy==== | ==== Mid-Game Offensive Strategy==== | ||
- | By the time the Mid Game period enters its more serious phase, roughly around turns 30-40, you should hopefully be in a strong position. By this point, you should have multiple schools at Level 5, and be working towards–or at–your first Level 7 school. Almost always, the first Level 7 school should be Alteration, although Construction 7 is also fairly potent. Important Level 6 goals include Alteration 6, Construction 6, and Enchantment 6, with Conjuration 6 and Evocation 6 being useful for Wailing Winds if you can summon Oni. At this point, Jomon has access to such a wide variety of spells that what you actually need for any given fight will be the primary determinant of what gets cast, although there are some spells that don’t really come with downsides. | + | By the time the Mid Game period enters its more serious phase, roughly around turns 30-40, you should hopefully be in a strong position. By this point, you should have multiple schools at Level 5, and be working towards–or at–your first Level 7 school. Almost always, the first Level 7 school should be Alteration, although Construction 7 is also fairly potent. Important Level 6 goals include Alteration 6, Construction 6, and Enchantment 6, with Conjuration 6 and Evocation 6 being useful for ??Wailing Winds?? if you can summon Oni. At this point, Jomon has access to such a wide variety of spells that what you actually need for any given fight will be the primary determinant of what gets cast, although there are some spells that don’t really come with downsides. |
- | As an example, the reason one should head straight for Alteration 7 is because of the incredibly strong combination of access to Fog Warriors and either Marble Warriors or Mass Protection (or both) depending on if someone has a way to punish Fire or Cold vulnerability. Construction 7, on the other hand, would mostly be taken to maximize damage output using Weapons of Sharpness. Both Schools have quite useful pickups at their Level 6 as well, with Lightless | + | As an example, the reason one should head straight for Alteration 7 is because of the incredibly strong combination of access to ??Fog Warriors?? and either |
It is at this stage of the game, before it becomes easy to mass remotes, summons, and thugs to deal with Ryujin or Jomon’s weak mages efficiently, | It is at this stage of the game, before it becomes easy to mass remotes, summons, and thugs to deal with Ryujin or Jomon’s weak mages efficiently, |