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yomi-ea

EA Yomi, the Oni Kings

Lore

Yomi is a nation based on Japanese mythology and especially in this age around the myths of the underworld(hell). Violent demons spew forth from their capital to bring death and misfortune to the human population, aided by evil sorcerers and other henchmen. The demons remain as national summons in later ages into Shinuyama and Jomon, but in this age they are prevalent and plentiful as they can be recruited from any fort with a lab and a temple.

General Overview

The lands of Oni Kings are primitive and poor, represented by several game mechanics. First, Yomi gets a 25% income penalty. Secondly, they can only build primitive forts with only 1 commander point so recruitment of mages is slower than other nations. Thirdly, all oni troops cause unrest which further decreases their gold income, and have turmoil power so picking turmoil scales on them is mandatory. Also, most of their gold recruitable troops have low tech weapons and armour, and shields are not used at all.

The main strengths of the nation are strong demon commanders and troops, a good capital recruitable super-combatant chassis(with few weaknesses though), and access to good spell paths, especially in death magic. Even the most basic ko-oni hit hard in turmoil and survive because of their ethereal second shape. Later in the game your oni commanders can survive a lot of things that kill frail human mages.

National Features

Race Military Magic Access Priests Buildings
Human
Bakemono
Oni
Size 1 troops
Bandit Raiders
Oni Raiders
Demon Thugs
Demon Supercombatent
fire 33 (Rare 4)
air 11 (Rare 2)
earth 33 (Rare 4)
death 44 (Rare 5)
nature 11
Summable air 33 water 33 nature 22
Weak (holy 11)
Temples Cost 200 Gold
Temples spawn Oni units.
Primitive Fort(Palisades)
Starts with a Fortress
Temple Cost Gold 200
  • you have a 25% income penalty
  • Halve Income Penalties from Heat and cold Scales.
  • Extra Gold and Resources from Cave Forts.

Capital Special Sites

FIXME add the site pics

Mountain of the Oni Kings
Enables recruitment of Dai Oni.
Generates 1firegem1airgem1earthgem3deathgem per turn.
  • Cap is treated as a mountain province for the purpose of oni summoning

Units

General description of the units in the nations rooster, any standouts, shared qualities aka temperature, any foreign rec, what makes a good basis to plan around

Commanders

Img Unit Name —-SpecialAttributes—- Comments
Bakemono Chief
Gold 40
6
1
+Mountain Rec
Stealthy(40)
Darkvision(50%)
Mountain Survival
Forest Survival
Goblin leader that doubles as a scout.
makes un-labed and forted mountains also scout factories.
Bandit Leader
Gold 45
16
1
Stealthy(40)
pillager(3)
Only reson you pick over Chief is he has Pillager.
Demon Priest
Gold 50
1
1
+ Foreign Rec
holy 11random010%
Sacred
the important temple builders of the nation.
Relatively cheap and can be recruited from any providence with a temple.
Sometimes get a magic path but often used for blessing Oni Shugo in combat.
They shuffle around oni and build your cheap temples everywhere to spawn more oni.
They can take more of a cheap leadership role if you take Undead Command in your blessing.
Namanari
Gold 65
1
2
+Mountain & Highland Rec
death 11nature 119
Supply Bonus(5)
Swamp Survival
Forest Survival
Female
Your cost-effective Researchers and mages.
Namanari themselves are not the best combat mages out side of skeli and swarm-spam but can pay Death gems in a ritual to make them better death mages.
Chunari
Hannya Pack
6deathgem
fire 11death 22nature 1113
Demon
resist Fire(5)
resist Poison(5)
Supply Bonus(10)
Swamp Survival
Forest Survival
Female
Becomes a death 2 mage and gans a path in fire.
better chassis but affected by anti-demon attacks.
They can now Shadow Blast, summon Corpse Candle, Summon Lesser Fire Elemental, and diseases dangerous things with Seven Year Fever
Hannya
Greater Hannya Pack
12deathgem
invested 18deathgem
fire 22death 33nature 1117
Demon
Supply Bonus(5)
Swamp Survival
Forest Survival
Female
Upgraded again from Chunari but you usually not worth Death gems unless you need to turn a Chunari into a bigger caster.
Not as strong as Dai Oni but they are limited, so Hannya may take up that Fire, Death caster role.
Sorcerer
Gold 115
1
2
earth 11death 11random1100%11
Mountain Survival
Old Age(66/50)
Act as site searchers as they have a broad array of paths for randoms.
most are useful in the late middle game, able to summon Air, Fire, and Earth elements but Earth and Death randoms will be relevant in combat for longer.
Demon General
Gold 125
22
2
death 117 Able to lead a massive amount of Bokemono and Undead/demons.
Being a mage he can spam death spell while not worrying he will run into fights.
Oni Shugo
Gold 195
38
2
death 22random1100%7
sacred
demon
resist fire(5)
resist poison(5)
Chaos Power(1)
Pillager(3)
Gluttony (3)
Cause Unrest(+2 per month)
Wounded Shape Oni Spirit
Mountain Survival
Need not Eat
snow-move
Spirit Sight
Oni Summoner(25)
summon in Battle(Wolf *1d6)
Lesser Dai Oni can be recruited from any fort.
Still sacred but need an external means of blessing.
They can be thug-able and provide some death magic support.
Dai Oni
Gold 490
45
4
Capital Only
fire 22earth 22death 33holy 11random1100%+10%9
sacred
demon
Fear(8)
resist fire(5)
Resist poison(5)
Chaos Power(1)
Pillager(5)
Gluttony (5)
Cause Unrest(+3 per month)
Wounded Shape Oni Spirit
Mountain Survival
Need not Eat
snow-move
Spirit Sight
Oni Summoner(50)
summon in Battle(Wolf *1d6)
The Big guy himself, the Reson Yomi can ever win games.
Many Yomi strategies are built around him doing the solo expansions and fighting most of your wars.
a geared up super combatant Dai Oni with less encumbering armour, scripted buff cycle with some Wailing Winds to chase off most armies.
Like most super combatant, the winning is not about killing but enduring until that 8 Fear routes the enemy.
Unfotarly because this was such a great strategy, and Yomi's only viable victory condition, anyone that's played long enough knows how to hard counter you.
Though it looks like Phoenix Pyre would make this guy even cooler, transforming into your wounded shape, unfortunately, happens first.

Troops

Img Unit Name —-SpecialAttributes—- Comments
Bakemono-Sho
Gold 7
1
3
+Mountain Rec
Undisciplined
Stealthy(40)
Darkvision(50%)
Mountain Survival
mountain recruitment(2)
The grunt swarm of Yomi, only costing 5Gold in mountain providences.
Low morale, easy to kill, and unscriptable. They compensate by fighting 6 in a square, sneak and raid, and don't mind Darkness.
They will die in droves but Easy to replace.
The spear variant is often superior to clubs for a measly one more reasons and it deals more damage and ignores 20% of enemy prot.
Bakemono-Sho
Gold 7
2
3
+Mountain Rec
Undisciplined
Stealthy(40)
Darkvision(50%)
Mountain Survival
Forest Survival
mountain recruitment(2)
Bakemono Archer
Gold 7
2
3
+Mountain Rec
Undisciplined
Stealthy(40)
Darkvision(50%)
Mountain Survival
Forest Survival
mountain recruitment(2)
Spamable archers recruable from any mounian.
Easly to bless squares of 6, but being undisplaced makes them unevenly spread and can't control their target priorities.
Bandit
Gold 9
11
5
Stealthy(40)
pillager(1)
Humans in armour and two handing a big spear.
controllable and pillagers.
Held back by the fact most players prefer to dump Productivity scales, prefer the 6 attacks per square of Bakemono compared to 3 per square attack of humans and can only be made in forts.
Bandit
Gold 9
16
5
Stealthy(40)
pillager(1)
Human Shortbows and have decent attack skill from their unique sword.
Situation compared to Bakemono Archer but you can scrip them to shoot a particular targets.

Heros

Img Unit Name —-SpecialAttributes—- Comments
Masatora - Ghost General death 22
Resist Cold(25)
Poison Resist(25)
chill aura(3)
fear(7)
Salt Vulnerability(2)
undead
ethereal
amphibious
Need not Eat
Floating
Spirit Sight
Improved Shura, with death magic and can lead more troops.
Tsunekage - Devourer of Demons
fire 11death 11
demon
regeneration(10%)
Inspirational(1)
the Great Demon commander, Sits back casting Bane Fire Dart.
Kurofumi - Master of the Shadow Blossom
fire 11earth 22death 44blood 1121
demon
resist fire(15)
Mountain Survival
inflicts Eyeloss when attacked.
A Workshop mage. sits home forging items, doing death 55 Rituals like Lichs.

Freespawn

FIXME intro Information in how Yomi Freespawn works. Oni will appear in all temples that are inside Yomi’s dominion. A high Turmoil scales Turmoil scale will increase the number of Oni that appear in the temples and not affected by your dominion Strength but requires 1 candle to be present.

The location of the temple determines what type of Oni might appear – mountains or highlands are required to get the most powerful types. Cold or Warm provinces often result in the Ao-oni or Aka-oni that thrive in that type of climate. Temples in temperate provinces without mountains or highlands will only get the least powerful Oni.

Disciples to Yomi do not get this dominion feature.

Shared Traits: demon(If Alive) or Ethereal and undead(If Ghost), Undisciplined, Chaos Power(1), Gluttony, Pillager, Cause Unrest, Wounded Shape Oni Spirit, Mountain Survival, Need not Eat, Spirit Sight

Img Unit Name —-SpecialAttributes—- Comments
Ko-Oni Gluttony (1)
Pillager(1)
Cause Unrest(+0.1 per month)
Wounded Shape Oni spirit
The common Demonic Chaff of Yomi.
Use like Bakemono, Font lines that make a lot of attacks but die somewhat easily (except enemies have to also kill their ghosts) which give them more staying power.
will passively accumulate some from Oni Shugo and Dai Oni.
Aka-Oni
Spawns in Heat scales scales
Resist Fire(5)
Gluttony (2)
Pillager(1)
Cause Unrest(+0.3 per month)
Wounded Shape Oni Spirit
One of the rank and file Oni above Ko-Oni.
Only recruitable in hot provinces, They hit hard with their Clubs and AP Fireball, Penetrating most armour worn by most EA units.
Ao-Oni
Spawns in Cold scales scales
Resist Cold(5)
Gluttony (2)
Pillager(1)
Cause Unrest(+0.3 per month)
Wounded Shape Oni Spirit
Snow-Move
A lesser-seen Oni as Going Heat scales Yomi for the ranged Aka-Oni is more tempting.
Like the Aka-Oni but has a Chill 20 attacks but is partially reduced by protection.
Other units will be slowed down by snow but they and the recruitable oni commanders will not be.
Oni
Spawns in mountains or highlands
Gluttony (2)
Pillager(1)
Cause Unrest(+0.5 per month)
Wounded Shape Oni Spirit
Higher quality Oni that comes out of the mountains.
when mixed with other units they are decent in combate.
Kuro-Oni
Spawns in mountains or highlands
Resist Fire(5)
Resist Poison(5)
Gluttony (3)
Pillager(2)
Cause Unrest(+0.5 per month)
Wounded Shape Oni Spirit
upgraded Oni with minor resistance, throw fire, and Spit poison.
Amanojaku
Spawns in mountains or highlands
Rare.
Sacred
Resist Fire(5)
Resist Poison(5)
Gluttony (3)
Pillager(2)
Cause Unrest(+1 per month)
Wounded Shape Oni Spirit
A Rare spawn. Sacred Demons in heavy armour.
Too uncommon to make a strategy around them but try to bless them if used.

Magic

National spells and Summons

Hannya Pact death 11 6deathgem See Chunari

Greater Hannya Pact death 22 12deathgem See Hannya

Summon Kappa: water 11nature 11 Conj 1 for 3 (summon 3 Kappa). Despite having Land Encumberance, If your lucky and expenditure of water gems, they can break you underwater by year 1. With their High Strength, Natual protection and Two attacks (one causes the limp affliction), a group can muscle out most Underwater Indis.

Ambush of Tigers: nature 33 Conj 3 for 10 (summon Tigerx10+[lv]). Fast moving two attacker. Can flank.

Ghost General death 33 Conj 4 for 10deathgem. ( Shura) are ghost commanders that can lead undead Ld and are Ethereal with Cold Aura, Fear, and a Bane Blade. Ok for light raids and counter particular Super combatants.

Summon Shikome death 22 Conj 4 for 8deathgem. (Shikomex8). Sacred Berserkers with two Undead paralyzing claws. You get a good one for one trade for them, able to rend middle game chaff with buffs.

Contact Nushi: water 22nature 11 Conj 5 for 25naturegem. Need a Swamp. ( Nushi) are basically Naiads with death 11nature 22 instead of nature 33. Homesickness prevents them from moving far. She can't be away from her home Swamp for long but can be defensive by casting Bone Melter and Foul Vapors at invading army. She can also help you climb other paths as she can cast Contact Naiad, and Streams from Hades (with a booster).

Summon Gozu Mezu death 33 Conj 6 for 7deathgem. ( Ox-headx1 + Horse-facex1) The point to summon is for thier polearms that inflict Trap Soul against thugs.

Summon Araburu-kami death 11fire 11 Conj 7 for 5deathgem. ( Araburu-kamix1) Can make up a Strong line unit if you can stop what your doing and make a lot of them. A durable and hard-hitting Sacred Demon Samaria. They are mage turn inefficient but if you have a lot of Chunari around and have reached Conj 7, you probably spend a few turns.

Tengus
They are Sacred storm immunity Flyers. They have high Att and Def skill with their two-handed Katanas and they throw a single very weak Lighting bolt. Tengus Are not strong themselves but they are an ok trick in your pocket. After stunning enemy chaff for around with their lighting, With some buffs and a minor blessing they can kill mages and archers if they were not expecting flyers.

  • Summon Karasu Tengus: nature 11air 11 Conj 1 for 3naturegem ( Karasu Tengux3). Your better tangu summon with the highest Attack and Defence Skill
  • Summon Konoha Tengus: air 11earth 11 Conj 3 for 5airgem(summon 5 Konoha Tengux5 + [1/2 lv]). Weaker then Karasu but more gem efficient but counted by the fact Airgems are more valued for other more important uses.
  • Contact Dai Tengu: air 22earth 11 Conj 5 for 55airgem (Karasu Tengux15 + Tengu Warriorx10 + Dai Tengux1). You get a lot of Tengu from this spell + a Flying air 33earth 11nature 11holy 22 mage, adding Strong air Magic to your Mage core.

End of Weakness earth 22 Alter 6 for 1earthgem. Your earth random Sorcerer or Dai Oni can give all your Demons Barkskin. Comes one Level before Marble Warriors but this spell doesn't require boosters and Undisciplined Demons are hard to target with buffs.

End of Culture fire 55 Thum 6 for 60firegem. A global enchantment that courses the edges of your dominion with Spread Turmoil scales and the Oni Spawn rate from Temples and Oni Summoners Improves (FIXME By how much?). Like any enchantment, Other players may not like that you cast it and may dispell it. Is a means so that Yomi will make enough oni to keep up with other nations.

Magic Access

Death Dia Oni can get you up to death 66, Fire can also go up to fire 55 with boosters. Earth can only go as high as earth 44. If you somehow get Air 2 on one of your national mages, then Dia Tengu is an expensive alternative to Fairy Queens for air 33.

For thugs Death summons, if you go Conjuration, there are immortal Wraith Lords and Mound Fiends, the latter Could mass-produce you an army of Longdead Horsemen as a late-game option. Litch is an alternative going deep into late game Enchantment being an immortal death 44 mage.

If you happen to get a water 22nature 11 and a swamp lab, to get into Water, and then able to boost up to Water Queens if you do.

Combat Magic

FIXME What is the best spell you can use in combat. What spells the best support your national lineup, Is their weakness that you need to fix? Any tricks you should be aware you have?

Ritual Magic

FIXME What is the best ritual you could cast. Are their any globals you want up, any units you should be summoning? Are there any Generic rituals few nations can cast?

Magic Items

FIXME Do you have any National items(Construction Level, Price, and required Paths). Any unique generic items few other nations can forge? What item would be useful on your unit lineup (non-standard recommend thug gear)?

Strategy

FIXME do you have a game plan? Anything you should always be working toward? Any National weaknesses?

Pretender

FIXME What kinds of scales dose your nation like? Do they require any to function? Any blesses your sacreds would like? Do you desperately need an awake expander? Examples of Pretenders?

Early Game

FIXME How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure

Mid Game

FIXME what is the first big research rush, what is the first big powerspike, where do you shift recruitment to? what are the big magic diversity issues, are there particular globals you should gun for

Late Game

FIXME How do you close out the game if you are in it, is the high-level research stuff you can do uniquely well, does your nation fall off, aka do you have to force things to conclude swiftly

yomi-ea.txt · Last modified: 2021/03/28 13:50 by joste