You can only compare late age Ermor to the other Late Age since there is no "Shattered Timeline Era".
Yeesss... and there's a number of other LA nations with a strong death presence. Ermor's got a slight advantage in caster quality, but pretty much everything else has
more casters, and better spell access outside of death.
So... How do you rate Caelum and Aero and Ermor, with their versatile and strong choices of troops, and strong magic to back them up? Other factions get largely unbalanced choices of troops, favoring one style or the other, while certain nations happen to be good at everything and wrecking-ball all other opposition. The factions need balance, bottom line. How many times have you opted to play as Jomon late age?
Aero... do you mean Arco? Arco's solid across the board, with the elephants for early expansion and then the caster presence to leverage their higher map move chaff stuff excellently later, after everything and its little cousin can make those elephants demolish your own army. Heavy astral and good spread otherwise makes them an absolutely vicious communion nation, too. Arco's nasty in most of the eras due to that communion punch and solid early expansion.
Caelum's always had major fatigue issues for me (flying wrecks your dudes fatigue), insofar as their non-caster stuff goes, not to mention the problem inherent to things like the enemy deciding to laugh and cast storm. The mammoths are alright (same niche as the Arco 'phants, and the same problems), but they've got less of a unit presence (again, the flying thing) to help back it up than Arco. Archers are alright, but short bows are comparatively eh. Magic spread isn't exactly mindblowing either, though air magic is pretty solid and they've got what they need to bootstrap to a fair bit of excellent low hanging stuff, eyeballin' 'em... they'd definitely be relying on the pretender or summoned stuff for late game casting, though. Ubiquitous flight does offer a lot of strategic advantages, though, even if pound for pound most of your flying units are on the sub end of par.
Ermor... doesn't have versatile or strong troops, at least in LA, and while it's got strong death, it doesn't have strong anything else.
Jomon's actually not that bad. Their yari-dudes are good for blocking stuff and their archers are one of the better ones in LA. Elite stuff's kinda' so-so, unfortunately. They've got a solid combat magic presence as well -- which is the big thing -- and alright communion potential (especially via forged crystals.).
Quit giving me these quips about 'that isn't how actual players play' because that's the game as is, and it's relatively easy to counter expensive priest spam. Don't make me PBEM you and prove the brokenness.
Indie priests are kinda' cheap
And you'd be going well out of the way of simple chaff spam to do it, which was... kinda' my point. Couldn't play yeh even if you wanted to, though... don't have access to the game at th'mo.
Also, I do not have issues with fatigue outside of tournaments or specific instances where a spell-caster blows their whole load on an exhaust spell and passes out the whole match to delay 20 of my soldiers. Worthwhile full battlefield effect fatigue spells are difficult to get to far as I remember.
That's why you have five or six casters with maybe a minor earth bless if they're holy
There's a couple of full field fatigue spells, checking on it -- one for fire and one for ice, at the very least, both at enchant six, 4 ranks in the respective path, which is a little high but pretty doable. Then a handful of decent AoE ones (sleep cloud, etc.) much lower down and easier to use.
It's why I opt for defensive magic in Dom3. Those types of spells fall pretty flat when you've got all sorts of counters and buffs ready, of which there is a wide availability. Isn't it something like three branches are defensive and utility oriented mainly?
Ehn, not exactly. Or rather, depends on what you call utility. There's only one major direct damage school (evocation) and two largely non-combat ones (Conjuration, construction), but the rest of them have pretty good mixes of offense and defense.
Also, my game experiences might vary from others as I always went with having dormant [the long one] pretenders to enhance my dominion and magical abilities. Might give me an unfair advantage against things to have rainbow blessings on all holy units.
Yeah... I leaned toward that myself, but I'm terribly aware that it's usually a fairly suboptimal thing to do. SC for the early expansion, rainbow for early rainbow-y stuff, etc., so forth, so on, is often a better idea depending on how capable your nation is of early expansion or conflict. If you've got a dormant pretender and your neighbors have an awake SC, there's even odds you don't survive 'till the pretender gets out, heh. To say nothing about the nastiness of what happens if you start near a blood sac nation without your pretender up and about.