it was significantly less enjoyable than the other games
But I do think a random nations game would be cool!
and welcome Yuljan!
Forum Index > General Games |
ShloobeR
Korea (South)3804 Posts
it was significantly less enjoyable than the other games But I do think a random nations game would be cool! and welcome Yuljan! | ||
xuanzue
Colombia1747 Posts
just wanted to share this map I made. for-6 + 1 nations 103 provinces https://www.dropbox.com/s/prtcizopfnkde4k/suacamia.map?dl=0 https://www.dropbox.com/s/h7vimq17emojinu/suacamia.rgb?dl=0 | ||
entropius
United States1046 Posts
We'd also love to have some new players -- the TL dom4 players are a rather friendly lot. Much of the chatter these days goes on on a skype group -- post here to be added. | ||
KissBlade
United States5718 Posts
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ShloobeR
Korea (South)3804 Posts
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scFoX
France454 Posts
On October 11 2014 05:50 KissBlade wrote: Would anyone be interested in me posting a nations tier list with one two lines that roughly describes strength/weakness of the nation along with possible research targets? Hell yes. | ||
jaybrundage
United States3921 Posts
On October 11 2014 05:50 KissBlade wrote: Would anyone be interested in me posting a nations tier list with one two lines that roughly describes strength/weakness of the nation along with possible research targets? Yes | ||
entropius
United States1046 Posts
Here are my thoughts on the nations I've played: EA Ulm: National infantry is scary good at murdering things and earth as a path makes them better at it. Smiths are incredible: their resource bonus is handy when you spam them, they have good diversity for sitesearching, and you can leave the ones you don't need at home researching while you bring others to war. The lack of national astral access is a huge problem since you *need* Antimagic in major fights against things that check MR, or you're going to get wrecked. Research targets: Ulm seems to like quite a bit out of different paths. Construction lets you leverage your forge bonus; Alteration gives you awesome battlemagic like earthmeld, maws, and Wind Guide; Enchantment gets you Strength of Giants, Flaming Arrows, and Antimagic; Conjuration gives you earth/phoenix power early, and lets you transition to lategame later with summonable things like banelords. Evocation is obvious: fireballs, blade winds, magma spells. The biggest challenge is the transition to lategame: Ulm has difficulty breaking into Big Magic and big thugs. Don't do what I did: recruit shamans until you get a D2 one, and then skullstaff -> mound fiend as soon as you can. LA Man: The troops are awesome; they're essentially heavy infantry with crossbows (on everything). Trouble is, that awesomeness becomes obsolete quickly. Crossbows are shut down hard by arrow fend/storm, so at that point they become sort of vanilla, and chainmail doesn't matter to enemy mages. The mages are awesome but have no diversity; you have one kind of real mage, an A2E1S1 (AESF)1. All of them having astral means they make great communions ... and all of them having astral and being expensive means they die in droves to Magic Duel spam from a nation with cheaper/better astral mages. They are frustratingly far from breaking into lategame things: A3 means you need an empower to hit A4 and make boosters. You can get up to S4 with boosters, which gives you Mind Hunt but not much more. Also, once battlefield-wreckers come out you can't attack into anyone with them, because otherwise your mages all pop before they can self-buff. You also have national nature income that is very hard to spend, since you have no national nature mages. | ||
KissBlade
United States5718 Posts
On October 12 2014 02:34 jaybrundage wrote: Show nested quote + On October 11 2014 05:50 KissBlade wrote: Would anyone be interested in me posting a nations tier list with one two lines that roughly describes strength/weakness of the nation along with possible research targets? Yes WTf I thought you died in Peru? How are you posting? | ||
entropius
United States1046 Posts
On October 12 2014 06:45 KissBlade wrote: Show nested quote + On October 12 2014 02:34 jaybrundage wrote: On October 11 2014 05:50 KissBlade wrote: Would anyone be interested in me posting a nations tier list with one two lines that roughly describes strength/weakness of the nation along with possible research targets? Yes WTf I thought you died in Peru? How are you posting? His death in Peru was like Shloober's death in TLG2: greatly exaggerated and prematurely predicted. | ||
KissBlade
United States5718 Posts
+ Show Spoiler + EA Tier List/Nation Quick Fix Notes (Water nations are incomplete at the moment as they are hard to place due to high map dependency. On standard water body maps, likely ratings are Atlantis is"A. Thug nation", Oceania "B-. Troop nation", R'lyeh "C+" magocracy, Pelagia "D" troop nation.) Each nation has suggested pretender chassis, research path & troop recruitment. Arco: B + . Magocracy. Can form bad flying raid squads. Flex mages & healers. Pretender: dom 9 awake cyclops, gorgon, fire/water dragon. Research: Evo3, thaum 1, cons 4 Troops: Peltast, Cardaces Arco is above average simply because of the flex cost in philosophers when you need early forts and the ability to take awake pretenders SC thanks to healers. Their mages are fairly predictable in use in evocation standards while Oreiads can stand in for either thunderstrike/storm of thorns/charm. Ermor: B. Magocracy. Principes. Decent communion spam fodder & healers Pretender: Dom 9 awake: Cyclops, Gorgon, Virtue, Dragon. Dom 9 awake (need to forge armor) Prince of Death. Dormant + Scales: Forge Lord, Titan of Rebirth. Imprisoned + scales: Oracle/Fountain/statues Research: Evo 3, Thaum 1, constr 4, conjuration 3 Troops: Principes Ermor is basically the average nation. Their mages are tricky to use thanks to path spread but augur elders can always bane fire. On the other hand, their troops are completely nobrainer. Principes in block formation at the front with no script is the norm mixed in with occasionally standards. The sacred shroud knights are actually pretty good but outmatched by better EA sacreds. Ulm: B. Troop nation. Steel maidens/warriors. Cold Res/Stealth. Pretender: Dormant+ Scales: Tiwaz/Allfather/Volla. Imprisoned + Scales: Oracle/Idol of Sorcery/Monolith Research: Enchantment 3, Alteration 4, construction: 4 Troops: Maidens (various), Steel Warriors Ulm's troops are quite good for EA in terms of standard troops. The cap only mage suffers a lot of issues in that it's simply not that good. They get some decent path diversity but spamming inept researcher shamans to get some death/nature is a downer. Stealth is a bonus and potentially can sell this nation as a B+. Maverni: C+. Magocracy. Cheap comm fodder. Pretender: Dom 9 Awake Gorgon, Dragon. Dom 9 dormant Gorgon /w E9. Research: Enchantment 3, Thaum 1, Evocation 5. Troops: Eponi Knights, barechests Maverni can actually have decent expansion but quite vulnerable to rush. Strength of giants and barechested spam can stall rushes but this nation is also marred by a rep of easily rushable. Finally the mages while easy to set up communions are fairly predictable. Versatility is also an issue as awake pretenders are often needed. The E9 variant of the Gorgon is for survivability and in case you ever want to experiment with boars. Sauromatia: A. Archery. Cheap comm fodder Pretender: Dom 9 Awake Medusa, Fire Dragon. Dom9 dormant Phoenix. Imprisoned + Scales: Oracle Research: Enchant 3, evocation 4, thaum 1. Troops: Androphag archers, sauromatian lancers, cataphracts Sauromatia is quite flexible and strong. They have many options from archer spam, cavalry rush, nether spell spam, raise skeleton hordes and Witchking thugs. Their power scales with user but as an archer nation with access to the gorgon chassis, they're also relatively easy for new players. Tien Chi: S. Archery. Magocracy. Scaling sacreds. Pretender: Awake dom 9 W9 Dragon. Dormant+ scales: General e4 + misc, Nyori: e4 + misc. Imprisoned: W9 Carp, w9s4Devi of Good Fortune, S7-s9 Oracle, Devi of Darkness: E4, b9 Research: Evo3-5, conjuration 3-5, Alt 4, Enchant 4 Troops: Archers, Shields, Wo5E. Tien Chi scales amazingly well with user skill. They have a ton of flexible and amazing gem income thanks to path spread. You can also do whatever spread of scales with them and not go wrong though standbys of growth, order, magic are all varying levels of useful. Wo5E's are one of the best scaling sacreds in the game thanks to elemental resists. Noble 1 pt pds kills most small raids. While, some would argue TC is more A+ or S-, they win a disproportionate amount of their games so results are difficult to argue. Machaka: B+. Archery. Elephants. Spies. Pretender: Dormant: Collosal Fetish, Neter of Crafts, Moon, Many Names. Research: Enchantment 4, Evocation 3-5 Troops: Archers, Shields, Elephants. Machaka has good battlemagic and access to flaming arrows from archery spam. They don't shoot as well as TC/Sauro but flaming arrows in heat dominion is extra handy. Fireball/shadow spell access is useful as well and enchantment 4 naturally gives raise skeletons for spam. Heretic/unrest battlemages are troublesome but e3 native is always welcome. Also note that the Collosal Fetish CANNOT be minddueled or traditional astral tricked if you give it Astral for teleportation tricks. Elephant rush can still catch people offguard. Mictlan: S-. Bless nation. Summons. Pretender: Imprisoned: Collosal Head n9b9, f9 dragon, b9 Fountain, e9n4b4 Teteo, f9w9 Teotl of Rain, S7-9 Oracles Research: Construction 4, enchant 4, blood x. Troops: Jaguars, Eagles Mictlan is fairly predictable as a blood bless nation with powerful summons. Beware of various cloud spells and archery/slinger spam that are fairly prevalent. Eagle warriors are an ok counter but doesn't always work. Mictlan is also perfectly viable as a pure scales nation. Suggested chassis are just easy blesses to get rolling. Abysia: B+. Troop nation. Bless nation. Pretender: Imprisoned: n9, e4-9 Neteret of Joy, Oracle + Scales. Dom9 Awake: Azi Research: Evo3-5, conjuration 3, construction 4, blood x. Troops: Burning ones, Abysians Abysia has an amazing early game. They're also not as predictable as people think as they are quite capable of going the blood path. The issue primarily with Abysia is the lack of advantage from growth so luck maybe a late game consideration scale. Evocation rush, bless rush, blood spam are all viable. My hunch is scales + blood is the strongest route. Demonbreds are also amazing assassins with spammable medallion of vengeances ... Also if you manage to fort 2-3 archer provinces early and spam tons of archers, flaming arrows is still threatening. Caelum: B. Archery. Magocracy. Mammoth Pretender: Awaken dom9 Azi, Dormant: Teleporter dom9 Chassis. Research: Evo 2- 4, Alt 4, enchant 3, construction 2 Troops: Mammoth, airya temple guards, Archers Caelum's expansion phase is saved by the Mammoth but the Azi is also a great chassis for early game power to assist Caelum into the mid game. Unfortunately Caelum's late game is relatively predictable unless breaking into rainbow titans. Eagle kings are amazing late game carrying staff of storms => summon storm power => wrathful skies while others spam either phantasmal army or mists of deception. C'tis: A-. Magocracy, chaff spam. Pretender: Dom9 awake: e2-4 Wyrm, Fire dragon, Dormant + scales: Neter of Craft, Joy, chaos, Imprisoned + Scales: Oracle Research: Enchant 3, Evocation 3-5, Conjuration 5, thaum 1, alt 5 Troops: Light infantry, City guards, Slave/Elite Warriors, Falchion, Chariots C'tis has great recruit anywhere death mages. You play them very close to a zerg swarm Ermor with cheapo infantry flood backed with skeleton spam or shadow evocation. Late game should be fairly predictable Tartarian + Gift of Health. Take care that a nature 4-5 pretender may be worth considering to get an early mother oak rush. Pangaea: B+. Troops, Bless nation. freespawn. Pretender: Dormant: offpath Rainbow titans. Imprisoned + scales: Idol of Sorcery, Sphinx, w9n9 Titan of River/Volla, n9e9 Gorgon, f9e9 forge lord/statue of war, Research: alteration 5, thaum 3, enchantment 4, evo 2 Troops: Minotaurs, White Centaurs, Revelers, Satyr Warriors, Centaurs, Centaur Warriors Sadly I don't play Pangaea often so my assessment is likely not accurate nor will my tips be that great. The only game I played Pan successfully was a dominion 3 strat that's outdated with awaken dual bless gorgon to snowball early with a white centaurs that relied on overtax/patrol tricks. However, all of Pan's troops are incredibly solid but sadly the nation doesn't hold a lot of flavor for me. My hunch says Pan is probably B+ but they feel very average to me atm. Argartha: B. Mindblasters, Summons, Amphibian Pretender: Awaken dom 9 N4-9 Dragon. Dormant: Risen Oracle Research: Conjuration 3, Construction: 4, Alteration: 5 Troops: Olms, Trogs, Pale One Warrior This nation really got saved by the addition of mindblasters. Mindblasters, trogs and hard hitting units can stave off rushes. Tempted to give this nation a B+ thanks to great summons but general inexperience with this nation makes it hard for me to tell. Aquatic ability will probably raise them to a B+ or even A- in maps where waters aren't contested. Tir na n'Og: A+. Bless nation. Glamour nation. Thugs. Pretender: Imprisoned: n9e4-9 Lord of Forest, e4s4n4 Monolith, w9 Dragon, b9 Fountain. Troops: Firbolgs, Sidhe Champion/Lords Research: Evo 2, Alteration 3, enchant 4, construction 4-x TNN is a standard thug nation that's easy to pilot and pretty strong thanks to fir bolg troops, out of box thugs and air evocation. Most of their "big plays" comes from raiding and hiding massive squads of thugs to take a ton of provinces at once. Airdropping thugs is a favorite TNN pasttime. Fomoria: A+, Bless nation. SC. Sailing. Amphibian. Pretender: Imprisoned: n9e4-9 Lord of Forest, e4s4n4/9 Monolith. Troops: Firbolgs, Nemedians, Unmarked Research: Alt3-6, construction 4, enchantment 4 Fomoria is a SC nation with versatile options thanks to Unmarked/Nemedians as elites and firbolgs as expanders/line. The Fomorian King is arguably the best SC chassis in the game thanks to it's paths/sailing/amphibian. Air/death evo even staves off any rush in case your troops somehow can't hold the line or you botched up big time. Vanheim: B+ Bless nation, troop nation, Sailing, Thugs Pretender: Imprisoned: n9e4-9 Great mother, n4-n9w9 Son of Fenrir, W9e4 Father of winter, scales/rainbow titan. Troops: Huskarl, Mounted Hirdman, Vanhere Research: Alteration 3, Enchant 4, Construction 4-x Vanheim & TNN are different flavors of each other. TNN's better mages edges out the Vanheim (crappy) blood access, and dwarf forging. Everything said about TNN more or less applies with Vanheim though Vanheim is more thug reliant. Scales build Vanheim is perfectly fine but lack of regen could hurt. Having access to the n9w9 bless with an reinvig item will make your vanjarls practical gods of midgame though. Helheim: S+. Bless nation, troop nation, Thugs/SC, Pretender: Imprisoned: n9e4-9 Great mother, n4-n9w9 Son of Fenrir, W9e4 Father of winter, scales/rainbow titan. Troops: Huskarl, Mounted Hirdman, Valkyrie, Helhirdlings Research: Alteration 3-6, Enchant 4, Construction 4-x There's really no reason to play Vanheim over Helheim. While Vanheim does have access to A4 easier as well as potential sailing, Helheim gains the superior death 3-4 option, flying and better dwarf. Dis + Valkyrie allows limitless headaches with even a minor bless and Hangadrotts are practically SC's with n9 buffing their hp and adding regen. Helheim being S while Vanheim hovering at a B+ displays the gap between the two nations. Similar strats apply though Helheim is much more flexible in it's pretender route. Niefelheim: S. Bless nation. Thugs/SC Pretender: Imprisoned: n9e4-9 Great mother Troops: Jotun Huskarl/javelin, Jotun Skinshifter, Niefels, Skrattis, Godes. Research: Alteration: 2, enchantment 2, construction 4, thaum 3-4, conjuration 4 Niefel is a straightforward nation. Rush with blesses or skinshifters Mid-endgame with Skrattis to enhance. You can do some cute tricks with Godes with stealth items and jotun scouts being blessable to form stealth parties. The only downside is players will take heat dominion to push against you if there's a Niefel in the game. You are also fairly predictable. However unit wise you match up so well against 90% of the game that it doesn't matter too much. Kailasa: B-. Archer nation, Sacreds Pretender: Awake dom 9: Dragon, Destroyer of Worlds, Devi of Darkness. Dormant: Destroyer of Worlds, Devi of Darkness. Imprisoned: w9s4 Devi of Fortune, a9d4 Destroyer of Worlds Troops: Atavi Archers, Light Bandar archers, Yavana Archers Research: Evocation 2-5, Alteration 5, Enchantment 3 Kailasa is an unweilding nation in that it's a nation full of sacreds but your recruit anywhere sacred are magical beings. You have relatively cheap communion mages but nothing impressive early game to communion. Your late game is pretty decent and an dormant n9 dragon might be worth in a game where no one fights you for mother oak as alteration 5 gives acccess to bone melter. Your sacreds don't wear armor so slings/arrows murder them but awe makes them ok at melee. Rust mist evens the odds for you but alteration gives the much more useful destruction so it might be worth rushing straight down that line instead. This nation has potential but it seems too clunky to unlock thanks to a relatively crummy troopline. Lanka: A-. Sacreds. Bless nations. Summons. Pretender: Imprisoned: n9e4-9s1- 4 Monolith, n9e4-9 Great Bull, w9s4 Devi of Fortune, w9 dragon, e9s4 Nyorai, e4b9 Devi of Darkness Research: Construction 4, Blood 6, Alteration 3, enchantment 4. Troops: Palankasha, light bandar archers, bandar warriors Lanka fell a bit from dom3 glory days thanks to being a turmoil nation. However, loads of freespawn thanks to priests keeps you afloat along with hard hitting Palankasha's. The Kala sacred warriors are pretty crummy but if you have a bless they're recruit anywhere with no turmoil power. Your goal is basically get to blood 6 with an ok blood econ. At that stage, Dakini's basically clean everything on the field due to how powerful they are. Yomi: B-. Archer nation. SC nation. Pretender: Dormant: a4s4e4 Celestial General, a4w4s4 Jade Emperor, w4s4Carp, Imprisoned n4e4s6 Monolith Research: Enchantment 4, Evocation 3-4, construction 6, alteration 6, conjuration 8 Troops: Bakemono archers, Bandits, Ao-Oni's, Aka-oni's, Kuro-oni's I wrote an entire guide on Yomi for dom3 that's mostly applicable still. You'll have Turmoil/Luck over Order/Misfortune though =( http://forum.shrapnelgames.com/showthread.php?t=41848&page=3 Hinnom: A. Troop nation. SC nation Pretender: Dormant Diversity offpath Titans, Imprisoned n9e4-9 Annukai of Growth, Imprisoned b3-b9 Fountain of Blood, Imprisoned scales Oracle Research: Construction 4, alteration 4, Enchantment 3, Blood X Troops: Avvite Charioteer, Dawn Guards, Hinnom is strange in for a giant nation with a strong bless troop, you actually dont' want to make any of them. Rephaite Warriors aren't sustainable thanks to unrest and pop killing and you dearly want your population for blood hunts. Blessed Melqarts are very strong early mid game t12-30 but you absolutely don't need a bless as your chariots are amazing indie expanders and dawn guards are great against players. Melqarts/Baal's are easier to use with a bless but the window when you get enough gems to gear them with rings of regen is very early so a scales build will be more preferable for veterans. Heavy blood on pretender is also fine for b9 on Melqarts and late game Grigori's. Ur: B. Troop nation? Pretender: Awake dom 9 Moloch, Scorpion King. Dormant: Diversity offpath Titan Research: Alteration: 4, evocation: 3, enchantment 3. Troops: Enkidu's Chosen (misc swamp recruit including Reaver, Archer, Hunter) Ur doesn't really have a classification. I think the closest I would put them would be a "troop nation" but their in cap troops are pretty crummy outside of Enkidu's Chosen. On the other hand, their foreign longbow is solid & their swamp ones are pretty good with a solid javelin berserker and the bereserking reaver so it's kind of strange. They have a bunch of magic paths but they're not quite a mage nation either. An awake Moloch will serve you well since your pretender doesnt' lose path being called back and it lets you splash some fire to make Chosens hit better. Berytos S. Magocracy, Elephants, Summons, Sailing Pretender: Awake dom9 Moloch, Cyclops. Dormant: Forge Lord, Prince of Death, Diversity Pretender offpaths. Research: Evocation: 2, alteration 4, enchantment 4, construction 4, blood 4 Troops: Spearman, Archers, Colossi Warrior Berytos has excellent battle mages, good troops, cheapo researchers and sailing. On top of this they get a nice income bonus from the cap that can snowball your gold for the year pretty nicely. In addition, their priests are blood hunters that can also be used to evocation in a pinch. I feel Melqart is overpriced as a summon but it's a SC chassis option. On the other hand, the blood 3/4 national summons are very good. Much like Tien Chi, Berytos has a ton of options on how to play out the game and scales with it's user very well. | ||
entropius
United States1046 Posts
Here's something that might be a useful companion to that very useful list: a magic diversity chart, along with nations' national gem income. This includes all recruitable commanders with realistically-achievable randoms (in practice, everything except 10%'s). Perhaps I should have included 10% randoms on non-cap-only mages. It doesn't include paths on summons. | ||
DefMatrixUltra
Canada1992 Posts
On October 12 2014 13:43 KissBlade wrote: EA Tiers done. + Show Spoiler + EA Tier List/Nation Quick Fix Notes (Water nations are incomplete at the moment as they are hard to place due to high map dependency. On standard water body maps, likely ratings are Atlantis is"A. Thug nation", Oceania "B-. Troop nation", R'lyeh "C+" magocracy, Pelagia "D" troop nation.) Each nation has suggested pretender chassis, research path & troop recruitment. Arco: B + . Magocracy. Can form bad flying raid squads. Flex mages & healers. Pretender: dom 9 awake cyclops, gorgon, fire/water dragon. Research: Evo3, thaum 1, cons 4 Troops: Peltast, Cardaces Arco is above average simply because of the flex cost in philosophers when you need early forts and the ability to take awake pretenders SC thanks to healers. Their mages are fairly predictable in use in evocation standards while Oreiads can stand in for either thunderstrike/storm of thorns/charm. Ermor: B. Magocracy. Principes. Decent communion spam fodder & healers Pretender: Dom 9 awake: Cyclops, Gorgon, Virtue, Dragon. Dom 9 awake (need to forge armor) Prince of Death. Dormant + Scales: Forge Lord, Titan of Rebirth. Imprisoned + scales: Oracle/Fountain/statues Research: Evo 3, Thaum 1, constr 4, conjuration 3 Troops: Principes Ermor is basically the average nation. Their mages are tricky to use thanks to path spread but augur elders can always bane fire. On the other hand, their troops are completely nobrainer. Principes in block formation at the front with no script is the norm mixed in with occasionally standards. The sacred shroud knights are actually pretty good but outmatched by better EA sacreds. Ulm: B. Troop nation. Steel maidens/warriors. Cold Res/Stealth. Pretender: Dormant+ Scales: Tiwaz/Allfather/Volla. Imprisoned + Scales: Oracle/Idol of Sorcery/Monolith Research: Enchantment 3, Alteration 4, construction: 4 Troops: Maidens (various), Steel Warriors Ulm's troops are quite good for EA in terms of standard troops. The cap only mage suffers a lot of issues in that it's simply not that good. They get some decent path diversity but spamming inept researcher shamans to get some death/nature is a downer. Stealth is a bonus and potentially can sell this nation as a B+. Maverni: C+. Magocracy. Cheap comm fodder. Pretender: Dom 9 Awake Gorgon, Dragon. Dom 9 dormant Gorgon /w E9. Research: Enchantment 3, Thaum 1, Evocation 5. Troops: Eponi Knights, barechests Maverni can actually have decent expansion but quite vulnerable to rush. Strength of giants and barechested spam can stall rushes but this nation is also marred by a rep of easily rushable. Finally the mages while easy to set up communions are fairly predictable. Versatility is also an issue as awake pretenders are often needed. The E9 variant of the Gorgon is for survivability and in case you ever want to experiment with boars. Sauromatia: A. Archery. Cheap comm fodder Pretender: Dom 9 Awake Medusa, Fire Dragon. Dom9 dormant Phoenix. Imprisoned + Scales: Oracle Research: Enchant 3, evocation 4, thaum 1. Troops: Androphag archers, sauromatian lancers, cataphracts Sauromatia is quite flexible and strong. They have many options from archer spam, cavalry rush, nether spell spam, raise skeleton hordes and Witchking thugs. Their power scales with user but as an archer nation with access to the gorgon chassis, they're also relatively easy for new players. Tien Chi: S. Archery. Magocracy. Scaling sacreds. Pretender: Awake dom 9 W9 Dragon. Dormant+ scales: General e4 + misc, Nyori: e4 + misc. Imprisoned: W9 Carp, w9s4Devi of Good Fortune, S7-s9 Oracle, Devi of Darkness: E4, b9 Research: Evo3-5, conjuration 3-5, Alt 4, Enchant 4 Troops: Archers, Shields, Wo5E. Tien Chi scales amazingly well with user skill. They have a ton of flexible and amazing gem income thanks to path spread. You can also do whatever spread of scales with them and not go wrong though standbys of growth, order, magic are all varying levels of useful. Wo5E's are one of the best scaling sacreds in the game thanks to elemental resists. Noble 1 pt pds kills most small raids. While, some would argue TC is more A+ or S-, they win a disproportionate amount of their games so results are difficult to argue. Machaka: B+. Archery. Elephants. Spies. Pretender: Dormant: Collosal Fetish, Neter of Crafts, Moon, Many Names. Research: Enchantment 4, Evocation 3-5 Troops: Archers, Shields, Elephants. Machaka has good battlemagic and access to flaming arrows from archery spam. They don't shoot as well as TC/Sauro but flaming arrows in heat dominion is extra handy. Fireball/shadow spell access is useful as well and enchantment 4 naturally gives raise skeletons for spam. Heretic/unrest battlemages are troublesome but e3 native is always welcome. Also note that the Collosal Fetish CANNOT be minddueled or traditional astral tricked if you give it Astral for teleportation tricks. Elephant rush can still catch people offguard. Mictlan: S-. Bless nation. Summons. Pretender: Imprisoned: Collosal Head n9b9, f9 dragon, b9 Fountain, e9n4b4 Teteo, f9w9 Teotl of Rain, S7-9 Oracles Research: Construction 4, enchant 4, blood x. Troops: Jaguars, Eagles Mictlan is fairly predictable as a blood bless nation with powerful summons. Beware of various cloud spells and archery/slinger spam that are fairly prevalent. Eagle warriors are an ok counter but doesn't always work. Mictlan is also perfectly viable as a pure scales nation. Suggested chassis are just easy blesses to get rolling. Abysia: B+. Troop nation. Bless nation. Pretender: Imprisoned: n9, e4-9 Neteret of Joy, Oracle + Scales. Dom9 Awake: Azi Research: Evo3-5, conjuration 3, construction 4, blood x. Troops: Burning ones, Abysians Abysia has an amazing early game. They're also not as predictable as people think as they are quite capable of going the blood path. The issue primarily with Abysia is the lack of advantage from growth so luck maybe a late game consideration scale. Evocation rush, bless rush, blood spam are all viable. My hunch is scales + blood is the strongest route. Demonbreds are also amazing assassins with spammable medallion of vengeances ... Also if you manage to fort 2-3 archer provinces early and spam tons of archers, flaming arrows is still threatening. Caelum: B. Archery. Magocracy. Mammoth Pretender: Awaken dom9 Azi, Dormant: Teleporter dom9 Chassis. Research: Evo 2- 4, Alt 4, enchant 3, construction 2 Troops: Mammoth, airya temple guards, Archers Caelum's expansion phase is saved by the Mammoth but the Azi is also a great chassis for early game power to assist Caelum into the mid game. Unfortunately Caelum's late game is relatively predictable unless breaking into rainbow titans. Eagle kings are amazing late game carrying staff of storms => summon storm power => wrathful skies while others spam either phantasmal army or mists of deception. C'tis: A-. Magocracy, chaff spam. Pretender: Dom9 awake: e2-4 Wyrm, Fire dragon, Dormant + scales: Neter of Craft, Joy, chaos, Imprisoned + Scales: Oracle Research: Enchant 3, Evocation 3-5, Conjuration 5, thaum 1, alt 5 Troops: Light infantry, City guards, Slave/Elite Warriors, Falchion, Chariots C'tis has great recruit anywhere death mages. You play them very close to a zerg swarm Ermor with cheapo infantry flood backed with skeleton spam or shadow evocation. Late game should be fairly predictable Tartarian + Gift of Health. Take care that a nature 4-5 pretender may be worth considering to get an early mother oak rush. Pangaea: B. Troops, Bless nation. Pretender: Dormant: offpath Rainbow titans. Imprisoned + scales: Idol of Sorcery, Sphinx, n9e9 Gorgon, f9e9 forge lord/statue of war, Research: alteration 5, thaum 3, enchantment 4, evo 2 Troops: Minotaurs, White Centaurs, Revelers, Satyr Warriors, Centaurs, Centaur Warriors Sadly I don't play Pangaea often so my assessment is likely not accurate nor will my tips be that great. The only game I played Pan successfully was a dominion 3 strat that's outdated with awaken dual bless gorgon to snowball early with a white centaurs that relied on overtax/patrol tricks. However, all of Pan's troops are incredibly solid but sadly the nation doesn't hold a lot of flavor for me. My hunch says Pan is probably B+ but they feel very average to me atm. Argatha: B. Mindblasters, Summons, Amphibian Pretender: Awaken dom 9 N4-9 Dragon. Dormant: Risen Oracle Research: Conjuration 3, Construction: 4, Alteration: 5 Troops: Olms, Trogs, Pale One Warrior This nation really got saved by the addition of mindblasters. Mindblasters, trogs and hard hitting units can stave off rushes. Tempted to give this nation a B+ thanks to great summons but general inexperience with this nation makes it hard for me to tell. Aquatic ability will probably raise them to a B+ or even A- in maps where waters aren't contested. Tir na n'Og: A-. Bless nation. Glamour nation. Thugs. Pretender: Imprisoned: n9e4-9 Lord of Forest, e4s4n4 Monolith, w9 Dragon, b9 Fountain. Troops: Firbolgs, Sidhe Champion/Lords Research: Evo 2, Alteration 3, enchant 4, construction 4-x TNN is a standard thug nation that's easy to pilot and pretty strong thanks to fir bolg troops, out of box thugs and air evocation. Most of their "big plays" comes from raiding and hiding massive squads of thugs to take a ton of provinces at once. Airdropping thugs is a favorite TNN pasttime. Fomoria: A, Bless nation. SC. Sailing. Amphibian. Pretender: Imprisoned: n9e4-9 Lord of Forest, e4s4n4/9 Monolith. Troops: Firbolgs, Nemedians, Unmarked Research: Alt3-6, construction 4, enchantment 4 Fomoria is a SC nation with versatile options thanks to Unmarked/Nemedians as elites and firbolgs as expanders/line. The Fomorian King is arguably the best SC chassis in the game thanks to it's paths/sailing/amphibian. Air/death evo even staves off any rush in case your troops somehow can't hold the line or you botched up big time. A+ on most maps if sailing/water is available. Vanheim: B+ Bless nation, troop nation, Sailing, Thugs Pretender: Imprisoned: n9e4-9 Great mother, n9w9 Son of Fenrir, W9aX Father of winter, scales/rainbow titan. Troops: Huskarl, Mounted Hirdman, Vanhere Research: Alteration 3, Enchant 4, Construction 4-x Vanheim & TNN are different flavors of each other. TNN's better mages edges out the Vanheim (crappy) blood access, and dwarf forging. Everything said about TNN more or less applies with Vanheim though Vanheim is more thug reliant. Scales build Vanheim is perfectly fine but lack of regen could hurt. Having access to the n9w9 bless with an reinvig item will make your vanjarls practical gods of midgame though. Helheim: S. Bless nation, troop nation, Thugs/SC, Pretender: Imprisoned: n9e4-9 Great mother, n9w9 Son of Fenrir, W9aX Father of winter, scales/rainbow titan. Troops: Huskarl, Mounted Hirdman, Valkyrie, Helhirdlings Research: Alteration 3-6, Enchant 4, Construction 4-x There's really no reason to play Vanheim over Helheim. While Vanheim does have access to A4 easier as well as potential sailing, Helheim gains the superior death 3-4 option, flying and better dwarf. Dis + Valkyrie allows limitless headaches with even a minor bless and Hangadrotts are practically SC's with n9 buffing their hp and adding regen. Helheim being S while Vanheim hovering at a B+ displays the gap between the two nations. Similar strats apply though Helheim is much more flexible in it's pretender route. Niefelheim: S. Bless nation. Thugs/SC Pretender: Imprisoned: n9e4-9 Great mother Troops: Jotun Huskarl/javelin, Jotun Skinshifter, Niefels, Skrattis, Godes. Research: Alteration: 2, enchantment 2, construction 4, thaum 3-4, conjuration 4 Niefel is a straightforward nation. Rush with blesses or skinshifters Mid-endgame with Skrattis to enhance. You can do some cute tricks with Godes with stealth items and jotun scouts being blessable to form stealth parties. The only downside is players will take heat dominion to push against you if there's a Niefel in the game. You are also fairly predictable. However unit wise you match up so well against 90% of the game that it doesn't matter too much. Kailasa: B. Archer nation, Sacreds Pretender: Awake dom 9: Dragon, Destroyer of Worlds, Devi of Darkness. Dormant: Destroyer of Worlds, Devi of Darkness. Imprisoned: w9s4 Devi of Fortune, a9d4 Destroyer of Worlds Troops: Atavi Archers, Light Bandar archers, Yavana Archers Research: Evocation 2-5, Alteration 5, Enchantment 3 Kailasa is an unweilding nation in that it's a nation full of sacreds but your recruit anywhere sacred are magical beings. You have relatively cheap communion mages but nothing impressive early game to communion. Your late game is pretty decent and an dormant n9 dragon might be worth in a game where no one fights you for mother oak as alteration 5 gives acccess to bone melter. Your sacreds don't wear armor so slings/arrows murder them but awe makes them ok at melee. Rust mist evens the odds for you but alteration gives the much more useful destruction so it might be worth rushing straight down that line instead. This nation has potential but it seems too clunky to unlock thanks to a relatively crummy troopline. Lanka: A-. Sacreds. Bless nations. Summons. Pretender: Imprisoned: n9e4-9s1- 4 Monolith, n9e4-9 Great Bull, w9s4 Devi of Fortune, w9 dragon, e9s4 Nyorai, e4b9 Devi of Darkness Research: Construction 4, Blood 6, Alteration 3, enchantment 4. Troops: Palankasha, light bandar archers, bandar warriors Lanka fell a bit from dom3 glory days thanks to being a turmoil nation. However, loads of freespawn thanks to priests keeps you afloat along with hard hitting Palankasha's. The Kala sacred warriors are pretty crummy but if you have a bless they're recruit anywhere with no turmoil power. Your goal is basically get to blood 6 with an ok blood econ. At that stage, Dakini's basically clean everything on the field due to how powerful they are. Yomi: B- Archer nation. SC nation. Pretender: Dormant: a4s4e4 Celestial General, a4w4s4 Jade Emperor, w4s4Carp, Imprisoned n4e4s6 Monolith Research: Enchantment 4, Evocation 3-4, construction 6, alteration 6, conjuration 8 Troops: Bakemono archers, Bandits, Ao-Oni's, Aka-oni's, Kuro-oni's I wrote an entire guide on Yomi for dom3 that's mostly applicable still. http://forum.shrapnelgames.com/showthread.php?t=41848&page=3 Hinnom: A. Troop nation. SC nation Pretender: Dormant Diversity offpath Titans, Imprisoned n9e4-9 Annukai of Growth, Imprisoned b3-b9 Fountain of Blood, Imprisoned scales Oracle Research: Construction 4, alteration 4, Enchantment 3, Blood X Troops: Avvite Charioteer, Dawn Guards, Hinnom is strange in for a giant nation with a strong bless troop, you actually dont' want to make any of them. Rephaite Warriors aren't sustainable thanks to unrest and pop killing and you dearly want your population for blood hunts. Blessed Melqarts are very strong early mid game t12-30 but you absolutely don't need a bless as your chariots are amazing indie expanders and dawn guards are great against players. Melqarts/Baal's are easier to use with a bless but the window when you get enough gems to gear them with rings of regen is very early so a scales build will be more preferable for veterans. Heavy blood on pretender is also fine for b9 on Melqarts and late game Grigori's. Ur: B. Troop nation? Pretender: Awake dom 9 Moloch, Scorpion King. Dormant: Diversity offpath Titan Research: Alteration: 4, evocation: 3, enchantment 3. Troops: Enkidu's Chosen (misc swamp recruit including Reaver, Archer, Hunter) Ur doesn't really have a classification. I think the closest I would put them would be a "troop nation" but their in cap troops are pretty crummy outside of Enkidu's Chosen. On the other hand, their swamp ones are pretty good with a solid longbow archer and the bereserking reaver so it's kind of strange. They have a bunch of magic paths but they're not quite a mage nation either. An awake Moloch will serve you well since your pretender doesnt' lose path being called back and it lets you splash some fire to make Chosens hit better. Berytos S. Magocracy, Elephants, Summons, Sailing Pretender: Awake dom9 Moloch, Cyclops. Dormant: Forge Lord, Prince of Death, Diversity Pretender offpaths. Research: Evocation: 2, alteration 4, enchantment 4, construction 4, blood 4 Troops: Spearman, Archers, Colossi Warrior Berytos has excellent battle mages, good troops, cheapo researchers and sailing. On top of this they get a nice income bonus from the cap that can snowball your gold for the year pretty nicely. In addition, their priests are blood hunters that can also be used to evocation in a pinch. I feel Melqart is overpriced as a summon but it's a SC chassis option. On the other hand, the blood 3/4 national summons are very good. Much like Tien Chi, Berytos has a ton of options on how to play out the game and scales with it's user very well. I don't post in this thread, but I read it quite often. This is an incredibly useful kind of post. There are, of course, all kinds of minor points which people can take apart and disagree upon. But to have it all sitting in one place puts the nations in perspective - something that's very difficult to grasp in this very complex game. I also like that you took the time to point out good choices for new players and briefly explained why those choices might be good for them. This game is extremely difficult for a newcomer to break into because of the need to have a certain level of knowledge of so many different moving parts. | ||
entropius
United States1046 Posts
There's a very active skype group where a lot of discussion takes place if you'd like to join. Yes, it's a complex game, but the TL community is very open to questions; if you have questions like "how does X interact with Y" or "what can nation Z do to counter tactic A", people will be glad to help you. | ||
DefMatrixUltra
Canada1992 Posts
If I decide to get back into MP, I'll definitely meet up with you guys. But in the meantime, I'm satisfied just watching the thread and feeling glad that there are still people that enjoy games that don't consist of "press x to win". Also, I don't see this linked enough: http://larzm42.github.io/dom4inspector/ I know that everyone that plays the game "seriously" uses this frequently, but a lot of less experienced players probably read the thread as well - and it's not in the OP. The manual for the game is amazing, but it's not always efficient. | ||
KissBlade
United States5718 Posts
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gTank
Austria2538 Posts
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Kronen
United States732 Posts
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scFoX
France454 Posts
On October 13 2014 23:45 Kronen wrote: What would you guys say is the average daily time commitment for a game? I'm really excited about this game and potentially joining up, but there are weeks in the coming months in whcih I'll be gone for 1-2 days at a time. My average week includes days in which I can only imagine an hour/day max to spend on a persistent game. Well, games can take a long time depending on map size (number of provinces per player) and whether the game is nodiplo or not (nodiplo games are faster). Usually, the turn submission frequency is 24- hours until the end of the first year (turn 12), then adds 6 hours every year. TeamLiquidGame3 for example is at turn 61 with 48 hour turn delays and started on July 9th, so three months ago. That's the longest game so far, though, and another game has started and finished in the meantime. Turn submission is flexible; you can do your turn offline and submit it by email to the server. Generally, the new turn starts when everyone submitted their turn. | ||
Kronen
United States732 Posts
On October 14 2014 00:06 scFoX wrote: Show nested quote + On October 13 2014 23:45 Kronen wrote: What would you guys say is the average daily time commitment for a game? I'm really excited about this game and potentially joining up, but there are weeks in the coming months in whcih I'll be gone for 1-2 days at a time. My average week includes days in which I can only imagine an hour/day max to spend on a persistent game. Well, games can take a long time depending on map size (number of provinces per player) and whether the game is nodiplo or not (nodiplo games are faster). Usually, the turn submission frequency is 24- hours until the end of the first year (turn 12), then adds 6 hours every year. TeamLiquidGame3 for example is at turn 61 with 48 hour turn delays and started on July 9th, so three months ago. That's the longest game so far, though, and another game has started and finished in the meantime. Turn submission is flexible; you can do your turn offline and submit it by email to the server. Generally, the new turn starts when everyone submitted their turn. Thanks for the info! The time it takes to complete a turn varies by team then? What are some teams that require less finicky micro-management? | ||
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