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Nations that seem strong/weak
I'll start.
Early Age - Strong Sauromatia: This mounted terror shoots to the top of charts in every game it has been in. Great gem income, a diversity of aproaches to playing them, even better Misfortune tolerance than usual, blood magic, poisonous archers, blessable lizards...the list goes on. Van/Helheim: Great blessables. Glamour troops. Vanheim gets Blade wind with the Dwarves and Blade Wind rules the Early Age. Mictlan: Their troops are nowhere near as sucky as they used to be in the early age and the new blood summons are superb, especially Ozelotls who have terrifying synergy with the usual F9 W9 bless. Neifelheim: Niefel Bussiness as usual, now with 256% More Wolves. 100% Ewil. |
Re: Nations that seem strong/weak
Vanheim & Helheim are very strong nations for blitz games, we usually ban them. Also we allow only 1 level9 blessing in the blitz games nowadays. Games are much more balanced like this. http://forum.shrapnelgames.com/images/smilies/cool.gif
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Re: Nations that seem strong/weak
Multiplayer blitz games (usually played on maps where the provinces equal playerx10 or less) with no special victory conditions definetly do a lot toward defining strong/weak nations. I think that more game settings might help with those.
Mictlan with that flying stealth titan assassin pretender can also make a major dent in a blitz game very early on. Neifelheim loses many of its drawbacks in a game like that, and it offers one of the few other strategies for a small blitz game (defensive buildup) On the other hand, Im cranking up for some mega games on maximum maps which might shake out some people whose rankings of nations are too cast in cement. There are alot of game variations to explore. |
Re: Nations that seem strong/weak
The nice part about dominions is experienced players have proven that no nation is so crippled to be completely hopeless in a MP game. Even some weak nations like Abysia have one or two saving graces (Demonbred in their case with axe infantries not so bad buys if I recall). Tien Chi MA gets xbows and consorts. EA Ryleh gets nice flavor and aquatic thugs.
Also superior raiding strategies and decent pretenders/diplomatics go a long way. |
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Since when Abysia is considered weak? O_o
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My guess would be since old age became a problem. In Dom2 anyway Abysia wasn't thought of as weak last I remember.
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Yeah Aby was quite strong in dom2. Good battle magic, good summoning, decent national troops (after CB).
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At least one unit is bugged where precision was incorrectly switched with encumbrance. {ouch} Most if not all troops have movement of one, which is noticeable for the larger maps. I haven't played all the nations to actually call them weak, but those are the disadvantages I noticed. |
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Try an Earth-9 bless and beeline to rejuvinate (or the age-stopping boots), and then tell me how weak Abysia is http://forum.shrapnelgames.com/images/smilies/happy.gif
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There are winning strategies for everyone, thats the joy of this game. But if you are talking small map fast games, I would have to do some thinking on an abysian strategy. Maybe a strong dominion push to make use of their heat scale?
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My observations so far on:-
MA Man - This nation is powerful and very easy to play, especially early on. Mass Longbows with a small shield of infantary/cavalry in front of them slices through indie 5 provinces like butter. I often take 0 losses, many times the indie army has routed before its reached my lines, the rain of longbow arrows take a huge toll on any retreating army. Back this up with a awake combat pretender and u will be number 1 for provinces. Add in all the stealth units, powerful air/nature summons, lightning bolts, wind guide etc, etc... u will be a serious power early/mid game. Take good scales to get the most out of yr large empire. The weaknesses r lack of fire/death/astral/earth magic, which could seriously dent yr endgame. I would say its overall balanced and a good nation for a beginner to play, just concentrate on yr strengths. This is based on 2 MP games with MA Man. (turn 16, turn 10). |
Re: Nations that seem strong/weak
LA Ermor
Typical for autospawn nations this is hard to gauge. I can't exactly say if Ermor is weak since i didn't play other LA nations yet to compare, however compared to D2 they took a few very hard hits. Decent priests are quite hard to come by. No more battlefield undead buff spells for every army from turn 5 onward. The autospawns are among the weakest troops for LA. The good national troops will wipe the floor with them, even without further boost spells. Banish has been improved greatly. Ermor is restricted to ashen empire, which is a lot weaker against indeps than ghost gate was because of a) not ethereal and b) no healing. Ermor can't use a sleeping or imprisoned pretender. Besides the pretender, the only magic paths are 3 death and up to two random picks on dusk elders. In LA whith standard settings (35% magic sites) every gem counts, and ermor needs to use a rainbow pretender to get some non-death mages summoned. At least in long games. So, as i see it, ermors strength now lies in mid-game. Early expansion is slower than before and lategame all useful troops have to come from magic gems which are sparse in LA. after getting a few provinces set up with castles+temples and dom 10, and before the other nations have assembled big groups of LA troops with heavy protection and skills, ermor can still grab provinces with frighteningly large armies. Conclusion: not terribly weak, but weaker than i'm used to. (well, i'm used to slaughtering my unsuspecting buddy with mass castings of ghost riders in games on really large maps http://forum.shrapnelgames.com/images/smilies/happy.gif ) |
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Once you have access to the boots, though, you'll only need to purchase a handful of Apprentices and forget about it as they're not good for much else and anything they can do a Warlock can do better. And if it's that much of an issue, you can use the Warlocks and Demobreds (who won't get old) to do the hunting for you temporarily if you really can't recruit an Apprentice for whatever reason. Another thing is Warlocks and Demombreds are easy to get them to where you need them either through teleport or flying, so you don't really need as many as a nation that has difficulty moving their mages around the map. Just keep your blood hunting close to home so your Apprentices don't have to go far and it's not that much of an issue. I don't know, old age can be a pain, but I find that with rejuvenate, Growth scales, the boots, maybe building a pretender that can cast Gift of Health, Abysia actually has an easier time dealing with old age than most nations. Think about it, Abysia doesn't need the early game help of mages or a pretender, their national troops crush indies easily so you can imprison your pretender and take good scales and get a lot of researching done. Then later in the game every other nations mages are still dying of old age and yours will be able to either cast spells to be young again or not age at all, and the cost of that is a tougher early game, but so what? You're not really having a tough time anyway as your nationals can take most conventional armies easily. I think Abysia is balanced really well in that regard. |
Re: Nations that seem strong/weak
I end up using mostly demonbreds. I hate old age to the point that I barely ever buy Anath. dragons. Ive had more than one game where I had a mage die to old age before my pretender even awoke (asleep, not imprisoned mind you).
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Never had an age problem with Abyssia. Death or Growth scales both help (so far I've only ever seen disease kill an oldster, so unless your unlucky enough to get feebleminded it's not a problem under either scale).
Another option is to get into the Death path and simply undead your mages, through whichever spell is most convenient. Nature can also be a viable counter if you find yourself with plenty of nature gems (a single pick in nature is usually enough to knock the mage below old age level). |
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I use 2 hunters per province as it doesn't increase unrest so quickly and hurt my income and since I'm doing it in more populated provinces that produce more gold (not that gold is much of an issue if as Abysia gets more fire gems than I know what to do with so I alchemy them if needed), and since they capture more slaves per turn I don't need 3. You could always add a third later when you don't need the income as much. The best part is less blood hunters are required for similar results if you're more picky about what provinces you're doing it in. You have to be or you'll be short on mages. Quote:
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The point here is that yes, you can only recruit them one at a time, but the travel time is lower which helps makes up for it. Quote:
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Either way, we play it different. I don't any more problem wiht old age and Abysia than I do with other nations, probably less problems with Abysia. |
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Abysia is supposed to be relatively unaffected by the death scale, which is why they do not lose any income nor supplies from it. The problem, is that those two effects are minor and are negated by the increased affliction rate suffered by your mages. Quote:
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I also haven't read any mention that Abysia's mage costs have dropped a lot. This should substantially offset the age problem, right? |
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Heh Graeme pretty much covered all the points about Abysia. Though I should point out ten provinces by ten turns is actually the bare minimum you should be aiming for.
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But, you know, at least we agree Growth is probably a better choice. Quote:
Not that I'm saying it's a bad idea to take an awake pretender and branch out early, especially if you're playing short games or small maps. Play how you want to, but other things work too. Quote:
Magic 3 adds up research quickly btw, you'd notice it when you have a couple of mages. Quote:
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-Frank |
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Of course, that'd make sense. |
Re: Nations that seem strong/weak
I think you might want to compare Abysia's troops to those available to other nations. Abysia pays double price for units that are immune to fire and radiate heat.
The heat radiation can make a big difference in longer fights, especially in hot lands. High encumbrance units will collapse in a few turns of fighting. Abysian units may still be overpriced though... |
Re: Nations that seem strong/weak
Which brings up an important tactic. For Abysia, its important to keep track of where your domain has extended. And if you are fighting inside the reach of your domain then consider positioning your units to the far backside of the field (the far left of the positioning box) and have them wait there for the enemy to charge to you. The more armored and equipped that the enemy is, the more good this should do for you.
(this is an untested theory) |
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Perhaps the problem is more in the way the afflictions are applied rather than any particular nation. It seems a little too random - I've had old units contract a disease a turn or two after recruitment, while others quite happily exceed their old age score by a couple of decades with nothing worse than a limp. Quote:
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Re: Nations that seem strong/weak
There's really a problem with Aby "aged" Warlocks and Anathemants, they die like flies and, given that Warlocks are capitol-only I can't even conceive how you can start a Blood economy with them.
In my test game, even with Growth-1 I had 3 mages diseased by turn 13...OTOH with Shinuyama and Death-1 scale I had only 1 Sorc out of 8 diseased by turn 20 ! Looks like a problem with "old age" at a low value 35. IMHO in these conditions Aby isn't playable competitively at all and even in SP it's not fun http://forum.shrapnelgames.com/images/smilies/frown.gif And don't tell me "yeah, just cast GoH and make boots", Aby isn't supposed to cast GoH, and boots don't cure disease ! |
Re: Nations that seem strong/weak
Yeah, the problem is their low old age cap.
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Graeme, I think you would rather mod those scales to drain 2, misfortune 1. Or perhaps Drain 2, Misfortune 2, Death 2. Otherwise I would take somewhat the same thing save I usually end up taking the PoD, less death magic, dom 10, and skip the whole death scale altogether currently for Abysia. Though death 3 is supposed to be "built" for them, it certainly isn't at the current moment. There's also the old recycled, dom 10 cyclops chassis ...
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For simplicity though, Abysia has a really good starting army, agree or no? |
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I'll have to try the Moloch next time I play Abysia, of course I'm going to put him dormant and add growth though. |
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This here is dom3, a whole different beast. |
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Death should certainly be an automatic choice for Abysia, or else their death scale resistance provides them with no actual benefit. Instead, they suffer worse from it than most nations thanks to their universally old fire mages. Or would you argue that Caelum should sometimes not take cold 3? If playing nations thematically isn't a powerful way to play them, then something is probably wrong with how they are balanced. |
Re: Nations that seem strong/weak
If in a future patch or mod the Blood spell Rejuvenate took away old age afflictions in addition to making them younger I'd consider the death scale a good choice. I also think, the way the death scale currently effects Abysia, that playing the death theme isn't a good idea. The effects of the death scale on Abysia specifically definately needs to be looked at and adjusted as I don't think the tradeoff is worth it.
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It's also a blood nation though. Blood is Good. But I do think that old age hit abysia too hard.
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LA abysia however trades battlemages for blood hunters in it's non-capital castles, so they can at least get a good blood income. |
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