Re: Getting bored with Nieflheim
Well, eventually you'll get bored of SP anyway, probably after a couple of plays. MP is where the meat of the game is.
Also, by the time you get bored stomping around as giants, that means you've figured out how to script (the mechanics, not the nuances), recruit, order units to do stuff in the map, research, etc... Which was the entire point of playing nieflheim in the first place - to use a very forgiving nation so you could figure out how the game works without getting trashed. So quit that game and start a new one. No point in continuing once the game has served its purpose.
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Originally Posted by Gandalf Parker
Those all make sense. But they still seem to talk to the idea of learning how to play nations. What nation would you recommend as the FIRST nation so the person can learn how the game works, the buttons, the queues, the movement, etc without having to learn anything about the nation itself?
Im thinking human (we all know how to play humans?)
Troop and commander types that are likely to be known already. Basic scout, mage, priest, infantry.
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Playing human nations in dom3 is hard. It doesn't matter that you recognize the unit types - that doesn't help at all. And its not like Nieflheim or the other power races don't have scouts, mages, priests, and infantry (such as it is).
In order to learn how the game works you want a nation that minimizes your need to understand tactics or the nuances of scripting so you can focus on just learning the mechanics of playing. Which means human races are generally a bad choice because they require an understanding of the magic system and often elaborate scripting for best performance. Nieflheim, otoh, runs on auto-pilot against the AI. You could literally not script and probably beat the AI. That's why its the best first nation, so you can figure out that scripting thing without having to worry about experimentation ruining you.
Also, Nieflheim's one notable weakness that the AI can exploit is the fact that its PD is awful. This is actually an advantage. It will stop you from getting into the bad habit of buying lots of PD (which works disturbingly well against the AI, but really terribly against human opponents).
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Honeybadger actually raises an issue with why EA TC is a bad beginner nation. Its got all that infantry with different equipment - and those differences matter. When its your first game, don't take a nation that requires you to think too hard about what troops to buy when you're still figuring out how to script. Seriously.
Your first game should run no more than 20-30 turns, possibly as few as 15, and leave you feeling like you know how to actually play the game. Then you can worry about how to play the game *well* and understand the strategic choices the game has to offer.