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April 2nd, 2007, 02:20 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Rating PD
In Dom2 I considered Neifelheim to be above average, and Pangaea's to be weak. With Dom3 they seem to be reversed.
But this is a good conversation to have. Especially if people will give hard numbers. Not so much on the tactics (Im not sure how flexible that is).
But I know that the game maintains a seperate table for each nation as far as PD at each purchase level. It came up in a discussion with the devs and kindof shot down a suggestion I had. So dont try to max out the performance of PD (I think that would imbalance things further and possibly be ignored). But suggestions of a mix of units which might work better might be accepted by the devs.
Saying "just use archers" or something to that effect would probably not work either. I think the image of PD tends to include a mix of the nations units.
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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April 2nd, 2007, 02:33 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
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Re: Rating PD
Ulm is among the best of the MA races. The arbalests can sometimes kill a commander with the opening salvo. But it is by no means great.
Giants and manchaka(MA) are both laughably poor.
Man is ok, especially above 20 with longbows and tower guards, and after protection is researched the bard casts that on all the defense. I think Maragon(MA)is decent with crossbows and footmen.
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"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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April 2nd, 2007, 02:53 PM
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Sergeant
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Join Date: Jan 2005
Location: Rhode Island, USA
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Re: Rating PD
I have felt Pangaea's to be among the more useful, both in Dom2 and Dom3. Those satyrs rout and die easily, but their strength and attack values make them capable of doing some actual damage before they run. Harpies kill nothing, but they keep the archers busy and prevent them from slaughtering the satyrs as quickly. They aren't great at "holding the province" but they are great at "wearing down enemy armies", and the latter is all you're looking for in most circumstances.
Agreed that Man is good at higher levels, but utter crap at low levels.
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April 2nd, 2007, 04:24 PM
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Major
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Join Date: Dec 2006
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Re: Rating PD
Marignon's got my vote for the best, at least against a variety of opponents. Decently armored pikes up front and crossbows in back...pretty much guaranteed to do some damage, and they synergize well with real troops.
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April 2nd, 2007, 04:43 PM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
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Re: Rating PD
I found Arco's PD to be pretty good, it saved me in one of my early single player games.
I agree with everyone else about Niefelheim, simply the worst PD I have found so far.
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April 2nd, 2007, 04:48 PM
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Lieutenant Colonel
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Join Date: Feb 2004
Location: Chicagoland
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Re: Rating PD
Quote:
Foodstamp said:
I agree with everyone else about Niefelheim, simply the worst PD I have found so far.
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My vote for worst PD is Jotunheim. Are they better or worse than Niefel (or about the same)?
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In strait places gar keep all store,
And burn the plain land them before:
Then shall they pass away in haste,
When that they find nothing but waste...
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April 2nd, 2007, 04:54 PM
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Major General
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Join Date: Sep 2006
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Re: Rating PD
The giants PD is terrible, its only worth putting to 1 really, looks like both Niefel/Jotumheim are as bad as each another.
I have found Marverni PD to be surprisingly good. At 10 PD, 55gps you get 10 slingers, 20 javelineers. They seem to inflict alot of damge in the first 3 rounds or so. I have had Marverni PD of 10, 20 and 30 swing a battle or two. In MP other nations fail to take it into account and some of there attacks get replused.
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