Re: Dominions Nations Evaluations ;)
MA Ermor 4 5 4 4 3 (in early game Ermor has to use a lot of commanders to reanimate ; and the kind of armies Ermor has become weaker in late game + 8hp mages are easily killed by mass spells ; so I only give a maximum note for MA Ermor in midgame, even if the nation is always strong)
MA Pythium 3 4 5 3 2 (troops are expensive for early expansion, then Pythium rocks, best defensive battle magic for armies, angels summons etc.. make it one of the best endgame nations)
MA Man 4 1/3 2/4 5 3 (longbowmen/knights are excellent against both indies and AIs, but a weak army base against players as it's easy to counter them with decoys, I'd give MP midgame a 1 but a 3 against AIs ; as well in SP access to the fog warriors + rain of stones combo + air queen thugs are sufficient to make Man an AI destroying nation in late stage, but not at all to make it good against players)
MA Ulm 2 1 2 3 1 (one of the weakest nations in midgame due to poor magic, for early game troops are correct but not that good, and vulnerable against tramplers ; if Ulm happen to reach late game and access to good thugs/SCs, forge bonus may be a consequent economical advantage, so I give it a little better note for LG)
MA Marignon 3 2 3 3 4 (correct troops for expansion, lack of thugs or magical economy forge in midgame, angels and astral magic make endgame potential rather good)
MA Mictlan 4 4 3 2 3 (sacred for expansion, good magical diversity for midgame, but not the best paths for late stage)
MA TC 2 3 4 2 3 (mage based nation, troops are not great, profits a lot from high level research)
MA Mackaka 3 4 3 3 3 (good sacreds for early stage but a little too expensive, then fire and earth magic are very powerful in midgame, and the nation also has good research and access to fetish hoarding ; but in endgame the lack of astral is painful, having death is good but not sufficient)
MA Agartha 1 3 2 2 2 (fine knowledge of the national summons -some very interesting some extremely niche- is needed so I give it a bad note for learning/use ; the nation can be rather good in midgame and isn't completely desesperate in late game if they are well used)
MA Abysia 3 4 3 2 3 (good early expansion with heat aura troops, then don't underestimate midgame power of fire magic, or late game power of demons -but lack of other tricks is a problem- bad learning note due to age problems)
MA Caelum 4 3 3 3 (mammoths make for a powerful early games, mages for a rather good mid game and medium late potential -access to some of the best paths but with low levels)
MA C'tis 2 4 4 2 2 (troops aren't very good, but having mages as good as marshmasters recruitable everywhere, powerful death and access to astral + clams forging, qualifies Ct'is as a strong nation for mid-late game ; vulnerability to cold and dominion killing your indies recruit make the nation rather hard to play)
MA Pangaea 4 5 3 3 3 (good early game with a bless, excellent midgame with hordes of freespawns, high hp troops and some thugable chassis, medium late game, maenads are easily killed by mass spells and sacreds no longer important, but earth and blood aren't bad path)
MA Vanhiem 5 4 2 3 4 (bless nation, become weaker over time, blood-air is not that interesting as the combo don't give uniques like blood-fire or water)
MA Jotunhiem 4 4 4 4 3 (like Utgard except a little weaker in midgame due to price of mages)
MA Bandar Log (never played no opinion)
MA Shinuyama (never played no opinion)
MA Ashod (not sufficiently played to have an opinion, except national summons qualify for a 4 or more in late game)
MA Atlantis 4 2 3+ 5 3 (sea tramplers and access to the extremely good dagon chassis are excellent for expansion, but the price of non capitol mages is an handicap in midgame ; in late game correct astral levels and mages with sufficient hp to endure mass spells make Atlantis an above average nation ; excellent note for sp learning as AIs are unable to defeat sea nations, and Atlantis is the best to expand in both sea and lands)
MA R'yeh 3 4 5 3 3 (high level astral mages with high hp make the nation insanely good in late stage)
MA Oceania 5 2 3 4 4 (excellent for destroying other sea nations, then globally lacking, but massive clam hoarding can make it very powerful in late stage if diversification to astral can be achieved)
MA Eriu 3 3 2 4 2 (medium nation, without the good paths for late game, rather easy to play against AIs unable to counter glamour)
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