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https://docs.google.com/spreadsheets/d/1dlrvyEqLFYIaXRc49TheMmfdoP8jEh1m5rZJHJAzDWQ/edit#gid=1649923223
But I really think that there are no bad nation but bad players who lead nations
this has the only compiled list of wins/losses:https://docs.google.com/spreadsheets/d/1dlrvyEqLFYIaXRc49TheMmfdoP8jEh1m5rZJHJAzDWQ/edit
Scroll to the bottom tabs to see the collated data. It's collated by era (EA, MA, LA) etc.
The numbers are skewed by noobs games and also metas leading to ganks, though, so nation strength isn't perfectly represented. For example, Bery is much lower t han it should be as a lot of bery players die in earlygame and don't therefore produce the Real Ultimate Power that bery's mage lineup grants it.
In terms of LA Agartha, it's a strong LA nation. Top third at least. It's no Ragha, but it gets w/f, D, and cheap xbows.
Further the balance shifted quite a bit between Dom3 and Dom4. Hinnom is pretty much middle ground these days. Blood is still super strong late game but there some other nations that are clearly better then them most of the time.
Among the weakest you'll find R'lyeh in late age. It might be the only real aquatic faction but it's freespawn and struggles to get onto land to win. They're hard to kill but it's even harder to win.
Agartha has weak units in the Early Era but that doesn't make it a weak faction at all. They're naked cyclopses with ancient weaponry. Fighting on even ground they lose. But in caves they're servicable against non darkvision troops. But their real strength is their summons of which they have plenty. Agartha late age has decent units.
What is strong though kinda depends on the meta you're playing in. A blitz with timed turns and little scripting obviously favors straight forward blessed sacreds and punishes a nation that heavily uses communions to win the day. No diplo games favor nations that peak early so you can beat any rushers as you can't secure a NAP of any kind etc.
Given the wide variety of nations, I suggest you pick three nations you like and we'll rate them.
@Morcamil: The 3 factions I am most interested in during the Late Age are Agartha, Marignon and Ulm. The rest look decent to, but those are the three that I think I would enjoy the most. Of the three I am mainly leaning towards Agartha and Marignon, but the Ulm infantry looked decent to me.
Honestly they're all good picks and would enable you to win.
LA Ulm is arguably the strongest nation in the LA, with the only real competitors being Ragha and Xibalba, which have different strengths. Their infantry are solid, and they also have Ghoul Guardians to shut down early sacred rushes and Rangers to mass when resources are thin early game, covering all bases. They are best known though for 2 main things. First, having the fastest research and biggest balls of mages in the early and midgames thanks to having good mages recruitable without a fort in an age when forts generally cost 1000g and 5 turns. Second, is their national vampire summon, which is zero research and zero upkeep, and can "reproduce" by hunting for blood and summoning more of themselves, building up to an unstoppable ball. Note they can't summon vampires with their own mages, and so must build a pretender to summon the first one.
LA Agartha is solidly upper middle. They used to be terrible yes, but there was a "cave" patch some time ago that fixed that. Now they have solid mages, solid summons, really nasty steel crossbows, and the possibility of cheese strats with their recruit anywhere sacred. Their big problem is seriously terrible mobility, as all useful mages and most troops are map move 1, plus zero teleport or other mobility options.
LA Marignon is arguably the weakest nation in the LA. Lemuria and LA R'lyeh are terrible too, but in unusual ways. R'lyeh drives players insane with micromanagement but is not actually hugely weak if the player somehow retains sanity. Lemuria finds it almost impossible to win, but is also almost impossible to actually defeat. Marignon is just straight up bad in the "defeated early" sense. They have a hard time expanding and fighting early due to no shields and the late age being full of crossbows everywhere. Their mages are hard to leverage. They do have strong blood access and neat national summons though if they actually manage to get to the lategame in a strong position.
We've had a thread on tiers before where lots of people hashed out their opinions: http://steamcommunity.com/app/259060/discussions/0/360670708794171729/
Consider reading it, or even bumping it if you have more to contribute.
Thanks for the faction reviews, I think I'll stick with Agartha for now since they don't seem that bad, but not too strong either. Plus like I said, I really like the cave-dweller theme. I'll also look through the thread on tiers and the Dom4 Inspector.
Also, Sy would like to differ on the "weakness" of LA Agartha =P https://www.youtube.com/watch?v=i0f3po6nfPM&t=2s&list=PLG9FZ5QOwlJgX9f1AiMtyDPtdDHzUoz4a&index=1
Dom4 is a very unbalanced game by nature, both in nations, maps, starting provinces, indie neighbors, etc. So don't worry that much about being in the same level as everyone else, most won't care. Just check that you enter a newbie friendly game (there are always a ton of those, or just create your own!), mainly because is not fun to get reck before year 2 =P
And, to my knowledge, if the really good players want a high level game, they invite manually all participant so we don't have to worry about ruining a high level game with our newbieness.
I would like to emphasize the "to my knowledge" part, since I'm far from being considered a good player.