Dominions 6

Dominions 6

The Forgotten Realms - Total Conversion Mod
 This topic has been pinned, so it's probably important
Razorfire  [developer] Jan 13 @ 11:23am
'Best' Nations to Play
This topic is, of course, in the eye of the beholder, but I thought it might be useful to share a list of the nations that make for the best player experience. Especially useful for those new to the core D&D setting of the Forgotten Realms.

There are still a few nations that are experimental, or nations that are simply underpowered compared to their neighbors by design. These will be fleshed out further as we approach a 1.00 release. In the meantime, here is a sorted list of my favorite nations followed by a list of the ones I might avoid:

Top Notch, challenging and very fun:
Nantarn Alliance (Sea Elves, Merfolk, etc)
Tel'Quessir (High and Wood Elves)
The Dalelands (Goodly Humans and Half Elves)
Scoured Legion (Demons and Demonspawn)
Waterdeep (Good-guy Cosmopolitan, Urban, Coastal)
Zhentarim (Big Bad Mercenary Company)
Thay (Big Bad Wizards and Undead)
Kingdom of Corwell (Feudal Humans and Druids)
Cormyr (Good-guy Human Feudal Society)
Menzoberranzan (Familiar Drow of Lolth)

Very good, just haven't done a very long playtest in a while:
The Spine of the World (Orcs and other Monsters of the North)
Aglarond (Good-guy Humans and Half-Elves)
Silver Marches (Humans, Elves, and Dwarves)
Amn (Dark Cosmopolitan, Urban, Coastal)
Baldur's Gate (Good-guy Cosmopolitan, Urban, Coastal)
Calimshan (Oligarchic, vaguely Ottoman-themed, coastal merchants)
Sloopdilmonpolop (Mostly Underwater Nation of Kuo-Toa and Krakens)
Symphony of Madness (Aboleths and Beholders)
Llurth Dreir (Ooze-worshipping Drow)
Maerimydra (Undead-worshipping Drow)
Deep Shanatar (Dwarves beneath Tethyr)
Mulhorand (Egyptian Gods long-trapped on Faerun)


Enjoyable but either limited or probably too OP in player hands:
Aleaxtis (Mostly Underwater Nation of Sahuagin, Morkoth, etc - Fun but OP)
Narfell (Demons and primitive humans - Fun but OP)
Cult of the Dragon (Dragons and their Worshippers)
Serpentes (Yuan-Ti - Fun but OP)
Old Bhaerynden (Southern Gold Dwarves)
Gracklstugh (Duergar)
The Underspires (Duergar)
Cairnheim (Mostly Giants - Fun but OP)
Chessenta (Good-guys unknowingly led by an ancient Dragon)
The Savage Frontier (Monsters of the Heartlands - Fun but OP)


Fully Playable but lacking in some way:
Oryndoll (Mindflayers, can get lonely down there)
Luiren (Halflings of the Far South, limited roster but safe start for casual or noob games)
Impiltur (Righteous Humans, really tough neighbors, not a deep roster)
Unther (Sumerian slavers, really needs those slaves atm, limited roster)
Halruaa (Good-Guy Human Wizards, limited roster but quite powerful)
The Shaar (Monsters of the Southern Plains, tough to sustain but a unique roster)
Mezro (Jungle-themed Humans - lots of fun but not competitive for victory points)

Still Very Experimental:
Auramycos (Myconids)
Last edited by Razorfire; Jan 13 @ 1:20pm
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Showing 1-1 of 1 comments
Mezro is actually very strong. Sacred pikemen recruitable at all forts is one of the best value for money troops in the game. Capital only mage has 1/3 chance of H3 and very cheap. Also has easy access to spellcasting adventurers, one of the best bargains in the game. No problem getting VP from its neighbours if it has a strong bless.
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