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bleach168
September 21st, 2004, 07:02 PM
For multi-player, rank the nations from "most likely to win" to "most likely to lose." You can rank them from 1 through 17 or by tiers. When judging nations that have multiple themes, use the theme you think is the strongest for MP.

This is by no means official, just a fun poll to see what nations people think are the most powerful. Please limit any kind of debate or at least start a new thread if you can't resist.

I'm really curious to see which nations are deemed the worst. Maybe some of the stronger players here can start playing them to prove the poll wrong. http://forum.shrapnelgames.com/images/smilies/biggrin.gif

I'll start with my list (which shouldn't really count because I'm such a n00b still but serves as an example):

Tier 1:
Vanheim
Caelum
Abysia
Pythium
Ermor
Jotun

Tier 2:
Atlantis
Ulm
C'Tis
Arco
Pangaea
Ry'leh
Mictlan

Tier 3:
Man
Marignon
T'ien Ch'i
Machaka

Karacan
September 21st, 2004, 07:57 PM
Tier 1:
Arcoscephale
Pythium
Abysia
Caelum

Tier 1.5:
Ermor

Tier 2:
Jotunheim
Marignon
Machaka
R'lyeh

Tier 3:
all the rest.

However, I think I've seen all nations perform equally good or bad so far, with the exception of Arcoscephale, which appears to be always among the top three in any mp-game I played so far.

deccan
September 21st, 2004, 08:00 PM
Arco is the first to die in Frosted Flake's "Musical Chairs". Ermor is doing the killing. http://forum.shrapnelgames.com/images/smilies/wink.gif

archaeolept
September 21st, 2004, 08:07 PM
hmmm,

Caelum
Vanheim
Pythium
Ermor
Mictlan
Arcoscephale
Man
Jotunheim
Abysia
Pangaia
R'lyeh
Marignon
C'tis
Atlantis
Ulm
Machaka
T'ien Chi


in approximate order, and w/ the caveat that game settings make all the difference :p

Schmoe
September 21st, 2004, 08:46 PM
Using my grand total of 2 MP games experience, in no particular order within the tiers ...

Tier 1:
Caelum
Vanheim
Abyssia
Arcoscephale

Tier 2:
R'lyeh
Pythium
Mictlan
Ermor
C'tis

Tier 3:
Ulm
Atlantis
Man
Pangea
Machaka
Jotunheim

Tier 4:
T'ien Chi
Marignon

Tuidjy
September 21st, 2004, 09:00 PM
The great: Pythium, Vanheim, Caelum, Arcoscephale
The good: Ermor, C'tis, Mictlan, R'lyeh, Abysia, Atlantis, Jotunheim
The not so good: Man, Pangaea, Machaka, Marignon
The hopeless: Ulm, T'ien Ch'i

Cohen
September 21st, 2004, 11:45 PM
Firsts: Caelum, Vanheim, Pythium (Air AbUser).
Seconds: Ermor, Mictlan, Ryleh, Arcoshepale, Jotunheim, Machaka.
Third: C'tis, Abysya, Atlantis, Pangea, Marignon, Man.
Fourth: Ulm, Tien Chi.

Graeme Dice
September 21st, 2004, 11:49 PM
I'm going to go with a few tiers, with a ranking roughly in order within each tier.
Tier 1.
C'tis, Atlantis, Abysia, Mictlan, Pythium, Vanheim, Arcocesphale
Tier 2:
Caelum, Man, Machaka, Ulm, Jotunheim, Pangaea, R'lyeh, Ermor, Marignon
Tier 3:
T'ien C'Hi

CUnknown
September 22nd, 2004, 12:51 AM
What is so bad about Tien Chi? Their mages rock and their units are good too..

I can understand why people don't like Ulm (although they are my favorite). However, the research level really plays a factor here. On difficult research or a small map, I think they get boosted up a tier or two.. There's no denying they whip some serious *** in the early game.

Cainehill
September 22nd, 2004, 01:42 AM
Tier One: The might Hoburg Alliance.

Tier Two : Everyone else. http://forum.shrapnelgames.com/images/smilies/wink.gif

The_Tauren13
September 22nd, 2004, 01:49 AM
Caelum
Abysia
Vanheim
Jotunheim
Arcoscephale
Ermor
Man
Pythium
R'lyeh
Marignon
Mictlan
Ulm
Pangaia
C'tis
Atlantis
Machaka
T'ien Chi

FAR below everything else... http://forum.shrapnelgames.com/images/smilies/frown.gif
Ermor BE

Ozymandias
September 22nd, 2004, 02:20 AM
The_Tauren13 said:
FAR below everything else... http://forum.shrapnelgames.com/images/smilies/frown.gif
Ermor BE



Really? I think broken empire has lots of nice possibilities. Their Princepes are every bit as good as Pythium's, and you need no research to etherealize them. Plus, your dominion is not malign, so you can take growth and a blood fountain to play the blood game. BE has easy access to ghouls for castle defense and soulless for siegeing and patrolling. It is true that thaumaturgs are expensive, but with moderate enchantment research and significant evocation, they are excelent battle mages.

Huzurdaddi
September 22nd, 2004, 02:32 AM
What is so bad about Tien Chi? Their mages rock and their units are good too..




Well two things make them seem a little weak:

1. Troops their troops really are "average" and by that I mean below average. They just don't have any "trick" units. They do not have elephants. They do not have excellent defence. They do not have sacred troops. They do not have serious HP. They do not have great strength. They do not have very high prot. Almost all nations have some trick unit. T'ien Ch'i doesn't.

2. Mages. Their widely recruitable mage ( the master of the way ) is somewhat underpowered although he does have a random which is a nice bonus and he makes a very efficient researcher. He is not however a great combat mage. Their combat mage is only recruitable in the capital and he has one astral which can be a serious liability.

BTW I'm seeing a lot of common themes in the rankings. Caelum, Vanhiem, Pythum, Acro, Abysia, Ermor these all look like excellent nations to me! Is it "group think" or do these nations really have a leg up? Only time will tell I suppose.

Peter Ebbesen
September 22nd, 2004, 04:08 AM
CUnknown said:
What is so bad about Tien Chi? Their mages rock and their units are good too..


Mind Duel. Celestial Masters go poof, thus rendering T'ien C'hi's most formidable mages nearly useless for battle against any nation with access to cheap astral mages either national or independent (e.g. shamans)... Leaving you with the puny Master of the Way as your reliable battle mage. As for units, they are decent but definitely not first class. (Though the Red Guard is an excellent blessable cavalry unit due to low cost)

Mind you, T'ien C'hi S&A is a different proposition, as the Master of the 5 Elements can to some degree compensate when facing astral nations and as the Master of the Dead gives access to low level death magic, which has many useful spells. Additionally, the extra random pick on the Celestial Master can make him a much better ritual caster. The tradeoff is that the units are even worse and the theme specific summon is very mage-intensive. While probably the most versatile magical theme of any nation, it can be difficult to really exploit your magical strength.

Pickles
September 22nd, 2004, 04:55 AM
My view

Tier 1 Outstanding

Caelum
Abysia

Tier 2 Solid or powerful but flawed

Ulm
C'tis
Machaka
Mictlan
Jotunheim
R'lyeh

Tier 3 Flawed
Ermor
Pangaea
Tien Chi

Others I have not experienced enough

Arco
Pythium
Vanheim
Atlantis
Marignon
Man


Pickles

Pickles
September 22nd, 2004, 05:22 AM
Here are the average tier. I treated tier 4 as tier 3 (thanks for changing the report method guys) and assumed the first 5 and Last 5 in lists were tier 1 and 3 respectively.

Tier 1
Abysia
Arcosnuffle
Caelum
Pythium
Vanheim

Tier 2
Atlantis
Ctis
Ermor
Jotunheim
Marignon
Mictlan
R’lyeh

Tier 3
Machaka
Man
Pangaea
Tien Chi
Ulm

Of course this takes no account of settings. I assume that it takes the best theme of any nation.

Pickles

WraithLord
September 22nd, 2004, 08:26 AM
My take
I am assuming the nations are handled by expert players. Since some nations are better in the hands of a master :;)
I'm also assuming a large MAP with more the two thirds land mass.
My list is based on MP experience only.
And I admit I'm a bit biased towards Pythium. (Love makes us blind ::)

Pythium
Caelum
Abysia
Vanheim
Machaka
Ry'leh
Arco
Marignon
C'Tis
Ermor
Jotun
Pangaea
Atlantis
T'ien Ch'i
Man
Ulm
Mictlan

alexti
September 22nd, 2004, 10:21 AM
Tier 1: Pythium, Arco
Tier 2: C'tis, Caelum, Abysia
Tier 3: everything else
Tier 4: Ulm, Tien Chi

JJ_Colorado
September 28th, 2004, 09:34 PM
Tier 1: Abysia, Mictlan (too much micromanagement though), Caelum, Ermor, Vanheim, Jotun
Tier 2: Arco, Pythium, Rlyeh, Man, Pangaea
Tier 3: Everything else
Tier 4: Tien Chi, Ulm

Boron
September 28th, 2004, 10:05 PM
1. Mictlan ( micro is hell though )
2. Ermor
3. Jotunheim Niefelheim
...
16. Ulm
17. Tien Chi ( one of my real favourite nations though http://forum.shrapnelgames.com/images/smilies/frown.gif )

Schmoe
September 28th, 2004, 11:23 PM
Graeme Dice said:
I'm going to go with a few tiers, with a ranking roughly in order within each tier.
Tier 1.
C'tis, Atlantis, Abysia, Mictlan, Pythium, Vanheim,



Hey Graeme, I'm curious. You seem to have listed C'tis as roughly the most powerful nation. Why? I'm currently playing miasma in a MP game and really enjoying it (and doing well!), but I'd be interested in hearing why you place the nation as the most powerful.

Graeme Dice
September 28th, 2004, 11:50 PM
Schmoe said:
Hey Graeme, I'm curious. You seem to have listed C'tis as roughly the most powerful nation. Why? I'm currently playing miasma in a MP game and really enjoying it (and doing well!), but I'd be interested in hearing why you place the nation as the most powerful.



In one word: Sauromancers.

D3?1 gives them the same magical power as Ermor, but with the ability to pay gold for your mages and buy many, many of them per turn. Then they also have access to nature magic and astral magic. They also have troops that fit into just about any situation you might need.

The Panther
September 29th, 2004, 12:50 AM
Of course, in Miasma, they are D2W1N2?1 and quite expensive. But worth every penny spent on them! The W1 is soooo darn nice for the instant quickness.

And you can make either nature 3 sauros with thistles or death 3 sauros with the skull weapon thingys, again each one with the instant quickness. The choices are quite good indeed. It is limited only by the skill of the player.

The single biggest drawback to C'tis is that you won't get the power SCs like Ice Devils and Arch Devils and Air Queens. You almost have to wait for Tartarians to get a good SC, which takes practically forever in game terms. This is why, imho, that people rate them below races like Caelum and Pythium in general.

Zen
September 29th, 2004, 01:01 AM
C'tis can have both Longdead Archers and Mandragora's in sigificant numbers fairly eary.

They can also have a Bane Lord Factory in Production early enough that your single SC won't be able to stop the 8-10 that are churning from C'tis.

They also have access to Communion and early expansion power with either their Initial Spell (Terror) w/ Eagle Eye for fun OR Raise Skeletons (2 Sauromancers with something to distract will take most provinces, 3 for those HCav)

Their lowgrade Researcher is Sacred and can switch to communion slave as well as go into Relief Duty if you need.

They have a Castle Defender that doesn't cost alot in either gold or resources and a standard unit if you need some morale problems fixed.

C'tis is very well rounded and the only nation with equally viable Themes as their Base Nation that can switch the dynamic of their magics (not really troops).

Don't discount the lizards, or they will bite you in the ***.