For those who do not know...
Greek:
+ Overall most powerful militery in game
+ powerful heros, that can easily take on human units as well as large heaps of myth units.
+ All minor gods are viable with at least 1 major god.
+ most versatile way of getting favor
+ bests scouts in the game
+ unique units are nice (except for poseidon, hataori suck)
- No building is free, depends alot on wood.
- Units and buildings are more expensive.
- Only 4 heroes.
- little to no healing available.
Egypt
+ doesn't need villigers for favor.
+ all their heroes are ranged.
+ Pharrows.
+ cheap units, easy to mass.
+ Economic buildings are free
+ Buildings only cost gold
+ Free tower upgrade in classical.
+ healing available for all gods
+ most minor gods are viable.
- Units are weaker than the other race counterparts (except for elles).
- priests are relatively bad against human units.
- Villigers gather slower than other races.
- Depends on pharrows for economy.
- Favor is hard to come by in large amounts.
- Scouting requires gold investment
- units must be upgraded individually
Norse
+ military units have large attack damage.
+ villigers can turn into ulfsarks when needed.
+ units are generaly fast.
+ hersirs are nice.
+ doesn't require villigers for favor.
+ building cost is balanced between gold and wood.
+ More healing available than greek but not as much as eggy.
+ very powerful myth units
+ very powerful god powers
+ ox carts
+ dwarfs
+ most powerful navy.
+ infanty can build buildings. This comes by hand for a variety of tactics or when you want to quickly snatch an enemy town center.
- Their units are glass cannons and die fast.
- least effective way of gathering favor.
- towers and walls are weaker and can only be upgraded once
- no archers (trolls don't count).
- only 4 ranged units, out of which 2 are myth units.
- really vulnerable to pierce damage armies.
- siege is kinda lame, although the large damage of all units usually compensates for that.
- relaies on heavy aggresive tactics.
- some minor gods are useless.
Atlantis
+ villigers do not require drop off points.
+ town centers can be built in classical.
+ doesn't need villigers for favor.
+ turma.
+ most god powers can be used several times.
+ all units can become heroes
- town centers are considerably weaker compared to other races.
- no reliable way of getting favor fast.
- their siege weapons suck. You have to relay on myth units or destroyers
- most god powers are lame.
- heroes only do increased damage to myth units, they still maintain their hard counters from their time as human units.
- heroes require an additional 1 population for each.
- most myth units are pathetic.
- healing is not always easy to come by.
- even if they do not require drop off points, fully upgraded atlantian villigers are less effective than the other races villigers.
- most minor gods are weak and their upgrades are not particularily useful.
Did i miss something?
Greek:
+ Overall most powerful militery in game
+ powerful heros, that can easily take on human units as well as large heaps of myth units.
+ All minor gods are viable with at least 1 major god.
+ most versatile way of getting favor
+ bests scouts in the game
+ unique units are nice (except for poseidon, hataori suck)
- No building is free, depends alot on wood.
- Units and buildings are more expensive.
- Only 4 heroes.
- little to no healing available.
Egypt
+ doesn't need villigers for favor.
+ all their heroes are ranged.
+ Pharrows.
+ cheap units, easy to mass.
+ Economic buildings are free
+ Buildings only cost gold
+ Free tower upgrade in classical.
+ healing available for all gods
+ most minor gods are viable.
- Units are weaker than the other race counterparts (except for elles).
- priests are relatively bad against human units.
- Villigers gather slower than other races.
- Depends on pharrows for economy.
- Favor is hard to come by in large amounts.
- Scouting requires gold investment
- units must be upgraded individually
Norse
+ military units have large attack damage.
+ villigers can turn into ulfsarks when needed.
+ units are generaly fast.
+ hersirs are nice.
+ doesn't require villigers for favor.
+ building cost is balanced between gold and wood.
+ More healing available than greek but not as much as eggy.
+ very powerful myth units
+ very powerful god powers
+ ox carts
+ dwarfs
+ most powerful navy.
+ infanty can build buildings. This comes by hand for a variety of tactics or when you want to quickly snatch an enemy town center.
- Their units are glass cannons and die fast.
- least effective way of gathering favor.
- towers and walls are weaker and can only be upgraded once
- no archers (trolls don't count).
- only 4 ranged units, out of which 2 are myth units.
- really vulnerable to pierce damage armies.
- siege is kinda lame, although the large damage of all units usually compensates for that.
- relaies on heavy aggresive tactics.
- some minor gods are useless.
Atlantis
+ villigers do not require drop off points.
+ town centers can be built in classical.
+ doesn't need villigers for favor.
+ turma.
+ most god powers can be used several times.
+ all units can become heroes
- town centers are considerably weaker compared to other races.
- no reliable way of getting favor fast.
- their siege weapons suck. You have to relay on myth units or destroyers
- most god powers are lame.
- heroes only do increased damage to myth units, they still maintain their hard counters from their time as human units.
- heroes require an additional 1 population for each.
- most myth units are pathetic.
- healing is not always easy to come by.
- even if they do not require drop off points, fully upgraded atlantian villigers are less effective than the other races villigers.
- most minor gods are weak and their upgrades are not particularily useful.
Did i miss something?
[This message has been edited by mcosmin (edited 09-14-2014 @ 11:59 AM).]