Analysis of the Races
Which race should you pick next round? There are a lot of factors and the final numbers are not available. However, one race is standing head and shoulders above the others.
HALFLINGS
Advantages: This race looks so good it's makes me want to play again. They have the potential to be even more dominating than faeries were this round. First of all they have 4/4 elite for only 500 GC each. Compare that to humans who have only slightly superior elites at 900 GC. Even the much admired Dwarven elite can't compare to the halflings. Let's say you wanted 24k of offense and defense. For dwarves you'd need 4k elites (4 mil) and 4k soldiers (600k). Plus you have 4k elites at 12 points of Nw each (48k) points of NW. So for Dwarves it's 4.6 million and 48k points of NW. For halflings to achieve 24k of offense and defense they'd need 6k elites (3 mil) and 6k soldiers (900k). Plus you have 6k elites at 12 (72k) points of NW each. So for Halflings it's 3.9 million and 72k points of NW. In short Halfling elite are unbelievable.
As if that wasn't enough they have a gigantic 25% thieving bonus. Furthermore they need 25% less food than other races (another great bonus). They also have a 10% construction bonus (shrug, who cares).
Disadvantages: They do have a 15% magic disadvantage. Compared to their advantages this is like getting a Lexus without a cup holder. Big whoop...
Summary: Halflings are far superior to other races. Play Halflings.
ORCS
Advantages: Orcs have been good for a long time but may get their due at last next round. Their 30% attack time bonus is huge. You can comfortably attack twice a day. With plunder coming back into favor next round, orcs will be even better. Their 10% population bonus is also huge. Add in their powerhouse 7/2 elites and orcs are a force to be reckoned with.
Disadvantages: If you don't get big in a hurry, Orcs can be very vulnerable defensively because of their reliance on their weak 0/3 specialists. Plus space can a consideration. They need tons of specialists. As a top 50 orc in the round before last I had 60k defensive specialists. That took up a lot of space. Plus barracks are almost a necessity for Orcs. That's another 10% of your land used up that other races won't have to deal with. Their 35% spell costs are annoying as well.
Summary: You can be successful with orcs but if you aren't looking to be at least a top 50 on your island player, I'd take another race.
FAERIES
Advantages: Faeries still have a very valuable 5% population bonus. They also have their rock solid 1/8 defensive elites. Also, clear sight is by far the most valuable spell in the game. A 40% chance of stopping thieves no matter what the ratio of thieves to acres is incredibly useful. Nature's Blessing and Greater protection are also useful. Their 20% rune bonus is great for making sure you have the runes for Trees of Gold. They also have a near useless -15% construction bonus. Faeries are still the best race for explorers to choose and despite the fact that they were weakened by Utopia, they are still a competitive race.
Disadvantages: Faeries have relatively weak offenses because they have to depend on their 3/0 specialists for their offense. They are also going to have a -5% thieving penalty added. That should be offset easily by their clear sight and 5% population bonus.
Summary: Although faeries have been significantly downgraded, they are still have no glaring weaknesses. They are still a solid choice for most players.
HUMANS:
Advantages: A 15% income advantage just plain rocks! All this extra cash should help humans get a great early start with lots of science and more elites than last round. -10% learning costs is also a nice feature. They also have a couple of other near useless advantages. 1 vote for the regency and a quick feet spell that cuts down your attack time by two hours.
Disadvantages: -5% magic effectiveness is an annoyance at most. Their 5/4 elites are really lame. Other than Elves 3/6 elites they are the worst in the game if you ask me.
Summary: 15% cash is just awesome but it just may not be enough to compensate for their weak elites. You can have a successful game with humans but they are definitely a middle of the road choice.
DWARVES
Advantages: Dwarves have the second best elites at 6/6 and 1k each. Because you can go all elites with Dwarves you can save space. They also have a -10% attack time bonus. If you max out on barracks you can take advantage of that. They also have 1 general which can be of use in certain situations. The extra general may be even more useful since Echelon is talking about restoring plunder. Dwarves also have a near useless 20% construction bonus.
Disadvantages: Only 15% spell costs. This isn't a huge disadvantage.
Summary: Dwarves aren't a bad race to play. You can be very successful with them. However, if you're thinking about playing Dwarves, you're better off playing Halflings instead. Better elites, better bonus's.
ELVES
Advantages: Big changes for Elves this round. They are going to get 4 point specialists. That's certainly a huge plus. They have a huge -25% military losses bonus as well. They also have -10% spell costs and -10% learning costs which are nice little bonus's.
Disadvantages: Elven elite are still a lame 3/6. Plus they lost their thievery bonus which was why most people played elves to begin with. Although they will have 4 point specialists, their cost is still unknown and specialists still take up a ton of space compared to elites. Going all specialists is not really a practical solution for someone looking to build a top flight province.
Summary: Elves have changed a lot but it's hard to tell how effective they will be. A combination of 4 point offensive specialists and elites for defense might work out well but it's too early to tell. Keep an eye on the elves because although they still don't look that appealing, they may be a viable race depending on costs and final adjustments.
AVIANS
Advantages: No boats are required. This eliminates a small number of shipyards needed and makes sink boats a useless operation against them. They also have a hearty 15% attack time bonus which probably makes barracks worthwhile because you can get your traditional grabs down to 10 hours.
Disadvantages: 6/3 elite for $850. Not bad but I'd rather have orc elite for the same price. Also, like orcs they will need a huge number of 0/3 specialists for defense. Plus, they have a hella sucky -20% thievery and magic penalty.
Summary: Keep an eye out for changes but there is no point in playing Avians. You'd be much better off just playing an orc. They are basically orcs without all of their advantages and with far more disadvantages.
The Final Word
Halflings: The best race hands down. If you want to do well, play Halflings.
Orcs: If you want to go for the top, this is a great race but tread lightly if you aren't looking to get huge.
Faeries: Despite the downgrades, faeries are still a top of the line race.
Humans: Middle of the road race. It all comes down to 15% cash vs. sucky elites.
Dwarves: Still a legit race but you'd be better off just playing Halflings
Elves: Elves have totally changed but they still look to be weaklings. Watch for changes.
Avians: Just play Orcs. Don't bother with these guys.
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