agreed i actually found AA to be the most fun campaign i ever played, played them 3x already twice i did world conquer because i just fell in love with the red and black units from Rohan,Angmar,Gondor etc. i did play this on SUS though so way more units dyed black and red then vanilla v5
DAC SUS is a Sub mod of a Sub mod basically, makes game harder for sure@@jordinagel1184 u can find on youtube alot of videos just type in Divide and conquer SUS etc.
Always loved the ascetic of Dorwinion. The rich purples and the merchant theme. That and the Avari just make an extra layer of cool. Elves not loyal to either side, but to the men they aid? I think that delightful. As for unlocking the entire roster at some point, perhaps a condition lake felling rune or something like that?
I added the Elves slowly being recruitable from their unique building even if you choose the human route, and vice versa, if you choose the elven route you can still recruit the human units..but all train slower of course, every 20-33 turns.
@@NikoGameTimeyeah I've edited the files a bit to make the northman units available from the elven barracks and I'm considering making it so you can recruit loke-innas rim in rhun regions because dorwinion seriously lacks cavalry
I love all of the never-seen and only barely mentioned lands in Middle-Earth because there's so much room for imagination with these, and Dorwinion is definitely one of my favorites
I like the choice remaining, it's kind of always been their special thing. There's also the concern that being able to constantly churn out both sides late game units in a kind of non stop recruit spam chain might be a little bit on the op side compared to all other DAC factions. Though I suppose to get around this a similar system to Anduin's 'split barracks' might work. So you cant get both Avari and Northmen units from the same settlement.
Regarding the banner bearer of the Vintner Paladins, I like to imagine him as a sort of squire, a young nobleman, taken in as a possible inclusion of their ranks, but who still has to prove himself. To that end, and to ensure he doesn’t get into *too* much trouble, he is given the unit banner, his drive to succeed in battle galvanized even further now that he is in charge of protecting his unit’s colors.
Honestly I think only the elites (morquendi and vinter-court units) should be exclusive. I think the opposite choice main line units should be made available in the final tier barracks
As a rule of thumb I don't believe that having a split roster is increasing replayability by much unless said units drastically change the way the faction operates. In this case you could make the case that choosing the Elves somewhat alters the way Dorwinion plays but that's only really true for the Morequandi Protectors if you decide to start using pike centric armies. However it takes a very long time to get them to begin with and being elite units you're not going to get that many of them in time for them to actually be relevant(as in you haven't won the campaign yet) so you can't really make them the focal point of your late game armies. I mean if the Elves had another slightly weaker pike unit, say in place of the Avari Warriors, than you could make the argument that going with the Elves enables a new play style for your armies. However with things as they stand it simply isn't happening. As for going with the humans, it's just more of the same of what you already had just at a higher quality. You can argue the Vintner Court Paladins are a bit different as they're your only truly elite cavalry and the only one that's specialized against other cavalry, not that you really need it with your pikes, spears, halberds and crossbows... But even than you can't really build your army around them, they're strictly there to improve your cavalry core which isn't going to be the main part of your army, you're not Khand nor Rohan after all... Thus I'd say the split roster is more of a negative than a positive as it's just less options(thus less fun playing the factions) for no real gain. With that said I don't think that simply enabling both rosters as is without any changes would be ideal as it will probably mess up the balance of the faction. Suddenly it will have access to way too many elite units and with Dorwinion's already excellent economy will enable truly monstrous fully elite armies which will most certainly be game breaking. So some limitations, be it geographic or availability in the pool, should be adjusted to keep the faction as a whole in line with the other factions. Also I don't recommend going half way, like for example making the first 3 or 4 offerings available to both and only the last 2-3 being restricted, as again there's still nothing to gain with this option, only lose. There are enough other ways to handle the balance issue to not need to resort to such half measures. Go all in and balance it Imho. Lastly for the economic choice between better economy and better armor, that choice could stay but I feel could use some balancing as I don't think it's an even choice as it stands when you detach it from the roster itself which I suggested above to merge.
if people are having issues with waiting a large number of turns for pop growth in any settlement get a full stack of your cheep trash tier or of mercs of your race so if your a good faction use any of the men mercs and the evil factions any works send them to the city and while they are inside it disband them they will be added to the pop so some of the units that are numbered in the 150 troops will give that settlement 150 people just from the single disbanded unit
Started a campaign, taking the little settlements to the west. However Rhun will declare war at around turn 15, and those aforementioned settlements might cause dol guldur to attack. I took the human side because everyone does elves. Rhun's economy is off the charts. Advancing is extremely difficult. It seems like Rhun is capable of recruiting every unit, on every settlement, every turn. I been grinding for 70 turns and have barely made progress. Took two settlements to the west, the avari city and then another two south. Rhun has like 300,000 cash in store according to the demographics. And Dol guldur also is at war with me. Dale is losing badly on the north too. So the only way out seems to be to reposition my army and take Lest at all costs, even giving up other Territories if necessary.
I usually try to win the naval situation asap, that way Rhun may place some troops on the ships and they are easy to take out and you don't need to worry about Neburkah getting attacked, and it gives you freedom to strike wherever you want, usually in one or two turns, 4 ships is enough usually, one to carry troops and others to stand next to the Mistrand port, not sieging it so the AI tries to get out of the port, possibly with troops on it, and it gets stuck after one tile as it comes out, and then you can slap it. Hint for use of Crossbowmen: They are really good at walls, put them on wall, defensive stance and place them so that no one climbs on them, put them a bit to the side from that spot. Thus when the enemy climbs to the wall, you have a clear shot accross the wall, and in defensive stance they shoot even when the enemy engages in melee, you might need to click to shoot again after the engaging. They can take out elite units that way with their ap shots.
I'd be perfectly fine with Dorwinion having access to both halves of their roster, so long as a couple balancing conditions for the player are in place. I don't know how you could balance that change to stop AI Dorwinion turning into a mini-Moria and just massacring everyone in their path. For the player at least, I think the following six changes should be made: 1.) The human units should be available from the beginning of the game like other factions' elites currently are. The event that unlocks the Elven units should be rebuilding the Windan Palace in Mornedhel. I would increase the price of the building so its more expensive than the House of Kings in Annuminas and the turn time to build it should be similar to the Hall of Durin. All of the current elven-choice specific buildings and the human path Avari trading building should start locked and only unlock once the palace is rebuilt, and I think the second tier of the winery should also be counted as an elven building. 2.) Keep the current human recruitment line unchanged, although I personally think the Regent's Bowguard should be unlocked from the Archery Range line. The current Avari barracks should be split into two tiers, separated into its own building line, and locked behind rebuilding the Windan Palace. It should only be buildable in Dorwinion's four starting territories, Mornedhel, and maybe Wintirion Iaur and Rhubar as well (To me, that forest looks like a place the Elves would've turned into a mini-Woodland Realm). The first tier should unlock the four Avari units while the second tier unlocks the Moriquendi units. 3.) The Elves should only be recruitable in regions where their unique barracks line can be built, but they should be retrainable from the Waystation building. The humans should keep their unrestricted recruitment. 4.) The human Avari trader building should be restricted to the regions where the Elven barracks can be built, but both tiers should be available to build. Otherwise I think it would be too powerful. 5.) Edwodyn should spawn the turn after the player takes Mornedhel for the first time, and Av'lyn should spawn the turn after the Windan Palace is built. They should both spawn with just their BG's and no extra units. The extra Elven units Nurwe starts with in his fort should also be removed. 6.) Athala Rangers should be removed from Dorwinion's roster and Athalhere's BG should be replaced with Regent's Bowguard. No need for Dorwinion to have two ranger units.
A fantastic idea. I'm never a fan of split rosters, they feel like missing out. Dorwinion's USP is elves and humans in the same army, but witb the way it works now you either make a human or an elf army. No, let us mix. Give us both unit lines. And the suggestions here do make a lot of sense. And to a greater point: make this the norm for all unions and combined faction scripts. The elven realm union locking away most of the other faction's units. Why? If the argument is one of balance, first off single player game, miss me with that argument, but secondly: by the time the union kicks in you've de facto won. Your primary enemy and threat is gone, your heartlands are secure, your economy is booming. So let us fulfill the fantasy and get a unified silvan elf army from both realms to have fun and walk into mordor with. And as a further idea to leapfrog from this: Dwarven Unification. When you reclaim Gundabad and rebuild the Halls of Durin, let whoever achieved that reunite the Dwarven Realms under one banner and get to mix units from all dwarf factions into a united dwarven army. All units from all factions + maybe even those far eastern dwarfs from the blue wizards script.
Thank you for going through all this work of making these great videos! I really enjoy them and take away some nice insights. I have one suggestion: If you name your videos [e.g. Gundabad] dac v5 faction overview (now the name is missing the word "faction"), they will show up higher in the search list. RUclips suggests this, at least to me, on typing dac5 as an auto complete
Please keep things the way they are: I like the restriction. Makes Dorwinion more unique and adds replay value. I hope whenever Moria is updated, you guys consider doing a split tech tree for them as well. For Moria, I always thought it would be cool that, after building the highest tier of Mine in one of the Khazad-Dums, there is a random chance to "Awaken the Balrog". Once the Balrog is awaken, you can choose to either side with the Balrog (it becomes the Faction Leader) and you get access to berserker-style and better armored goblins (representing their zealotry to what is effectively a god to the Goblins) as well as Nameless Things (Monstrous Infantry that should be like Miniature Balrogs that are the Balrog's Bodyguards) OR to continue to side with your current Goblin Lord; Sauron will be pleased not to have Maiar competition (fanon-wise, I always considered Sauron to not like Balrogs as they were in service to Gothmog, who held the same rank as Sauron under Melkor, making him a rival) for rule over Middle Earth and will reward you with access to Uruk-style Units. Also a percentage of your current faction and the Leader of the side you didn't choose (Balrog or your Goblin Lord) become rebels and attack Khazad-Dum East and West (add some extra challenge to Moria). Balrog Choice should also decrease Faction Reputation with Mordor (and maybe have a greater percentage of your faction units rebel, making this the tougher choice), and Goblin Lord Choice should increase Faction Reputation with Mordor (of course you now have a rebel Balrog unit to face ... yikes). THAT'S how I'd update Moria and make them more interesting!
i like the idea of Dorwinion unlocking the benefits of both sides but only after you destroy Rhun because it is really fun to fight mordor as dorwinion
just my personal opinion as someone thats won about 8 campaigns in v5 the ai rhun is wayyyyyy too strong and spammy its worse than playing against mordor imo. dorwinion ai almost always wins vs rhun but player vs ai they get too much from lest and they roll up at turn 8 with a full stack that includes 5-6 rhun mercs and then if u push back and take lest they spawn a doomstack with that ja sur guy.
Dorwinion AI armies are just annoying to deal with: Elven Horse Archers + Mounted Crossbows make for lot of chasing down. Been killing stacks of AI Dorwinion as Anduin Vale and I quickly lost most of the respect for their's infantry. That said at least Avari choice has the right idea about army composition - to support pikes with good units for flanks instead of offering like more line infantries. Haven't played them myself but they definetely have tools in early games, even if their quality is among the worst in their culture group (Northmen). Cheap Halberds and Crossbows are a superb option.
The split choice is what truly keeps their campaign unique ❤ The convenience of having all the units is interesting but I think a better optional script would be a pseudo-ring script similar to Ered Luin, where they have the choice to become evil and hard-lock alliance with Rhun 😊 Truly evil Dark Elves? 😈
I would love to see a way to have access to the human higher level troops at low recruitment rates later. Maybe tied to an alliance, or long number of rounds of trade with a dwarven faction? Just a thought.
Hmmm...taking the Human choice does seem to be an amazingly thematic choice but also a fantastic strategic choice. Point being that the elves can enhance the economy to the extreme and remain productive for their long, long lives. While also allowing the most short lived, numerous population to do the fighting and dying. Any animosity being resolved through symbiotic relationships like elven wives sending human husbands care packages through the supply lines. Also should the dorwinion army conquer Rhun they can replenish their troops with more humans...an elven army would not be able to do so. However the Easterlings either way are corrupt for a reason....
I like the idea of choice, but also would like to recruit both types of units in capitals or major cities. Alternatively, it would be really great to have a javelin/melee calvary unit available to the elves at a slow replenishment rate. Maybe something a little lower than the eored skirmishers of Rohan. This would allow the elves to maintain a ranged-focused roster but also have a cavalry unit that has the proper formation to be used for charges.
tbh when I play DAC I 100% am never going to play the same faction unless its been multiple years since I played AND a faction I adore. Its the reason I've never played the Mirkwood elves since I think Lothlorien is fairly similar yet have objectively cooler units like the Gurveleg AND if I formed the union with the wood elves not only do I miss out on the best wood elf units but also the very best lothlorien unit so it just seems kinda pointless. Even with the actual faction merger i heard legolas/thranduil dont even have the custom bodyguards/models so thats also pretty bad. Even though its very minor this kinda of thing also somewhat bummed me out when i played the RK. You get Amrothian Pikemen but not Guardsmen/Archers or Sea ward Spearman but not footman. I know their basically reskins of existing units but its just nice to be able to create pure DA/Gondor Armies for the flavour of it. I think it should be possible to get access to all units, maybe the choice is you get like a general early or a small army of them but i do like that for Dorwinion you can at the very least re-train the units given to you because it was rubbish playing Dunland where you get the Uruk-hai units only to use them for a battle or 2 then never use them again because their numbers are too small. Like sure meaningful choices in games are what makes them interesting but also DAC campaigns are a long time commitment and for me at least the majority of the time i'm truly invested in the game is the early-mid game where its just all my militia units, by the time I get my elite units going the campaign just becomes a stack spam fest and a rush to get the final few settlements where I know ive already won easily and its just a matter of how long will it take to get the win.
Wow, you get a merchant, sign me up? Srsly, devs are so afraid that the game will be too easy for some ppl so they nerf it 6 ft under the ground. Otherwise great thematic and a great script for a nation. Also, what is a point of having 6 rec slots when you will never ever have money or available units to utilize all 6, seems really weak
dorwinion became my favorite but thoose mixed units doesnt make sense to me. a 30 year old man and 3000 year old elf doesnt have the same biology and training or value so no comander would mix two in to 1 unit so im just imaginig they are humans trained by elfs
Dorwinion together with Ar-Ardunaim are great examples why DAC is just awesome. Pure fan creation which add special flavour to the Tolkien’s world.
agreed i actually found AA to be the most fun campaign i ever played, played them 3x already twice i did world conquer because i just fell in love with the red and black units from Rohan,Angmar,Gondor etc. i did play this on SUS though so way more units dyed black and red then vanilla v5
@@TheRybobwhat’s SUS mean?
DAC SUS is a Sub mod of a Sub mod basically, makes game harder for sure@@jordinagel1184 u can find on youtube alot of videos just type in Divide and conquer SUS etc.
@@jordinagel1184it's a conglomerate of submods for DAC V4.6 Submod to unite all submods or sus for short
@@jordinagel1184SUS is the submods united submod which unites many submods for DaC AGO, AGO being a submod for DaC
Always loved the ascetic of Dorwinion. The rich purples and the merchant theme. That and the Avari just make an extra layer of cool. Elves not loyal to either side, but to the men they aid? I think that delightful. As for unlocking the entire roster at some point, perhaps a condition lake felling rune or something like that?
I added the Elves slowly being recruitable from their unique building even if you choose the human route, and vice versa, if you choose the elven route you can still recruit the human units..but all train slower of course, every 20-33 turns.
@@NikoGameTimeas a change to v5? Or something else?
@@kelsb8121 yeah, i made a submod for DAC, but it is mostly it's own mod now..as I made too many changes
@@NikoGameTimeyeah I've edited the files a bit to make the northman units available from the elven barracks and I'm considering making it so you can recruit loke-innas rim in rhun regions because dorwinion seriously lacks cavalry
I love all of the never-seen and only barely mentioned lands in Middle-Earth because there's so much room for imagination with these, and Dorwinion is definitely one of my favorites
I like the choice remaining, it's kind of always been their special thing.
There's also the concern that being able to constantly churn out both sides late game units in a kind of non stop recruit spam chain might be a little bit on the op side compared to all other DAC factions.
Though I suppose to get around this a similar system to Anduin's 'split barracks' might work. So you cant get both Avari and Northmen units from the same settlement.
I agree on both points. Either do what the Vale does or keep it as is
Regarding the banner bearer of the Vintner Paladins, I like to imagine him as a sort of squire, a young nobleman, taken in as a possible inclusion of their ranks, but who still has to prove himself. To that end, and to ensure he doesn’t get into *too* much trouble, he is given the unit banner, his drive to succeed in battle galvanized even further now that he is in charge of protecting his unit’s colors.
Honestly I think only the elites (morquendi and vinter-court units) should be exclusive. I think the opposite choice main line units should be made available in the final tier barracks
As a rule of thumb I don't believe that having a split roster is increasing replayability by much unless said units drastically change the way the faction operates. In this case you could make the case that choosing the Elves somewhat alters the way Dorwinion plays but that's only really true for the Morequandi Protectors if you decide to start using pike centric armies. However it takes a very long time to get them to begin with and being elite units you're not going to get that many of them in time for them to actually be relevant(as in you haven't won the campaign yet) so you can't really make them the focal point of your late game armies. I mean if the Elves had another slightly weaker pike unit, say in place of the Avari Warriors, than you could make the argument that going with the Elves enables a new play style for your armies. However with things as they stand it simply isn't happening. As for going with the humans, it's just more of the same of what you already had just at a higher quality. You can argue the Vintner Court Paladins are a bit different as they're your only truly elite cavalry and the only one that's specialized against other cavalry, not that you really need it with your pikes, spears, halberds and crossbows... But even than you can't really build your army around them, they're strictly there to improve your cavalry core which isn't going to be the main part of your army, you're not Khand nor Rohan after all...
Thus I'd say the split roster is more of a negative than a positive as it's just less options(thus less fun playing the factions) for no real gain. With that said I don't think that simply enabling both rosters as is without any changes would be ideal as it will probably mess up the balance of the faction. Suddenly it will have access to way too many elite units and with Dorwinion's already excellent economy will enable truly monstrous fully elite armies which will most certainly be game breaking. So some limitations, be it geographic or availability in the pool, should be adjusted to keep the faction as a whole in line with the other factions. Also I don't recommend going half way, like for example making the first 3 or 4 offerings available to both and only the last 2-3 being restricted, as again there's still nothing to gain with this option, only lose. There are enough other ways to handle the balance issue to not need to resort to such half measures. Go all in and balance it Imho. Lastly for the economic choice between better economy and better armor, that choice could stay but I feel could use some balancing as I don't think it's an even choice as it stands when you detach it from the roster itself which I suggested above to merge.
if people are having issues with waiting a large number of turns for pop growth in any settlement get a full stack of your cheep trash tier or of mercs of your race so if your a good faction use any of the men mercs and the evil factions any works send them to the city and while they are inside it disband them they will be added to the pop so some of the units that are numbered in the 150 troops will give that settlement 150 people just from the single disbanded unit
Started a campaign, taking the little settlements to the west.
However Rhun will declare war at around turn 15, and those aforementioned settlements might cause dol guldur to attack.
I took the human side because everyone does elves. Rhun's economy is off the charts. Advancing is extremely difficult. It seems like Rhun is capable of recruiting every unit, on every settlement, every turn.
I been grinding for 70 turns and have barely made progress. Took two settlements to the west, the avari city and then another two south. Rhun has like 300,000 cash in store according to the demographics. And Dol guldur also is at war with me.
Dale is losing badly on the north too. So the only way out seems to be to reposition my army and take Lest at all costs, even giving up other Territories if necessary.
How it was? my friend
Brother did you win?
y does it give me byzantine vibes i love it
because purple
I usually try to win the naval situation asap, that way Rhun may place some troops on the ships and they are easy to take out and you don't need to worry about Neburkah getting attacked, and it gives you freedom to strike wherever you want, usually in one or two turns, 4 ships is enough usually, one to carry troops and others to stand next to the Mistrand port, not sieging it so the AI tries to get out of the port, possibly with troops on it, and it gets stuck after one tile as it comes out, and then you can slap it.
Hint for use of Crossbowmen: They are really good at walls, put them on wall, defensive stance and place them so that no one climbs on them, put them a bit to the side from that spot. Thus when the enemy climbs to the wall, you have a clear shot accross the wall, and in defensive stance they shoot even when the enemy engages in melee, you might need to click to shoot again after the engaging. They can take out elite units that way with their ap shots.
I'd be perfectly fine with Dorwinion having access to both halves of their roster, so long as a couple balancing conditions for the player are in place. I don't know how you could balance that change to stop AI Dorwinion turning into a mini-Moria and just massacring everyone in their path. For the player at least, I think the following six changes should be made:
1.) The human units should be available from the beginning of the game like other factions' elites currently are. The event that unlocks the Elven units should be rebuilding the Windan Palace in Mornedhel. I would increase the price of the building so its more expensive than the House of Kings in Annuminas and the turn time to build it should be similar to the Hall of Durin. All of the current elven-choice specific buildings and the human path Avari trading building should start locked and only unlock once the palace is rebuilt, and I think the second tier of the winery should also be counted as an elven building.
2.) Keep the current human recruitment line unchanged, although I personally think the Regent's Bowguard should be unlocked from the Archery Range line. The current Avari barracks should be split into two tiers, separated into its own building line, and locked behind rebuilding the Windan Palace. It should only be buildable in Dorwinion's four starting territories, Mornedhel, and maybe Wintirion Iaur and Rhubar as well (To me, that forest looks like a place the Elves would've turned into a mini-Woodland Realm). The first tier should unlock the four Avari units while the second tier unlocks the Moriquendi units.
3.) The Elves should only be recruitable in regions where their unique barracks line can be built, but they should be retrainable from the Waystation building. The humans should keep their unrestricted recruitment.
4.) The human Avari trader building should be restricted to the regions where the Elven barracks can be built, but both tiers should be available to build. Otherwise I think it would be too powerful.
5.) Edwodyn should spawn the turn after the player takes Mornedhel for the first time, and Av'lyn should spawn the turn after the Windan Palace is built. They should both spawn with just their BG's and no extra units. The extra Elven units Nurwe starts with in his fort should also be removed.
6.) Athala Rangers should be removed from Dorwinion's roster and Athalhere's BG should be replaced with Regent's Bowguard. No need for Dorwinion to have two ranger units.
A fantastic idea. I'm never a fan of split rosters, they feel like missing out. Dorwinion's USP is elves and humans in the same army, but witb the way it works now you either make a human or an elf army. No, let us mix. Give us both unit lines. And the suggestions here do make a lot of sense.
And to a greater point: make this the norm for all unions and combined faction scripts. The elven realm union locking away most of the other faction's units. Why? If the argument is one of balance, first off single player game, miss me with that argument, but secondly: by the time the union kicks in you've de facto won. Your primary enemy and threat is gone, your heartlands are secure, your economy is booming. So let us fulfill the fantasy and get a unified silvan elf army from both realms to have fun and walk into mordor with. And as a further idea to leapfrog from this: Dwarven Unification. When you reclaim Gundabad and rebuild the Halls of Durin, let whoever achieved that reunite the Dwarven Realms under one banner and get to mix units from all dwarf factions into a united dwarven army. All units from all factions + maybe even those far eastern dwarfs from the blue wizards script.
Holy ccooowww the armor upgrades are so beautiful! I cant wait to play as them
Thank you for going through all this work of making these great videos! I really enjoy them and take away some nice insights.
I have one suggestion: If you name your videos [e.g. Gundabad] dac v5 faction overview (now the name is missing the word "faction"), they will show up higher in the search list. RUclips suggests this, at least to me, on typing dac5 as an auto complete
Please keep things the way they are: I like the restriction. Makes Dorwinion more unique and adds replay value.
I hope whenever Moria is updated, you guys consider doing a split tech tree for them as well. For Moria, I always thought it would be cool that, after building the highest tier of Mine in one of the Khazad-Dums, there is a random chance to "Awaken the Balrog". Once the Balrog is awaken, you can choose to either side with the Balrog (it becomes the Faction Leader) and you get access to berserker-style and better armored goblins (representing their zealotry to what is effectively a god to the Goblins) as well as Nameless Things (Monstrous Infantry that should be like Miniature Balrogs that are the Balrog's Bodyguards) OR to continue to side with your current Goblin Lord; Sauron will be pleased not to have Maiar competition (fanon-wise, I always considered Sauron to not like Balrogs as they were in service to Gothmog, who held the same rank as Sauron under Melkor, making him a rival) for rule over Middle Earth and will reward you with access to Uruk-style Units. Also a percentage of your current faction and the Leader of the side you didn't choose (Balrog or your Goblin Lord) become rebels and attack Khazad-Dum East and West (add some extra challenge to Moria). Balrog Choice should also decrease Faction Reputation with Mordor (and maybe have a greater percentage of your faction units rebel, making this the tougher choice), and Goblin Lord Choice should increase Faction Reputation with Mordor (of course you now have a rebel Balrog unit to face ... yikes). THAT'S how I'd update Moria and make them more interesting!
I believe the AOG mod has already done this minus rebels and unique troops.
Great in-depth analysis!
i like the idea of Dorwinion unlocking the benefits of both sides but only after you destroy Rhun because it is really fun to fight mordor as dorwinion
"This is my favorite faction, bar none"
W opinion
Currently playing as Dorwinion. I can't imagine a better faction.
The human choice units have a visual upgrade as well. Its not as striking of a difference however
Why is there no great road for Dorwinion? I want to play a long campaign with a little more movement speed.
It surprised me that choosing elves in the economy didn’t unlock the final tier of roads
I think the Elven human choice should remain, but I think you should be able to recruit the other choice’s units in your capital
How do I move the ui to be like yours when you show units
just my personal opinion as someone thats won about 8 campaigns in v5 the ai rhun is wayyyyyy too strong and spammy its worse than playing against mordor imo. dorwinion ai almost always wins vs rhun but player vs ai they get too much from lest and they roll up at turn 8 with a full stack that includes 5-6 rhun mercs and then if u push back and take lest they spawn a doomstack with that ja sur guy.
Dorwinion AI armies are just annoying to deal with: Elven Horse Archers + Mounted Crossbows make for lot of chasing down. Been killing stacks of AI Dorwinion as Anduin Vale and I quickly lost most of the respect for their's infantry. That said at least Avari choice has the right idea about army composition - to support pikes with good units for flanks instead of offering like more line infantries.
Haven't played them myself but they definetely have tools in early games, even if their quality is among the worst in their culture group (Northmen). Cheap Halberds and Crossbows are a superb option.
But do you play them while drinking a fine wine?
Honestly, if I could, I would play the Dorwinion campaign and make a story about it. Probably the easiest one to do so.
The split choice is what truly keeps their campaign unique ❤ The convenience of having all the units is interesting but I think a better optional script would be a pseudo-ring script similar to Ered Luin, where they have the choice to become evil and hard-lock alliance with Rhun 😊 Truly evil Dark Elves? 😈
I would love to see a way to have access to the human higher level troops at low recruitment rates later. Maybe tied to an alliance, or long number of rounds of trade with a dwarven faction? Just a thought.
Excellent.
Can you edit to play as both?
Both would be great, just make that the other troops take longer to recruit
After the upgrades they get curved swords, CURVED swords!..
Doesn't Gundabad have a 2h bodyguard?
Hmmm...taking the Human choice does seem to be an amazingly thematic choice but also a fantastic strategic choice.
Point being that the elves can enhance the economy to the extreme and remain productive for their long, long lives. While also allowing the most short lived, numerous population to do the fighting and dying. Any animosity being resolved through symbiotic relationships like elven wives sending human husbands care packages through the supply lines.
Also should the dorwinion army conquer Rhun they can replenish their troops with more humans...an elven army would not be able to do so.
However the Easterlings either way are corrupt for a reason....
I like the idea of choice, but also would like to recruit both types of units in capitals or major cities. Alternatively, it would be really great to have a javelin/melee calvary unit available to the elves at a slow replenishment rate.
Maybe something a little lower than the eored skirmishers of Rohan. This would allow the elves to maintain a ranged-focused roster but also have a cavalry unit that has the proper formation to be used for charges.
Please merge the rosters 😭
tbh when I play DAC I 100% am never going to play the same faction unless its been multiple years since I played AND a faction I adore. Its the reason I've never played the Mirkwood elves since I think Lothlorien is fairly similar yet have objectively cooler units like the Gurveleg AND if I formed the union with the wood elves not only do I miss out on the best wood elf units but also the very best lothlorien unit so it just seems kinda pointless. Even with the actual faction merger i heard legolas/thranduil dont even have the custom bodyguards/models so thats also pretty bad.
Even though its very minor this kinda of thing also somewhat bummed me out when i played the RK. You get Amrothian Pikemen but not Guardsmen/Archers or Sea ward Spearman but not footman. I know their basically reskins of existing units but its just nice to be able to create pure DA/Gondor Armies for the flavour of it.
I think it should be possible to get access to all units, maybe the choice is you get like a general early or a small army of them but i do like that for Dorwinion you can at the very least re-train the units given to you because it was rubbish playing Dunland where you get the Uruk-hai units only to use them for a battle or 2 then never use them again because their numbers are too small.
Like sure meaningful choices in games are what makes them interesting but also DAC campaigns are a long time commitment and for me at least the majority of the time i'm truly invested in the game is the early-mid game where its just all my militia units, by the time I get my elite units going the campaign just becomes a stack spam fest and a rush to get the final few settlements where I know ive already won easily and its just a matter of how long will it take to get the win.
Wow, you get a merchant, sign me up? Srsly, devs are so afraid that the game will be too easy for some ppl so they nerf it 6 ft under the ground. Otherwise great thematic and a great script for a nation. Also, what is a point of having 6 rec slots when you will never ever have money or available units to utilize all 6, seems really weak
Difficult faction to play
First!
dorwinion became my favorite but thoose mixed units doesnt make sense to me. a 30 year old man and 3000 year old elf doesnt have the same biology and training or value so no comander would mix two in to 1 unit so im just imaginig they are humans trained by elfs