Posted September 16, 2018
I know what you're thinking. "Is it really necessary to rank the races in a 25 year old game?" The answer is no, but I love this game, so I'm doing it anyway.
This ranking is for your starting race. Klackons, for example, are generally useless if you don't start as them. I also noticed that I don't talk about racial relations and unrest very often, but I did take them into account when making my rankings, so they're there, even if I don't mention them.
A Tier (Excellent for any strategy):
Halflings
Dwarves
Both of these races have:
A strong early game economy.
Strong basic units that allows them ample rush potential.
Powerful advanced units that can clear most sites and come relatively early.
Enough tech to make their economy relevant later into the game.
Incredibly strong at all virtually stages of the game, these races pair well with any book/retort combo.
It's worth noting that I haven't played all that many games with Halflings since they got nerfed in the userpatches, but from the games I have played a stack of Elite Slingers still seems like it can conquer both planes with ease, to say nothing of enchanted Champion Slingers with adamantium weapons.
B Tier (Either excels at some strategies, or is decent at many strategies)
Barbarians
Beastmen
High Men
Klackons
I go back and forth on whether Barbarians are A Tier, B Tier, or deserve their own A- category. Like Halflings and Dwarves, they combine a nice early game econ bonus (in this case, huge population growth) with strong basic units, even better advanced units, and a reasonable tech tree - but unfortunately their bonuses just aren't quite on the same level.
Beastmen are a very well-rounded race, with strong basic units, hard-hitting advanced units, and no major holes in their tech tree. They're held back by a lack of any sort of early game economy boost, but otherwise can expand fairly quickly and turn their cities into economic and magical powerhouses.
High Men are the epitome of a late-game race. They receive no boost to their econ or military, but they enjoy a full tech tree with the strongest normal units in the game at the end of it. Definitely in the "excels at some strategies" category - High Men are the ideal choice if you're looking to turtle up and cultivate a handful of highly developed cities, or if you're planning on using summoned creatures for your main attack force early on. They have one hell of a slow start, but the strongest late game of all.
Klackons are the opposite of High Men. Their basic units are strong and their economy is just incredible in the early and mid game - easily the best on Arcanus, and arguably even better than Dwarves. They transition poorly into the late game, however. Their tech tree is very limited, their ultimate unit (the Stag Beetle) is only okay-ish, and their unique unrest situation that makes their economy so strong early on also makes it much harder for them to make use of other races. They pair very well with any combo that has a slow start - Artificer builds, Nature or Death-heavy builds, etc.
C Tier (fails to stand out/only excels in certain conditions)
Draconians
High Elves
Lizardmen
Nomads
Trolls
Draconians, like Beastmen, are fairly well-rounded, and the fact that all your units fly can potentially be seriously exploited. Unfortunately, Draconians suffer from a nasty growth penalty (though not as bad as Elves or Trolls) and their advanced units aren't anything to write home about. If you're playing a heavy water map or don't mind majorly cheesing the combat AI, Draconians can be very strong, and without the growth penalty they'd easily be a B tier race. As it stands, though, they just don't quite offer enough.
High Elves are tough to evaluate. Many of their units are strong but frail. They generate magic power from their population, but they receive few religious buildings, meaning each city needs to be able to hit at least 15 citizens before it can reach a higher max power output than other races. Their late game units are strong, but not the strongest. Ultimately, however, High Elves are severely hindered by terrible population growth, which cements them firmly as a late-game race, like High Men - except they'll take longer to reach the late game, and the rewards for doing so aren't quite as impressive. Their one saving grace is Longbowmen, a unit that's capable of boosting High Elves into some rapid early-mid game expansion.
Lizardmen are a more extreme version of the Klackons. Their normal units are arguably the strongest on Arcanus, and they have a nifty bonus to population growth. Unfortunately, they are technologically the least advanced race in the game, and their cities lack any production-enhancing buildings, meaning that even max pop cities will often still take more than one turn to produce units. As a result, Lizardmen are really only good for one thing and one thing only: Churning out wave after wave of normal units, particularly Spearmen and Swordsmen, although the unique Javelineers can be quite impressive when you get them out. Lizardmen also have the benefit of being able to swim, allowing you to expand in all directions at once, making them quite viable on water-heavy maps. The guiding principle of Lizardmen is that you are the biggest, baddest kid in the playground for the early stages of the game, and it's up to you to be able to conquer enough to hold on in later stages.
Nomads are the definition of "fails to stand out." They get a -10 to growth rates, and their normal units are all baseline (i.e. weak). Their real edge is maneuverability, found in Horsebowmen and given to their whole army through Rangers. This puts Nomads in a bit of a unique position because their military power comes in the midgame: Rangers can be used to speed up your slow-but-devastating PIkemen, or they can be used to turn mounted armies into fast strike forces. This enables them to be threatening earlier than High Men, but they will still struggle a great deal in the early game. Late game their tech level is comparable to High Men and their top unit, Gryphon Riders, are arguably the strongest flying normal units in the game. Nomads also receive a 50% trade bonus, which would likely be enough to elevate them to B tier if it weren't for the fact that MoM's wonky trade mechanics means that this generally doesn't make a big difference.
Trolls are a bit of a strange race. They have unbelievably powerful basic and advanced units and their tech tree is surprisingly pretty good, both of which would make them an A-tier race - except not only do they lack an econ boost, they have a painful growth penalty. This makes them odd because their early game is simultaneously fast and slow. Your units will steamroll neutral cities, but your own cities will grow relatively slowly. This makes them difficult to evaluate - if you roll a start with many neutral cities nearby and can expand militarily, you'll be in great shape. If you're instead stuck having to rely on Troll settlers to expand, expect to fall behind very quickly.
D Tier (is almost always inferior to another race)
Dark Elves
Gnolls
Orcs
Dark Elves are popular and I'm sure some will be unhappy to see them down here, but they really do struggle. They have a terrible growth rate and worse unrest tables than Klackons, which makes expansion for them a hopelessly slow and painful process. Their special of getting a weak magic attack on their normal units would be incredible on Arcanus but isn't enough to make them competitive against Myrran races. Elite Dark Elf Spearmen can be quite powerful with it, but that means waiting until your units are elite before you can do anything - again, slow growth. Dark Elf Warlocks are quite strong, and the fact that Dark Elves produce a whopping one power per population can eventually become very nice, but it will take a long, long time before Dark Elves can reach their potential, and you'll be playing catch up for most of the early, mid, and even part of the late game.
Gnolls, like Lizardmen, are extremely limited tech and economy wise, and depend entirely on conquering other races to survive into the mid game. Gnolls, unlike Lizardmen, have a penalty to growth, cannot swim across water, and while their bonus to normal units is impressive, it's generally a fair bit weaker than the Lizardmen bonus. The good news is that Gnolls do get access to basic production buildings, and their unique unit, Wolf Riders, are strong, very fast, and low tech. This is still too little to save the Gnolls, however, and if a player is interested in early rush races, better options abound.
As we've seen, some races focus on early game, some focus on late game, and even one or two focus on mid game. Orcs are unique, however, in that they are weak at every point in the game. Their normal units aren't even baseline, as their cavalry lack the otherwise ubiquitous First Strike. They receive no economy bonuses, and their unique unit, Wyverns, are pretty underwhelming - arguably the worst unit in the game when it comes to value for tech investment. They are, in every way, a worse version of High Men. Orcs have one "advantage" which is access to the entirety of the tech tree - but when the only difference between them and High Men is that High Men don't need a Fantastic Stable, it becomes yet another strike against them.
(Ironically enough, Dark Elves, Gnolls, and Orcs are some of my most-played races. Not even to give myself a challenge, I just find them fun. But they sure aren't overpowered).
This ranking is for your starting race. Klackons, for example, are generally useless if you don't start as them. I also noticed that I don't talk about racial relations and unrest very often, but I did take them into account when making my rankings, so they're there, even if I don't mention them.
A Tier (Excellent for any strategy):
Halflings
Dwarves
Both of these races have:
A strong early game economy.
Strong basic units that allows them ample rush potential.
Powerful advanced units that can clear most sites and come relatively early.
Enough tech to make their economy relevant later into the game.
Incredibly strong at all virtually stages of the game, these races pair well with any book/retort combo.
It's worth noting that I haven't played all that many games with Halflings since they got nerfed in the userpatches, but from the games I have played a stack of Elite Slingers still seems like it can conquer both planes with ease, to say nothing of enchanted Champion Slingers with adamantium weapons.
B Tier (Either excels at some strategies, or is decent at many strategies)
Barbarians
Beastmen
High Men
Klackons
I go back and forth on whether Barbarians are A Tier, B Tier, or deserve their own A- category. Like Halflings and Dwarves, they combine a nice early game econ bonus (in this case, huge population growth) with strong basic units, even better advanced units, and a reasonable tech tree - but unfortunately their bonuses just aren't quite on the same level.
Beastmen are a very well-rounded race, with strong basic units, hard-hitting advanced units, and no major holes in their tech tree. They're held back by a lack of any sort of early game economy boost, but otherwise can expand fairly quickly and turn their cities into economic and magical powerhouses.
High Men are the epitome of a late-game race. They receive no boost to their econ or military, but they enjoy a full tech tree with the strongest normal units in the game at the end of it. Definitely in the "excels at some strategies" category - High Men are the ideal choice if you're looking to turtle up and cultivate a handful of highly developed cities, or if you're planning on using summoned creatures for your main attack force early on. They have one hell of a slow start, but the strongest late game of all.
Klackons are the opposite of High Men. Their basic units are strong and their economy is just incredible in the early and mid game - easily the best on Arcanus, and arguably even better than Dwarves. They transition poorly into the late game, however. Their tech tree is very limited, their ultimate unit (the Stag Beetle) is only okay-ish, and their unique unrest situation that makes their economy so strong early on also makes it much harder for them to make use of other races. They pair very well with any combo that has a slow start - Artificer builds, Nature or Death-heavy builds, etc.
C Tier (fails to stand out/only excels in certain conditions)
Draconians
High Elves
Lizardmen
Nomads
Trolls
Draconians, like Beastmen, are fairly well-rounded, and the fact that all your units fly can potentially be seriously exploited. Unfortunately, Draconians suffer from a nasty growth penalty (though not as bad as Elves or Trolls) and their advanced units aren't anything to write home about. If you're playing a heavy water map or don't mind majorly cheesing the combat AI, Draconians can be very strong, and without the growth penalty they'd easily be a B tier race. As it stands, though, they just don't quite offer enough.
High Elves are tough to evaluate. Many of their units are strong but frail. They generate magic power from their population, but they receive few religious buildings, meaning each city needs to be able to hit at least 15 citizens before it can reach a higher max power output than other races. Their late game units are strong, but not the strongest. Ultimately, however, High Elves are severely hindered by terrible population growth, which cements them firmly as a late-game race, like High Men - except they'll take longer to reach the late game, and the rewards for doing so aren't quite as impressive. Their one saving grace is Longbowmen, a unit that's capable of boosting High Elves into some rapid early-mid game expansion.
Lizardmen are a more extreme version of the Klackons. Their normal units are arguably the strongest on Arcanus, and they have a nifty bonus to population growth. Unfortunately, they are technologically the least advanced race in the game, and their cities lack any production-enhancing buildings, meaning that even max pop cities will often still take more than one turn to produce units. As a result, Lizardmen are really only good for one thing and one thing only: Churning out wave after wave of normal units, particularly Spearmen and Swordsmen, although the unique Javelineers can be quite impressive when you get them out. Lizardmen also have the benefit of being able to swim, allowing you to expand in all directions at once, making them quite viable on water-heavy maps. The guiding principle of Lizardmen is that you are the biggest, baddest kid in the playground for the early stages of the game, and it's up to you to be able to conquer enough to hold on in later stages.
Nomads are the definition of "fails to stand out." They get a -10 to growth rates, and their normal units are all baseline (i.e. weak). Their real edge is maneuverability, found in Horsebowmen and given to their whole army through Rangers. This puts Nomads in a bit of a unique position because their military power comes in the midgame: Rangers can be used to speed up your slow-but-devastating PIkemen, or they can be used to turn mounted armies into fast strike forces. This enables them to be threatening earlier than High Men, but they will still struggle a great deal in the early game. Late game their tech level is comparable to High Men and their top unit, Gryphon Riders, are arguably the strongest flying normal units in the game. Nomads also receive a 50% trade bonus, which would likely be enough to elevate them to B tier if it weren't for the fact that MoM's wonky trade mechanics means that this generally doesn't make a big difference.
Trolls are a bit of a strange race. They have unbelievably powerful basic and advanced units and their tech tree is surprisingly pretty good, both of which would make them an A-tier race - except not only do they lack an econ boost, they have a painful growth penalty. This makes them odd because their early game is simultaneously fast and slow. Your units will steamroll neutral cities, but your own cities will grow relatively slowly. This makes them difficult to evaluate - if you roll a start with many neutral cities nearby and can expand militarily, you'll be in great shape. If you're instead stuck having to rely on Troll settlers to expand, expect to fall behind very quickly.
D Tier (is almost always inferior to another race)
Dark Elves
Gnolls
Orcs
Dark Elves are popular and I'm sure some will be unhappy to see them down here, but they really do struggle. They have a terrible growth rate and worse unrest tables than Klackons, which makes expansion for them a hopelessly slow and painful process. Their special of getting a weak magic attack on their normal units would be incredible on Arcanus but isn't enough to make them competitive against Myrran races. Elite Dark Elf Spearmen can be quite powerful with it, but that means waiting until your units are elite before you can do anything - again, slow growth. Dark Elf Warlocks are quite strong, and the fact that Dark Elves produce a whopping one power per population can eventually become very nice, but it will take a long, long time before Dark Elves can reach their potential, and you'll be playing catch up for most of the early, mid, and even part of the late game.
Gnolls, like Lizardmen, are extremely limited tech and economy wise, and depend entirely on conquering other races to survive into the mid game. Gnolls, unlike Lizardmen, have a penalty to growth, cannot swim across water, and while their bonus to normal units is impressive, it's generally a fair bit weaker than the Lizardmen bonus. The good news is that Gnolls do get access to basic production buildings, and their unique unit, Wolf Riders, are strong, very fast, and low tech. This is still too little to save the Gnolls, however, and if a player is interested in early rush races, better options abound.
As we've seen, some races focus on early game, some focus on late game, and even one or two focus on mid game. Orcs are unique, however, in that they are weak at every point in the game. Their normal units aren't even baseline, as their cavalry lack the otherwise ubiquitous First Strike. They receive no economy bonuses, and their unique unit, Wyverns, are pretty underwhelming - arguably the worst unit in the game when it comes to value for tech investment. They are, in every way, a worse version of High Men. Orcs have one "advantage" which is access to the entirety of the tech tree - but when the only difference between them and High Men is that High Men don't need a Fantastic Stable, it becomes yet another strike against them.
(Ironically enough, Dark Elves, Gnolls, and Orcs are some of my most-played races. Not even to give myself a challenge, I just find them fun. But they sure aren't overpowered).