[SIZE="3"]Enemy overview/Tolerant Effects[/SIZE]
[SIZE="4"]Mr. Yellow - Sabathiel of the Bannor[/SIZE]
The Bannor have nothing until Fanaticism, where then they get their hero and the Ultimate wartime civic. Needless to say, either you knock them out first or they'll knock you out eventually. Sabathiel fits well with ultimate crusade, getting Charismatic for more promotions on the endless supply of units.
I can't get Crusade from Tolerant, and since the Bannor UU's require Crusade to use them, I can't get them either. The main thing that the Bannor give is the Guardsman civilization trait, which gives all their Melee & Archery units the Guardsman promotion.
The Bannor might be a good target to rush since they don't have anything early. On the other hand, free Guardsman isn't really attractive since I doubt I'll be focusing on arcane units much. I could go either way with them.
[SIZE="4"]Irgy - Tebryn Arbandi of the Sheaim[/SIZE]
The exact opposite of the Elohim, Sheaim want to bring Armageddon to the world. In terms of stuff though, they get Pyre Zombies, Planar gate spawns and summoning/arcane/sundered arcane units.
Fortunately they get no economic bonuses, a limited world spell and no real hero (Divine Essence is extremely late) so they are a rusher like me.
Tolerant allows me to build Pyre Zombies
as well as Planar gates. I can get Sundered arcane units from them but not potency or summoner.
As the other rusher in the game, the last thing I want to do is declare on them. Even though I potentially get the most out of Tolerant with them, Pyre Zombies can't be reliably dealt with until I get a few priests with Destroy undead. I'll probably be looking to ally with him (unless we have AC arguments
).
[SIZE="4"]Mardoc - Hannah of the Lanun[/SIZE]
Probably the strongest pick of them all, Pirate ports + financial means Mardoc is going to tech like crazy. Obviously it depends on how most coast he gets, but even if there is a small amount he's going to be a force to be reckoned with.
The main benefit of tolerating the Lanun is to build their palace, since it gives +1 food to all coastal tiles. That's about it though since the UU's are rather underwhelming and I can't create ports of my own (since that require a spell and I can't tolerate spells).
Given the danger of the pick, I would like to rush them but it's not incredibly feasible since they can tech up faster then anyone else and Tolerant doesn't give much. Guess I'll wait and see if they are a good target or not.
[SIZE="4"]Nyktorion - Thessa of the Ljosalfor[/SIZE]
Tree hugging elves, except Thessa isn't the best elven leader. The health bonus from EXP is kinda wasted with so many forests but arcane is still useful.
The main benefit of Tolerant is that it gives me access to Dexterious, which gives archery units +1 attack. Since I probably won't even build a single archery unit, it's kinda wasted.
He'll probably be able to use his worldspell by the time I can launch an attack, which combined with the limited usefulness of Tolerant means I probably won't rush them. Later on though, Treetop Defense (Nature I spell, allows any unit in a forest to give stack full fortify bonus) combined with Defensive gives me some options. I'll worry about that later though.
[SIZE="4"]Thoth - Varn of the Malakim[/SIZE]
Finally the desert Dwellers, the Malakim focus on Disciples with their Lightbringer that can promote to lots of different things with Disciple starting experience and sweet leader. Sand Lions are quite scary too.
Tolerant let's me build Lightbringers, but since I probably won't have the Altar in any of my captured cities it's quite useless. In fact there's not much I get from the Malakim at all, I can't even build assassins (as the Elohim, I can't build assassins, trade-off for Devouts).
Since Tolerant is quite limited, I doubt I'll try and rush these guys.
[SIZE="4"]Infernals and Mercurians[/SIZE]
OK, there's still these two to cover since they are still theoretically in the game.
The Mercurians are a bit one sided. I can't benefit from their UU's since I don't get reborn angels and all the other Mercurian UU's are upgraded angels. They don't have any UB's and can't build several units. However the Mercurian Palace is awesome. Iron, -50% WW and +40% Military production is really, really nice.
The Infernals are even more one-sided. Since the cities still have the Fallow trait and I can't get Manes, Infernal cities can't even grow at all. Their UU's are also not particularly impessive. However, their palace is even better than the Mercurian one. Iron, No WW (!!!), +50% production, +25% city defense and +1 gold, beaker and culture from state religion buildings.
Given that monks start with Demon Slaying, I might be tempted to summon Hyborem and kill him for his palace but that probably more appropriate when I discuss strategy.