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EitB Overview

So over in the general forums FFH/EitB newb questions thread I've been writing up little overviews of each civ - their strengths, weaknesses, synergistic strategies, and just overall view. I figured this could be good to have in the EitB forum, so I'm crossposting them over here as well. Right now I have all of the (non-Infernal, non-Mercurian) Civ overviews complete, 4/6 of the Religion overviews, and plan on doing Civic overviews after that. I might go for a tech line overview, but I'm not sure.

Anyway, without further ado:

Civilization Overviews

Amurites:
Your mage guild gives experience, your mages a stronger, you have an archmage hero that can teach level 1 spells, and a world spell that buffs your arcane units. Amurites, simply put, have a strong arcane branch of the tree. They even have the arcane trait on both of their leaders.

In addition, firebows are a longbow replacement that have access to fireball. This makes them extremely strong if rushed, because they can kill stacks of units very effectively making them great defenders and city attackers until the enemy can gain access to stronger units and strong collateral.

Finally, Govannon can teach level 1 spells to any unit, so Amurites can get extra use out of the second tech line they research. Firebows can learn level 2 spells this was as well (since they have channeling II.) Basically, you have an amazing early game unit (Firebows) and a ton of synergy with the arcane line. Use at least one of these.
Balseraphs:
Balseraphs are very much a jack of all trades master of none (unless you pick Keelyn.) They have a lot of unique units and unique buildings, but most of them are just as good as what they replace. Even you world spell is a blanket benefit: a double length golden age. You just do things well.

Festivals is where you get your biggest benefit. Now, Fesitvals is already a very strong technology. Markets are awesome and so are Carnivals. The fact that you can research an economic tech and get a solid unit (Freaks) is a very good bonus. This is especially true in FFH/EitB - most techs are expensive, and either economic or militaristic. Being able to double up essentially saves you a ton of beakers. Freaks are also very nice to have - you're once again doubling military and economy. You get to keep all of the awesome freaks, and the shitty ones get turned into happiness and culture.

Finally, you need to play to your trait's strengths. Perpentach has three traits, but can't keep them. So make sure you use the traits as well as you can while you have them. For example, while you're creative plop down some monuments occasionally, or while you're arcane produce some adepts, or while you're spiritual make some priests and swap some civics. As Keelyn you want to abuse the hell out of summons and puppets. As Furia you want to fight people early and often, so make use of your powerful combat traits and ability to play with paper thin defenses.
Bannor:
You want to be at war, and you want religion. You have access to Crusade, which just gives you tons of bonuses while at war. You have access to demagogues, who are super cheap units who are very strong but require you to be at war. You can get extra demagogues from towns and cities by using your world spell.

Basically, you want to mess stuff up with your melee and religious units. You have all sorts of awesome stuff, but most of it goes away when you stop being at war. So your job is to just always be at war and killing people.
Calabim:
You make vampires and you kill things with your super units.

Really though, the Calabim murder spree begins at Code of Laws. Instead of Courthouses you get Governer's Mansions. This building gives you extra production for your unhappy population. This means that every pop point is +1 hammer, and every anger generating move is potentially more. The largest benefit though is that you can pump up your cities and be a dick to the population and still be okay. That's important, because you want huge cities.

For your vampires to feast on. Now Vampires - you can build them directly after you have a training yard, a mansion, and the Feudalism tech. You can also build your hero, Losha Valas, and turn any level 6 unit into a vampire. Vampires can eat population for experience. Regular vampires also know Death I (skeleton), Body I (haste), and have the potential to learn Death II (spectre) and Body II (regeneration).

So not only do you get units with absurd amounts of experience (and so tons of disgustingly powerful promotions), but they are also powerful spellcasters. Basically, you want to get your vampiric army formed and then go mess stuff up because your units are absurd.

Ashen Veil also synergizes very well with the Calabim. Your Vampires, while absurd, don't do any collateral damage, so Ritualists are an extremely potent addition to your army. The AV civic sacrifice the weak is also amazing for the the Calabim. HALVING the food costs for growth is just super good. It means you regrow super fast after feasting, and you can grow super huge cities. Keep in mind it doesn't even matter if you only have a happy cap that's kinda low, like 8. Just grow your cities anyway - the fact that you get 1 hammer from each unhappy pop means you can just keep growing and growing and still produce fine. You're really resilient to blight too - just eat your cities down and then you don't care that they're shrinking, because it benefits you anyway.

Basically, abuse your vampires. The enemy can eventually get strong units and powerful collateral and then vampires become less absurd, so you really want to hit your timing well. It's easy to fall off because you'll generally have starved your cities and will have subpar infrastructure for actually teching and producing much, so you can fall behind if you mess up.
Clan of Embers:
You start out allied to the barbarians, but suffer a tech penalty. Your world spell gives you a bunch of free barbarian units around the map, often stronger than what other players can have. Warrens allows you to double your unit production.

Basically, you want to kill or choke everyone you can as fast as you can. You want to drown everyone in a sea of units. You can't beat them in tech, so you need to beat them in production and abuse the fact that you can run around unmolested by barbarians. Normally you have to play super safe so a barbarian spawn doesn't wander into your base and kill you. The Clan give zero fucks, and can survive with very little defenses and can attack over great distances because no barbarians will get in the way.

You really want to do some damage early on though. The -10% to tech means that you are always behind, especially when the enemy has strong builder traits. However, Warrens doubling your production means you can get great returns from adding cities and adding hammers to your cities. You can't really fight for tech, but it's hard to keep up with endless streams of units.

Basically, you need an advantage. Then you can tech up or go all in. You just really need to make something happen with your free barbarians and your created units, or you are behind.
Doviello:
You can build most units without the normal building requirement, and your world spell adds a wolf for every unit you have. Basically, you're another rush civilization. You want to kill someone with a bunch of units before they can build enough to defend themselves. Failing that, you choke people.

Charadon is a lot like the Clan, because you also have the barbarian trait. This means you cannot win an even tech race - you need to make everyone else weaker or you need to gain an advantage from someone. This can be taking cities or forcing diplomatic concessions.

Mahala can't rush as hard because she need to deal with barbarians. However, she has a much better time competing for tech, so you can actually put up a decent fight for a long time. You fall off when other civilization benefits kick in, or the fact that you have no arcane line or libraries kicks in. So you still need to do damage or benefit, but you have a longer timer to do so.
Elohim:
You have the tolerant trait, which is a neat little bonus. You have a somewhat interesting monument replacement that gives great prophet points and a promotion, but unhealth. Otherwise you play very generic. Aside from your world spell you are basically a vanilla civ. No bonuses no maluses. I guess you can lower the AC if you want.

Your world spell, however, kicks everyone out for a long while. It's possibly the best world spell in the game, and completely makes up for everything else. Just play normally, but remember you can always have several more turns before you need to defend anything.
Grigori:
You're a vanilla civilization that can't use religions, has awesome leader traits, and randomly gets hero units. Do whatever you want (except religion.)
Hippus:
Your mounted units are stronger than normal. Your world spell is blitz and strength for all of your units, but wears off quickly. You start with horses. Basically, the game is telling you to use mounted units, with a strong possibility of rushing someone.

Tasunke is great for rushing, because both his traits are warmongery. Grabbing some early mounted units and running into someone with war cry is extremely devastating. Rhoanna has good builder traits, so she has a weaker rush but can survive on fairly even footing even if she rushes poorly (or doesn't rush at all.)

You're basically a vanilla civ with souped up mounted units. Use mounted units, and then do whatever you want in addition to that. Tasunke wants to rush and does it well, Rhoanna doesn't care.
Illians:
Illians get lots of fun toys to play with, but you aren't allowed any religion. First, you have stasis. It's incredibly powerful and in multiplayer games normally banned (partly because of power and partly because it's boring to play.) Stasis can be used early to aid a rush, early to try and punish any greedy play, or later on to cripple production and research at an important moment. (For example, stasis wait a few turns and go to war. They can't produce in preparation nor can they reinforce.)

What really makes the Illians shine is their Priests of Winter. You get three of these from a special ritual at Philosophy. These priests are completely amazing though. They can learn Ice I and Ice II, which gives them two one extremely powerful summons. The priests are also very high strength, and naturally can experience. But really, what's important is the high strength units with super summons that come super early and in a set of three. They are absolutely amazing to rush with.

Illians are the only Civ guaranteed Ice mana, which is also a huge boon for them. You can get a second source from Letum Frigis, but that's it (so no one else can have more than 1 ice). Ice I is a powerful permanent summon powerful support spell, and Ice II is a powerful temporary summon. Both are amazing. Ice III is a massive collateral damage, and is the strongest of its kind. It also turns the terrain to ice, which is useless to everyone else.

Oh, I didn't mention ice? Well you don't mind ice. It's not the best, but you use it just fine. You can turn your own tiles to ice with a Temple of the Hand, and you can affect everyone's tiles with The Deepening. Ice is pretty shitty for everyone else, but you're fine. So this means you can ruin your land for conquest without much trouble, and you can ruin everyone else's land.

Overall the Illians are a very strong aggressive civ. They don't have any economic traits, and both of their traits are strong offensively. So you can't really rely on out-building the enemy. You need to put on pressure whenever you can. Early priests are strong for that, and early units of any category can continue the pressure. If you find Letum Frigis first you get even better by grabbing an additional Aggressive trait.

So just work on getting out the Priests and being aggressive most of the time. You have a rush, but then you still need to be a presence because you will fall behind if you don't continue to apply pressure.
Infernal:
They're not well documented and I've never actually played them. So I'm not really sure how to strategize them beyond "kill everyone."
Khazad:
Khazad eschew most of the arcane line, but make up for this by having all of their units be magic resist, and their mundane collateral (seige units) are much more powerful. In addition, their units are dwarven, giving them poison resistance, double movement in hills, and more effective workers.
This is in addition to the Dwarven Vaults, which necessitate stockpiling gold. This reward you for investing in gold generating mechanics, which then comes around and incentivizes the use of rush buys and unit upgrade as a backup plan (with ingenuity making upgrades more efficient.) After all, if you plan on keeping around a ton of gold then having rush buy as an option means you can always dump that money into something if you need it right now. It's extra security and the possibility to surprise.

Overall, the Khazad only really have two pulls on them: you want to get siege units, because they're a very small investment for a huge amount of power. You also want gold, and lots of it. This leaves you a lot of room to maneuver in though. You can go down any of the tech paths except for the arcane path and do reasonably well.

Runes of Kilmorph is the preferred Dwarven religion most of the time. You get a ton of gold by spreading the religion and by building the shrines. The unique civic is nice, because bonuses to production are always good, your world spell synergizes with building mines, and you can cash rush your buildings. Your world spell, by the way, is a little tricky. The later you use it the more use you get out of it, so it's tough to decide specifically when to use it. Just be careful using it before you have your improvements in place - you might lose out on a bunch of farms and be forced to run windmills when you really would prefer mines.

The normal strategy is to rush RoK just because of how powerful it is when you scale based on gold. Runes is already an extremely powerful religion early on, and synergizing so well with the benefits makes it normally worth rushing. It comes quickly and easily in the tech tree too - just mining (a necessary worker tech, and you start with the prerequisite) and mysticism (unlocks the powerful god king civic and elder councils.)

However, other religions also synergize well. Veil is always powerful, Order let's you save a lot of money from maintenance, OO is strong for early culture and is always good when naval combat is present, Empyrean nets you an archmage and is the only real counter to recon unit strategies, and Esus gives you a hodgepodge of benefits everywhere, including allowing you to hire nightwatch units with cash.

Overall, you want to prioritize gold and keep in mind that your collateral is super good. Everything else you do is just generally strong because of magic resistance and the ability to double move in hills. Runes is amazing for you early on. One other little note is that you can really easily get sanitation, so going for great people or supporting really non-lush areas is very easy, since you have construction and sanitation on your desired tech path.
Kuriotate:
You get a small number (scales on map size) of super cities. The rest of your settlers become settlements, that can claim territory but don't make anything on their own. However, settlements don't cost maintenance, so you can spam them anywhere you want, and you don't need to rely on having a strong city location.

Because you want really good city locations, you might need to settle at larger than normal distances (this isn't even considering that your cities are huge and already settle further apart than normal), and you have to deal with protecting random settlements, you really want to use Centaurs. See, Centaurs are the Kurio's replacement for mounted units, and they are amazing. Centaurs can defend (so you don't also need regular city defender - just all Centaurs), and can run really far (further if they sprint) so you can easily defend your large territory with a small number of units.

That is actually a really key part too - more than just mobility, the fact that you can skimp on army count is really useful. Having only three or so cities that can produce means that you have a hard limit on production. It doesn't matter how many hammers your city actually produces if you're only able to make one crappy unit. This also means that you don't want to dabble in tech - you want to ramp up to end game techs early and use your super cities to pump out super units early. Three warriors a turn isn't scary, but three champions a turn can be.

To aid your endeavors you also get a couple other bonuses, and can synergize well with a few wonders. The jeweler (unlocked at smelting) and tailor (unlocked at crafting) buildings give you extra happy and commerce. Your cottages upgrade an extra time, becoming enclaves. Guild of the Nine allows you to bypass your limited unit production by allowing you to just buy almost any number of units. It also lets you "produce" at your settlements. Tower of Complacency makes one city grow till the food cap, and Pillar of Chains rewards you for having a huge city. Order high priests are effectively a Tower of Complacency in every city.

Overall, you just want to abuse Centaurs and any mechanics that synergize with super cities, such as cottage spam. (Keep in mind settlements can work cottages for you, to keep them growing.)
Lanun:
One of my favorite civs in the game. The Lanun are masters of the ocean, but this does more than give them naval dominance.

So first off, the basic mechanics. You get extra food from water tiles, extra commerce from water resources, a super cottage for water (but they must be space out), and your naval units move faster. You'll notice that most of this is economic benefit, and not militaristic benefit.

So what are the actual benefits here? Well consider a normal coastal city. Your water tiles are 1/0/2 and 1/0/1. These tiles kind of suck. You can make them better though - a harbor (fishing), lighthouse (sailing), and shipyard (iron working), all come together and make 2/1/3 and 2/1/2 tiles. Still, these tiles aren't that amazing. A grassland aristofarm is 3/0/3 or 3/0/2. Grassland aristofarms come out earlier, are easier to set up (just use some workers you produced at an already strong city, rather than building infrastructure at a brand new city), and have more food.

So for most civs, a coastal site is only good if it has good resources. It simply takes forever to set up. Look at the Lanun, and you see a completely different scenario. Your coastal tiles can improve all the way to 3/1/3 and you get 1-3 Pirate Coves, which can eventually make for a 5/3/7 tile.

Even without any infrastructure at all your tiles are a respectable 2/0/2, and adding a pirate cover gives you a 2/0/4, then a 3/1/5, then a 4/2/6 tile. You normally get two of those in a coastal site, which makes them absurdly good when your happy cap is something like 6 and that represents a third of your tiles.

And then you need to remember that coastal cities generally give better trade routes, and a lot of coastal infrastructure gives trade routes, and a lot of trade route benefits are doubled for coastal cities. I was playing a SP game earlier on a fractal map and I was ending up with cities that had 6 or so trade routes giving about 5 commerce per trade route. I was getting over 100 points in my GNP from trade routes alone.

____

The most important thing to watch out for as Lanun is normally production. Coastal cities are really nice, but a normal water tile gives no hammers. Only once you've gotten Iron Working and build a shipyard do you get a single hammer. Pirate Coves alleviate this by giving some hammers, but ultimately coastal cities are very weak production cities.

To get around this, you normally want a good number of inland production cities, you want to keep your coastal cities near hills or production resources, you want to grab the Heron Throne, or you want to use Cash Rushing. All of these mechanics are very effective at managing production.

As for tech path, you generally want to avoid mounted units, archers, and recon units. They aren't strictly bad for you, but the other lines synergize much more effectively. Going down the melee path gives you shipyards and unlocks some ships. The arcane line gives you a lot of goodies, and arcane units riding on boats can cast spells as far as I'm aware. Running around with floating eyes and fair winds is nice. Religion gives you a lot of benefits depending on the religion you go.

As for which religion to choose, if any, you are a really flexible civ. AV is always good, and your ability to tech super fast with coastal sites can do some silly things. Lanun are a popular Hyborem rush civ because of that. Even ignoring the Hyborem Rush you still get massive collateral and increased research.

Runes of Kilmorph is good because it unlocks cash rushing and benefits production. The extra gold is also nice for Hannah, because that is increased with Financial. The early units are also great for their tech level, which lets you get to this religion early safely.

OO is also great, and the synergy between water walking demons and coastal cities should be obvious. The ability to spread OO for culture at your new cities is also REALLY REALLY GOOD. You generally need to pop borders before any coastal site is good because of how you need to position your pirate coves. So anything that gives free border pops is amazing.

Order is more of a utility religion than anything else, so it's not usually good to rush. However, if you're investing into religion it's nice to switch and get the maintenance reduction. You really benefit from spamming cities everywhere because you can make use of really shitty terrain as long as there's some water, so making these cities less costly is nice. This works well with Falamar in particular because he will be shitting out settlers all over the place.

Empyrean is a late game religion and a recon unit counter, so it's fairly niche. Consider switching to Empyrean if you're headed towards T3 priests and the high level tech, because Crown of Brilliance and Chalid are amazing. Esus is probably not for you, considering your lack of synergy with the mounted and recon lines. The gold is nice, but you can get that from Kilmorph.

As for things to focus on, consider going down the economic branch and using a cottage economy, rather than aristofarms. Foreign Trade comes from that branch and works with cottage economics, and it is simply the best civic for you. It speeds up your pirate cove growth and gives you extra trade routes in every city. It really rewards spamming out cities, because you naturally get powerful cities for trading (Sea Heaven +50% trade route yield, Lighthouse +1 trade route, Great Lighthouse +2 trade routes in coastal cities, overseas trade bonus.) Guilds is along that tech line, and opens up cash rushing things and gives you an extra trade route as well. It also lets you use unlimited engineers, which is one way to grab extra production out of coastal sites (considering that every coastal tile is at LEAST 3 food with a lighthouse, and potentially much more with an improvement on it.)

Overall though, just be aware that your tiny coastal cities are extremely potent, and your developed coastal cities can rival inland cities. Utilize this economic advantage to push for whatever tech route you plan to win with, but be aware that you need to remember production.
Ljosalfar / Svartalfar:
Both of the Elven civs are extremely similar, so they can be though of in the same vein.

The most immediate elven strength is their economy. They can build improvements on top of forests and ancient forests, but their workers work more slowly than normal workers. This gives them the strongest late game economy, because Towns sitting on top of forests or ancient forests are simply amazing.

Elves are very naturally bad at aristofarm economies though, which combined with slower workers means that the elven economy is the slowest to start. Not only can you not get cottages super fast, but you can't even start with super aristofarms (well you can, but you get worse farms slower.) Then there is the need to get Priests of Leaves to create forests, and the Elven economy is very definitely a slow starter.

Fellowship of Leaves is the obvious religion choice. It's by no means the only religion you can have - Runes is always powerful early on, Esus is strong for the Svartalfar, and the others are possible. However, AV isn't that great because you will likely burn your own forests away. As for FoL, the real benefit is that you can create forests and create ancient forests. This gives you eventual tile yields of 3/2/6 for flat land, and 2/3/6 for hills. For a normal civ the best tiles they can get at 2/1/7 or 1/2/7. At a full size 20 city this means you get an extra 20 food and 20 production, all for just 20 commerce (at most, usually less.) And this is only if they invest in cottage spam as well. That 20 food can become another 10 specialists, so you can easily make up the commerce difference and more. Consider even just 10 regular sage specialists - that's +30 beakers without any other benefits.

In addition, the Guardian of Nature civic means that you can reach these absurd city sizes, because your happy cap just shoots up like a maniac from all your forests. Guardian of Nature alone can cover a city up to size 20! It even improves healthiness, even though forests already do that. You can survive at giant city sizes even after blight hits a lot of the time.

Now for the differences: Svartalfar have the Sinister trait (+1 attack on Recon units), so they benefit from going down that tech path. Animal Handling, Poisons, Feral Bond, Animal Mastery, and Guilds are all stronger for the Svarts. In addition, the FoL unique units, Fawns and Satyrs, are stronger for the Svartalfar as well. Then you look at the Svart traits - Arc/Rai, Org/Sum, Agg/Exp. All three leaders have a combat heavy trait. It's clear that they are designed to be scary at some point - your +1 attavk strength and things like Raiders, Summoner, and Aggressive all make you a scary opponent. Finally, Alazkan the assassin is really strong and his item is super good.

Svarts can afford to go Esus as well, especially as Volanna (Agg/Exp) who doesn't need to grab Arcane units. Esus gives a lot of cool recon bonuses, the super good Nox Noctis, and the ability to use a few useful spells (blur, poisoned blade, potentially regeneration), which is also nice. It also kinda is nice with your world spell - make some sneaky units and then attack with then using hidden nationality. Although your WS is pretty weak in multiplayer, considering it's usually obvious which player controls the "barbarian" sinister recon units.

Now for the Ljosalfar: first off, you actually have a useful world spell. March of the Trees is both a rush spell and an anti-rush spell, so use it wisely. It damages your economy, so it really needs to eithr save your life or end someone else's. Secondly, you have stronger archery units. This isn't actually too useful though, as archery units don't do too much. Your hero is good early on, but weaker later on, so he's nice to build fast but mostly ignorable if you don't.

Your traits also support being a builder more than the Svartalfar too - Phi/Rai, Spi/Cre, Exp/Arc. All of those have at least one strong builder trait, if not two. So while the Svarts need to get something done with their military (which they kind of need because they can't rely on March to save them), Ljosalfar just need some time alone.

Both elven civs can't use any siege units, which does mean that to conquer anything you need either an overwhelming number of units, or arcane/divine collateral. This is partly why the Svartalfar have so many arcane benefits - arcane collateral makes the most sense for them. So normally you want to go a recon/arcane combo. The Ljosalfar can go for arcane collateral as well, but they can also afford to wait until they get Empyrean rank 3 priests, or they can simply wait until their economic superiority forces an enemy out of his borders.

Overall, the elves have a super economy, but need time to set it up. Svartalfar do so with scary recon units, while Ljosalfar do so with their world spell and good builder traits.
Luchuirp
The Luchuirp love their golems. The big difference in tech path is that your axemen unlock at construction, not at bronze working. The secondary difference is that your other tech trees are stunted. No rangers or beastmasters for your recon tech. No horse archers for archery/mounted, and no marksmen for archery. For the most part you are relying on the melee, arcane, and religion branches of the tech tree. Your workers are golems as well, which allows them to be built without food and makes them much faster workers. However, this does mean that you cannot use food to build them, making food weaker as a resource for the Luchuirp.

Construction is a very high valued tech for the Luchuirp - it unlocks most of the units you get from the melee line, and is already a strong tech without including that. Barnaxus also unlocks at construction, and he is a very important unit for you. He is your hero, but doesn't gain passive experience. What makes him special is that a combat promotion on Barnaxus gives the equivalent empower promotion (1/2 strength of combat promotions) - an incredible bonus, especially when you consider that golems cannot otherwise gain promotions. He can be rebuilt if he falls in combat, but it does remove all of his promotions. Also, you need to make sure that no enemies can pick up his pieces - you might never get them back, and at the very least you will probably have to pay for it. One other benefit of going for construction is that once you research masonry (a prerequisite) you get your world spell. This creates a golden hammer at every city - you can settle it as a great engineer, or use it as equipment for increased combat strength. One trick you can use is to grab all of the hammers with cheap units, bring them to one city, and delete those units. This allows you to settle the hammers all in a single city, which is much more powerful than spreading them out thinly most of the time.

Your golems are very powerful, and have a strange growth curve. When you unlock a golem they are usually more powerful than anything else on the field. This makes them super good. However, over time they become outstripped by units that can receive buffs and promotions. Barnaxus changes this though - being able to grant your golems empower I-V means that should you level up Barnaxus, your golems can compete very strongly. The largest weakness isn't going to be your strength - it's your inability to have mobility. None of your golems can move. You can't apply haste to golems, you can't give them mobility, and you can't build horse archers or rangers, so your options for mobile units are very low. Your only real options are Pig Riders->Dwarven Homeguard (mounted), and Gargoyles (archery). The mounted units are more out of your way, but eventually have higher strength. Gargoyles are stronger defensively though, being archery units.

While you synergize directly with the melee branch of the tree and eschew most of the other combat branches, you do get bonuses from the arcane tech branch. (The religious tech branch won't synergize too well outside of the passive bonuses. Most of the support spells won't work on your golems, and you don't need priests for collateral damage, since you can easily grab mages or catapults.) In addition to normal arcane bonuses, you have three unique buildings to work with, and all of your adepts can use repair - allowing them to heal mechanical units like golems and siege units. Fire mana and elementalism gives you the Blasting Workshop, and all of your Golems created there can cast Fireball. Shadow mana and necromancy grant you the Adularia Chamber, granting all golems produced there invisibility. Finally, sun mana with divination gives you the Pallens Engine, and all golems produced there have perfect sight. Alteration is a much less useful magic branch for you - most of the spells don't affect your units, and you get no special building from it. The others all work well though - they have their normal uses in addition to potentially buffing most of your army. One thing to keep in mind as well - Mud Golems (workers) also get these benefits. While perfect sight and invisibility aren't so useful on a 0 strength unit, having cheap units that can cast fireball is effective, especially since mud golems can move two spaces a turn.

Overall, your goal should really just be to abuse the power of golems. They allow you to concentrate your tech and are generally more powerful than anything else on the field. If you can get Barnaxus powered up you will have an extremely potent army. Arcane units can easily be mixed in to provide useful spells like charm person, fireball, blinding light, summons, and the like. Religious tech can still net you strong bonuses, especially with a shrine, but it isn't as important.
Malakim:
You get the cool lightbringer, which is an early disciple unit with sentry. It upgrades into priests, so it allows you to build priests with cash, and it allows you to build priests that start with sentry. Your pagan temple replacement gives disciple units extra experience. If you tech into sorcery you get the citadel of light, which is a defensive structure. You get +1 commerce on deserts, but no don't try to settle in the desert because deserts still suck. (I want this changed by the way. Malakim are supposed to be desert dwellers and yet deserts are still worse than any specialist all the time.)

Varn has really awesome traits. Spiritual works perfectly with +2 experience, Charismatic works really well with passive experience, and adaptive is simply the best. Decius is more focused toward having a huge empire and conquest, and tries to synergize with the Malakim world spell, which gets better as you get cities.

Really though, the Malakim are mostly vanilla. They just focus on disciple units and have traits and small benefits that synergize there, but no huge mechanics changes. This isn't like the Illian, where you have a big early game ritual and terraforming and stuff. You're just good with religions is all.
Sheaim
Pyre zombies are really really good. Basically, that's what makes the Sheaim strong. The only other benefit is that your summons have stigmata, so they are stronger when the armageddon counter goes up. The only other real toy the Sheaim have is the planar gate, which is generally considered very weak as a strategy.

So your game plan really needs to revolve around Pyre zombies. You lose the entire end game melee tree, and everything else you can build is basically the same, so Pyre Zombies are the go to powerhouse for the early game. Averax especially needs to abuse this period of strength - he has a great combat trait and barbarian, which allows him to focus almost entirely to fighting players, rather than fighting the locals. Creative means he can aggressively settle as well, and it also means he doesn't have to waste time in new cities building anything but more Pyre Zombies to fuel the fire. However, he falls off because of the barbarian trait, so he needs to make something happen.

Tebryn and Os-Gabella instead have bonuses towards the Arcane and Religious branches respectively. For the arcane branch the Sheaim synergize mainly with Necromancy. Summoner makes skeletons and spectres even scarier, while Sundered means that those summons are even stronger as long as the AC is increasing. The other powerful necromancy magic is useful as well - rust, pit beasts, blur, and potentially dance of blades are all decent. Pyre Zombies are collateral, so even in the mid game summons and zombies can be used very effectively.

In the religious branch AV is the obvious lore choice, and it matches up well with the Sheaim as well. AV is always strong, and with Sundered any eventual summons are going to be stronger because of the rising AC. Averax can even hop on the AC counter and bump it up, content that his peace will keep the increasingly terrifying barbarians looking elsewhere. The other religions can also be useful, especially for Os-Gaballa considering that she can switch between them at will. However, come end tier tech AV is probably the one choice for Sheaim. Baloths are a great summon, Ring of Fire is amazing collateral, and none of the other religions can really compare with that raw power, especially when you consider that AV gets the most late game benefit out of summoner and sundered. You can take a small detour through the arcane branch as well - summoner and sundered both work well with early death magic, so Death I adepts and Death II mages are a great addition, especially considering how powerful defensive Death I is and how powerful both of them are with additional collateral (Ring of Fire.)

Overall, the Sheaim game plan is to abuse Pyre Zombies to allow the followup of magic or religion to be effective. Averax can go for other branches, but he generally needs to have a large advantage after Pyre Zombies anyway, so it isn't extremely important which path he goes. Tebryn and Os-Gabella are just so tied to magic/religion that is doesn't make any sense to do anything else. But really, Pyre Zombies.
Sidar
The Sidar only really have two benefits: Their specialists/great people are stronger, and their recon line has additional mobility. They can also turn level 6 units into settled great people, but that's a minor bonus most of the time, considering how difficult it is to get a level 6 unit and how unwilling most players are to part with such a powerful unit.

Economically, the Sidar are absolute masters of an aristofarm economy. Food is more important for the Sidar than for any other civilization, so the fact that one of the two monster economies is heavily farm based is amazing to them. Late in the game they may even choose to remove Aristocracy, considering that a half a specialist is worth more than 2 commerce if they can afford it.

In terms of military the Sidar have divide soul for their recon units - effective this gives Sidar recon units an additional two tiles of influence. In addition, this can be used to pass over obstructed terrain, so this can mean more than two more tiles of influence depending on terrain. Finally, this can be used to move while healing, albeit only two tiles a turn.

The Sidar can actually run any type of military they want though - divide soul is powerful, but not so much that it is automatically more powerful than anything else. The normal detriments to recon units apply - less powerful in a fight compared to a melee unit, and less powerful when fighting cities. This also means that Sidar who go for recon units normally need a second form a military - whether it be archery, melee, mounted, arcane, religious, or naval. Recon units are never enough alone to conquer someone, so a second area of power is usually gathered. Siege is strangely placed for Sidar - the construction tech allows for more farms (and thus more specialists), but catapults are very slow. So Sidar likes the tech, but not the unit. However, the niche of siege is only filled by fire/air mages and AV/OO priests for most of the game, so catapults might be grabbed for war.

In terms of useful tech, wonders, and civics, the real benefits come from great person benefits and anything that allows you to afford more great people. This means agrarianism, aristrocracy, mercantilism, caste system, happiness, healthiness, Guild of Hammers, Hall of Kings, Theatre of Dreams, The Great Library, guilds, liberty, philosophy, national epic, and scholarship are all very powerful for the Sidar (with culture boosters mainly good for a cultural victory.)

Religions are always an option, and all of them have some benefit. OO is generally good on water maps with and here is no different, AV brings powerful early collateral on units that can be hasted and given mobility, Empyrean gets very strong once you have Crown of Brilliance and Chalid, Order gives a lot of benefit to having lots of cities and works well as a secondary tech, Esus synergizes with recon units and has an archmage, Runes has very strong passives for early game and good early units.

The two leaders play similarly, and just excel at different areas. Sandalphon builds a little stronger, with his ability to churn out wonders and great people. Shekinah can snowball earlier with creative, and has the more powerful arcane branch, and so can be more aggressive but can also build very well.
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Spells, what are they good for?

Elementalism - Air, Earth, Fire, Water

Rank 1 spells: Fair Winds, Wall of Stone, Blaze, Spring.
Rank 2 spells: Maelstrom, Stoneskin, Fireball, Water Walking
Rank 3 spells: Air Elemental, Earth Elemental, Fire Elemental, Water Elemental

First, as a general policy you want to look at rank 1 and rank 2 spells the most. For most of the game you will be relying on those spells, and even late game you can only get a small number of archmages to cast rank 3 spells.

Now, when you look at elementalism spells you have a really big gap from rank 1 to rank 2. Adept levels spells in this category are all minor support bonuses - the only spell that really matters spring for terraforming. So this category is not worth building for rank 1 spells unless you have a ton of deserts to terraform. (Blaze is too slow to be reliable)

When you look at rank 2 spells, you should see the holy grail of combat. Maelstrom and Fireball are collateral damage (the best damage), and so are some of the best mages to bring into combat. Stoneskin allows you to save your mages from assassins, which is absolutely huge in multiplayer. An enemy who grabs a bunch of assassins can obliterate your entire mage force with ease if you don't have stoneskin.

The rank 3 spells are just good. Air Elemental can get two attacks (by summoning lightning elemental), Earth elemental is the strongest, Fire elemental does collateral, Water Elemental splits upon defeat. They all have affinity, so it's better to focus on one than on all of them.

Alteration - Body, Enchantment, Life, Nature

Rank 1 spells: Haste, Enchanted Blade, Sanctify, Treetop Defense
Rank 2 spells: Regeneration, Flaming Arrows, Destroy Undead, Poisoned Blade.
Rank 3 spells: Graft Flesh, Spellstaff, Resurrection, Vitalize


Alteration, unlike Elementalism, is primarily support spells. The only spells in this category that can directly affect combat are Graft Flesh and Destroy Undead. The rest only affect your own units or territory.

However, these spells are really awesome to have. If you can just get a single adept or mage with some of these spells you have everything you need, which is a strong boon. You don't need every adept to carry Haste, while if you're going for something like Fireball every mage needs to carry it.

Haste is absurdly good and Enchanted blade is really good if you have a lot of melee units. Sanctify is extremely niche, and Treetop Defense isn't very useful. It's absolutely worth grabbing Alteration just for Haste and Enchanted blade though. An extra movement on all of your units is absolutely tremendous, and buffing all of your units is really powerful.

The Rank 2 spells continue the trend of extremely useful support spells. Regeneration is similar to haste - both allow you to move faster. Haste does so by letting you go across more tiles, Regeneration does so by removing down time. Flaming Arrows and Poisoned Blade are both great spells if you can use them, because as always buffing all of your units is super good. This is doubly so because you only need to invest in a single mage for these benefits - the rest can focus on other spells or things like combat promotions. Destroy undead is another niche spell, but it's much more useful and more often needed. Anyone who spams spectres and skeletons will not be happy to see Life II mages, because it only takes 4 hits to kill any undead. Get enough mages and no amount of skeletons can survive a turn.

The rank 3 spells are still utility spells. Graft Flesh really benefits from having strong promotions available, and is a really weird and interesting spell. You can do some crazy stuff with Flesh Golems. Spellstaff is just good, provided you have a spell that benefits from casting twice. Resurrection is even more niche, so don't rely on it too strongly. Vitalize though is an immense boon to builders, making Strength of Will double as an economic tech.

Overall, Alteration is a support selection of spells. It excels when you already plan on going mages because it simply makes them stronger, and it excels when you already plan on going for a large army. In general you don't want to rush into Alteration - you want meander over once you've got your core army tech. Alteration scales with how powerful your army is - not with how much alteration you have. Contrast elementalism, which simply gets better the more mages you bring to the field.

Divination - Law, Mind, Spirit, Sun

Rank 1 spells: Loyalty, Inspiration, Courage, Scorch
Rank 2 spells: Summon Host of the E..., Charm Person, Hope, Blinding Light
Rank 3 spells: Valor, Domination, Illumination / Trust, Summon Aurealis


Once again, the rank 1 spells are mostly small support benefits. Loyalty is nice if your opponent is trying to capture your units, and is good for dealing with armageddon. It isn't terribly using outside of its niche though. Inspiration is a minor economic benefit - it lets you get away with building Adepts early on by letting them double as economic upgrade. Courage is great for fighting, and very useful against fear. Scorch is nice for creating defensive terrain, or stymieing the Illians. Overall though, none of these are all that amazing alone.

The rank 2 spells are more interesting. Summon Host is a very powerful summon that falls off in strength super hard. They stay indefinitely as long as they are winning, so if you get them early while 5 strength is still decent you can have a steadily growing army to overwhelm your opponent with. However, get this ability late and you really need a ton of collateral for it to be meaningful. Hope is mediocre, but still a nice little bonus if you have mages sitting around. It does give you a means to generate free culture, which can be nice in new cities. Charm person is an amazing utility spell and scales with number of mages, so it's awesome. Blinding Light is similar to charm person, but is stronger and less reliable.

The rank 3 spells are mostly mediocre to be honest. Valor is a tiny boost in efficiency, but it comes so late that it's of questionable utility. It's still nice to grab on someone though. Domination is extremely risky - it's only good if you have a lot of extra promotions (say a hero) or you're the Balseraph. Illumination is a very minor economic benefit, and trust is useless in multiplayer (in single player it's pretty good though - you can be friends with almost everyone super easy.) The Aurealis is very strong, but it comes late and it's only good if you focus on Sun mana. It's nice for the Malakim especially though - they can grab their Palace sun, the Empyrean palace, and the Mirror of Heaven a lot of the time, which means +6 strength from sun mana affinity. They already benefit from Sun mana from their hero too.

Overall, Divination is a really weird tree to grab. You get some minor economic benefits, so if you plan on investing heavily into arcane units it's often nice to grab some Mind and Spirit mana for the summoned buildings. The Tower of Divination is absolutely superb, and is often enough of a reason to invest in the tech. Summon Host is also good, so if you plan on using the Divination tech it's useful to at least consider early Law II shenanigans.

I would recommend either starting with Divination or waiting to grab Divination until you want the Tower. There simply aren't many benefits unless you build the tower or rush into the spells.

Necromancy - Chaos, Death, Entropy, Shadow

Rank 1 spells: Dance of Blade, Summon Skeleton, Rust, Blur
Rank 2 spells: Mutate, Summon Spectre, Summon Pit Beast, Shadowwalk
Rank 3 spells: Wonder, Summon Wraith / Lichdom, Wither, Summon Mistform


Necromancy is the power tree, simply put. If you want to to rely on arcane units you won't go wrong with Necromancy. The only real lacking area is collateral. The rank 1 spells are super good. Dancer of Blades I think is actually fairly weak, but hey it's a buff to every units. Summoning hordes of skeletons is always a huge pain to deal with, Rust is super amazing, and Blur removes any form of defensive combat. The rank 1 spells are really, really, really good.

Rank 2 gives you a decent utility spell in Mutate, two great summons, and then nothing else. There is no rank 2 shadow spell unfortunately. (SW sucks ass. All it does it bypass buildings like Palisade, which no one builds anyway.) At this point Death begins to get demanding though - Death really really wants you to focus solely on death mana, given affiinity on the summons.

Rank 3 is of course also great. Wonder is strange and I can't really comment on it, but Wraiths and Wither are FUCKING AMAZING. A super duper summon that terrifies enemies, so unless your opponent has courage you're fucked. Wither just demolishies any chance of defending, and makes up the the lack of collateral in the rest of the tech. Mistform is another summon like normal, although it has Hidden Nationality, Invisible, and Marksman, so it can be used for some tricky maneuvers (or just to kill some casters.) Death III also gives you three extra archmages once you have the Malevolent Designs tech, in the form of Liches.

Overall, Necromancy is probably the strongest direct combat line technology for arcane units. The only real lack is collateral, which means you need either some other collateral or you need to be willing to siege the enemy with your disposable summons. The biggest weakness here is that you're really relying on your mages, so you need to watch for enemy assassins. This is especially true because you can't weaken them first - a maelstrom spamming army will remove most ability to be counterattacked, but spamming summons doesn't weaken the enemy support units.

Necromancy benefits the most from specialization, because Death summons all have death affinity and a summoning strategy becomes exponentially more effective when you hit a critical mass. In addition, the necromancy tower supports this game plan, only really benefiting your undead units but giving a very large bonus to them. As soon as you have enough summons to weaken every enemy unit you can just kill everything. If you don't have enough then you won't be able to kill anything. However, Rust, Blur, and Wither are all worth teching to necromancy for.

Sorcery - Metamagic

Rank 1 spells: Floating Eye
Rank 2 spells: Dispel Magic
Rank 3 spells: Summon Djinn


Metamagic is just a nice addition, and since it comes with sorcery (or Amurite palace) it's normally on your path anyway if you plan on using arcane units.

Floating eye is one of the few ways to see magical invisibility, which I believe covers Nox Noctis and the Hidden promotion. This, in addition to it's generally scouting usefulness, makes it really good against enemies that are trying to abuse invisibility.

Dispel magic also removes invisibility, so it's another counter. In addition, it removes all sorts of awesome buffs and debuffs. The enemy stack is coming with with charm person, loyalty, courage, valor, shield of faith, bless, enchanted blade, and stoneskin? Rip all of that stuff off and hit them. The enemy needs to either live without those buffs or reapply them every turn, which is extremely powerful. Consider too that the enemy might only have one or two utility mages and priests, which might not even be in the stack. Removing those buffs can be a huge benefit.

Dispel magic also lets you move around mana nodes, which is super useful when trying to collect all of the utility spells you want or when you're going to Tower of Mastery.

Finally, summon Djinn is another super summon. It has affinity for every mana type, so it's super amazing if you have a ton of mana nodes.

In addition to all of this, leveling metamagic makes your spells harder to resist, which is nice. Overall metamagic is very useful, but not too important to spam on a ton of mages. Just get a couple or so mages with dispel magic and a few adepts with floating eye. (Fun fact: You can use floating eye while riding a boat.)

General Overview

Elementalism is great for collateral damage, with some very minor support bonuses. Most of the benefits come from rank 2 spells.
Alteration is great for support bonuses. Most of the benefits scale with your army, rather than your amount of available magic.
Divination is a hodgepodge of benefits. It has some rush strength and some economic strength, so it benefits from being built early. Alternatively, it benefits from timing Tower of Divinity to get an important tech.
Necromancy is great for summoning strategies, and scales both with available magic and number of death nodes. It has some powerful support spells as well.
Metamagic is good utility, and allows for flexibility in mana management.
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Religions

Ashen Veil
Divine spells: Ring of Flames (rank II), Summon Balor (rank III), Summon Hellfire (rank III)
Units (not including the priest line): Diseased Corpses, Beast of Agares (national)
Heroes: Rosier the Fallen, Mardero, Meshabber of Dis


Ashen Veil is the evil religion – switching to AV automatically makes you evil. The passive bonus is +2 beakers / +2 culture for the holy city, and +1 culture for other cities. In addition, the temple adds +2 beakers to any city that it is built in, and allows for 1sage 1priest. Finally, the unique civic Sacrifice the Weak great increases your cities' growth by a large margin.

The immediate power of AV comes from their priest spell, Ring of Flames. Collateral damage is always extremely powerful, and AV is one of the few ways to unlock it. In addition, the other benefits unique to AV are very strong. Diseased Corpses are powerful units, and you can leave them to disease the enemies or your priests can cure them, making them good main line units. Beast of Agares are extremely powerful units, with super high strength. You also can build the world wonder Infernal Grimoire, which grants a free technology.

Overall AV unlocks a lot of extremely potent units and heroes, and is extremely powerful. There are a couple tricks used commonly as well – Savants, your rank I priest, can upgrade to mages. So if you manage to level them up it's a back pathway into mages that ignores mage guilds and adepts. Another trick is using the Infernat Grimiore to unlock Malevolent Designs, giving you very early access to Beast of Agares. An effective 16 str unit that you can build after a second tier religion tech is extremely potent, and can often win games or at least give a huge advantage to snowball with.

The downside to AV is that most of this comes at a cost. Spreading AV and building AV special wonders, and some units increases the Armageddon Counter. This can be nice – for example for a barbarian leader – but usually this isn't that great in general. The higher the AC the less likely you are to be able to use these powerful units against your enemies, and many high AC units are resistant to fire and demons. Some other AV benefits come with detriments as well – Beasts of Agares, for example, reduce your population and send the city into a riot once they are produced.

In general, AV is extremely powerful but hard to manage at times. Find what you want out of it and use it, but be aware that there are consequences. Often it's better to go another path for the benefits you want, but AV comes out faster than the alternatives in most situations. For example, Fire and Air mages can also get powerful collateral, and don't rely on raising the AC. Other units can reach very high strength without damage your cities, allowing you to bypass Beasts of Agares, but once again they come out later. AV does synergize extremely well with some civilizations though. The Sheaim, for example, benefit from the AV counter rising and can't get other high strength units very easily, so the power they get from AV is more than they can get elsewhere. Sheaim are also more of a mid game civilization, making AV even more beneficial.

In short, AV is extremely powerful, but has costs attached to its benefits. If you plan on covering the same territory as AV through other tech then you need to decide whether AV is still worth the costs, both in tech and in penalties. Blight, for example, really hurts if you haven't been able to prepare healthiness buildings, considering that they are twice as effective in that area.

Order
Divine Spells: Bless (rank II), Unyielding Order (rank III)
Units: Crusader
Heroes: Valin Phanuel, Sphener


Order is the religion opposed to the Ashen Veil. Order turns anyone good, causes problems if put in a city with AV, and gives +4 culture in the holy city, with a +1 culture bonus in other cities. Their temple increase military production, and their secondary building the Basilica reduces maintenance. Finally, the unique civic Social Order gives large happy bonuses to your cities, varying based on how many units you defend with.

Unlike AV, which is a very direct and self contained force, Order is more of a supportive religion, and only comes into its own when paired with another tech or when facing demon-heavy adversaries. Most of the spells and benefits scale with your empire and army size, rather than number of casters. For example, Bless as a spell is powerful, but only a two casters will ever be needed at any given time. One for attacking, one for defending. However, if you have a large army Bless can be extremely strong, since it makes every single unit you build stronger. Similarly, the Basilica and unique civic are extremely strong for large empires. You can easily manage to have a large spread of very happy cities with the combination, making order extremely strong in that regard.

Crusaders are also good units for their time. While they become obsolete by more powerful units like champions later on, they can become Paladins and they give you space to research other tech. The heroes are both powerful as well, leaving Order as not an awful benefit to your army, although it is lacking as a solo force.

Even the high priest spell isn't designed as a direct engagement spell – it doesn't even have a combat use at all. Instead, it removes all unhappiness from one city. This is powerful to be sure, but must be used differently than other religious high priests as well. You have to make a choice whether to use them as a garrison, keeping one city happy, or as a fighting force, using their supportive spells. One benefit to them is that you can take away your Social Order garrison from up to four cities without making anyone unhappy. If you were relying on a large number of units to keep your cities happy this can be a very large benefit – indirectly the high priests can aid your army size.

Overall, Order is a powerful addition to an empire. The support spells, early defense (especially against AV, one of the scarier early game religions), and the empire management bonuses make this religion very strong. The largest difficulty is deciding when it makes sense to add in order. Rushing order leaves a lot of economic or military techs behind, while entering it late puts you behind in your main tech line. Overall it's a challenge to decide, but can be a large benefit if chosen well. Order is strongest when maintenance and happiness are the limiting factor to your empire, and you have the tech to raise an effective army. Order will increase your military pump, make your units stronger, and create a more powerful empire for you.

Runes of Kilmorph
Divine Spells: Shield of Faith (rank II), Earthquake (rank III)
Units: Soldier of Kilmorph, Paramander
Heroes: Bambur, Arthendain


Runes is the neutral good religion – it drags evil players to neutral, but won't turn neutral or evil players to good. The passive effect for being in your cities is gold – specifically 2gold/2culture for the holy city and 1gold for every other city. This couples with the temple, which gives extra gold. Finally, the unique civic Arete increases production from mines, improves your great person points, and lets you cash rush.

Runes is firmly an early game powerhouse. It offers a lot of strong early units with different utility, and has an easily accessed hero. Stonewardens are tough priests that buff your units. Soldiers of Kilmorph are good melee units that have access to metal upgrades, and can be recycled into production (or used to transfer production from one city to another), and Paramanders are very strong defenders, and have decent strength.

Taken all together, you have a lot of good early units, an early hero (with Enchanted Blade, to buff your units), a lot of gold, and extra production (and commerce->production with cash rushing). All of this is extremely efficient and is very nice to have. A lot of the supportive and economic benefits will last throughout the game if desired – enchanted blade is always nice on melee units, shield of faith is an effectively free +10% strength, and the production and gold are very nice.

The gold cannot be overstated for early game economy though – gold allows you to fund armies and empires. It's often worth researching just to get the passive gold and temples, even if you don't plan on going any further down the religious branch. It's just an incredibly efficient source of gold, especially considering it's just mysticism and mining, both techs that you will probably want at some point anyway. Mining especially – it pulls triple duty, being a military tech, clearing forests, and giving mines – you want mining every game and generally fairly early.

Runes does fall of later in the game though. The only unit you unlock by continuing down the religious branch is the high priest, who only has earthquake. Earthquake is very mediocre – it only unfortifies the opponent and damages improvements. It doesn't do damage, nor does it reduce city defenses. So unlike other religions it never really comes into its own as an offensive tool – the highest strength unit you'll get through Runes directly is a Soldier of Kilmorph with mithril, at 8 strength, but realistically you would only see a Soldier with Iron, for 6 strength. (you would switch to champions before you got to Mithril in most likelyhood.) One benefit to getting Runes though it that Arete gives you faster access to Druids – great for (formerly) evil and neutral players who want to go down the religious branch.

Overall, Runes is a very powerful early religion. It falls off over time, but gives a very large advantage for when it comes out, is very efficient, and segues nicely into other tech. You can dip into runes without investing heavily in the religious branch, or you can dive in and likely convert to a more late game oriented Religion later on. I wouldn't recommend using Runes as your primary tech path for anything past early mid game, but as a secondary or transitionary tech Runes is absolutely amazing.

Octopus Overlords
Divine Spells: Tsunami (rank II), Summon Kraken (rank III)
Units: Drown, Lunatic, Stygian Guard
Heroes: Saverous, Hemah


The elder gods are upon us, and grant +2 culture in every city they speak with. The temple gives even more culture, while also giving a minor cash rush option – turning warriors into Drown for a small fee. OO has no unique civic, but instead has a plethora of other benefits. Finally, OO is the neutral-evil religion, turning all good followers neutral.

Octopus Overlords, much like Runes, is great to splash in to during the early game. The extra culture from spreading the religion is a great way to open up your borders without having to sacrifice a tier 1 priest for a great work. Drown are also great for the early game, because they allow you to turn commerce into production, which means you can focus more on economy and less on military. Being able to turn one resource into another is always huge, because it allows you to be more flexible.

The largest difference between Runes and OO is how they act beyond the early game benefits. Runes has a more general early game strength and peters out quickly. OO is more niche, excelling at watery maps, but scales much better. For example, the Cultist (tier II priest) doesn't have a general all purpose spell like shield of faith. Instead you get tsunami, which is extremely potent because it's collateral damage. However, you need to stand next to water, so it's not useful in every situation. Similarly, the unique units are all demons, and don't give happiness, forcing you to at least station a warrior garrison. Lunatics are another strange unit – they do strong collateral damage, but have a chance to go crazy every turn.

On the same line of reasoning, OO has weirder bonuses than just a civic. You gain access to the tower of complacency, which completely removes unhappiness from a city. This can be used for a number of different purposes – use it for a drafting city, a slavery city, just a big city, combine it with city of a thousand slums, really all sorts of things. You get Hemah, an early archmage, but along a completely different tech line. Saverous however is a pretty generic hero, so there is that.

Really though, a huge part of what makes OO so great is that it scales along really well. At Message from the Deep you get the passive culture, the temple, and the drown. At mind stapling you get the asylum, lunatics, tower of complacency, and Saverous. At priesthood you get cultists. At malevolent designs you get Stygian Guards (10 strength water walking demons!). At theology you get Speakers (tier III priest), and at Fanatacism you get Eidolons (if evil), and at Commune with nature you get druids (if neutral). Basically, at every step in the religious tree you get a new tool to work with, and they don't rely on metal weapons or other techs very much. This makes OO an absolutely great religion to really focus on as a main tech path. You get all of the units you really need, so you can splash for extra bonuses (like going down the arcane branch for Hemah, as an example.)

Overall, OO is really great for taking a dip (easy culture, access to temples for specialists/drown) and really great for taking a dive (commit to the religious branch). OO does suffer somewhat because it varies in effectiveness based on terrain, but it's a large boon even in very land based maps as long as you can threaten a few near-coast cities. You can even go part way through the techs and still switch out fairly easily – grabbing Mind Stapling for the Tower of Complacency and Saverous can easily pay for itself in terms of city strength and military safety while teching towards something else (especially the arcane branch with Hemah.)

Empyrean
Divine Spells: Revelation (rank II), Crown of Brilliance (rank III)
Units: Radiant Guard, Ratha
Heroes: Chalid Astrakein


Coming soon!

Council of Esus
Spells: Blur (8g), Haste (shadow, 40g), Poisoned Blade (nightwatch, 60g), Regeneration(shadowrider, 80g), Shadowwalk (shadowrider, 40g), Extort, Recruit Nightwatch (134g)
Units: Nightwatch, Shadow, Shadowrider
Heroes: Gibbon Goetia


Coming soon!
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Reserved
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Reserved. Last reserved post I think. (Civs / Magic / Religion / Tech Paths / Other)
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About Lanun, they can get to slavery the fastest of all the civs, they can get alot of production from whipping.
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Nah lanun want conquest bot slavery.
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Malakim gets +1 to commerce on all desert tiles, including Oasis / Floodplains. That's where the +1 comes in handy, not normal desert. (You still want to spring Oasis though for the +1F/+1P, but it's good early game, and +1C to FPs are worth it.
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You can spring oasis?!! yikes That's nice!!! dancing I didn't know that.
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Yup smile
Lovely tiles.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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