Research build
Halfings + 9 sorcery + omniscient + sage master + specialist
You get a 44.5% bonus to city research which combines with the halfling research bonus. You also get a 33% and 15% research reduction for sorcery spells.
Take aether binding as a guaranteed spell and cast that as soon as it is researched (which won't be long) meaning you don't need to put any mana into research or SP for half the game.
I tried and won this on extreme, but not with halflings which I think would be difficult to kill anything early on (how do halflings ever kill anything without heroism?).
Heavenly Light power build
High Elves + 5 chaos + 3 nature + 2 life + omniscient + cult leader
Choose heavenly light for power and sprites and fire elemental as starting spells for early nodes/neutrals.
Cast heavenly light as soon as possible in all cities for 7 power per turn due to the cult leader and omniscient power bonuses.
The 2 nature give you a small growth rate boost which high elves need. It bothers me that the second nature book doesn't do anything with omniscient and you have to get another 3 to make any difference. All the other book types give you a bonus for each one. It would be good to have a growth boost for each extra nature book and it would make the slow races a bit less painful to play with.
I tried this and am winning on extreme at the moment.
As an aside...why would anyone choose Guardian when heavenly light gives you pretty much the same bonus and pays for itself in the end? It's two picks as well.
Klackon production build
Klackon + 8 death books + tactician + warlord + omniscient
You get the klackon production bonus per worker and 40% extra from omniscient
Use this to rush your opponents with halberdiers that will have +3 defence over normal halberdiers
I've not tried this, but with increased population growth for Klackons in the latest version I think this would overwhelm opponent wizards quite quickly.
Any better ideas?
Halfings + 9 sorcery + omniscient + sage master + specialist
You get a 44.5% bonus to city research which combines with the halfling research bonus. You also get a 33% and 15% research reduction for sorcery spells.
Take aether binding as a guaranteed spell and cast that as soon as it is researched (which won't be long) meaning you don't need to put any mana into research or SP for half the game.
I tried and won this on extreme, but not with halflings which I think would be difficult to kill anything early on (how do halflings ever kill anything without heroism?).
Heavenly Light power build
High Elves + 5 chaos + 3 nature + 2 life + omniscient + cult leader
Choose heavenly light for power and sprites and fire elemental as starting spells for early nodes/neutrals.
Cast heavenly light as soon as possible in all cities for 7 power per turn due to the cult leader and omniscient power bonuses.
The 2 nature give you a small growth rate boost which high elves need. It bothers me that the second nature book doesn't do anything with omniscient and you have to get another 3 to make any difference. All the other book types give you a bonus for each one. It would be good to have a growth boost for each extra nature book and it would make the slow races a bit less painful to play with.
I tried this and am winning on extreme at the moment.
As an aside...why would anyone choose Guardian when heavenly light gives you pretty much the same bonus and pays for itself in the end? It's two picks as well.
Klackon production build
Klackon + 8 death books + tactician + warlord + omniscient
You get the klackon production bonus per worker and 40% extra from omniscient
Use this to rush your opponents with halberdiers that will have +3 defence over normal halberdiers
I've not tried this, but with increased population growth for Klackons in the latest version I think this would overwhelm opponent wizards quite quickly.
Any better ideas?