Observations from a Nature warlord high men game. Primarily about spells and races.
Advanced difficulty, small map, 6 players.
Summary: Nature warlord high men is among the most powerful setups I've ever played. Many nature spells were excellent support to High Men's economic and military might and helped cover its weaknesses. It has a strong early game for the needed gold to rush War College and Fighter's Guild, leading to elite crusaders, knights, and pikemen. Giant Spiders, ice bolt, survival instinct, and petrify were probably the most influential spells to my game
High Men Race: B+
Economy: B+ – The increase in unrest was not a major barrier to getting gold. The mid-tier military units had fairly low upkeep and it was easier to get economy buildings built faster. More importantly, buying buildings was also cheaper.
Military: B – Early units are of course a disappointment. However, the goal is to get knights and crusaders, some of the best mid-tier arcanus units. Crusaders I consider the best unit you can get in all arcanus races – with just 60 cost and low upkeep, you have a sturdy albeit slow unit that has a healing spell and deals good damage with experience or buffs. Magicians deal excellent damage and when elite, 25 caster allows spells such as lightning bolt or petrify. Paladins are expensive but very tactical and quite good at dealing damage later in game – however, the cheaper units were often the priority.
Nature Magic experiences:
Resist Elements: B+ (helped conquer sprite nodes, fight magician garrisons, great to include for all summons and higher-level military units like crusaders)
Fairy Dust: B (surprisingly powerful, not much inferior to fireball)
Wild Boars: B+ (Reliable way to suffer fewer losses, good as garrison, stays relevant with survival instinct)
Earth Lore: B (You can explore in other ways, but this is simply convenient and improved over the earlier versions)
Water Walking: B (Convenient way to attack surprise galleys – cast water walking to a fast moving unit like spiders and go for the kill. Helped me more than I expected in this very specific way. Not very useful for me otherwise)
War Bears: A (easily my favorite common summon in game – there isn't anything this cost-effective and 'advanced' other than maybe ghouls)
Sprites: B- (very niche role but when it works, it works very well. I don't understand why AI uses them as garrison – they are not that dangerous)
Nature's Eye: C (I like being able to see a bit farther, and the research bonus pays for itself eventually, but seemed hardly essential to my game)
Earth to Mud: B (didn't use it that much except when using stacks of high men magicians. In the right circumstances, it can save you)
Web: A- (tactical and it helps that magicians can cast it – extremely useful when using races with little ways to hurt fliers. Some uncommon spells partially replace it)
Ice Bolt: B (excellent for elite magicians and good substitute to web in some circumstances)
Giant Spiders: A+ (probably the best summon in Caster of Magic: available early, mostly obsoletes 'web', high resistance, mobile, very low cost for what it offers, useful through entire game)
Great Lizard: B (not by current experience but seems unchanged from earlier – useful with certain strategies otherwise not worth the research and casting cost – you need to wait for survival instinct or have resist magic – it is hard to get a stack of 9 but once you do they are good)
Nature's Cures: A- (extremely useful spell to speed up your conquests and lair hunting. Also excellent to defend the city you just conquered or to protect a city against multiple attacks)
Construct Catapult: D- (kind of terrible for 30 cost and high research cost – vulnerable and hard to deal as much damage as 2 war boars. I modified it to 25 cost and it is maybe barely adequate that way)
Crack's Call: B- (too luck-driven to be useful for me, but good for elite magicians mass-casting it, landing a few hits)
Change Terrain: B (An average spell that improved a few towns pretty well (desert, swamp) and I revisited it when I had gaia's blessing on. Hardly essential, but nice to have)
Transmute: B+ (Very niche, but if you happen to have 'gold' it is worth the high research cost to cast it just once)
Cockatrices: A- (another very powerful unit that helped me in difficult battles (lairs, nodes, and especially opposing wizards. Fairly durable given the sheer amount of damage it does. There's also that focus magic + resist magic + resist element combo )
Land Linking: B (Not that essential, but nice to be able to have access to pathfinder and a cheap buff to mass-cast)
Elemental Armor: B+ (ranks high because AI loves to put magicians, sprites, water elementals and other ranged magical units in cities)
Stone Giant: B- (probably, didn't use – I remember it being a solid, well-rounded but unspectacular unit)
Gorgons: B (has the potential of being massively game-changing with the right combination of buffs and survival instinct, but without such strategies, it dies to curses)
Survival Instinct: A- (Needed for gorgons, great lizards, and quite helpful to anything else. Very good for doom mastery)
Blizzard: C (probably, didn't use – just a way to weaken a stack a few hit points, not generally that useful )
Earthquake: C+ (it technically brought me the 'win' button but I was already winning. Somewhat useful if it can hit the right buildings)
Earth Elemental: B (Good for battles of attrition and to save a poorly defended city)
Petrify: A (novice magicians can mass-cast this rather powerful spell – so the best rare nature spell)
Gaia's Blessing: B- → B (with upcoming updates it is a good way to use up your casting skill when not in danger to improve city production and other benefits)
Iron Skin: B (it was nice to have on paladins and gorgons)
Abundance: C → B- (with upcoming updates it is a good way to use up your casting skill when not in danger. Benefit was very limited before upcoming 1.10 version update)
Call of the Wild: B- (Was a bit useful at getting some of the best treasure, but rather expensive spell)
Earth Gate: A- (probably, didn't use but it is spectacular)
Planetary Mastery: B (the downside is that it hurts your diplomatic efforts when not in war against anyone. Otherwise, if earthquake is your plan, you're getting a free 150cost spell every other turn)
Fairy Ring: B (gave me fairly poor units despite having 200+ skill, but free units is like having a good amount of extra skill)
Entangle: B+ (probably, didn't use but have good memories of it)
Call Lightning: B- (probably, didn't use but it wasn't a bad spell – not very damaging but if you can prolong the battle, the damage accumulates fairly well)
Regeneration: C+ (good for heroes and top summons, but seems like it comes pretty late)
Herb Mastery: B+ (freeing you up from 'nature's cures' with some battle benefits on the side makes this a very good global enchantment)
Colossus: B+ (probably, didn't use but it is a good well-rounded unit that performs much better than stone giants)
Great Wyrm: B+ (not well-rounded, but great when attacking cities)
Behemoth: B+ (I think it performs better than colossus, a small stack of them plus entangle is probably hard to stop)
Clairvoyance: B+ (it was nice to have some more power income and low research cost)
Roots of Genesis: B (it was nice to have some more power income)
Advanced difficulty, small map, 6 players.
Summary: Nature warlord high men is among the most powerful setups I've ever played. Many nature spells were excellent support to High Men's economic and military might and helped cover its weaknesses. It has a strong early game for the needed gold to rush War College and Fighter's Guild, leading to elite crusaders, knights, and pikemen. Giant Spiders, ice bolt, survival instinct, and petrify were probably the most influential spells to my game
High Men Race: B+
Economy: B+ – The increase in unrest was not a major barrier to getting gold. The mid-tier military units had fairly low upkeep and it was easier to get economy buildings built faster. More importantly, buying buildings was also cheaper.
Military: B – Early units are of course a disappointment. However, the goal is to get knights and crusaders, some of the best mid-tier arcanus units. Crusaders I consider the best unit you can get in all arcanus races – with just 60 cost and low upkeep, you have a sturdy albeit slow unit that has a healing spell and deals good damage with experience or buffs. Magicians deal excellent damage and when elite, 25 caster allows spells such as lightning bolt or petrify. Paladins are expensive but very tactical and quite good at dealing damage later in game – however, the cheaper units were often the priority.
Nature Magic experiences:
Resist Elements: B+ (helped conquer sprite nodes, fight magician garrisons, great to include for all summons and higher-level military units like crusaders)
Fairy Dust: B (surprisingly powerful, not much inferior to fireball)
Wild Boars: B+ (Reliable way to suffer fewer losses, good as garrison, stays relevant with survival instinct)
Earth Lore: B (You can explore in other ways, but this is simply convenient and improved over the earlier versions)
Water Walking: B (Convenient way to attack surprise galleys – cast water walking to a fast moving unit like spiders and go for the kill. Helped me more than I expected in this very specific way. Not very useful for me otherwise)
War Bears: A (easily my favorite common summon in game – there isn't anything this cost-effective and 'advanced' other than maybe ghouls)
Sprites: B- (very niche role but when it works, it works very well. I don't understand why AI uses them as garrison – they are not that dangerous)
Nature's Eye: C (I like being able to see a bit farther, and the research bonus pays for itself eventually, but seemed hardly essential to my game)
Earth to Mud: B (didn't use it that much except when using stacks of high men magicians. In the right circumstances, it can save you)
Web: A- (tactical and it helps that magicians can cast it – extremely useful when using races with little ways to hurt fliers. Some uncommon spells partially replace it)
Ice Bolt: B (excellent for elite magicians and good substitute to web in some circumstances)
Giant Spiders: A+ (probably the best summon in Caster of Magic: available early, mostly obsoletes 'web', high resistance, mobile, very low cost for what it offers, useful through entire game)
Great Lizard: B (not by current experience but seems unchanged from earlier – useful with certain strategies otherwise not worth the research and casting cost – you need to wait for survival instinct or have resist magic – it is hard to get a stack of 9 but once you do they are good)
Nature's Cures: A- (extremely useful spell to speed up your conquests and lair hunting. Also excellent to defend the city you just conquered or to protect a city against multiple attacks)
Construct Catapult: D- (kind of terrible for 30 cost and high research cost – vulnerable and hard to deal as much damage as 2 war boars. I modified it to 25 cost and it is maybe barely adequate that way)
Crack's Call: B- (too luck-driven to be useful for me, but good for elite magicians mass-casting it, landing a few hits)
Change Terrain: B (An average spell that improved a few towns pretty well (desert, swamp) and I revisited it when I had gaia's blessing on. Hardly essential, but nice to have)
Transmute: B+ (Very niche, but if you happen to have 'gold' it is worth the high research cost to cast it just once)
Cockatrices: A- (another very powerful unit that helped me in difficult battles (lairs, nodes, and especially opposing wizards. Fairly durable given the sheer amount of damage it does. There's also that focus magic + resist magic + resist element combo )
Land Linking: B (Not that essential, but nice to be able to have access to pathfinder and a cheap buff to mass-cast)
Elemental Armor: B+ (ranks high because AI loves to put magicians, sprites, water elementals and other ranged magical units in cities)
Stone Giant: B- (probably, didn't use – I remember it being a solid, well-rounded but unspectacular unit)
Gorgons: B (has the potential of being massively game-changing with the right combination of buffs and survival instinct, but without such strategies, it dies to curses)
Survival Instinct: A- (Needed for gorgons, great lizards, and quite helpful to anything else. Very good for doom mastery)
Blizzard: C (probably, didn't use – just a way to weaken a stack a few hit points, not generally that useful )
Earthquake: C+ (it technically brought me the 'win' button but I was already winning. Somewhat useful if it can hit the right buildings)
Earth Elemental: B (Good for battles of attrition and to save a poorly defended city)
Petrify: A (novice magicians can mass-cast this rather powerful spell – so the best rare nature spell)
Gaia's Blessing: B- → B (with upcoming updates it is a good way to use up your casting skill when not in danger to improve city production and other benefits)
Iron Skin: B (it was nice to have on paladins and gorgons)
Abundance: C → B- (with upcoming updates it is a good way to use up your casting skill when not in danger. Benefit was very limited before upcoming 1.10 version update)
Call of the Wild: B- (Was a bit useful at getting some of the best treasure, but rather expensive spell)
Earth Gate: A- (probably, didn't use but it is spectacular)
Planetary Mastery: B (the downside is that it hurts your diplomatic efforts when not in war against anyone. Otherwise, if earthquake is your plan, you're getting a free 150cost spell every other turn)
Fairy Ring: B (gave me fairly poor units despite having 200+ skill, but free units is like having a good amount of extra skill)
Entangle: B+ (probably, didn't use but have good memories of it)
Call Lightning: B- (probably, didn't use but it wasn't a bad spell – not very damaging but if you can prolong the battle, the damage accumulates fairly well)
Regeneration: C+ (good for heroes and top summons, but seems like it comes pretty late)
Herb Mastery: B+ (freeing you up from 'nature's cures' with some battle benefits on the side makes this a very good global enchantment)
Colossus: B+ (probably, didn't use but it is a good well-rounded unit that performs much better than stone giants)
Great Wyrm: B+ (not well-rounded, but great when attacking cities)
Behemoth: B+ (I think it performs better than colossus, a small stack of them plus entangle is probably hard to stop)
Clairvoyance: B+ (it was nice to have some more power income and low research cost)
Roots of Genesis: B (it was nice to have some more power income)