They are nice 
I've never ever played Malakim because they always seemed boring to me - but with Empyrium (which also seemed boring) they are really fun to play.
I made a pangaea map with deserts, because I thought that I'd swarm some sand lions. I was not able to do so, though, not sure what I'm missing there? Well, I did not need the deserts anyway. (edit: the sand Lions show up for Mages, but not for adepts). (And they are quite nice, immune to fire 6
)
In the beginning I had some trouble with barbarians, but not more than with every other civilization. The Light Bringer is quite helpful in the beginning, thanks to it's visual range of 2, the map is explored quite fast. I had built one scout in that game. Normally I build more. When I reached Honor (the tech for Empyrian) Radiant Guards appeared, at that point a bit expensive, but nevertheless great defensive (and offensive against barbarians) troops.
Quite interesting are the powerful Ratha which are available with trade which is discovered on the path to Empyrium, and Construction. With Iron Weapon they have an attack of 7
and with the temples of Empyrium (+10% military production) they are built quite fast. They don't need a building like chariots, so you can build them anywhere.
When Chalid Astrakein appears (Religious Law) it mean's basically game over for the rest. He's got a "built in" Meteor, and the abilities of a High Priest, plus an affinity of +2 for Sun Mana. The Shrine of Empyrian and the palace both provide you with that, so if you had only one mana node with sun Mana that means a 15
Arch Mage/High Priest in an early stage of the game.
Beside of the warmongering, the cultural trait (+2
), in combination with the adaptive trait (at turn 172 I was able to change to Industrious trait to hurry most wonders) plus the temples (+20%
) and the culture trait's ability to build obelisks and carnevals faster, make a
boom that puts OO in its ranks. Adaptive is also nice if you later on want to change to Charismatic and get free promotions.
Can't remember the last game where I've built 4 settlers - and that was enough to get rank 1 at landmass on the statistic screen!
If you're searching for a strong middle game civ which can make culture like hell along with some useful units - Empyrian Malakim is what you've searched for.

I've never ever played Malakim because they always seemed boring to me - but with Empyrium (which also seemed boring) they are really fun to play.
I made a pangaea map with deserts, because I thought that I'd swarm some sand lions. I was not able to do so, though, not sure what I'm missing there? Well, I did not need the deserts anyway. (edit: the sand Lions show up for Mages, but not for adepts). (And they are quite nice, immune to fire 6
)In the beginning I had some trouble with barbarians, but not more than with every other civilization. The Light Bringer is quite helpful in the beginning, thanks to it's visual range of 2, the map is explored quite fast. I had built one scout in that game. Normally I build more. When I reached Honor (the tech for Empyrian) Radiant Guards appeared, at that point a bit expensive, but nevertheless great defensive (and offensive against barbarians) troops.
Quite interesting are the powerful Ratha which are available with trade which is discovered on the path to Empyrium, and Construction. With Iron Weapon they have an attack of 7
and with the temples of Empyrium (+10% military production) they are built quite fast. They don't need a building like chariots, so you can build them anywhere.When Chalid Astrakein appears (Religious Law) it mean's basically game over for the rest. He's got a "built in" Meteor, and the abilities of a High Priest, plus an affinity of +2 for Sun Mana. The Shrine of Empyrian and the palace both provide you with that, so if you had only one mana node with sun Mana that means a 15
Arch Mage/High Priest in an early stage of the game.Beside of the warmongering, the cultural trait (+2
), in combination with the adaptive trait (at turn 172 I was able to change to Industrious trait to hurry most wonders) plus the temples (+20%
) and the culture trait's ability to build obelisks and carnevals faster, make a
boom that puts OO in its ranks. Adaptive is also nice if you later on want to change to Charismatic and get free promotions.Can't remember the last game where I've built 4 settlers - and that was enough to get rank 1 at landmass on the statistic screen!

If you're searching for a strong middle game civ which can make culture like hell along with some useful units - Empyrian Malakim is what you've searched for.