An alternative approach to the calibam (that actually worked out quite well when I tried it) that is much better done by alexis than Flauros.
What you need:
Octopus Overlords
A coastal Enemy OR mages with maelstrom
Warriors - lots of them
This is a midgame strategy, not an early game like the alexis warrior rush. The idea is, you want to get warriors to level 6. Why? At this point, you can vampirize them. And guess what warriors can upgrade to - Stygan Guards. All you have to do is drown them, then upgrade.
Strategy:
1. Follow Alexis - philisophical is nice for pumping out the great sages or great prophets, but what you really need is aggressive.
2. Whatever you do, don't build both archery ranges - EVER, except possibly in one city. Why? At bronze working, you can upgrade warriors to morai with a barracks. A barracks you can skip if you want to. At feudalism however, you can upgrade warriors to vampires with a governors manor - you can't skip a governors manor. At archery, you can upgrade warriors to archers with an archery range. However, you can only stop building warriors if you can build the two higher teir units - archers and morai.
3. Tech path. The entire game you are going to be warrior spamming. This means that you're going to want bronze working asap. However, another strong point of the calibam are the governors manors. This means that you're going to want code of laws asap. As such, I recommend beelining those two techs depending upon how close an enemy is (close enemy, bronze working, far enemies, code of laws). After that, you're going to want to get calender for agrarianism, festivals (gold and happy), sanitation (+3 happy cap from baths), mysticism and fishing for Octopus Overlords, and then, once you have all that, beeline Fanaticism.
3. Fanaticism. Fanaticism is important for two reasons. Reason 1, it unlocks stygan guards, the most powerful teir 3 melee unit. Reason 2, it unlocks your hero. Your hero is nice for 2 reasons. First, she's your hero, which is always nice. Second though, she is a vampire, that you don't have to research feudalism to get. You will see why this is important in just a sec.
4. Magic. You are going to need magic to make this work, and the four most important spells are Maelstrom, Fireball (or shadowwalk), blur and Rust. As your army is eventually going to be an army of demons, haste isn't too important for you. The reason why these are so important is because you're going to have ALOT of cannon fodder, and it is important that your cannon fodder can actually do something. As such, you want to reduce the strength of your opponents in any way that you can. Maelstrom or Tsunami is great for this (ashen veil priests are better, but its not worth the time to get them), because they can reduce your opponents strength by 30% and 60% respectively. Rust is great because it knocks off all metal weapons your opponents have, which can drop their base strength by 1-2 points and 10%. And lastly fireball is great for collateral, but more importantly, it can bombard city defenses, which is why it or shadowwalk are truly important. Blur however is one of the most important. Blur makes your units immune to first strikes - and first strikes are the bane of your army.
4. Early game. Early game runs much like the warrior rushing alexis's early game - try to kill people. You're aggressive, which means that with apprenticeship you can snatch shock or cover right out of the gate. This greatly increases their effectiveness against your opponents, which is important because your whole goal is to get warriors to level 6. Whenever you get a warrior to level 6, try to get him to safety and use him to guard your cities. It is important that you keep these guys around.
5. Early - Midgame. Early - Midgame is tough for this strategy. Everyone else will be using archers, axemen, etc, but you're still going to want to be using warriors. It might be a good idea to snatch construction here to get catapults to assist you with this part of the game so your warriors can still be competitive. On the bright side, you WILL have the largest army...
6. Midgame. For you, midgame will be lategame, and what you win with. This starts once you get fanaticism, and becomes a steamroll once you get sorcery (note fanaticism is FAR more important than sorcery). The very first thing that you want to do when you get fanaticism is to build your hero, losha. She has one primary duty - turn all those level 6 warriors of yours into vampires. Now, you have vampiric warriors, which doesn't seem to good. However, you can drown these warriors for a mere 60 gold and turn them into drowns. Then you can upgrade those drowns into Stygan guards. Now you have a bunch of vampiric demons - hope you were prepping for Armageddon.
7. Steamroll. Your army is going to consist of stacks of warriors, catapults (if you needed them earlier), mages with air 2, entropy 1, shadow 1, and fire 2 or shadow 2, and vampiric Stygan Guards. The guards protect the stack and are there to crack any really tough defenses. The mages maelstrom, rust, blur, shadowwalk, and fireball to weaken your opponents, and the bulk of your army, the warriors act as cannon fodder with the whole goal of getting to level 6. Whenever you get level 6 warriors, take them back to a city with a temple of the overlords, drown them, and then add more stygan guards to your stack of doom.
8. Heros. Saveros is worthless, unless you really need his help in the early-midgame. The reason is that he starts out as a demon, and can never be made into a vampire. As such, once midgame arrives, common stygan guards are going to be more powerful than him, because they can just feast their way to xp while he actually has to work for it - and you would much rather your warriors getting the xp instead of him. Losha is what your whole strategy hinges upon. Why? It means that you don't have to tech Feudalism to get vampires. Lastly, Hemah. Hemah, is going to be a god. A vampiric caster, feasting whenever he wants a new level - ABSOLUTELY. A level 3 caster that you can get whenever you want - great. First priority for hemah however should be getting entropy 3, because it does 10% damage (capped at 40%) to all units within 1 square, but most importantly, it applies withered to all opponents within 1 square. Withered gives -10% or 20% to opponents healing rate, but that isn't why its important. Withered also gives -60% strength. Now, it can be healed away by any unit with medic 2, but by casting it right before you attack, suddenly, all your opponents are at -60% strength, not counting any hitpoint loss, making them MUCH easier targets for your stack of warriors.
9. Economy. You are going to be doing alot of upgrading, and you're going to be supporting a large army. That means lots of gold. This is why Festivals is very important - those markets are going to help, alot. You may also want to consider grabbing way of the earthmother and spreading runes of kilmorph for the extra 2 gold the temples provide. However, The best techs to go for once you get fanaticism are the ones that lead to money changers, tax office, etc. All this comes after the all important fanaticism however.
10. Have fun, experiment, and remember, you aren't required to stay explicitly to this path/idea. Oh, and don't be afraid of armageddon, with a nice, large army of vampiric stygan guards, whats there to worry about?
-Colin