I'm just beginning in the game, and would like to hear a little bit about these three races regarding their possibilities for magical dominance.
So the Wiki says the Amurites have the world's best mages, while the Grigori are the best at sorcery and the Sheaim are the game's dominant summoners. It would appear to me, offhand, that the Grigori's magical horizons are focussed more towards the early game, as they are relying on Adventurers and great people gas out towards the later game. Furthermore, the Grigori are obviously not going to have divine mages, so this makes them a little less flexible (and I really want the ability to make flesh golems to get around national unit limited numbers).
Amurites seem like they will eventually have the most strong mages via their Cave, and I'm intrigued by their archer/mage as well (particularly with the Arcane trait aiding a combat unit). I'm a little bit less thrilled by their leader picks, since Organized doesn't appeal to me much but I'd definitely want Arcane for them. However, their hero's ability to turn everyone into a tiny necromancer seems exceptionally potent, so that's a trade up as far as I am concerned.
Sheaim - Well, Summoner and Arcane together are amazing, but it looks to me like the Sheaim, between their desired religious picks and exceptionally powerful high end summoner unit, are a late game dominant nation. Not that I have a problem with that, I'm just trying to sort them out from the other two.
Also - besides the ability to have Arcane, what makes the Sheaim any better summoners than the Balseraphs until their Eaters of Dreams come out?
So the Wiki says the Amurites have the world's best mages, while the Grigori are the best at sorcery and the Sheaim are the game's dominant summoners. It would appear to me, offhand, that the Grigori's magical horizons are focussed more towards the early game, as they are relying on Adventurers and great people gas out towards the later game. Furthermore, the Grigori are obviously not going to have divine mages, so this makes them a little less flexible (and I really want the ability to make flesh golems to get around national unit limited numbers).
Amurites seem like they will eventually have the most strong mages via their Cave, and I'm intrigued by their archer/mage as well (particularly with the Arcane trait aiding a combat unit). I'm a little bit less thrilled by their leader picks, since Organized doesn't appeal to me much but I'd definitely want Arcane for them. However, their hero's ability to turn everyone into a tiny necromancer seems exceptionally potent, so that's a trade up as far as I am concerned.
Sheaim - Well, Summoner and Arcane together are amazing, but it looks to me like the Sheaim, between their desired religious picks and exceptionally powerful high end summoner unit, are a late game dominant nation. Not that I have a problem with that, I'm just trying to sort them out from the other two.
Also - besides the ability to have Arcane, what makes the Sheaim any better summoners than the Balseraphs until their Eaters of Dreams come out?