Well it was a little game of mug the werewolf and later after some dumb handling of them a little game of mug the bear.

(and i got unlucky on Bear-Mutations as well) The best way to get shades. En masse. And the main reason why for sidar Slower = better and game speed doesn't proportionally scale to the number of shades. Since Scouts are built one a turn down to epic if set up right.
Just build Duin and have fun. For a start. (losing the "74 Werevolves" and Duin was the most serious mistake i did and mentioned and losing the "73" bears nearly as dumb (please don't call the animal rights-activists for torturing animals after ive told you how.). One by accident one by a 96% battle. Never do a battle with Duin below 99% best >99,9% only

)
Here is the buildup for a Sidar Cultural Victory (roughly, but Sidar play a very simmilar way in early buildup no matter what you play.).
1st Go Education for Cottages. (also needed for Warfare)
2nd Beline Military Strategy first and in force (for Bronze, Axemen, Form of Titan! (missed that one to falamar in that game quite closely.

), Greath Commander--->Command Post!.)
3rd Go KoE (Enchanted Blade that may kick barbs ass. And enchanted warriors still earn lots of XP. If you can build Catacomb. Liberal Upgrading of Mages Helps. Loads.).
If no copper is near may go KoE from mining. If Barbs are really serious. Try to get 3-5 Shades from barbs / early warriors. Settle as Engineers and / or Sages. If that is done the hardest part of the game is over since you will tech and build really good for that time in the game. Fresh Axes / Warriors with bronze + enchanted blades handle barbs just fine. Chose the Battlefield so Odds are in your favor and promote late to get alot of xp. Do battles with fresh troops at not-so well odds allright. 17+ EP only if you are sure to win. That will be shades for sure then.
Go Drama afterwards and build Theatre of Dreams (unless difficulty is lower and you have time. I missed them in that game quite clearly. Both of them.

).
After that (in order of choice / game situation whatever. Priority is not anymore that important as long as you get there in Time):
Get OO and Mind Stapling (Asylums for Lunatics. Reason later as seen in "mug the werwolf"). If you are the only one to have OO this has time until late.
If you can afford go to Poisions and Tracking. Build Rathus, take his blade, shade him and build the Shrine of the Champion in the city with the command post.
Found Anerons Bounty and spread liberally.
Then go Feral Bond and build duin (very important. If you get him you virtually have wrapped up the game. A warning though. Never get him near an oposing satyr. Did this mistake in my immortal challenge.)
Go Trade and Honor (needn't get honor first but early sure helps.). Be founding member of the overcouncil and go head for at least one season. Adopt Liberty, Trade routes and if you like public healers the rest is up to you. Afterwards it doesnt matter. Delaying the ban on death by staying head might help later but is minor.
Build the Heroic Epic in the city with the command post.
Adopting Empyrean sure helps for a time (can change any time later if you like). (Rathas are ecellent in chosing the Battlefield and Sidar Rathas / Ratha-War-Chariots kick ass later on. Homeland helps with high withdrawl for more safe Shades. Don't forget to build a Ludrius (Empyrean Priests Tier 2) or the other and Spread Temples with each religion you have or adopt to you 3 "legendary hopefuls". Also spare 2 or 3 of those for later).
Go Divination.
Go Religious Law. (For Chalid + Theocrathy. Law 2 First. If you want to change Religion later feel free to shade him. "Just" loses his power and Pillar of fire. Can still cast freely.

)
Beeline Stirups and use Tower of Divination for Warhorses (unless on lower difficulties you can afford to tech Warhorses allright in which case you spare the Tower for Pass through the Ether / nexus). Build Ride of the nine Kings in City with Shrine of Champion + Command Post. Afterwards build Hippodrome there.
All of those 3 blocks are interchangable to your preference and the flow of the game.
All the while Shading some Units to Engineers / Merchants and Sages as you see fit. Getting the Library sure helps and makes Sages the more interesting choice.
Adopt Aprenticeship, Theocracy and Conquest.
If you accomplish all that then you can produce the following Units out of the box:
Mounted in Capital / Shrine at 22 XP (4 away from Shade which is 1 Combat with Valor.), Recon at 10 (12 with a command post from a possible further commander 14 if you get Nox-Nocturnis at the same place)
8 everything Everywhere / 10 in cities with command posts + others from buildings like Lunaators Altar.
Now time to play mug the Wherewolf.
Thats the way it goes: Build tons of Scouts with the odd Ranger / Ghost in between.
Promote the Scouts to Combat 1, Subdue Animal Combat 2.
Kill Barbs with Duin until you get a ravenous.
Get the Ravenous near a city you like (preferebly some Druids / Chalid / High-Priests or at least priests nearby for medical assistance if needed.).
Cast Valor on the Scouts, Cast Courage on the Scouts (if you have by odd luck Body. Cast Regeneration on the Scouts, Bless the scouts might Save Combat 2)
Then promote the Ranger / Gost.
Next give the enraged wherewolf the boot. He won't like that and: turn on you.
Time to call the ranger / ghost-task force and kick his butt.
Result Ravenous Werewolf gets subdued. And harmed badly (to power 1,3).
Guess what: Give him the boot. He won't like that and turn on you.
What to do now? Call the Scouts (odds on Normal terrain 99,5% with subdue and Combat 2 enough to be sure.)
Time for a game of: Mug the Werewolf.

(Scouts move 2 so disband RW move in move back)
Rinse repeat. 4 Turns later behold your Army of shades. Build Scouts, rinse repeat. (Scouts get 4 XP per combat with Valor from that so 4 battles will be enough at 10+XP. You can send in your Ghost / Ranger from time to time as well but he will take longer to win.)
Should you loose your werewolf (because of stupid grouping with a nonsubdual-unit or forgetting to promote your odd Scout subdue) or want to train more shades at different places few and far between: Send the Baron or the Wolves fitter than one of your Scouts hunting to get more than one Ravenous. And play multiple Games of mug the Werewolf. Wherever and whenever you like.
Should the odd Ravenous Werewolf win: He then turns blooded loses Enraged and can be caught to fight and catch more Ravenous ones. So that a dead Baron doesn't mean the end to it.
In absence of Wherewolves take Chaos Mana and catch + mutate some Animals until they go enraged or by miles better yet crazed (one crazed animal is worth an empire of shades. Treasure them and declare nationality as soon as you can. Oh and mug them naturally. But don't! tell Greenpeace as they might not approve. Bears, Elephants and Spiders yield really nice XP that way. Elephants are a bit more dangerous but scouts are built fast so for a crazed one thats fine if he wins the odd time or the other. At least then its not all that one sided.)
If you are making some serious mistakes like me and waste them all take option B:
Always build mounted units for 18 (is Minimum for Level 5)/20/ 22 XP and send them on the Barb hunt (With Valor added). In absence of Barbs build Lunatics, When they turn Enraged give them the boot and mug them. Shade the mounted.
Then send those Shades to do what you like. In that case: Making Art. (Pictures of how to mug a werewolf perhaps.

)
For real added hiliriousness:
1. add the soul Forge
2. build a Scout promote him with Subdue Animal and upgrade to Mounted.
3. Afterwards promote him to blitz (Some Way off. Level 8 or Level 7 + Shrine of Champion required which is doable with some Barb-Hunting. Best is Mutation with Combat 1 + Canibalize in which case only Level 6 + Shrine is needed.

),
4. build an "arena" of terrain and units to contain the werewolf around the city with said forge and
5. do some serious werwolf buttkicking (with Engineering on Roads around the city each movement-point 3 equals Werewolf-Buttkicks / Werewolf-Souls. Also works without mounted but equals less moves later on and a less interesting unit when trained to 300+XP.).
That way you get a) a very highly promoted Unit (valor or Greath Commander required) easiely good enough for freeing Brigit or to rival Vampires. b) some serious Production and c) many shades from the "bystanders" who should be scouts with subdue and enter the fray when the mounted unit/s (yes that works with as many subdueing blitzing mounted units as you like...) is finished. Thats more fun with non-cultural since by the time you pull that one off cultural will allready be done.
Oh and the Blitz-Part can be axed if you owe the axe of Orthus. That works for up to 2 Mounted Units a turn then.
But the Axe is extremely valuable even for the basic game of Mug the Werewolf since you can take your Hunters / Ghosts to chase the Werewolf as well and Turn into shades rather fast.
But thats a little minigame anyways and not needed (and the soul-catching sounds like an exploit. Doub't that the poor fella has that many lives / souls to spare). Is handy though if you really like Wonders fast or the Rites of Oghma. (Way to expensive. But enough Werwolf-Souls will build it for you. Hands down.)
But in all honesty: Mounted 22 xp + Barbs + Lunatics was enough for Turn 361. And Baerie + Basium didn't get to enter my borders until around Turn 320 when i converted Council and build some Shadows to mug their troops trespassing my lands and get some Shades in the proces.
If you don't go cultural victory: go undercouncil. Adopt Slave trade. Build Asylums everywhere. And whenever you feel like it buy a slave, upgrade him to Lunatic and give him the boot (on upgrade they always start enraged. So no waiting here

). Afterwards mug him.
Gold intensive at first but after 10 or 20 Turns the Shades turned greath Merchants will make more than up for that one.
Much more reliable and in line with balance. Even though Enrage is indeed working as designed (just a negative feature turned net positive...) i doubt that the Soul-Forge thing is intended... That just feels so wrong. And perhaps should be fixed to exclude animals
Oh and if you get some Elephants: Upgrade them to War Elepants (as early as you can) get them mobility 2 from Barbs, then cast into the mist and send them to a neighbor in a caravel (relations to the naighbor dont matter. HN can move everywhere as can Caravels.) then go for some Gold-Minig and wreck his Economy with impunity. 3 of those can trash a big empire to a grinding halt and net you a fortune in the proces.. (easily enough to buy some Slaves + Upgrade to Lunatics + boot and mug them.)
Oh and thats not the worst. Balspheraph can do that game with loki from the beginning. Mutate some Animals and use those enraged / crazed ones to train your Recon. Level 10 + Units in Ancient Age rocks. Also should you get a War-Elephant with cannibalize or even the odd blitz your nearest Neighbor is toast then. Tried this once on quick once and my War Elephant ran out of Promotions around Turn 140 after finishing one civ and seriously mugging another. .
Also albeit less reliably you can do mug-the Lunatic / Enraged guy with a Command 3/4 Priest. Still holds for some nice rounds. Especially nice with an OO or Empyrean Priest turned Druid while running Order. Works with Animals as well. But Lunatics yield better XP.