All right, here's the Lanun... not quite as happy with this one, but that might be because I don't play them very much and am not quite as familiar with them. I keep thinking I forgot some really awesome tactic, or something. Again, in MS Word this is about 1.5 pages. Editing/criticism is appreciated.
The Lanun
The Lanun are the undoubted masters of Erebus seas. They start with their unique technology, Seafaring, allowing these pirates a monopoly on Pearls, along with an extra movement point. Lanun Work Boats can create a Pirate Cove on Coast tiles, which acts as a very powerful water Cottage. Pirate Coves cant be built within 2 tiles of each other, but are much more useful than simple Cottages. First, the basic Cove gives 2 Commerce, a defense bonus, and the ability for Naval units to change crews. The Cove then upgrades to a Pirate Harbor, then a Pirate Port, both at accelerated rates compared to Cottage upgrades. By the time a Cove becomes a Port, the tile has an extra 2 Food, 2 Hammers, 8 Commerce, 30% defense, a sight range bonus, a healing bonus, a surrounding combat bonus, and the ability for Naval units to change crews. Needless to say, the placement of Coves is vital to Lanun cities and requires careful planning.
Pirate Coves arent the Lanuns only economic bonus. The Lanun also have the Sea Haven, a unique building that lowers maintenance costs, increases naval production, and also provides the same benefits as the Harbor it replaces. It also allows the production of the Boarding Party unit, a Champion replacement that has the ability to attack and capture foreign naval units, but loses the boost against Melee units. Finally, the Lanun Palace gives Sea tiles an extra Food, allowing Lanun cities to thrive even with limited land to work.
The Lanun dominance of the sea extends to their military. Along with the Boarding Party, the Lanun use Hidden Nationality Pirates to attack their enemies and friends at will. The Pirate also has a withdrawal chance and gains gold in combat. The Lanun also have the seas most powerful ship, The Black Wind. This is a Pirate on steroids, a Hero ship with extra strength and Hidden Nationality. The Black Wind isnt the Lanuns only Hero, though. Guybrush Threepwood assists his fellow pirates, and possess the same Boarding ability Boarding Parties do. When under duress, the Lanun World Spell Raging Seas can be used to wreck havoc on Erebus coasts, damaging units and destroying many improvements while leaving the Lanun unaffected.
The Lanun arent, however, limited to the sea. They possess a strong land-going unit in the War Tortoise, which is a good attacker, a better defender, with a bonus against Mounted units and Water Walking.
The Lanun are Neutral to the gods conflict on Erebus, preferring to prey on everyone equally. As such, they do not possess the same religious devotion as some other peoples in the world. However, a worshipping the Octopus Overlords can provide dividends, and those who follow the Runes of Kilmorph are rewarded with gold, which is something that the Lanun very much enjoy.
Strategies of Note
First of all, the Lanun are useless when not near the sea. Their capitol MUST have enough coastline for at least two Pirate Coves to be build in order for the Lanun to survive the trials of Erebus. That being said, the Lanun can easily become an economic powerhouse very quickly, especially under Hannah the Irin and her Financial trait. However, the Lanun can just as easily become a militant nation, since Hannah also has the Raiders trait and the other Lanun leader, Falamir, is Charismatic. His other trait, Expansive, gives him some flexibility as well. So does his +2 relations with female leaders. Using either tactic is risky, and balance is key for those who wish total conquest. For those who arent dedicated to war, a Cultural victory is very possible under the right circumstances.
One of the main difficulties of the Lanun is deciding how many cities should be along the sea. Coastal cities generally are weak producers, and while Pirate Coves/Harbors/Ports offset this a little the Lanun still have problems with limited Hammers. A few landlocked cities built to harness resources are fine, and even recommended for that production capacity, but the Sea Havens decreased maintenance means that its often easier for the Lanun to settle faraway islands before expanding too far inland. Building a city on a perfect location thats rather far away is much better than a substandard location thats closer when it comes to the Lanun.
Those who want combat have many options with the Lanun. Both leaders have warlike traits, but Falamirs relations boost with the ladies means that he is perhaps a little better for this path (love 'em, use 'em, conquer 'em). The Boarding Partys loss of the Melee combat bonus is unfortunate, but any coastal cities are easily taken with combined Naval and land forces. The War Tortoise is an odd unit; it comes rather late in the game to help with an early rush and is at the end of the Mounted tech tree. They cannot use metal Weapons, either. However, they are defensive powerhouses and very capable of offence, especially since they can be promoted to Withdraw.
Builders can thrive with the Lanun as well. Their economic bonuses dovetail nicely with a peaceful strategy, and if combined with the Octopus Overlords religion, a Cultural victory is easily attainable with Hannah. Octopus Overlords also allows Cultists, who can cast Tsunami to further increase Lanun water power.
The Lanun start with Water, Air, and Chaos mana. All three are helpful in combat, and Airs Fair Winds spell further increases Lanun water movement. Maelstrom is invaluable to those who neglect Siege capabilities, as well.