Non-standard civs
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Khazad are in my opinion a beautifully-designed civ. Their gold vault is a creative idea, they are focused tech-wise, they have strong reinforcing synergies, they are strong, they fit the roleplaying fantasy standard of what a dwarven kingdom looks like, and they are fun to play. Of course, their strongest synergies come from Runes of Kilmorph. As Kandros Fir said, "Oh, Runes of Kilmorph, how do I love thee? Let me count the ways."
Let's start with the gold vault, their defining characteristic. It offers happiness, a production *multiplier*, and a bonus to GP generation based on the amount of gold you have. Some of their other characteristics include: inability to build mages, most archers, and most horses. This means they will focus on the melee line. They have an also extremely good UU with earth mana affinity, and a very good UU Shadow replacement, Their worldspell creates hills.
Hmm. So. Runes of Kilmorph provides raw gold and merchant slots, which pumps up the vaults. Maxed out vaults are like a civ-wide God King. Their worldspell creates hills, on which they get double movement, which are then mined, which are then buffed by Arete, the bonuses of which are then multiplied by the vaults. Tablets of Bambur provides earth mana, which stacks with their palace mana, which buffs their UU druids, and has a chance to further buff their mines, which they already have a lot of, which in turn further boosts their production--which is multiplied by vaults--or commerce income, which in turn keeps their vaults more full. Arete also increases GP production, which stacks with the Vaults, which is like having a free Pacifism civic without the upkeep costs and no penalty to military production. Extra GPs means more tech, more production, or more gold in the form of settled merchants. Ok. Arete also unlocks the Mines of Gal-Dur, which can be semi-efficiently rushed using Soldiers of Kilmorph, a Runes UU, thanks to the production multipliers from the Vaults. The Mines buff their primary tech line and their Forge UB. Their Forge UB also has a chance to be buffed by earth mana. The Arete tech provides Guerilla II, which helps them fight in hills, which they already have a lot of thanks to their worldspell and in which their base units already get movement and combat bonuses. Then there's Bambur--not that great of a hero, but basically counts as a free enchantment mana for the Khazad. Unlike other civs, Khazad gain nothing from Enchantment II and III--they only need enchanted blade, which is a permanent buff, which means they only need 1 caster for it--either at their primary rally point or in their main attacking stack. This means they can even further delay arcane line research, or save their nodes entirely for melee buffs like blur, dance of blades, haste, courage, or loyalty. Or they can stack more earth mana. It's a virtuous circle.
Let's recap. RoK buffs Khazad's: main military line, production, commerce, happiness, GP production, defenses, favored mana, UUs, and UBs. THIS IS WHAT REAL SYNERGY LOOKS LIKE. Why would you, in a standard maptype/game, ever choose a different religion? (Of course get Esus in a couple cities for Dwarven Shadows, Order/Empyrean temples for the multipliers, etc.)
PS I think Arthendain is a RoK hero. I am not sure what, if anything, he does. I am usually well on the way to winning the game when I get to him.
Clan of Embers, like Khazad, gets strong benefits from RoK although the synergies are not quite as self-reinforcing. The main thing is a zero hammer loss from SoK rush-building thanks to Warrens, and even net hammer gains if you use some combination of Sheelba's Command Posts, God King, military state, nationhood, Order temples built as non-state religion, Arete (for raw hammers), and Heroic Epic, for a total potential production multiplier of +205%. On Marathon speed, this is even easier because SoKs cost 180
and return 135
. This means that on Marathon, for every 59
you invest in SoKs, you get a total
output of 270. This might in fact be the tastiest (and stinkiest) of all the cheeses. (Of course, Clan is still an aristogranarian economy and probably wants to leave God King before too long.)
RoK's peripheral benefits include extra gold to support Rantine/Jonas Expansive/Warrens rapid expansion. Gold-providing temples can be rush built with Stonewardens very effectively as well to spread the religion and provide extra shrine gold as well. 2-for-the-price-of-1 Thanes can be used to culture bomb new cities to offset RoK's lack of culture. Same as Khazad, Mines of Gal-dur can be rush-built efficiently by the Clan and provide the same benefit to the Clan's primary military line. Ditto for Bambur.
The alternate religious strategy for Clan involves Ashen Veil. Here you use Warrens to spam Savants and rapidly spread AV everywhere you can. You combine this by Warrens spamming Goblins in the Prophecy of Ragnarok city to rapidly drive up the AC. When the Horsemen arrive, they ignore your barbarian self and instead create problems for your enemies. Also, Veil's science bonus can help a little to offset your research penalties.
Note that these strategies are not mutually exclusive. You can run RoK as your state religion and get your alignment to neutral to avoid hell terrain spread for most of the game, while you continue to benefit from Veil as a secondary religion. Spiritual Jonas or Sheelba's Command Posts can also make some use of the Savant-->mage progression path.
Sheaim have a very clear synergy with AV. The planar gate--Sheaim's core mechanic--
output depends on the AC, which is efficiently raised by spreading Veil. Furthermore, since planar gates' production is independent of city tiles, Sheaim production is maximized by packing a ton of cities tightly together and maximizing the total number of planar gates in the empire. These small cities make very good use of AV's Sacrifice the Weak, meaning with a greatly reduced number of tiles they can still hit their happy caps. These mini-cities will want to use farms and agrarianism mostly, with Aristocracy for some extra commerce and Slavery (unlocked along the same tech path as AV) to whip out important buildings. Veil also allows extra scientists which can help Sheaim bulb their main tech path, Arcane. Like Khazad+Runes, I feel the designers did a very good job of building interesting synergies into this combination.
Sheaim can benefit from secondary religions as well, primarily to get a little extra gold or science from temples and unlock extra specialist slots for StW.
Mercurians - I have never played them, only summoned them, but I think the basics are pretty straightforward. Your
comes from the deaths of units that follow RoK, Empy, and Order, so you want to spread these religions as much as possible. Since you are a warfare-oriented civ, but don't have any particular economic bonuses, RoK's extra gold and Order's maintenance savings can both translate to a larger empire and more
for your ingenuity trait. You already have iron from your palace so you don't need the Mines of Gal-Dur, and they will probably be gone by the time you enter the game anyway. Same goes for Bambur. Arete can help with GP production if you are going for an Altar victory--Kurios build first 3 Altar levels, summon Basium, switch to Basium, pump out the last few prophets yourself. Even so, RoK's benefits are nice but can probably be obtained using it as a secondary religion. Get your 1 stonewarden and switch.
Order's probably a better primary religion than RoK for a few reasons. 1) RoK temples can be built with it as a secondary religion, but Basilicas cannot. 2) Spreading Order itself produces extra military units which can be sacrificed for the cause. 3) Combined with Altar levels, Confessors with Spirit Guide can be used to maximize XP flow to your Angels to build up a crack army of well-promoted troops. 4) Social Order is available if you need it, although admittedly I am not sure if it is better than Arete. With an aristogranarian economy using mines and plains cottages, you can probably get a large enough happy cap using gambling houses. But using Arete locks you out of Apprenticeship which means less starting XP for your angels. And religion provides +5
with RoK/Order/Empyrean temples by itself, which might be as much as you need. Or you might want Scholarship to boost research, etc, etc.
The other choice is Empyrean. This really comes down to a choice of whether you need the economic benefits Order provides, or you need the sheer ass-kicking power of Chalid. This assumes Chalid is still available when you're summoned, but he probably will be because your summoning civ most likely beelined Mercurian Gate because you were playing it. Right?
Leaves and Esus are out as they are for most everyone else, but what about OO and Veil? I am not sure about this, but I think that when YOUR OWN living units die, they also spawn an angel regardless of what religion they followed. Now I believe Basium purges Veil from all of his cities every turn, so you can't follow Veil. OO might be an option though, if you need Cultists for some reason. But I don't think Drowns or Stygian guards turn to angels when they die, so think carefully.
Calabim are about maximizing population for feasting and free
from the Governor's manor. They can certainly make some use of RoK and OO in the early game, but I think the real choices for Calabim are Order and Veil. You need to ask yourself this question: Would I rather have a higher amount of ABSOLUTE population through bonus food, to maximize XP and production, or would I rather maximize PRODUCTIVE population through bonus happiness, which will probably produce superior commerce and GP through extra specialists?
I analyzed this at a high-level in another thread, but basically I think Veil Calabim are better for pure warfare and expansion (setting up new cities through slavery) while Order Calabim can use a slightly more balanced strategy. Order Calabim have a little extra tech advantage which might help if you want to play around with things like flesh golems and tier 4 national units. Basilicas/Code of Junil law mana also offset some of the relative maintenance weakness of the Governor's manor. Conversely, Veil's Ritualists and entropy mana offer extra firepower on the battlefield. Both civs' top-tier heroes can't be vampirized, but their intermediate mounted heroes (Rosier and Valin) can be.
Since Order and Veil are mutually exclusive within a city, you usually have to choose between one and the other or be content with some of your cities not having your state religion in them. Admittedly thanks to the Governor's manor this minor loss of
is not that big a deal. One viable strategy might be to switch between Veil and Order as the economic and diplomacy situation demands. But that's probably overcomplicating things, because once you have governor's manors and vampires you can win however you want.
Doviello under Mahala are pretty interesting to me. I like their warfare-focused economy that generates gold through pillaging and uses that gold and captured slaves to produce new units. Aside from the melee line and KotE (which unlock Haste and Dance of Blades from palace mana) your priority techs are Deception and Way of the Wicked.
This being said I think a lot of religions can work for Doviello. RoK's extra gold and guaranteed iron is always welcome, as are Stonewardens and Bambur, but you probably don't need Arete's
because you're using slavery. Order is out because you can't use Undercouncil or Slavery with it. Empyrean is useful if you need firepower in the endgame, but there's no particular synergy here.
Leaves could have some situational use if you have a lot of bad tundra tiles--ancient forest lumbermills are at least semi-useful. Esus might also be useful temporarily, since if you don't strongly need any other religion, you might as well pick up Gibbon to support your melee stacks with Mutation, Regeneration and Wonder at the same time you get Undercouncil. In the very late game (if you get that far) you might be able to create some raider mischief with HN Shadowriders.
Since you are going to be using aristogranarian and slavery anyway, there's a strong argument to be made for generating a lot of extra population through Sacrifice the Weak. Ritualists and Rust can also help your melee stacks. OO provides one interesting trick. Mahala can go Slave+10g-->Beastman+30g-->Drown+33g-->Stygian Guard, for a total of 73 gold. Slave-->Battlemaster costs 70 gold. So for a marginal price difference Mahala can get a champion-replacement that has +1 strength and march. But, this is true for any other civ--Stygian Guards cost the same as normal champions for everyone else too, and that isn't necessarily a reason to use them. The big disadvantage to using the Stygian trick is it requires a Temple of the Overlords, which means you can't use it to raise fresh troops deep in enemy territory like you can with slave-->battlemaster... which is one of Doviello's core mechanics. Why throw it away?
In sum, I think the Doviello are more about civic choices than religion choices. AV, Esus, Empyrean, RoK can all work. OO and Leaves are situational. Order is out.