Is nice to see that everyone has its favorite and none seems to get the unanimity.
As for me, it's pretty hard to answer.
From FFH2 Vanilla, it was Kuriotates, and Hippus
But theme-wise I had a soft spot for Elohim, Amurites and Sidar.
I would say that, my fav theme was Sidar ''The ghosts of Erebus'' damn it.
But it was just theme-like because practically, they are hard.
As for Master of Mana, it expanded so much civs, and so many new. Since I installed the mod I only played
Jognar
Amurites
Elohim (just a bit)
Sidar
Calabim
Grigori
I LOVE the changes that have been made to those civs (on top as everything else that the mod brings on the table).
Amurites FEELS like they are genius magician with everyone of their units being buffed with magic.
Everyone of their unit is enjoyable, but they have to pay the price in term of strength that is they need to spread their research in both magic AND combat to be on pair with other CIVs.
I cannot debate the balance of this, because I don't have too much knowledge, but theme-wise it is pretty interesting and gives them a special flavor.
Elohim, finally those fighting monks can take care of themselves! They got some strong tricks that makes them valuable unit throughout the game, and on top of that got some increased powers against everything that is unholy and demoniac.
+all those buildings that makes Elohim a strong choice for cultural victory.
Sidar
They have some nice touch there and there, their spell which blurr their city is useful and interesting. They get some nice bonus behind their walls.
But you don't win a game behind walls and I hardly see what else they can bring.
Their units are pretty weak other than for defense (and they are not the best at it).
So you would think that their Shades would give them that edge. But Not. It's impossible.
Their wane reflect their combat abilities, because you need to get experience, but to make it harder, if you loose any unit you loose that experience.
Only a very good player can succeed with them imo (and without abusing the easy-wins trigger which were cultural victory at the time I used to play much FFH2).
I would like the ghost of Erebus to be strong and scary like Calabim, but I guess that's a far away dream.
CALABIM
They are my favs. Ok, you need to spend quite a time to research their spell tree and combat tech (to immortal) to get their Vampire Lords.
Meanwhile they suffer from a pretty poor roster of meh units.
BUT, they get Losha Vales. And with this unit that you can get by turn 100 or so.
Let me see 24+24+40+40. Yeah I would say by turn 124 more or less.
Everything is still manageable to get to that point, just survive.
Then you need to babysit Losha so she get Immortal (which she loose if she dies, but second chance will help to avoid that) and then, just roll barbarians, farm them, pick Bard and enjoy.
She can solely destroy major cities, defend your kingdom, give you a tremendous edge in cultural points.
Furtherly, if you have time and ressources or at war.
Build up disciple units from religion instead of Bloodpet or Moroi, because those units will gives you some heal at your cities (which is good when your vampire are reborn so they can instantly go back to action) but also because they get xp with passing time. And at 6 Losha can gift them Vampirism. So, you'll end up with very strong defense.
AND THEN. By turn 200 or so. VAMPIRE LORDS.
You won the game. They don't loose immortal. They don't give a sh*************t about cities walls. They just feed. I cannot even start to picture how strong those guys are.
But in a fair game, by the time you get them, some AI/players can be close to cultural victory or whatever else. I guess that's the reason Calabim don't get so much love because their super weapon they get late. But in a game without cultural victory. Absolutely go for it.
Their leaders traits are pretty bad though. They are not good at anything else than their vampires.
Also, they are not flexible, you need to unlock a certain order of techs to get them strongs.
Code of Law, Immortal, spell Sacrilege.
And Grigori.
Grigori are probably my second fav. I love the fact that any unit can become a hero.
And if you think that is OP. You might have to play with Calabim, to second think.
Yes, that is pretty strong. But it leads you to babysit your units while other civs get some strong cannon-fodders one (Jognar, Kuriotates, Hippus to name a few).
If you loose any of your unit, it's a setback. While for some other civs, sacrifying units is just common strategy at start.
Notice that, your first heroes are Bounty Hunters. I don't remember the production cost, but it's pretty high.
On a certain game I had to spent 18 turns to create them (maybe my starting region was that bad though).
And also, they cost leather, you cannot just create as many as you want.
Which makes them pretty valuable.
They get 8 strength (6+2 poison), that is pretty decent, but now, how many units are immune to poison?
I didn't check all races traits, but I wonder if orcs and goblins do not have immunity against poison, which makes your bounty hunters only 6str.
My Hall of Fame so far
One civ I didn't try so far and seems to me have a very strong potential are Aos Si.
With their many magic affinity they are probably the best casters of the game, and that might allow them to be very strong builders also.
Not to omit their combat capabilities since they get immortals, flying, very strong defenders and very capable attackers.
My deception, would again be Sidar. The ... Ghosts of Erebus.
Yeah, hide in your catacombs guys. You're awful
As for me, it's pretty hard to answer.
From FFH2 Vanilla, it was Kuriotates, and Hippus
But theme-wise I had a soft spot for Elohim, Amurites and Sidar.
I would say that, my fav theme was Sidar ''The ghosts of Erebus'' damn it.
But it was just theme-like because practically, they are hard.
As for Master of Mana, it expanded so much civs, and so many new. Since I installed the mod I only played
Jognar
Amurites
Elohim (just a bit)
Sidar
Calabim
Grigori
I LOVE the changes that have been made to those civs (on top as everything else that the mod brings on the table).
Amurites FEELS like they are genius magician with everyone of their units being buffed with magic.
Everyone of their unit is enjoyable, but they have to pay the price in term of strength that is they need to spread their research in both magic AND combat to be on pair with other CIVs.
I cannot debate the balance of this, because I don't have too much knowledge, but theme-wise it is pretty interesting and gives them a special flavor.
Elohim, finally those fighting monks can take care of themselves! They got some strong tricks that makes them valuable unit throughout the game, and on top of that got some increased powers against everything that is unholy and demoniac.
+all those buildings that makes Elohim a strong choice for cultural victory.
Sidar
They have some nice touch there and there, their spell which blurr their city is useful and interesting. They get some nice bonus behind their walls.
But you don't win a game behind walls and I hardly see what else they can bring.
Their units are pretty weak other than for defense (and they are not the best at it).
So you would think that their Shades would give them that edge. But Not. It's impossible.
Their wane reflect their combat abilities, because you need to get experience, but to make it harder, if you loose any unit you loose that experience.
Only a very good player can succeed with them imo (and without abusing the easy-wins trigger which were cultural victory at the time I used to play much FFH2).
I would like the ghost of Erebus to be strong and scary like Calabim, but I guess that's a far away dream.
CALABIM
They are my favs. Ok, you need to spend quite a time to research their spell tree and combat tech (to immortal) to get their Vampire Lords.
Meanwhile they suffer from a pretty poor roster of meh units.
BUT, they get Losha Vales. And with this unit that you can get by turn 100 or so.
Let me see 24+24+40+40. Yeah I would say by turn 124 more or less.
Everything is still manageable to get to that point, just survive.
Then you need to babysit Losha so she get Immortal (which she loose if she dies, but second chance will help to avoid that) and then, just roll barbarians, farm them, pick Bard and enjoy.
She can solely destroy major cities, defend your kingdom, give you a tremendous edge in cultural points.
Furtherly, if you have time and ressources or at war.
Build up disciple units from religion instead of Bloodpet or Moroi, because those units will gives you some heal at your cities (which is good when your vampire are reborn so they can instantly go back to action) but also because they get xp with passing time. And at 6 Losha can gift them Vampirism. So, you'll end up with very strong defense.
AND THEN. By turn 200 or so. VAMPIRE LORDS.
You won the game. They don't loose immortal. They don't give a sh*************t about cities walls. They just feed. I cannot even start to picture how strong those guys are.
But in a fair game, by the time you get them, some AI/players can be close to cultural victory or whatever else. I guess that's the reason Calabim don't get so much love because their super weapon they get late. But in a game without cultural victory. Absolutely go for it.
Their leaders traits are pretty bad though. They are not good at anything else than their vampires.
Also, they are not flexible, you need to unlock a certain order of techs to get them strongs.
Code of Law, Immortal, spell Sacrilege.
And Grigori.
Grigori are probably my second fav. I love the fact that any unit can become a hero.
And if you think that is OP. You might have to play with Calabim, to second think.
Yes, that is pretty strong. But it leads you to babysit your units while other civs get some strong cannon-fodders one (Jognar, Kuriotates, Hippus to name a few).
If you loose any of your unit, it's a setback. While for some other civs, sacrifying units is just common strategy at start.
Notice that, your first heroes are Bounty Hunters. I don't remember the production cost, but it's pretty high.
On a certain game I had to spent 18 turns to create them (maybe my starting region was that bad though).
And also, they cost leather, you cannot just create as many as you want.
Which makes them pretty valuable.
They get 8 strength (6+2 poison), that is pretty decent, but now, how many units are immune to poison?
I didn't check all races traits, but I wonder if orcs and goblins do not have immunity against poison, which makes your bounty hunters only 6str.
My Hall of Fame so far
Calabim
Grigori
Amurites
One civ I didn't try so far and seems to me have a very strong potential are Aos Si.
With their many magic affinity they are probably the best casters of the game, and that might allow them to be very strong builders also.
Not to omit their combat capabilities since they get immortals, flying, very strong defenders and very capable attackers.
My deception, would again be Sidar. The ... Ghosts of Erebus.
Yeah, hide in your catacombs guys. You're awful