BlakeTheDrake
Warlord
- Joined
- Jun 27, 2010
- Messages
- 131
Octopus Overlords are powerful - they have potent early-to-mid game special units, and their first Holy Spell is devastating against anything close to the sea. The catch, of course, is that all their magic is useless if you're landlocked.
More to the point, their unique buildings, the Asylums, will boost your research, but causes a small chance (10% or so, I think) of any unit built in the city to start out Crazed - a pretty major handicap, since there's no way to counter it. Watch where you put 'em... oh, and the Tower of Complacency is pretty sweet - build it in a city you're expecting to get really big, and you'll never have to worry about unhappiness!
Ashen Veil is a dangerous one. Only use it if you're planning to run up the Armageddon Counter, since spreading it will ramp up the numbers. That basically means that you should be playing Sheaim (since their worldspell is powered by the Armageddon Counter) or Infernals (since they're not disadvantaged by Hell Terrain, while everybody else is, to some degree.) OTOH, with Infernal Pacts you can build Altars, allowing you to sacrifice living units for research (handy if you need to 'downsize' your military after a successful campaign), and the Infernal Grimoire - a fairly cheap 'free tech' wonder that you can pick up and carry with you afterwards - it causes random magical effects when used, and some of them are pretty neat. Oh, and 'Sacrifice The Weak', the unique Civic of Ashen Veil, while generally a poor choice, is perfect for weathering the Blight - and also quite helpful for survival if your lands are overrun with Hell Terrain. Their spells are also fairly handy, though nothing too impressive. Religious Heroes are noteable for Meshaber of Dis, one of the most powerful units in the game - he requires +70 on the Armageddon Counter, but if you're spreading Ashen Veil everywhere, you'll get there soon enough...
Order is the other big one, the direct opposite of Ashen Veil. Having it will keep Hell Terrain out of your territory, which is a big plus later in the game. Order Temples are probably the most useful of them all, since they increase military unit production-speed - and you can also build the Basilica, which helps keep down maintenance costs a LOT when your empire grows larger. On top of that, you get the 'Social Order' civic, which is pretty good. Their holy spells are so-so, but High Priests of the Order are the only ones (outside of Stephanos, the Horseman of Conquest) who can learn Command IV. Also got some pretty powerful heroes.
Way of Leaves is quite handy, but mostly if you're playing elves (Svartalfar or Ljosalfar) since it causes forests to grow everywhere around your cities - thus meshing nicely with the elves' ability to build improvements on top of forests. 'Protection of Nature' is a decent civic enabled by it, making it much easier to maintain high happiness in a widespread empire. Holy spells are OK, nothing to write home about tho. Few good units, decent heroes.
Don't know much about Empyrean or Runes of Kilmorph - never played them. But I do know that Runes of Kilmorph enables the construction of the Mithril Golem, another ultra-powerful unit, which also requires +70 on the Armageddon Counter. Also, Kilmorph priests require Gemstones instead of Incense to upgrade to High Priests - which might be good or bad, depending on what resources you have access to.
As for the Council of Esus, it's the odd bird of the flock. No priests, no temples, no spells... they do, however, have some nice, unique units - the Shadowriders are just as powerful as Knights, but supplement them instead of replacing them, effectively allowing you to have 8 knights in the field - four of them with Hidden Nationality, allowing you to harrow your allies. All Recon-units with Esus religion can also use 'Mask' to gain hidden nationality, so you can send a few Beastmasters to join the Shadowriders... oh, and your recon-units can 'Steal', taking artifacts, weapon-improvements or even 'carryable' wonders from rival units and cities. In other words, assuming you've got Open Borders, you can waltz right into your neighbor's territory and steal the Crown of Akharien from his capital! Oh, and if you choose to declare war, your units can stay wherever they are, instead of being pushed back outside the borders like normal. The only Hero you get is Gibbons Goetia, who does, however, have some pretty decent power - and the unique ability to temporarily seize control of another nation, not that it's terribly useful.
But while you're considering all these factors, do not forget this: The game's music-playlist is defined by your chosen Religion! So pick Council of Esus. They have the best music by far.
More to the point, their unique buildings, the Asylums, will boost your research, but causes a small chance (10% or so, I think) of any unit built in the city to start out Crazed - a pretty major handicap, since there's no way to counter it. Watch where you put 'em... oh, and the Tower of Complacency is pretty sweet - build it in a city you're expecting to get really big, and you'll never have to worry about unhappiness!
Ashen Veil is a dangerous one. Only use it if you're planning to run up the Armageddon Counter, since spreading it will ramp up the numbers. That basically means that you should be playing Sheaim (since their worldspell is powered by the Armageddon Counter) or Infernals (since they're not disadvantaged by Hell Terrain, while everybody else is, to some degree.) OTOH, with Infernal Pacts you can build Altars, allowing you to sacrifice living units for research (handy if you need to 'downsize' your military after a successful campaign), and the Infernal Grimoire - a fairly cheap 'free tech' wonder that you can pick up and carry with you afterwards - it causes random magical effects when used, and some of them are pretty neat. Oh, and 'Sacrifice The Weak', the unique Civic of Ashen Veil, while generally a poor choice, is perfect for weathering the Blight - and also quite helpful for survival if your lands are overrun with Hell Terrain. Their spells are also fairly handy, though nothing too impressive. Religious Heroes are noteable for Meshaber of Dis, one of the most powerful units in the game - he requires +70 on the Armageddon Counter, but if you're spreading Ashen Veil everywhere, you'll get there soon enough...
Order is the other big one, the direct opposite of Ashen Veil. Having it will keep Hell Terrain out of your territory, which is a big plus later in the game. Order Temples are probably the most useful of them all, since they increase military unit production-speed - and you can also build the Basilica, which helps keep down maintenance costs a LOT when your empire grows larger. On top of that, you get the 'Social Order' civic, which is pretty good. Their holy spells are so-so, but High Priests of the Order are the only ones (outside of Stephanos, the Horseman of Conquest) who can learn Command IV. Also got some pretty powerful heroes.
Way of Leaves is quite handy, but mostly if you're playing elves (Svartalfar or Ljosalfar) since it causes forests to grow everywhere around your cities - thus meshing nicely with the elves' ability to build improvements on top of forests. 'Protection of Nature' is a decent civic enabled by it, making it much easier to maintain high happiness in a widespread empire. Holy spells are OK, nothing to write home about tho. Few good units, decent heroes.
Don't know much about Empyrean or Runes of Kilmorph - never played them. But I do know that Runes of Kilmorph enables the construction of the Mithril Golem, another ultra-powerful unit, which also requires +70 on the Armageddon Counter. Also, Kilmorph priests require Gemstones instead of Incense to upgrade to High Priests - which might be good or bad, depending on what resources you have access to.
As for the Council of Esus, it's the odd bird of the flock. No priests, no temples, no spells... they do, however, have some nice, unique units - the Shadowriders are just as powerful as Knights, but supplement them instead of replacing them, effectively allowing you to have 8 knights in the field - four of them with Hidden Nationality, allowing you to harrow your allies. All Recon-units with Esus religion can also use 'Mask' to gain hidden nationality, so you can send a few Beastmasters to join the Shadowriders... oh, and your recon-units can 'Steal', taking artifacts, weapon-improvements or even 'carryable' wonders from rival units and cities. In other words, assuming you've got Open Borders, you can waltz right into your neighbor's territory and steal the Crown of Akharien from his capital! Oh, and if you choose to declare war, your units can stay wherever they are, instead of being pushed back outside the borders like normal. The only Hero you get is Gibbons Goetia, who does, however, have some pretty decent power - and the unique ability to temporarily seize control of another nation, not that it's terribly useful.
But while you're considering all these factors, do not forget this: The game's music-playlist is defined by your chosen Religion! So pick Council of Esus. They have the best music by far.
