I probably have an autosave file from a couple of turns before the Elegy was completed and things went to hell (literally AND metaphorically) if anyone wants to take a look.
Chalid did seem very good, but not better enough than the other religions' heroes to make up for the difference in other bonuses like sacrifice the weak or massive forest bonuses. He's definitely no mithril golem or Ashen armageddon hero. I didn't take the closest look at Empyrien, but I combed over Overlords and couldn't find anything decent aside from drown maybe being kind of sort of useful if you were landlocked. Maybe if you were Luan(?) and were playing with high sea levels?
I do like how, in addition to the huge variety in civs, this mod addresses a bunch of other issues I had with Civ 4: sending one large slow moving stack is no longer the best way to conduct war (assassins and huge increase in collateral damage effects), more productive tiles meaning you can scrape together real armies and the game isn't over if you lose a couple, and the Erebus mountain map feature. Gives a little buffer and creates more strategic points to defend.
Some questions I'm not clear on:
What's the "time" victory condition? Just the highest score when you hit the last turn?
Can you "cheat" your way to the tower of mastery by getting 4 mana nodes, building their tower, then once that tower is built use dispel magic to switch the nodes, repeating until you have all 4 towers?
Worm,
Getting the save file probably helps.
The religions are probably better balanced than you think. Got to the main forum and you will see a lot of discussion about them.
Indeed, many people feel Empyrean is VERY powerful, and Chalid is indeed considered better than the two heroes available for many of them. Order and the Veil of course are powerful, probably two of best. Note that you can't compare Chalid to the Meshabbir of Dis or the Mithril Golem - they can be built only if the Armageddon counter is above 70, while Chalid can always be built. Indeed, even for online play people talk about the 'build Chalid and win strategy'.
The overlords are VERY powerful also. Stygian guards are not alive and can use weapons; with iron you get 9 point units that can upgrade and walk on water that are easy to build. Drown can also be good. Obviously anything near the sea is totally dominated by the Cultists and the Speakers can summon krakens, gvining them tremendous strength at sea. If the overlords have a weakness, all of their units are abilities are geared toward combat, but they do this very well.
Order spreads like wildfire and has two good heroes, which is very nice. However, it is a lot harder to get than the early religion. Also, their priests and high priests are probably not as good; unyielding order has its place, but most players would rather have direct combat strength.
The Veil of course is a true powerhosue, but against here are traade-offs. It also comes late. Even though Sacrifice the weak is truly great, it is offset by the fact that hell terrain will kill your health resources; along with the -4 health from sacrifice the weak itself, getting people with one food is largely offset by the horrible health you will suffer. Still, I suspect it is the all around most powerful, with real good heroes and very powerful priests (ring of fire) and high priests (summon Balor!). The summon Balor spell is especially powerful for the Sheaim, their natural adaptors, since they are summoenrs.
Fellowship of Leaves and Runes of Kilmorph are probably the weakest religions, but their strength is that you can get them early. Get one of these religions, spread it, build a shrine, and you can get a lot of people to convert to your religion. For leaves, the tigers are nice. Obviously, if you play the elves, then Fellowship of Leaves is beyong good, it is sick powerful! For the Runes of Kilmorph, Arete can be great early in the game. You can also build the Mines of Gul-dur, get iron, and conquer very quickly. Bambur's powerful magic blade is a killer early in the game. Later, once everyone has adepts, it isn't special any more.
Yes, time vistory and score victory are the same thing, most points at the end.
Yes, you can use dispel magic to change mana to build the different towers. This feature is intentional; before we had dispel magic, you needed to have so many mana sources to build the Tower of Mastery that you effectively had to win a conquest victory to get enough territory to ahve that many mana nodes. Dispel Magic makes a tower victory possible where you haven't already de facto won.
Best wishes,
Breunor