Ok, but you can't build SoKs after fanaticism. The contrast is there, but it doesn't last.
It does make the game interesting, that's for sure! I like the availability of Paramanders as sort of 2.5 tier units that work for a good length of time but peter out in effectiveness versus civs that pursue the metal line. I do have to point out that you need metal to build Crusaders and Paramanders though. Paramanders require copper, which isn't a big deal, but Crusaders require iron or mithril. If you have iron working then there's less of a reason to build Crusaders instead of Champions.
I'm playing the Malakim looking for an altar victory right now so yes, yes I can imagine it!
The contrast w/ the Stygian Guards is noteworthy though. Thanks to the guards, OO civs can ignore the metal line for a long, long time. No other relgion can do that nearly as a well as the OO, although the RoK can for a while. Plus the OO gets drowned and lunatics.
I haven't played it yet, but the OO seems ridiculous powerful relative to other religions. I wish the other religions had as many options as the OO does.
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I'm not sure if there's a good way to change crusaders and paramanders to make them more useful units. I was thinking that if I were to change the crusader and paramanders around, I would lower the strength of both to five, let them receive metal promotions, and remove the metal requirements for both units. Thinking about it more, I'm unsure if that would create a useful unit; if anything the units could be less effective than they are now.
I'm also not really sure if such a change is necessary. It seems desireable to me now, but that could be because I'm playing as the Malakim.
You make some interesting points! I think sometimes when we begin playing FfH for the first time, you get the impression that the Octopus Overlords are powerful for a water map only; it isn't true! They have some great stuff and yes, Stygian guards have a lot of juice! It may be that OO is OVERPOWERED on a water map!
Like everything in FfH, Stygian Guards come with some negatives - they aren't human, so you can't cast haste if they are in a stack (or you have to leave them behind), etc.
RoK is really powerful for a few things - money, spreading early, and (not least!) the Mines of Gul-dur, which can be a game changer if you can't find iron. However, I think this contrasts to OO's general strength. And I think OO is 'earlier' and 'weaker' than Order and AV.
I do get the sense that the 'consensus' view is that Crusaders and Paramanders are a tad underpowered, for the reasons you state. So I view them as what they are with the current game rules, real good troops for special situations: a few crusaders to get the free heal promotion, if you are going for the altar and have lot's of Disciple XP's, or if you don't have metals. In those situations, these troops are powerful.
And so the contrast is in 'normal' games, they appear underpowered. Without extra free XP's, they will not stand well against troops with iron weapons.
So do they need a 'boost'? I think it comes down to how important the 'special situation' ability is viewed relative to more 'standard' abilities, which can be a function of map used, strategy used, game speed, etc.
Personally, I think Crusaders are more useful than Paramanders, simply because I tend to build the Mines of Gul-dur if I don't have iron and play RoK.
Best wishes,
Breunor