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What I do is to cast Heart of the forrest+Lord of the wild+Shepards of the woods in every AF.
I buy as many druids as possible and keep them in their own AF. When enemy come to invade I teleport as many druid plus their armies to AF closest to the invasion force. Then overwelm the enemy.
Druid is fun class.
This will create freespawning animals in nearby forests you can pick up, as well as autoclaiming all the forests around you. And the shepards will capture the weaker defended resource nodes nearby.
Get an apprentice to 'plant forest guardians' on repeat there too until you have a good defense.
Then go for the primal or legendary being summons depending on your herb income and your game situation.
Unlock 'faery path' to quickly teleport your armies around and supprise attack enemies you can beat.
If you have the money, get a few Vergobret running around picking up the good animals.
^This, you can also get gods which are very good from primal summoning. Its the Druid end game.
1. Pick the right society. You want one with a lot of ancient forest. I think Dark Ages has the most and Empire has the least.
2. Charm animals to grow your starting army. Hopefully either your starting druid or apprentice has a spell to charm animals. Focus on attacking small numbers (1-2) of large animals like bears and moose to grow your army early. Combined with your lesser animal summoning ritual you can quickly get a couple decent exploratory forces.
3. Focus on capturing ancient forests. It's tempting to try to claim each forest/jungle tile but this waste a lot of time that's better spent finding and claiming ancient forests. Once you claim an ancient forest, cast Heart of the Forest and the surrounding forests will gradually be claimed for you. You also get a strong. immobile spell-caster that can defend the ancient forest well if you support it with a couple castings of plant forest guardians.
4.Use faery circles. Faery circles are ring of mushrooms on the map which will teleport you to a random ancient forest if you end your turn for the early summer on them.. For most classes this is frustrating but for druids this is very useful. Be sure to bring a scout so you don't get ambushed.
By using the above tricks you should hopefully be able claim to quickly gain a strong income of herbs for your summoning spells and claim ancient forest all over the map. I personally play druid as more an early/mid game rusher. All of your rituals have their uses but I mostly use the greater animal summoning ritual to quickly gain some decent armies. The animals from Lord of the Wild give you increased vision from your forest. Use this and your ability to teleport to any ancient forest with Faery Path to out-maneuver your enemy. If you can't defeat their main army then don't, attack their poorly defended citadels, resources, and expansion forces until you grind them down.
I personally don't like primal summoning. It's really expensive and often gives you Ents which aren't worth the price and can be obtained from your cheaper T3 ritual. I see primal summoning as something to be cast when you've either basically won already and want to showboat or as a desperation play when you need something to turn the tide of a war you're losing so you're willing to gamble on getting a super powerful god.
As to primal summoning: The beholder and gods are worth the ents.
An animal only army has a lot of glaring weaknesses. You have no range apart from casters so taking any fortified locations with ranged defenders is going to be a slaughter.
I once watched 10 mindblasting olms kill hundreds of animals because there was no one that could fire back over the walls.
Ents are ok they defend your ancient forests. Its just when you cast primal summoning your hoping for a beholder / god not a ent that's all.
But yes, the independent beholders don't move.
The only exception is if you set a nearby forest on fire and it spreads to the ancient forest they are in. The will move out of the fire and start roaming around then. I think if they find another ancient forest they will settle there.
So any unit with, for example the combustion spell, can burn down a forest.
Some fire or axe items allow for the same.
A high enough fireshield also worked in CoE4, though I don't know how high it had to be.
Setting it on fire then moving out is fine though.
Well, burning the normal forests has the advantage that it will cost one ap less to move through them.