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But there are also "end-of-the-world" events starting to happen. Like the Four Rider of the Apocalypse showing up and start wrecking everyone's stuff. Your's included.
If the last seal breaks, the real Apocalypse starts, because god isn't nice in Elysium.
Seal 3 summons Either plague (I believe.) He's usually the weakest but can either disease or wither a whole army to dust. He's just a big bomb best avoided. That's hard to do since he often overestimates his effectiveness and will suicide into large armies to their ruin.
Seal 4 summons war. He can either be relatively straightforward or a problem, but starts with units and the ability to charm large numbers of humans to join him. He often wont be able to take as many movement AP since he has slower units.
Seal 5 summons Famine (I think). He's another bomb that can destroy large portions of your army.
Seal 6 summons Death. By far the most OP horseman. Every turn he gets to run amok on the map he will generate more undead for his army. Definitely a large problem, and very destructive with his spells. He's so strong he often survives in the full apocalypse, just cutting down everything in his path.
Seal 7 causes the apocalypse proper. It doesn't matter how well you think you can survive random enemy spawns, they will eventually win. All regions get hotter and start turning into savannahs, and then deserts. This will swallow almost all tile types, including citadels! Ungarissoned citadels will be erased, starting with areas around the bottomless pit. You can attempt to control areas where the colder regions and coasts were for a while longer, but eventually you'll just have to stack units in your citadel and ride it out as long as you can while the AI or other players suffer demon attacks or lose their citadels.
Seal 6 is risky because certain things can happen that will push it into 7 if you're unlucky.
I don't think the seals have many secondary effects. I could be wrong, but the biggest consequences are the quality of your freespawn and the horsemen.