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Tier 1 without these buffs just isnt strong enough
>Culture feats that give half priced summons and half priced enchantments
>Start with tomb of rock for gargoyal and rock elementlas
>Dump everything into astral to juice up my lightning damage and build crit
I've been quite enjoying it. Once your campaign map points get high enough you can just ♥♥♥♥ up armies of summons on the fly
It gave me about 4-5 more districts per city on the map I was on.
Tier IV - Tome of the demon, spam demonic summoning on you vassal city to get 2 fiends tier2/3 units, than use fight for power to merge 2 fiends of the same tier, to get +1 tier, until you have the Tier V balrog unit.
Simply conquer and release vassal, spam spell, or use demoinc awaking (hero ability) to gets fiend.
Only limiter is your economic to handle the number of tier V units.
I wish more tier 1 units had evolve, it is such a good mechanic because generally tier 1 units at mid - late game turn totally useless. While tier II can still stay relevant and tier III will always be good.
Tome of Artificing - Forget everything else it has Artisans Armaments are straight up busted, basically all your units get 30% crit chance is HUGE. Especially if you use other means to stack it even further.
Tome of Wind, for Zephyr Archers and winged scouts
And that combined with the tomes which give seeker arrows and amplified arrows.
To be fair: I think every tome is viable in the long run. It depends how you mix them.