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Materium is good because of transmute metal, which doesn't require the tree. It's not a bad affinity, but not nearly as strong as astral.
I can easily agree that Chaos can feel superior if you play aggressively. Nature is very strong in defense on the other hand. And shadow can be exquisitely mean.
I'd say Astral is the most powerful late game tree, but lacks the economic support one needs in the early stages of the game.
Which affinities do you think have the best tomes? Artisan Weapons with 30+% crit chance are so powerful that this tome is a must. Also the tome of teleportation is very strong. In conjunction with actual teleporters armies are never in danger of being overwhelmed due to bad positioning.
Since then I've played Arcane, Nature, and Order in that order. Kind of also wanna get “pure” runs done first.
Of those I found Arcane to be the easiest to grasp. Mana is the only resource I ever had real lasting issues with, and concentrating on Arcane tech deals with that problem quite well. Arcane kind of seemed to be able to just dominate a battlefield with a diverse range of spells and upgrades for all kinds of different things. I'm not really sure what the downsides are supposed to be.
Nature Is very consistent in the beginning, then suddenly gets extremely strong when you unlock spawning animal units on newly acquired provinces, then dips sharply when you suddenly run out of mana because you've got too many animals running around, and finally becomes strong when you get the boons that make animal units cheaper (or whatever that was, I may be misremembering). Nature lets you grow really fast, which is thematically extremely appropriate, and it can be exhilarating to just gobble up the world, but it comes with some serious resource management issues. It's certainly interesting.
Order felt… weird to play. Can't really put my finger on it. I feel like where Nature builds wide, Order builds tall. I had tons of gold. Ran out of mana pretty often, but it never became a problem since I could mostly just buy my way out by building mana-producing buildings. Also vassals are surprisingly good to have.
For the other three I have less experience, but…
Darkness seemed the hardest so far. Being able to scout the map unharassed is pretty nice, but everyone hating you isn't.
Materium costs lots of mana, given that it's basically “upgrade units”, but it doesn't have that many options to generate mana, it seems, so… there's probably a way to play pure Materium, but I haven't figured out what it is.
Chaos seems cool. I think I'm gonna try that next.
Transmute metal is a must have. Once you get a bunch of mana generators, mana becomes the most efficient source of economy.
Best all around tomes? Nature. Good summons from the get go and still relevant late game.
Order might feel better if they fix vassals.
Tome of Roots, cast that living vine spell - the enemy T1-3 units are gonna spend the next one or two turns killing the vines. Your ranged units don't even get attacked, so basically no need for melee/tank units.
This is also partially due to the "pinned" mechanics, as their units cannot ignore the vines even if they wanted. Even killed a T4 demon unit today with a couple of basic units and 2x vine cast, just hilarious. Everyone walked out with >95% hp.
Then the tome of beasts, get summons as free cannon fodder. Get the materium capstone skill for T3 elemental summon, too. For some reason the AI always prioritizes killing the combat summons first.
Affinity upgrades are just so strong. +5 food from farms, double your food output? And food = population = everything else. But if you also play e.g. Barbarian and get the nature tomes, you additionally get tons of food and massive draft from province improvements. And build T2 spiders in your city.
Then compare that to playing e.g. Mystic with Astral. Everything costs mana, and yes you get buildings for some little bit of extra mana, but you get very little of everything else instead.
Horrible province improvements, like anything adding +3 mana for adjacent conduits? Compared to something giving +3 mana and +3 food for adjacent forest tiles.
Balance is totally FUBAR right now. Much of the game feels like an early beta version.
Thanks to transmute metal you can turn all that mana into gold food and production. 1 Mana = .75 gold, food AND production. It becomes the most cost efficient resource to mass.
Of course that's tier 3 tome.
Doesn't really feel so. Just thinking about how limited the city expansion is - take Adept Settlers:
+1 city equals 33% more cities before even buying any affinity upgrades
+1 starting population equals around 7 turns of growth, but since you also save 1 turn worth of Imperium on founding cities and can immediately annex the first province, it is even much better
Then you take the two affinity perks for +5 food and reduced settle time with another +1 population:
Well now you have 4+ cities by turn 20, and they're gonna be at least twice as big as other empire's cities after X turns.
Chaos also seems pretty strong if you combine the Horde tome (Spawnkin) with the Chaos affinity upgrades. Then you have really strong T1 armies which cost close to zero upkeep. Combined with the strong Draft from Barbarian buildings, you can also build those twice as fast.
But since migrating cities costs a ton of imperium, i'm not quite sure how this path translates into a similar power creep as nature does. You can get vassals for free but they're not going to like you.