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plus by not going full summoner i don't need to take mana channelers which opens up a society trait for something else. and i've really been enjoying talented collectors. i mostly take it for the affinity, but the little bit of bonus resources early game has been nice. i think adept settlers might be the better choice just for a free city cap, but it's fun hunting for the perfect spots with lots of magic materials for new cities.
Absurdly tanky front line that must be killed three times before they die, with tons of heals to stop those deaths.
But that is pretty much always my preferred playstyle so no surprise there.
Most fun - everything except maybe industrial. Way too defensive.
Barbarians. They provide the best two affinities in general. they are also great for use as an archer based build.
The damage output is insane.
The first ten turns I claimed a province for my capital each turn.
Added to that cheaper tier 1 units that can also be summoned through the horde tomb and the chaos and nature tomes in general pairing super well together for rapid expansion, and it becomes a very strong combination all together.
I rushed a high elf lord, declared an unjust war and stormed his two cities fast. Nearly 70 turns in of 150, and I have already destroyed that High Elf Lord before turn 40, migrated his cities, raised another city and build up a new one.
Raising Imperium can be a bit slow, especially since I didn't make much at all during my unjust war. The penalty did stop once I destroyed him.
But currently I have 5 cities and am not at war with anyone while the remaining 5 other lords are fighting among themselves and all hate me.
I'm busy building up currently, because I really stretched myself too thin by expanding fast and burning a lot of resources to take out the high elf early.
But it's fun, there's so many great combinations to experiment with and try out. There's a lot of cool synergies.
I played a brief campaign with a pyromancer wizard king sort who had the defensive culture and some focus on ranged units firing more accurately and melee units getting stronger retaliations and opportunity attacks. The fire enchanted weapons looked really cool on them and materium + chaos was a great combination too. Materium's economic bonuses stack well with chaos getting discounts and free stuff.
I had my mages and crossbowmen fire from behind my tough infantry forming a battle line, and played more defensively. My wizard king was very strong with fire magic. The fire focus did make them struggle a bit against fire resistant enemies.
And Feudal is one of the few cultures(the other being Dark) with access to actual cavalry. Do not underestimate 48 movement speed on buffed up cavalry. They blaze across the world, hit you were you are weakest and will find your flank in a battle.
It hasn't been deep, but I've done some more experimenting to flesh out my thoughts and preferences.
Mystic: Pack a punch with astral blades that will almost certainly be triggered, spellbreakers' ability to strip enchantments/buffs is useful if a bit contextual, and arcane guards have a nice stun to help keep the front line occupied for all of the above to kill things. As long as you don't run into anything very resistant to lightning or have to deal with a Magebane monster, there's a decent amount of fun to be had blasting things.
Dark: A touch tricky to get the hang of, and the lack of defense/support unit gave me pause, but in practice they seem pretty fun. Spells and positioning is important since you want to inflict Weakened on the enemy while not leaving your troops vulnerable to your enemy's own spells and ranged, but the charges are *powerful* if you can nail them. Dead enemy units + Weakened + stacking regeneration basically turns things into a one-sided slaughter...again, if everything goes to plan.
Dark warlocks are pretty darn great at making that happen between giving more combat casting points and their nasty always-accurate debuff skill.
High: I get the feeling they can be very powerful, but maybe not for make. The Awaken buffs are potent and do particularly wonderful things for your ranged units, but it's a bit more micromanagement intensive than the other mechanics. Keeping track of who's awakened and for how much longer during big battles could be kind of hectic, plus all the extra clicking every single time just to use the action-free skills to get it going. Like I said, powerful, just maybe not for me.
They seem to really spike in power once they get a tier 3 settlement and awakeners, though. Potent battlemage that can awaken two units at a time.
Industrial: Definitely the tankiest, though they have some interesting ways of trading their Bolstering stacks for heals and damage buffs. The arbalist is actually pretty flexible as a missile unit since they can do respectable damage while still moving, and their three-action attack matches some archers while denying the enemy retaliation. No melee means they're more screwed than true skirmishers if they get caught trying to flank the enemy, but it's an interesting option.
My Dark Goblins always end up Undead Necromancers.