danhanegan: Bonuses for mithril and adamantium only add to melee attack, not ranged. There is little point in searching out these special resources if you are going to rely on ranged units.
Wrong on two counts: 1) the bonus
does help non-magic ranged attackers (so slingers and longbows get ranged help, while magicians do not), and it increases defense of the unit regardless of attack types. 2) Each mithral provides +1 power and each adamantium provides +2 power just for being in a city's radius, even if the city is only an outpost. This is equivalent to the power provided by a shrine or a temple, respectively, and it is essentially free.
danhanegan: Orcs are great economic slaves but forget producing a decent military unit out of them. Halflings make great slaves in the early game, but the lack of higher end buildings limits late game potential. High elves are freaking awesome slaves, with high end buildings such as bank, animists guild and merchants guild, great early game cavalry and longbows, with magicians for end game, and extra mana just for breathing. Dark elves have obvious potential as slaves, but can be difficult to keep from rebelling.
-Yep, orcs are much better economists than fighters.
-Halfling cities can churn out slingers, which are strong even late game.
-High Elves are okay; they tend to have problems with growth and rebellion. I'd honestly rather have High Men almost every time, with longbows being the main exception.
-If you have a decent military power base, then Dark Elf rebellion almost doesn't matter, since the rebels still make that sweet, sweet +1 power per citizen. :D
danhanegan: If a slave city has a rebel problem, consider destroying any granary or farmers market present, to reduce growth until you get the rebels under control.
I genuinely don't understand why you would do this for any city you plan to keep. Let the city keep growing: if you can't get the rebels under control later, then no big deal since rebels don't hurt anything (unlike in Civ). If you can get the rebels under control later (lowering tax rate, spells, garrison, fame, etc.) then you instantly have productive citizens without needing to wait for the city to grow. Those buildings don't cost very little maintenance, they can help your food production (for supporting more units), and if you sell them, then you need to rebuild them later when you do get the rebels under control. If your city is flat out going to be conquered, then you may take an extra point or two of fame hit. If you defend your city, but some population dies in the battle, then you'll be losing rebels instead of productive citizens (which is effectively zero loss at all for you).
danhanegan: Barbarian berserkers are the deadliest normal melee unit in the game. One on one, they will easily destroy paladins, war trolls, or hammerhands. However, paladins have advantages that tend to make up for their lack of relative melee ability. Magic immunity is very helpful against a great number of opponents with magic attacks. And the holy bonus is nice when you stack paladins with lesser units.
Berserkers might take out hammerhands, but I'm not convinced they'll run roughshod over Paladins or War Trolls (especially War Trolls). If you control the berserkers while the computer controls the paladins or trolls, then sure, because you can take advantage of your unit's strengths while mitigating the enemy unit strengths. If you control the paladins or trolls, then you can completely nullify the berserker thrown weapons, which is a big part of what makes them so deadly. For that matter, hammerhands can probably negate the thrown weapons too, at least some of the time.
danhanegan: My standard late game army typically consists of a nine unit stack with mostly magicians, with typically 2-3 supporting units, such as priests (for healing), a ranger (for pathfinding) a paladin (for holy bonus and melee backup), and possibly a hero. If I have dark elves available I of course use warlocks instead of magicians.
To go conquering, if I had a choice between a stack of paladins, or a stack of magicians/warlocks backed with one paladin, 9 out of 10 times I'll take the paladins. Much faster and more resilient overall. That's my personal preference, anyway.