angelfromanotherpin wrote:Is there anywhere I can see a simple rundown of the factions? I don't need strategy guides or anything, just an idea of what each of their deals is, and maybe whether or not they're considered playable. (The official forums do not seem to provide this.

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I can start a list. But if you want to know what works in single player, the answer is "anything" because the AI is seriously that stupid. Abbysia is an awesome SP race (because the AI will never, ever, discover a way to siege a fort that gets past massed evocation and a few blockers) in EA and it isn't close to an EA powerhouse in MP.
This thread shows how many wins have been reported for various nations in MP.
EA:
Arcoscephale: Cheap researchers and some fairly nice units for a human nation provide tension between sloth and productivity scales. Lots of awesome in the capital, and a good non capital mage in the Mystic. Great communion potential there. Wind lords are the only recruitable thugs you have and they compete with the better in every way Oriead. You really want an awake SC for expansion, but you can do pretty well in the mid game on the backs of nice mages. Weak access to astral and no access to death mean that time is not on your side. If you cannot secure a lead in the midgame, you will lose. RATING: Playable, but not a powerhouse.
Ermor: (I have never played this faction and as such don't know much about this nation.) national troops are good blockers and auger elders are good mages. You could probably get away with a sleeping SC that provides some magic diversity. Nice access to death and fire, some astral. RATING: Playable.
Ulm: Much better than MA Ulm. Some nice magic diversity on your smiths and shamans and good E and N on your cap only mages. Nice sacred for humans, but cap only so if you go for a bless it has to be one that helps commanders too. You can do a lot of forging and thuggin' if you play your cards right, pretend might want S4+ for more MR and RoS/RoW. Low MR is the sticking point for me. But this is a decent nation. RATING: Upper third.
Marverni: Druids are awesome and forts are cheap. Troops are buffable if you can get into the mid to late game. Most of your lineup die like flies but pack a punch so you might be able to scare off rushers. Druids are awesome if you can ramp up but only if you can ramp up. RATING: Lower third.
Sauromatia: Winningest EA nation. Great mages, best archers in the age where archery is the most effective, recruitable thugs, blood magic, HYDRAS, and good cavalry. Exceedingly strong nation, but also not at the top of most peoples threat radar, as there is generally one nation more fearsome
right now until late game. RATING: Top Five.
T'ien Ch'i: Great magic diversity, strong archers, good EA troops. Frank wrote a guide that outlines how they can get any magic you really need. Flexibility on pretender as you don't
need any role filled. Somewhat difficult to play though. RATING: Top third. Especially strong if unmolested.
Mictlan: One of two strongest blood nations in the EA, powerful sacreds, hosts of sacred national summons. Strong in all phases of the game. RATING: Top Five. Or very close to it.
Abbysia: Weak access to a few paths that are not fire. Strong fire magic. Nice infantry in the EA, strong sacred that is cap only. Slow infantry and crappy magic diversity start to hurt pretty early unfortunately. Strong early and then pathetically weak. Might be able to win with a powerful pretender mage that could site search for many paths if they secured a large empire and a period of peace in which to research Construction and Conjuration. RATING: Weak, but really, really strong early game.
I probably got stuff wrong, but this is a start on one age. I may finish later.