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The Malakim:
"He found him in a desert land, and in the waste howling wilderness; he led him about, he instructed him, he kept him as the apple of his eye. "
Deuteronomy 32:10.
Leader: Varn Gosam (Spiritual/Creative/Adaptive)
Palace: Sun Mana, Life Mana, Mind Mana, +10% War Weariness
Unique Hero: Teutorix (Blasting Powder)
World spell: Religious Fervor
Special Quirk: +1 commerce on all desert tiles, double move in deserts
Starting Tech: Ancient Chants
Quote:Lurker 1: Omg Lmaol, did you see Ilios' pick?
Lurker 2: Yeah, what a f***ing noob!
Lurker 3: He should stick to UNO if you ask me...
Yes I know, I know... In Fall from Heaven 2 there probably are better civs to pick from than the Malakim...
From the outset I was sure that the big boys (Ljosalfar, Luchuirp, Calabim, etc) would make their appearance in this game.
I didn't want my pick to be decided by a coin flip, and I was pretty certain Varn Gosam wasn't going to be the top pick for anyone...

Choosing the Malakim could come back and bite me in the behind, but I wanted a challenge and have fun at the same time.

I mean everyone can pick Flauros and do good in the game, right? (hi Sunrise!)
Let's look at the bad first:
The Malakim have - to put it mildly - unimpressive unique units.
The
Lightbringers are STR 2 Divine units, which start with Mobility 1 and Sentry. Well that's not all that bad I hear you say?
Unfortunately, these units cost 40 hammers on Quick Speed (compared to 16 hammers for a STR 3 Warrior), so I won't be building them just for the heck of it.
They can be cheaply upgraded to Disciple units (FFH missionaries) if a Temple is nearby.
I might build a few to guard my borders, but once Hunters and Hawks come into play...
Camel Archers are Horse Archers replacements, that do not need a Horse resource to be built. (for those wondering, Camel resources do not appear in FFH...)
The unique building is a
Desert Shrine (replacing the Pagan Temple) with adds 2 experince to every Divine unit built in the city (woohoo!)
Malakim also do not have a starting scout. This might not be so bad in BtS, but in FFH, with huts av, scouts can mean free Great People, Golden Ages, etc.
As coup de grace, The Malakim hero unit is conveniently unlocked with the Blasting Power technology, the FFH equivalent of Composites...
Looking good so far, right?
The only thing saving the poor Malakim from irrevelancy is their leader, Varn Gosam.
Handsome devil, isn't he?
The Malakim leader has the best traits in the game in my opinion. Varn is Spiritual and Creative, with Creative as adaptive trait. This means that at regular intervals I will be able to replace it with a new trait.
I should do good in the early landgrab and not worry about building a Monument (I hate building those).
By the time the trait switch occurs (around T70 on Quick Speed), I hope to have at least three, maybe four cities with popped borders. Culture should then come from religions.
I will probably be switching to Financial to get the economy going and build those important Markets (+3 gold, -1 beaker) cheaply.
Because the Malakim units are so awful, I plan on making use of the Divine units the different religions give access to. The Spiritual trait in FFH means no Anarchy when switching civics and religions, and I plan on making full use of the trait.
But Spiritual also means that all Divine units start with Mobility 1, and Potency (making their spells 10% harder to resist). The Malakim worldspell creates a Priest in every city you own (unlocked at Priesthood technology). The type of priest depends on your current State Religion. Each priest gets an extra experience points for every city having your current state religion.
The idea is to unlock the Ashen Veil religion, convert, and pop the worldspell. It should be possible to get the relevant technology between turn 120-140, by which time I hope to have around 8 cities.
The Ashen Veil Priests start with Hellfire, which is a spell that can do up to 40% damage to all tiles surrounding the caster (including friendly units, so i will need to be careful). That means I will have an instant army of STR 5, mobility 1 Priests at my disposal.
This should be the time I start mobilising my forces and pick a target.
Leading up to this moment, I should prepare a mobile army (chariots?), to back up the priests.
Ofcourse, I don't know if I can pull this off in multi-player (it obviously works against the AI).
I might head for the Empyrean religion instead, to gain access to those Sun 2 divine troops (Sun 2 gives allow the unit to cast Blinding Light, which incapacitates any nearby units for 2 turns).
As for winning the game, i'm toying with the idea of an Altar victory. The Altar of the Luonnotar is a wonder, and the first six pieces can only be created by sacrificing a Great Prophet. It can only be built by Good or Neutral nations. The final piece needs to be built (costing a cool 2680 hammers on Quick Speed). Each piece is more powerful than the previous, ranging from increased happiness in the empire, extra hammers for Priest specialist and extra experience for Divine units.
The prophets should be easy to get with Philosophical trait and the Pacifism civic. Combined with the Theocracy civic (unlimited prophet specialists) and I should be spamming them like there's no tomorrow.
Now, I'm not saying I will go all the way with the Altar, but even building a couple of pieces should help me with the kind of game I want to play.
Now why would anyone want to be named after a Teenage Mutant Ninja Turtle?
Conclusion:
Barring an early choke, I'm pretty confident about my chances in the game. I'm counting on the other players underestimating the Malakim, instead focussing their nervous attention to the big powers of this game (Calabim, Luchuirp, etc).
Keeping my fingers crossed for an all floodplain/plains hill start!