I'd love to have in-depth guides for every faction, with tips for players and maybe some suggestions for devs/modders.
Unfortunately, I usually play custom factions. That's why I am only an expert with one faction, Resoln. If others like my suggestion of creating these threads for other factions, that would be awesome
Resoln
Wraith Blood: Of all the blood traits, this is the worst, in my opinion. -1 HP/level really hurts your champs. Relying on Dodge to save your #ss is a risk I would rather not take. This is partly preference, as I don't like too much randomness in turn based games.
Wraith Touch: This is awesome. It's not too powerful, since it's fairly low damage and the change of succes is often smaller than a normal attack. But it's fun and this faction needs some form of healing.
Race overall: Flavorful, but one of the weaker races.
Adepts: This trait illustrates the difference between the pre-made factions and custom ones. It's not bad and quite fitting for Resoln, but nobody would ever pick it for a custom faction, as it's too underpowered.
It's nice to be able to summon and debuff right away, and immediately harvest shards, but it's all very minor.
Binding: I love this trait. It's flavorful, and it makes those shards feel really special and well, magical. The elementals can give you a boost in early game. Since they are completely free of cost, they are always a welcome addition to any army. See below for details...
Cult of a hundred eyes: To be honest, I hardly ever use these lovely spiders. They are fun and useful for their web ability, but I never seem to have the mana to spare.
Binding and Spiders and Summoning is a bit too much of a good thing. How many (fairly weak) utility-monsters does an army need?
Death Worship: Another defining trait of Resoln. Also known as 'the Mana-sink'. Some fun spells, for a high cost. In practice I hardly ever use them, as I cannot afford the mana and I always use summon and debuff spells first.
Converting shards to Death can be fun, although you usually don't want to convert Water (as Ceresa has it) nor Air (Elementals and Crow Demons). Meanwhile your champs might have Earth and Fire magic too. That being said, it can be powerful. Besides using it for Wither, it also comboes with Curse. Cyndrum demons simply love Curse. They start multiplying as soon as your mouse hovers over the tooltip...
No armor: The obvious weakness to pick. I usually play Resoln without ever training troops, so it does not affect me at all. If you do decide to train troops, it might be easier to gamble on dodge anyway.
Faction overall: Resoln are the bestest Seriously, they are fun and the most unique faction. No contest. Not the most powerful, though. Cult and Binding are too similar and Adepts is too minor. Still, if you can get your mana-output going, you can easily crush your opponents in a completely original way. I am sure your enemies will appreciate that!
Oracle Ceresa
Summoner: She needs to have a mage profession, but like I said earlier, 3 'monster' traits is overkill. The Shadow warg is a great addition early game, however. The summoning line is probably easier than trying to become a 'damage mage'. With Swarming, even that free skeleton comes in handy. Air Elemental and Skeletal Horde are both very powerful and will beat anything short of Drakes.
Death II: An extra point in Death seems a bit of a waste. Although Ceresa (any mage) does need a lot of levels to come into her own, so it might not be so bad. Death is mostly about debuffing. Curse and Wither can be game-changers. Ceresa does need some Prodigy (spell mastery) to be an effective debuffer. As with other schools, higher levels lack similar go-to spells.
Water I: Slow is awesome, Inspiration is nice. Freeze (lvl 2) and Mantle of Oceans (lvl 3) are great as well, and worth the level-ups. Again, level 4 & 5 bring nothing worth mentioning
Attunement: This trait is a bit underpowered, compared to Procipinee's crown. It could be upped to 3 mana/turn. That being said, my lovely Oracle really needs it!
Sovereign Bond: Boo! This trait could be so much fun, if the Familiar was more useful. As it is, there are two things seriously wrong with Familiars:
They start at level 1, even though the caster summons at a higher level. I am not sure if this is working as intended, but it seems like a bug.
They look like wolves, but only have movement two. As soon as you get a mount, you will have to leave your beloved familiar behind. As you probably do not cast it on turn 1, this leaves only a couple of turns to level up and enjoy your familiar.
Scarred: Very flavorful, but man, this can really hurt! This might come as a surprise for some, but during the early game, Ceresa can actually be your most sturdy unit. Really. Having 20-30 health and almost no regeneration can seriously put a damper on your tanking qualities.
Sovereign overall: Again, not lacking in flavor. Summoner is a great profession, facilitating a good start and boosting half your spells throughout the game. The spell schools are decent and the extra mana much needed. If I would create a custom Wraith Sovereign, I would always give it 'Hardy', but that's not wraith-like. Brilliance, on the other hand, would be an excellent addition to Ceresa. It could replace Death II, or Sovereign Bond until it gets fixed.
Binding in detail:
Every shard can provide 3 elementals, a Young, normal (nameless) and Ancient version of the same demon, depending on the level of the shard. You can only have one type per shard, but if the weaker version is still alive when you upgrade the shard, it will stick around until it dies. Life shards provide no demons, but Empires convert Life to Death automatically.
Air: Crow Demons are awesome. They are cooler than Bruno Mars on the south pole. Cooler even than a Metallica concert in your own living room. Ok, maybe not that cool, but still: they have high movement (4) and initiative, they can fly, and even the young ones start with a spell-like ability. They're excellent scouts and can survive tough fights with hit-and-run tactics.
Earth: Grave Elementals are the tanks among the demons. High hit points, defense and regeneration ensure they can take a beating. Don't expect them to deal a lot of damage though. The normal and Ancient ones have a ranged attack, greatly increasing their utility. Their downfall however, is their low movement of two.
Fire: Fire elementals are basically useless. In battle, they are very similar to Cyndrum Demons, except they do not multiply. Their ability costs too much mana to ever consider using. I generally use them as sub-par scouts, with move 3. Fire Shards are prime candidates for converting.
Water: Mirror elementals are almost as useless as Fire ones. Their one redeeming quality is their ability to reflect damage they sustain back to their opponent. With move 2 and low everything, taking damage is about all they do in my games.
Death: Cyndrum demons are very weak, with low hitpoints and no armor. They do have one powerful trick up their sleeve: if they make a killing blow, they multiply (just like Butchermen). As it is not that hard to ensure a killing blow, you'll have a unit of 5 (the max) before you know it. Their damage and movement aren't exceptional, but defenseless opponents (Curse anyone?) should definitely steer clear of them.
Summoning in detail:
Shadow Warg: If you can keep it alive long enough, the Warg can go a long way in Ceresa's army. Even if it doesn't, it can be a huge boon in the first few turns. Just make sure to always keep it on the sidelines, out of harm's way.
Necromancy 1: This could very well be my most used spell, since it's completely free and most battles are more about mana preservation and damage control than survival. Always place it next to the unit you are about to swarm. One skeleton increases everyone's damage and accuracy with 1 and 5 respectively. Sometimes, it even gets to hit something itself before it dies. For some reasons, opponents always target the skelly first. My demons do not object.
Necromancy 2: Skeletal Horde summons nine skeletons for a swarming galore! They are slow, have low damage and hit points, but hey, there's nine of 'em. Killing Ogres has never been easier. Only drakes with their breath attack can kill them off quickly.
Ice Elemental: The Ice elemental is too slow to keep in your army, unfortunately. But it can be a great asset in difficult fights. It can take some hits (not too many, mind you) and when it strikes back, it slows the other unit. Very useful.
Air Elemental: When young Sovereigns lie awake at night, imagining their future as Summoners, this is the spell they dream of. Ceresa can cast this at level 10 or more, depending on the number of Air shards you have. The Elemental has 80-120 hitpoints, good speed and damage and very high init. It can knock opponents prone or deal magic and normal damage. The only thing it doesn't do is cast Thunderstrike, like a Crow Demon can. I guess that would've been a bit too much...
Earth line: Admittedly, after I reach Air elemental, I might pick Summon III, but I've never gone any further. Other traits (initiative, spell schools, spell mastery) are slightly better, in my opinion. But feel free to prove me wrong. Earth provides nice tanks, but they won't turn the tide like Skeletal Horde or Lightbringer can.
Fire Line: This might be better, as the summons can deal more damage. If someone can share some light on this, that'd great.