>>96492981
I glanced the more text-heavy parts, so this is more vibe than analysis build. I'll read it all later... This ended up with similar choices to the other build posted earlier, though mine is land-based while he likes seamen.

>Ideal: Sage
>Blessings: City of God, Ascent, New and Old, Aura
>Burdens: Billions Must Die
Turtling strategy against a sea of enemies. Build formidable defenses to hold key areas and to create killzones, and slowly extend the works to gain more secure ground from the enemy. Sage's powerful divination should be of great aid in making the correct preparations. By moving forces across frontlines in advance of enemy assaults, I can gain local superiority even though heavily outnumbered overall. Technology makes all this much more effective with railway networks as just one example.

>Races: Plant Spirits, Water Spirits, Earth Spirits, Elves (Own Race)
The spirits work to create fortifications and produce resources, with notable good synergy for food production. They also act as powerful elementalists and bruisers in the army. Elves fill the other roles with their resilience and wisdom helping them stay strong and setting them to greatly benefit from Ascent.

>Followers: Civilian, Watchman, Archer, Neophyte, Miner, Paladin, Grenadier, Druid, Artisan, Giant, Champion, Valkyrie, General, Artillery, Resurrector
Lots of ranged power and defensive units to man the bastions, and crafting units to build and supply them. I don't use mounts, but Valkyries form a mobile task force. As many of the battles are defensive, resurrectors ar ebetter be able to keep casualties low (and Aura gives additional recovery). When on the offensive, I'll punch through with giants and champions and follow up by erecting fieldwork.

>Archdemon Vassals: Pharas, Giro, Likinias, Lavras, Doctor Aeclas, The Screeching Wyvern
Take out smarter enemies (and fliers) to force them to throw meat into the grinder.