Master of Magic/Nomad

Nomads set a high premium on flexibility and movement, yet they retain a well-developed oral tradition, resulting is a surprisingly high degree of culture and technology. They are traders and raiders by nature and readily use wildlife and livestock in their war efforts.

Tactical Overview
Nomads are a good race. Their horsebowmen are easy to tech to and very strong. The Griffins are vicious, especially if enchanted with Guardian Wind or similar to allow them to get into close combat unharmed. Even Paladins will take some serious casualties against these flying beasts. The building limitations aren't too serious, still allowing you to build most units. You have a fairly flexible force at your disposal. The growth deficit is annoying, but not major. Build up a force of Horsebowmen and start conquering neutral cities, you'll soon be on your way.

Special Rules
Nomads grow slowly, at -10 per turn and receive a 50% trade bonus to their cities.

Normal Units
Nomad cities can build Spearmen, Swordsmen, Bowmen, Priests, Catapults and Galleys. They cannot build Halberdiers, Shamans, Magicians, Engineers and Cavalry.

Special Units
Nomad cities can build Griffins, Horsebowmen, Rangers and Pikemen.

Buildings
Nomad cities cannot build Maritime Guild and Wizard's Guild