hmm it's a nice start when beginning with this nation IMHO, a nice quick review of the troops and advice on which to pick, a pretender advice, start advice for research aims, and a general strat for the start of the game. All I need really.. certainly some other guides are longer but when I'm playing a nation I only need some hints so I can get started quickly.. when playing I'll find out the rest myself.
Good job, personally I think that with that bless you mentioned and high dom flagellants aren't a real bad choice. You also might want to give your opinion on wether diversivication (?) of magic through a rainbow pretender might be worth it.
A thing I like to be stated more clearly is exactly which paths you can get with your mages (as a reference for site searching etc.)
unluck = misfortune btw
Also you migh want to give an advice on what to use as tugs and how you'd kit them out (is a recruitable thugable, and so what would be worth to give it, or is it better to use summons as thugs and sc only?)
And then what endo said.. saying something is usefull in communion without s magic is a very very wrong thing to have in a guide though, strats can be discussed, but facts should be correct.
Calchet, your point is taken, but as with all threads, if you don't like it don't come back after you read it first... enough to do on the forum 

 
		
	
		
		
		
		
		
		
			
				__________________
				Want a blend of 
fantasy and 
sci-fi? Try the total conversion 
 Dominions 3000  mod  with a new and fully modded solar system map.
Dragons wanted? Try the 
Dragons, Magic Incarnate nation.
New and different undead nation? Try 
Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map 
 Gang Wars.