Amurite Tips

Damn! I never paid attention to those, that's obscene! +1 happy per 10% gold???? My god, what have I missed???

Hey, I'm just glad I could add something to this conversation, given how much I'm benefiting. People really don't care that you're sacrificing them left and right if you let them gamble... what happens in Vegas and all that.

Anyway I was going to respond to your post before you edited it, but my computer died in the middle of my response :(
I really reckon the time to push Veil is well before Arcane Lore, since you're gonna want to whip pretty much every city until your hands are bleeding, so you probably won't be running all those specialists anyway.

Sorry about the crash... I usually just hit "back" when I'm quick replying, same outcome, but definitely my fault alone.

The problem for me is that your sage bulbs are able to only go partway on Sorcery and beyond, and some part of me would rather finish up Sorcery than research new techs, even if the new techs are cheaper. Although, I must admit I was misled by the changes in Civics - I've not been playing Veil recently, and I just assumed that Sacrifice the Weak required Infernal pact. Since it comes with the founding, it's probably worth it to found Veil asap after you get the basics (ag, bronze, construction, exploration, husbandry, education) and sorcery, but before you finish out summoning or move onto Arcane. What's really nice is that the specialist approach doesn't beg for currency and trade in the way that conventional economies do (although the majority of my cash right now is from gold mines, temples of kilmorph, the twisted spire, and trade routes).

It never occurred to me to run anything but Agriculture, especially in a specialist econ, but Conquest + Apprenticeship really does make sense. Plus it's kind of a cool concept for battlemage schooling...

Mana types - I definitely use enchantment and death as my first two picks. Water is also a fairly high priority, since I want people ready to squash deserts before hell terrain shows up and makes them uncrossable. I actually founded RoK, but never sprung a priest and now, in Scholarship, it's very unlikely. But, hey, this was a trial game for me.
 
I think I'm getting too good for monarch. I've founded the leaves, RoK, OO and the Veil, on a standard map. There wasn't really the usual suspects for those religions in the game. But, Sheaim could have taken Veil, Cardith could have founded Leaves or RoK, Elohim the same. And Keelyn could have founded OO.

I got to Military Discipline first, so I had a city with a command post producing Adepts at 10 XP, with just apprenticeship, and now I just changed to scholarship cause I have enough mana to get 10 EXP there anyways. I rushed the Crown in my capital cause I have the Great Library, an Academy and a Great Sage specialist there, and its my top research city by far. It's not the veil holy city, but I think this was the best choice in my game.

Yes I said Great Sage specialist. I think that was a very good choice of mine. I planted the 2nd Great Sage I got in the capital, which gave me an incredible science boost in the early game. Might be the reason I managed to snatch most religions. Probably gonna plant more in this city later, they give a hammer too, which is nice cause I'm about to farm it to death, as I recently switched to the Veil and Sacrifice the Weak.

Now I am gonna try going for a Tower of Mastery victory, all I need is to capture the Order holy city after he has built the Code of Junil, Get a Great Sage, Great Prophet, Great Artist, and is it Great Merchant for RoK's building?
And I need another mana node for Spirit mana. And I need to capture the city with Tomb of Succelus for Life mana, or find another mana node.
 
i must be doing something wrong ....

i have been playing with the onion (hehe). i tend to favor teh firebows and their big brothers. and i have found late game that thier big brothers are truely disgusting.
 
Edit - nevermind, I get it.

Still, I'm not sure what makes Amurite flurries much better than normal flurries. Sure, having lots of people along to cast haste/regeneration for flurries is awesome, but that's not unique to the firebow. I've also found that wolf hordes have made Command Post a little less important for easy levelling of the firebows.
 
I've also found that wolf hordes have made Command Post a little less important for easy levelling of the firebows.

That depends on mapsize I think. On small I have a hard time getting these wolf hordes lately, and even this standard map there wasn't many animals. Except some spiders.

I've practically won now, I've razed the Kuriotates capital which was building the Altar. I've captured the Order holy city, and the Tomb of Succellus. I've got all the mana I need except the nature mana and I got a Great Bard comming up soon for the Leaves holy building. I got the Tower of Divination and Necromancy already, and I got a Great Merchant waiting for a Great Sage or whatever, and I'll start a Golden Age for when I'm gonna start building the Tower of Mastery.

I'm building a massive amount of Fire Bows for Defense, and I got the skill for Flurries recently, + the mithril from the Acheron city which I just captured.
 
Amurite flurries are best if upgraded from firebows who studied under Govannon. Since they start with fire, sorcery, and channeling I and I, these flurries will be able to cast first and second level sorcery spells in the Fire, Body, Death, Chaos, and Dimensional spheres, and then still be able to attack multiple times. The other civs mages wouldn't be able to attach at all after casting these spells and, even if they could, there strength wouldn't be nearly as good.
 
Ah - so flurries spellcasting doesn't stop attacking? Sounds like a good time for haste or dance of blades. Although, again, if you're looking for these spells Govannon could train anyone to use them.
 
Ah - so flurries spellcasting doesn't stop attacking?

I think it does, I think you cant attack if you have the "casted" promotion. Even if you have blitz. (I think I accidentally casted a fireball with my flurry, then couldn't attack)
 
I think it does, I think you cant attack if you have the "casted" promotion. Even if you have blitz. (I think I accidentally casted a fireball with my flurry, then couldn't attack)
I think I had the same problem. The question is can they attack multiple times and then cast? Anyways, I think it's a waste of promotions to upgrade a firebow with magic promotions to a flurry. Every Death II, Body II, etc. is one less Combat or Drill promotion that will make the unit more effective at combat. Firebows cast magic just as well as flurries.
 
Okay, I've been working on the early-game strategy a bunch more (back up on emperor again), here's a bunch of scattered thoughts:

1) A good capital site is really important. The strategy somewhat forces you to make it into a primary science centre, but you also want to be able to take advantage of God King early. I look for, in order: sufficient food (a couple of freshwater grassland, hopefully a food special); at least two, preferably three+ hillls; an accessible happiness resource (gold, wine, fur, silk); decent amount of grassland in the fat cross. Gold makes a big difference if you can possibly get it. It's well worth dragging the initial settler across the coutryside for a few turns to find a good spot if need be.

2) HAPPINESS. It's always important, but (unlike in vanilla) if you get your happiness cap up to five or so early, your library cities can actually be productive while they run two specialists. So it's worth hogging early happiness resources, and even settling on jungle gems or dye. Happiness buildings pre-veil aren't worth it though, I reckon.

3) Rushed overexpansion is a mistake. Not so much for economic reasons, but because all your production starts being spent on settlers and workers instead of warriors and forges and training yards etc, and defense is spread very thin. Five cities early-game, built at a non-rushed pace, seems to be plenty. You don't need much land to work, so cities can be spaced to overlap quite heavily.

4) EVERY city wants an Elder Council asap, and to always run one sage unless production is absolutely necessary. It's such a cheap and easy way to get 5RP a turn, which is huge early-game. I'm convinced that, even without great people, Philo can give faster early-game research than cottages, and with less "wasted" citizens and less need for extra workers.

5) Screw cottages. If the city site and current worker-tech level won't let you work anything else, fine, otherwise you're better off working farms and pumping settlers/workers or mines and pumping military. Or building a library and running that second sage.

6) I've changed my mind, and now reckon it's worth settling the sage from writing (if you get him - I've never failed and I don't rush the tech) in the capital (in addition to the academy). He's immediately generating ~10RP a turn (and 1.5 hammers!) which is a big early tech race boost. I've been finding that otherwise I get the great sages just too quickly to effectively capitalise on them with other techs and empire development etc. This may be different with the lower research costs below emperor though. Works well with the veil/mage-rush pause, with two cities still gunning for the last two sages while everyone else takes a pause to rush production.

7) So even with the writing sage, you need to actually generate 6 great sages early. You can do this with 3-4 cities actively pursuing GPPs (other cities can focus on production). Needs a bit more micromanagement, and it relies on using God King (and those mines you settled your capital near) to quickly build Great Library in the capital. I'm not fully convinced by them, but here's my ideas for Great People orders:
3 cities (full time): Capital 100, 400, 850; 2nd city 250, 700; 3rd city 550
4 cities: Capital 100, 250, 850; 2nd city 700 (with pauses as needed); 3rd city 400; 4th city 550

8) Tech order - here's a general suggestion (I'm not entirely confident about it, and it would vary by circumstance anyway):
agriculture->mysticism->crafting->mining->exploration->education->writing->(hunting if no copper)->bronze working->(calendar or hunting if they give happiness)->masonry->construction->knowledge of the ether->philosophy->veil->(sanitation/sorcery/code of laws/husbandry in some order)->summoning->arcane lore->maths

10) Possible variants for other leaders (only Varn is actually tested):
Valledia - Mostly run a cottage economy, but also aim for three early Great Sages to bulb as far as Sorcery and go on a super mage rush. Possibly run Octopus or even Kilmorph instead of Veil. Specialise a single Great-Sage-farm city to later bulb Summoning and Arcane Lore.
Einion Logos - Go Octopus early, build cheap temples quickly and run three sages, with one city generating a prophet instead. Prophet rushes Priesthood for monks and Religious Discipline (for the happiness).
Rush through to Arcane Lore, gun Scholarship and build Hemah. When running specialists, use as many priests as allowed and then sages for the rest - any prophets generated go to Necronomicon or Altar. Prioritise Caste System, use spiritual to switch to slavery for short, intense bursts.
Varn Gosam - Switch to Philo immediately. Creative is a big early help for land control, so spread more to allow backfill cities. Consider carnivals for early happy boost. At turn 207, consider switch from Philo to eg arcane, financial (+aristocracy), organised, spiritual.
 
8) Tech order - here's a general suggestion (I'm not entirely confident about it, and it would vary by circumstance anyway):
agriculture->mysticism->crafting->mining->exploration->education->writing->(hunting if no copper)->bronze working->(calendar or hunting if they give happiness)->masonry->construction->knowledge of the ether->philosophy->veil->(maths/sanitation/sorcery/code of laws/husbandry in some order)->summoning->arcane lore
I would suggest avoiding mathematics while you're still using Great Sages for techs. I found out in my last game that alchemy has a higher priority than sorcery/summoning. I'm not sure about arcane lore, but researching math before sorcery/summoning will make you waste a GS.
 
I would suggest avoiding mathematics while you're still using Great Sages for techs. I found out in my last game that alchemy has a higher priority than sorcery/summoning. I'm not sure about arcane lore, but researching math before sorcery/summoning will make you waste a GS.
You're right! And it's also above Arcane Lore, which is a shame. In good news, though, it trumps Strength of Will, which is nice.

I'll amend the post above.
 
1) A good capital site is really important. The strategy somewhat forces you to make it into a primary science centre, but you also want to be able to take advantage of God King early. I look for, in order: sufficient food (a couple of freshwater grassland, hopefully a food special); at least two, preferably three+ hillls; an accessible happiness resource (gold, wine, fur, silk); decent amount of grassland in the fat cross. Gold makes a big difference if you can possibly get it. It's well worth dragging the initial settler across the coutryside for a few turns to find a good spot if need be.

Yeah, I like floodplains, in moderate amounts. Forested tiles are nice for early production, some forested hills, and some without forest, so you have some to work before mines are up. And forests are always nice to rush things, + the health bonus is nice.

2) HAPPINESS. It's always important, but (unlike in vanilla) if you get your happiness cap up to five or so early, your library cities can actually be productive while they run two specialists. So it's worth hogging early happiness resources, and even settling on jungle gems or dye. Happiness buildings pre-veil aren't worth it though, I reckon.

I love wine in the early game, it only requires 1 first generation tech, it gives +1 food and +3 Gold (or is it 4?, maybe with river). Gold is best of course, but it comes one tech later. Silk is always under forest, so it's a nice 2nd stage happiness boost. Incense requires temples to give happiness, but can be one of the biggest contributors of happiness in the mid-end game. But veil requires reagents right? Both Reagents and incense are nice commerce sources as well. Settling on dye/gems can be nice, but not for the capital, or the 3 first cities, unless you can get little jungle in the city square.

3) Rushed overexpansion is a mistake. Not so much for economic reasons, but because all your production starts being spent on settlers and workers instead of warriors and forges and training yards etc, and defense is spread very thin. Five cities early-game, built at a non-rushed pace, seems to be plenty. You don't need much land to work, so cities can be spaced to overlap quite heavily.

Yeah I like to think of the holy trinity when it comes to my cities. I usually end up with three main cities, when playing on small and standard. These will be my main cities throughout the entire game usually. They usually define my territory, and I plant some additional cities to fill it out and/or block enemy settlers from passing.

4) EVERY city wants an Elder Council asap
Especially since they are so cheap with Philo trait.

6) I've changed my mind, and now reckon it's worth settling the sage from writing (if you get him - I've never failed and I don't rush the tech) in the capital (in addition to the academy). He's immediately generating ~10RP a turn (and 1.5 hammers!) which is a big early tech race boost. I've been finding that otherwise I get the great sages just too quickly to effectively capitalise on them with other techs and empire development etc.
Yeah I did this in the last game (as you can read above), and it was awesome. For the same reason, I find that I get the Sages fast enough to use one like this. You can also add some future sages this way once you got Arcane Lore and Academies in your main cities. And then you might want to add the Crown to this city as I did in my game since I got Veil Holy City in a pretty bad city for it.

8) Tech order - here's a general suggestion (I'm not entirely confident about it, and it would vary by circumstance anyway):
agriculture->mysticism->crafting->mining->exploration->education->writing->(hunting if no copper)->bronze working->(calendar or hunting if they give happiness)->masonry->construction->knowledge of the ether->philosophy->veil->(maths/sanitation/sorcery/code of laws/husbandry in some order)->summoning->arcane lore

Be wary of getting Math too early, cause if you don't have Sorcery and Summoning, the Sage will get Alchemy instead as tech. EDIT: I guess I took too long to write this post :P
So you rush Veil then? I guess that's necessary to get it on Emperor. I've recently moved up to emperor, but in my last Monarch game I had so good research I got all religions except the Order. :D (which I captured for the Law mana)

10) Possible variants for other leaders (only Varn is actually tested):

Cardith Lorda could be an alternative.
 
I don't know if it's a rush strat to get veil, or just because it's so amazing. Boost gold and research and production and happiness, and effectively GPP as well once your specialist limits come off and the additional population overcomes the GPP penalty. All this from a category with otherwise meh choices.
 
I just checked, and blitz (or at least Orthus's Axe) units can attack after casting, meaning flurry-mages are still quite useful.

I almost recommended that Amurites always use Aristocracy so they can have Royal Guard-mages, but then I realized that their lack of channeling would prevent them from getting access to the second level sphere promotions, making their sorcery much less valuable.
 
I love wine in the early game, it only requires 1 first generation tech, it gives +1 food and +3 Gold (or is it 4?, maybe with river). Gold is best of course, but it comes one tech later. Silk is always under forest, so it's a nice 2nd stage happiness boost. Incense requires temples to give happiness, but can be one of the biggest contributors of happiness in the mid-end game. But veil requires reagents right? Both Reagents and incense are nice commerce sources as well. Settling on dye/gems can be nice, but not for the capital, or the 3 first cities, unless you can get little jungle in the city square.
I don't think I've EVER actually had reagents when I've gone Veil. Bastards always show up in my city radius the second I start a Ljosalfur game though. Settling on jungle isn't too crippling, as long as you've got at least one food resource or freshwater grassland, as well as a couple of other non-jungle squares. Build a library, run two scientists, stick cottages where you have to, and have it build warriors. Your happiness cap is unlikely to be much higher than 5 or so before you get religion anyway.

Yeah I like to think of the holy trinity when it comes to my cities. I usually end up with three main cities, when playing on small and standard. These will be my main cities throughout the entire game usually. They usually define my territory, and I plant some additional cities to fill it out and/or block enemy settlers from passing.
I aim for more than three main cities early, so I can have at least one that is just focusing on production rather than GPPs. And it's a strategy that does reward building as many cities as possible, just not expansion at such a pace that it cripples your defense or leaves half your empire unconnected and unworked.
Where possible, I like to space them out just enough that I can backfill with more cities later. The other bonus of heaps of specialists is that you can fit obscene numbers of people into a relatively small land area.

Yeah I did this in the last game (as you can read above), and it was awesome. For the same reason, I find that I get the Sages fast enough to use one like this. You can also add some future sages this way once you got Arcane Lore and Academies in your main cities. And then you might want to add the Crown to this city as I did in my game since I got Veil Holy City in a pretty bad city for it.
I'm definitely starting to agree with this - once I started decently micromanaging specialist production, it's become way too easy to get all those sages. Actually, last game I wanted to hurry GP production in my forge city, so I added the engineer specialist and lo and behold! I had a great engineer pop out. My GP production was so good that waiting for another extra sage didn't end up delaying Arcane Lore by much, and when I got it I had an instant Crown of Akharien!

So you rush Veil then? I guess that's necessary to get it on Emperor. I've recently moved up to emperor, but in my last Monarch game I had so good research I got all religions except the Order. :D (which I captured for the Law mana)
Weeeeell not exactly rush, just prioritise a bit (and I've never had trouble being first to either writing or veil on emperor or immortal - it's not like being first to kilmorph or leaves). It's not terribly important that you actually found it anyway - you get religion in two cities instead of one and a better chance at Rosier.
But yeah it's such a rocking religion that you really want it pretty quick smart. The happiness is great, Rosier is worth many times his weight in gold, and Sacrifice the Weak is an amazing civic. StW also takes about 20 turns or so to really reach its full potential so the earlier the better!
Of course the problem is that when you go Veil, all your old friends now hate you and your new evil buddies probably won't be particularly firm friends yet. You still want the tech quick, but there are circumstances where it can be worth it to delay converting until youve done a bit more tech trading and built some temples and sent out missionaries to other civs.

Cardith Lorda could be an alternative.
It would work, but he's not super-suited to the masses-of-specialists-and-heaps-of-whipping approach (kinda wastes the sprawling trait) and the three cities is a major obstacle later on. Maybe run philo early for the science boost, and use great sages to get to sorcery (maybe summoning too) and academies for all three cities. Try to get an engo for Crown too, I guess. I'd probably switch to financial or something at turn 200. Financial/veil/aristocracy/half-farm-half-cottage/whipping-only-in-moderation might work.
 
Anyone tried a specialist economy with amurites, veil -> sacrifice the weak and minimum distance between cities? Sure 8 plots is rather low, and the upkeep can drag you down considerably. But thats what you use gambling halls for.

8 farms -> 24 food, 16 gold plus whatever the plots give.

At 1 food per pop, you can easily have 25+ cities en masse in an incredible small area. Nope, you won't get much production or resources. But whiping 13 pop should be enough for most things.
 
Of course the problem is that when you go Veil, all your old friends now hate you and your new evil buddies probably won't be particularly firm friends yet. You still want the tech quick, but there are circumstances where it can be worth it to delay converting until youve done a bit more tech trading and built some temples and sent out missionaries to other civs.

On Emperor whenever I found a religion I usually use the disciple gained to spread my faith to a likely neighbor rather than another one of my cities. I find that it usually automatically spreads to another city before I can reach it with the disciple anyway, but securing a religious ally is very important, the moreso with an alignment switch. Right now I have an 8 person Amurite game with Jonas and Hyborem as the only people who can tolerate me... but they're both veil as well, and I'm probably about 20 turns out from having a Patriarch.
I've pulled Jonas into my current war with the Hippus and Luchuirp with bribery anyway (and to lay groundwork for a permanent alliance), but once the Patriarch comes out it's all war, all the time.
 
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