Amurite Tips

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.

I havn't tried this but it's worth trying. Population does grow faster the smaller it is so it makes sense.

Except: You want the city with the crown to have as many scientists as possible for the bonus.

And btw, if you don't care about research that much any more, just switch to religious discipline and use infinite Priests to boost your production.
 
Btw, lately I have built fire nodes on the first 3 mana I can find. This makes it possible to start with Wizards with Combat V and Fire 2 with just 10 experience.

And you DO get +1 experience from every Mana with Caves of Ancestors even if you got multiples of same type.
 
Btw, lately I have built fire nodes on the first 3 mana I can find. This makes it possible to start with Wizards with Combat V and Fire 2 with just 10 experience.

And you DO get +1 experience from every Mana with Caves of Ancestors even if you got multiples of same type.

Can you please explain how this works?
How do you get a wizard at the start without promoting?
How do you get Combat V and Fire 2 with only 10XP?

I don't understand the relationship by having multiple fire nodes?

I understand the cave of ancestors. Well at least that is something... :)
 
Having multiple nodes of one type lets your adepts automatically start with those spheres of knowledge - 2 nodes of a kind, you start with Spell I, 3 nodes gives you spell II.

So 3 fire mana means all your adepts start with a free Fire II.

Then you have 10 xp - Good for 3 promotions (2,5,10). You also get the free promotion for being an adept, and another free promotion on converting him to a mage (wizard).

Hope that helps.
 
If the adepts start with fire II does hat mean the adept can cast fireballs?
or are they also required to be a wizard/mage?

Thanks for the info this greatly helps my game play.
 
They would still have to become a wizard/mage, as the fireball requires Channeling II as well as Fire II, and an adept only has Channeling I.
 
I'm totally with Grunthex on this one...
-- Grab fire nodes. (3 if possible, then enchantment, death, and chaos).
-- Beeline to sorcery and, by whatever means involving civics and cave of ancestors, set things up so you're producing Adepts with 10XP or more out of the chute.
-- Upgrade them to wizards and fireball everybody into oblivion.

An SE is awesome with the Amurites (and Dain therefore rules) as you can easily bulb your way to sorcery with 3 great sages. I sometimes go with one academy in the capital, but I'm really not worried about much past Arcane Lore (and certainly not SoW) because I'll have burned most of the world by then. It's also very nice that with a lot of other civs, I am really fearful of losing my tier 2 and up arcane units, while with the Amurites you always have a legion of promoted casters waiting in the wings.

I love playing the Amurites on small maps with lots of evil, aggressive opponents. I usually get declared on several times before Sorcery, and fireball powered revenge is soooo sweet. Contagion is good, but there's just something immensely satisfying about an enemy capital surrounded by raging forest fire...
 
You can't be with me, it wasn't my idea, i was just explaining! It IS an interesting concept though, I'll have to admit.

My mistake, it was Grey Fox's suggestion. Proper credit.

One other quick thing, I used to make a lot of early 'warrior adepts' when playing Amurites. I've stopped doing this, as my later adepts, with free fire II and other upgrades from multiple nodes, plus 10+ XP out of the gate, end up better anyway. I'd rather give early XP from guards to my mounted, melee, or archery units (I choose one of the three branches, depending on resources) who end up as an elite escort that mops up city defenders after the smoke from all the fireballs clears.
 
Hello,

yes for the Amurites I also have a similiar Mana Order :

Body (Govannon, Haste, Regeneration)
and 1 Fire we have

next is

1-2) 2 more Fire
3) Enchantment

but afterwards I do not go for Death (not anymore)

as next choices I like

4)Law (Valor, Unyielding Order)
5)Life (for health - i like big cities) - best is to try to get Tomb of Sucellus .. normally by conquest


Why do I spun Death ? See, I prefer Octopus Overlords for Amurites with the ability to craft flesh. I know its comes late, but I just like to craft then my Fire III, Combat V archmages with fresh priests for Pillar of Fire .. therefore I have no need for liches.
Apart from this I never really got the hang on the other death options. I somehow never really used skeletons (which is certainly stupid) and Contagion, which is worth a try... I am a fire mage, you see

But I definitivly have to try the Great Sages strategy more decent. In this spirit mana would become important.

But frankl,y speaking I never really exploited the Firebows decently enough. My first (and only) game with Valledia was damn fun, but it really worked already with the Fireball Mages and the Pillar of Fire Flesh Golem .. I think I completely missed the bowyer, because I was focusing on the arcane and divine tech tree . Only after the game I discovered in the civilopedia the amazing firebows ..
 
Hello,

yes for the Amurites I also have a similiar Mana Order :

Body (Govannon, Haste, Regeneration)
and 1 Fire we have

next is

1-2) 2 more Fire
3) Enchantment

but afterwards I do not go for Death (not anymore)

as next choices I like

4)Law (Valor, Unyielding Order)
5)Life (for health - i like big cities) - best is to try to get Tomb of Sucellus .. normally by conquest


Why do I spun Death ? See, I prefer Octopus Overlords for Amurites with the ability to craft flesh. I know its comes late, but I just like to craft then my Fire III, Combat V archmages with fresh priests for Pillar of Fire .. therefore I have no need for liches.
Apart from this I never really got the hang on the other death options. I somehow never really used skeletons (which is certainly stupid) and Contagion, which is worth a try... I am a fire mage, you see

But I definitivly have to try the Great Sages strategy more decent. In this spirit mana would become important.

But frankl,y speaking I never really exploited the Firebows decently enough. My first (and only) game with Valledia was damn fun, but it really worked already with the Fireball Mages and the Pillar of Fire Flesh Golem .. I think I completely missed the bowyer, because I was focusing on the arcane and divine tech tree . Only after the game I discovered in the civilopedia the amazing firebows ..

you skip death? yes, normally people go for death purely for liches, but when talking about amurite the real power of death comes from a army of skeletons. as Govannon can teach the spell to every single unit. you can then summon as many skeletons as you have normal units, any unit in danger can instantly summon a skeleton to protect them, soften a target before attack, or to distract the Ai while they retreat.

I've personally stayed away from the graft flesh, it seems a bit to exploitative for me to enjoy using.

BTW i'm not sure if firebows are working properly, at least in one game i played i didn't get firebows, but just got normal archers.
 
Hello

yes i noticed this too and it is certainly damn powerful .. maybe I will try to get a hang on this skeleton swarms.

Craft Flesh is .. just like Alchemy in Roleplaying Games you can tinker around and see what you get. I tried it because I wanted to see all the spells in action once , normally you never have the patience to build a Level III Mage and Summoner and priest for each sphere but craft flesh and zap a Level III Archmage becomes a Level III Mage/Priest or Level III Mage/Summoner etc.
 
Skeles all the way. They're absolutely ridiculous, if you have say 10 wizards in your army (small hyper-crowded map) and about 30-40 units total, just have ol Govi train them all in death one, then before you declare war on your next target, just spend 4 turns spamming skeles, then you have 30-40 stockpiled 4 strength long range defenders or attackers, They're like having a bazillion fireballs stockpile. Esp useful for those darned fire/magic resistant foes.

I really like the look fo the specialist strategy, I'll have to give it a try.
 
the most rediculous thing is govanon can train ennemy slaves. as you bayyle in OO you collect slaves, aand then as you go train them for skellies. slaves don't cost anything for upkeep, can increase your max skeleton nimber, and can provide extra low level skeletons in emmergency situatiions.

skeletons also don't have a dammage cap unlike spells. i actually sometimes prefer skeletons without empower, as they have more chance of losing. fireballs/metiors/crush takes the AI units down to 40% health. then attack with unpromoted skeletons so they have 40% chance of winning, hence purposely losing, leaving the AI units with 0.5strength. now the wizzards can safely attack to get the valuable experiance points.
 
As I noted elsewhere, Govannon can also train Hawks.
 
it's a pity the hawks can't drop the skeleton while on a recon mission. it'd be like civ3 paratroopers. :P

i still prefer slaves as they have no upkeep and there is a unlimited supply of them.

he also opens up new areas of spells for the firebows, so they can learn death2. so your flurrys are running around casting contagion. although I’m not a big fan of contagion unless i have life manna as the diseases always seem to come back to my own stack.
 
I sure wish the AI would build Govannon. I'd love to capture him to use with another civ.
 
Back
Top Bottom