Meet Valledia.
Everybody say 'Hi, Valledia!'
Disembodied chorus of kids: "Hi, Valledia!"
Okay, I just creeped myself out with that last sentence, so enough crap. This is an AI diplo only game, and what's more has a supposedly builder-oriented map. Hence, everyone will hopefully have some more leeway to get to the fun late-game shenanigans.
And the Amurites have some pretty damn fun stuff. :dancing5:
Leaders
![[Image: Dain.PNG]](http://greyfox.me/rife/wiki/images/0/05/Dain.PNG)
![[Image: Amurites.PNG]](http://greyfox.me/rife/wiki/images/b/b4/Amurites.PNG)
So, why Valledia and not Dain? They're both Arcane, so it's a competition between Valledia's Org/Ing and Dain's Phi. I went with Valledia for three main reasons:
-Ing = cheaper adept->wizard upgrades
-Phi requires more experience and patience than I possess to play optimally
-I figure someone should try out the new Valledia
The Palace
+8 commerce, +1 production, +2 culture
+1

, -10 crime rate
+1 Body mana
+1 Fire mana
+1 Metamagic
As far as palaces go, this is one of the better ones, on account of having three of the best starting manas in the game. Fire mana is self-evident, body mana essentially gives all units an extra movement from very early on via Haste, and metamagic's floating eyes means I'll never need a single hawk.
Worldspell: Arcana Lacuna
No one else can cast any spells at all for 14 turns. This shuts down all non-siege throwaway damage and screws up micro for things like Bloom.
Obviously, it's an awesome deterrent; the challenge lies in holding it for as long as possible when other players will likely be trying to get me to waste it early on when it isn't as lethal. Hopefully none of my neighbors will bother trying to force it out of me early, because the later in the game it gets, the more and more costly it becomes for the players with magic-based offensives to get me to use Arcana Lacuna.
Swordsman
Wow! Such a powerful replacement unit for axes! And unique as well!! Amazing!!!
Cave of Ancestors
![[Image: Cave_of_ancestors.gif]](http://images.wikia.com/fallfromheaven/images/0/07/Cave_of_ancestors.gif)
+1 exp for each type of mana owned given to new arcane units
Replaces Pagan Temple
The CoA is one of the main reasons I wanted to try out the Amurites in EitB. Being buildable at Mysticism instead of Sorcery lets me build one in my capital before I really start cranking out adepts, which means I am 99% guaranteed to have some promotable adepts as soon as I reach Sorcery. The main disadvantage of heavily mage-based militaries is the slow start-up time, after all; I believe that, with the +3 exp bonus (in the beginning, that is) and the boost from being Arcane, I may actually be able to build a competitive military. And on this map I will hopefully have a bit of a time buffer anyway.
Chanter
Can cast Escape [teleport to capital]
Replaces assassin
An assassin that can save itself in dire trouble. Nice and all, but Poisons is just not going to be anywhere even close to my priority techs, so I doubt I'll get a chance to build any.
Wizard
Starts with Spellstaff
Replaces mage
A small bonus, though that extra fireball can be handy in a pickle. Nothing gamebreaking, though (unless I can get a staff onto an archmage

; THEN things might get interesting).
Firebows
![[Image: Firebow.gif]](http://images.wikia.com/fallfromheaven/images/4/44/Firebow.gif)
5/5
Starts with Channeling 2, Fire 1
Replaces longbowman
Awww yeah, that's the stuff. Oh, sure, the realists will tell you I have no chance of ever making it to Bowyers if I also plan on grabbing Sorcery in the same game. But man, if you can get these, they are
awesome. Not only do they defend my stacks of wizards, they also provide that extra muscle you sometimes need if you don't want to risk a wizard killing the stack defender. Add Govannon, and they become bona fide mages, to. Speaking of which...
Hero: Govannon
![[Image: Govannon.gif]](http://images.wikia.com/fallfromheaven/images/4/4f/Govannon.gif)
5 str, 480h
Starts with Hero, Channeling 1-3
Can cast Teach [grant all units in a stack the ability to cast any level 1 spell that Govannon can cast]
All those random mage-defenders you built over the course of the game can now cast a host of useful spells.

And any firebows or tier II priests you have lying around basically just became mages.
Getting Govannon would be, in three words, pretty darn helpful, and open up the way for a number of cool tricks.
Lastly, a few general plans for the game.
Religion?
Right now I'm leaning towards Ashen Veil. Knowledge of the Ether (a pre-req for Corruption of Spirit) I plan on getting ASAP anyway, and ritualists and Sac the Weak are worth getting on their own in almost any situation. Runes of Kilmorph is also attractive, as I could always use a little extra cash for upgrades, and Bambur makes a great hedgehog.
That said, my first priority is going to be the Magic techs, so religion will be taking a backseat unless I can think of something particularly compelling or the situation requires it.
Mana/Spells?
I already start with fire mana, so fireballs will be my go-to for collateral. Other mana types I'll definitely be looking at getting and their associated spells:
-Entropy: Rust is a useful tool to have against civilizations that won't care about my worlspell as much (I have the Bannor in mind). Plus, it's a great spell for Govannon to give to all my warriors.
-Mind: Inspiration for minor economic gains, maybe Charm for extra insurance on defense.
-Death: skeleton spam obviously (esp. post-Govannon).
-Enchantment: +1

is always nice, flaming arrows + firebows might be too if I can get there.
More situational manas:
-Water: Spring is a must if I'm in the desert (doesn't look like it so far, though), Waterwalking might be useful in a surprise attack (unless Raging Seas is still on the table).
-Life: Destroy Undead eats PZs for breakfast. 'nuff said.
Played in: PBEM 4 [Formerly Jowy's Peter of Egypt] | PBEM 10 [Napoleon of the Dutch] | PBEM 11 [Shaka of France] | EitB XVI [Valledia of the Amurites] | PB7 [Darius of Rome] | Diplomacy 3 [Austria-Hungary] | PBEMm/o vs AutomatedTeller