I think the Amurites kind of lucked out in not being next to the Balseraphs or the Sheaim. It means the two other leaders most focussed on arcane power won't be able to launch a preemptive strike on the Amurites before they get their worldspell in play as a trump card.
If I was Bob or Serdoa I would be wanting to bribe someone into taking out that threat, if at all possible.
Of course if someone else takes on the Amurites, the worldspell is a powerful incentive for the non-arcane civs to give them sanctuary. It might be worth the Clan or Luchuirp throwing the Amurites a city and keeping them safe if it gives them the ability to press the off switch for everyone else's spells.
Quote:Perhaps most importantly, SL wants to attack Serdoa out of fear that the Sheaim will eventually grow too powerful. He's afraid to do so however, because his weak-to-fire Wood Golems are about the worst UU ever to pit against the PZ.
A pyre zombie only gets 1 point of fire damage in their attack. So I don't think it is crippling... On open terrain A C1 bronze Pyre Zombie is S6.6 against an E3 Wood Golem's S7.8. Undamaged, the golem still has the edge. Of course with the explosions, the Golem won't be undamaged for long.
Now the solution I would have for that is to bring along a lot of repair adepts so that on the attack the Golems will be strong. To make sure that the stack doesn't die on defence would need lots of sacrificial warrior units. If the Pyre Zombies are winning the battles, they aren't exploding. And as long as not enough explode in one turn to completely kill the stack the adepts should be able to repair the golems back to full health.
It would be gruelling and dangerous combat, but if done before Serdoa gets too many Pyre Zombies it could work.