View Full Version : Lanun Economy Strategy


ophite
Jan 11, 2008, 06:16 PM
I just realized, today, that the Lanun's main disadvantage -- poor production -- has been completely reversed by the rejiggering of Guilds, the new Guild of Hammers, and by pirate ports.

Build a starting worker, immediately popping him to build a pirate port -- it should shortly be producing like a gem mine+farm. Switch to scouts for a bit to build population and get techs from goodie huts. When you've hit your happiness maximum, alternate workers and settlers, popping your workers to build pirate ports. If there's a nearby bottleneck, wall yourself off with water.

Rush Octopus Overlords, then beeline the economy techs with a short diversion to Way of the Wicked for Slavery and Sailing for lighthouses and coastal trade. If you've got threatening neighbors, you may want to avoid both until later. You won't be going down the metals tree for a good long time, so you'll want to make sure that you have enough mercenaries to compete with their Stack of Doom.

If all has gone right so far, you should have a functioning cottage economy long before any other player has gotten theirs up and running. Actually, better than a cottage economy: your pirate ports, with a Lighthouse, provide a hammer, one less gold than a cottage, and one more food than a farm.

At this point, you have some options. As it stands, your production economy works like this: whips for buildings, mercenary purchases for defenders. If you want Eidolons later on, your high-XP warriors should get whatever mortal-only promotions you want, then be splashed to Drown. You'll want to snag Saverous as well, as a last-ditch defender and hero-killer.

If you're feeling belligerent, you can use a couple turns rushing to Priesthood. If you've gotten Way of the Wicked, you're pretty close anyway, so you can keep heading in that direction. Suicide squads of mercenaries with Burning Blood, even without metal upgrades, can be truly scary--especially if you're Hannah, and those mercenaries have Commando. Don't be afraid to use them when defending, either: that same stack could possibly trash an enemy Stack of Doom better than if they stayed inside the city walls.

If you're feeling like building your economy, you can run up the metals tree to Bronze Working, then the engineering tree all the way to Engineering. This has the added advantage of making your mercenaries competitive. Use your free engineer to pop Guild of Hammers. A good alternative choice is Tower of Complacency in your capitol. Oh, and while you're at it, whip Guybrush in your capitol, immediately disband him, and build the Shrine of the Champion.

If, for some reason, you need production right now--say, someone has teched to the point where your defensive mercenaries are no longer even vaguely competitive--or if your economy is for some reason truly exceptional, you can start the slog up to Guilds.

You can now win the game at your leisure.

Your economy works like this: engineers, at +50% efficiency, provide labor, when you need it. Most of the time, you'll want them to be Sages, shooting your tech through the roof. Your entire country should be an archipelago of pirate ports, except for resources and places where pirate ports aren't buildable. This, supplemented by your specialists, provides food and gold.

In the late game, you can do one of several things. If you have some solid Drown, you can upgrade them through Stygian Guard and (after a brief stint as Ashen Veil) up to Eidolon. Cannibalistic amphibious commandos with March and Fear are nearly unstoppable. If you don't have some solid Drown, detouring to take Blasting Powder nets you arquebusiers and cannons, both solid city-breakers when supported by (again) huge mercenary stacks

-- ACS

Arwon
Jan 12, 2008, 04:25 PM
This basic set up (well, the core of OO, pirate port spamming and bee-lining Currency for mercenaries) worked brilliantly. Finally the Lanun are properly competitive! Big and Small is a great map for them, especially if you start on a smallish island or archipelago.

I even got to play with War Tortoises for the first time ever. Not so much bcause they're useful but just because they look damn cool... although that 19 base defence really helps against Cassiel and his damn heroes (I like to build the Ride of Three Kings now that simply placing a unit in that city gives it morale, so I was only a tech away from Domesticate Elephants anyway).

One other thing to add: I don't know whether slaves can be turned into pirate coves but if they can, it might be worth detouring to Deception and grabbing Esus for the undercouncil resolutions for Slave Trade and Smuggling Ports.

ophite
Jan 12, 2008, 05:15 PM
I think the slave trade could potentially be a replacement for the engineer economy or whips, too. And since you're going to Guilds anyway, having Shadows wouldn't be bad.

-- ACS

Good Sauce
Jan 13, 2008, 12:35 AM
I don't understand the placement of pirate coves. it says in the pedia that they must be three away from each other (which would bust this strategy) However, my first five I could put all close together but after that I seem to be stuck on the three away rule.

MagisterCultuum
Jan 13, 2008, 12:43 AM
Pirates Coves must be at least 3 tiles from the nearest Pirates Cove. The trick here is that when Kael made Pirates coves upgrade to Pirates Harbors and Pirates Ports (which all look the same, but have increasing bonuses) the same way forts upgrade to Castles and then Citadels now, he forgot to make it take into account the distance from the nearest Pirates Port or Harbor. Although I liked the exploit, I went ahead and corrected it anyway:

The current version:
def reqPirateCove(caster):
pPlot = caster.plot()
if pPlot.isWater():
return False
if pPlot.area().getNumTiles() == 1:
return False
if pPlot.getNumUnits() > 1:
return False
if pPlot.isCity():
return False
if (pPlot.isOwned() and pPlot.getOwner() != caster.getOwner()):
return False
if pPlot.getImprovementType() != -1:
return False
iPirateCove = gc.getInfoTypeForString('IMPROVEMENT_PIRATE_COVE')
iX = caster.getX()
iY = caster.getY()
for iiX in range(iX-2, iX+3, 1):
for iiY in range(iY-2, iY+3, 1):
pPlot = CyMap().plot(iiX,iiY)
if pPlot.getImprovementType() == iPirateCove:
return False
return True

the corrected version:

def reqPirateCove(caster):
pPlot = caster.plot()
if pPlot.isWater():
return False
if pPlot.area().getNumTiles() == 1:
return False
if pPlot.getNumUnits() > 1:
return False
if pPlot.isCity():
return False
if (pPlot.isOwned() and pPlot.getOwner() != caster.getOwner()):
return False
if pPlot.getImprovementType() != -1:
return False
iPirateCove = gc.getInfoTypeForString('IMPROVEMENT_PIRATE_COVE')
iPirateHarbor = gc.getInfoTypeForString('IMPROVEMENT_PIRATE_HARBOR ')
iPiratePort = gc.getInfoTypeForString('IMPROVEMENT_PIRATE_PORT')
iX = caster.getX()
iY = caster.getY()
for iiX in range(iX-2, iX+3, 1):
for iiY in range(iY-2, iY+3, 1):
pPlot = CyMap().plot(iiX,iiY)
if (pPlot.getImprovementType() == iPirateCove or pPlot.getImprovementType() == iPirateHarbor or pPlot.getImprovementType() == iPiratePort):
return False
return True

monolith94
Jan 16, 2008, 04:15 PM
I'm still playing .25, but my .25 Lanun usually depend on a foreign trade economy. Falamar in particular excells with this.

ophite
Jan 17, 2008, 02:40 PM
Frankly, foreign trade is just gravy on top of the rest of your economy. Useful gravy, but remember: you have a huge food production, and you'll need to do *something* with your people.

-- ACS

Mailbox
Jan 17, 2008, 10:33 PM
Foreign Trade is nice with the Lanun and OO because of the cultural nature of OO as well. The extra 20% helps put a nice amount of pressure on your rivals.

smusebaer
Jan 30, 2008, 08:47 AM
I think that mining is a good as one of the first techs, because you see copper. Without that you will dump all copper without even knowing it.
Without copper, you donīt get pirates or any other good ship, and your enemy tends to pillage your Pirate coves.
And by the way, some mine for a Lanun city isnīt that bad.
Bye the way, Priate coves on the landside povide one Food more than at the coast. So donīt build too many coves.