Well,
- Mud Golems are expensive - They do seem that way early on, but nevertheless the city can still keep on growing and the first one can serve the first two cities, no problem, while with the other civilizations you may want a second worker with your second city. Indeed you only need one mud golem per city whereas with other average civs you will need about two workers. Later on you build them on your high production city and that's it. Eventually you will build them in 3 to 5 turns, faster than a normal worker. As a bonus, occasionally these workers will win the lucky fight in defensive terrain (with empower) against a sneaky horseman coming from the fog and may even be able to cast fireball. Their price is almost right for the long run (its hard to balace all of this stuff).
- Traits - Financial. Enough said.
- Vulnerabilities early on - They are not the Amurites. Double movement on the hills means that you have the mobility advantage. A free golden hammer is nice if needed. 10% more strength inside borders and fast archery range is not terrible (you are only playing Garrim in MP right? Defender is not the best but as old posts in this forum say another strong trait would make this leader overpowered maybe (I don't say that)). Enchanted blade is also not bad and KoE is a stronger priority than construction because of it.
It's just a matter of having the copper - but it is always a matter of having the copper! Slighty boosted bronze warriors for defense are nice. Anyway, starting position and resources are always really important in MP (we want that river as well don't we?).
- Wood Golems are expensive early on and always slow - I could not agree more. Why would you want to build them early on? People that think that this civilization is bad are trying to build armies of Wood Golems and catapults. That simply doesn't really work against a smart opponent while playing quick speed. Early on you're thinking of bronze warriors and boar riders (not bad units) and archers (if we don't have copper or pig, good luck to us). One only wants to build Golems when they can use fireballs.
- That takes forever man! - it's a misconception that sorcery is really an expensive technology and that a great sage should have a bigger priority for bulbing it. Here's a screenshot:
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I didn't get any free technologies from villages and I do already have construction there also (normal speed with just two cities; notice that my first golden age just started, lol). Not bad. But then again this game is easy, so whatever. Of course that is against the silly AI on Noble, against a human I would have to get more warriors and other stuff but even if I had to spend 30 or 40 more turns getting to sorcery I would still be in good shape despite others strategies.
Can T2 units with the exception of Pyre Zombies handle an army of fireballing Wood Golems? Tough work for them. Can you get a decent army of fireballing Wood Golems before an opponent gathers a big enough army of T3 units or other special stuff? Well, you can. If you can that means that those units are actually useful.
And so you gather an army that doesn't really need to attack directly, that it is always marching on despite the slowness, that is always getting repaired on the move, that gets empower promos without much risk, that is always growing and can split into cost effective groups while the opponent is taking its losses and taking time to heal.
Look!, a few Stygian guards are gathering there: let's see how they can handle 20 fireballs to the face for a few turns...
- Are Wood Golems (now with fireballs) expensive and not cost effective? - Well, my capital in the screenshot above never went further than 8 population and with eventually the command post and the heroic epic it continued to produce one example of those units every single turn. So, well... Maybe.
Wood Golems are not vampires. but they are not bad at all for sure. If they had mobility or a cheaper price then they would be better than vampires. Something has to balance the freaking thing.
Luchuirp are not balanced with the fact that their higher units are not worth teching to. You want more and more fireballs quicker: who cares about iron Golems?
Consider this game with MNAI played in your PangeaPlus map (Diety). I made the mistake of settling my second site towards the calabim which means handling more early psycho pressure than any human can ever make early on. My solution: rush to HB and sacrifice tons of scouts to get War Elephants (common solution of mine against the psycho AIs if there are enough elephants close by). 14 bloodpets come along and no dice against 2 WE with a gold hammer and the orthus axe (of course, orthus had to spawn close to the underdefended city meanwhile...). Too bad. Eventually I get no less than 5 WE (lucky!). I conquer a city and get tons of "free" exp. They want peace. Thank the Lord. The Balseraphs immediately declare after. Curse the Heavens. I conquer a city, raze another, kill a lot and choke them. They want peace. Fantastic guilty pleasure against Tholal psycho AIs that rarely want to settle things. I go and finish the Calabim then:
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Early tech setback is nothing when you are financial:
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I didn't start building WG right after. I added Sanitation, Trade, Currency, Archery, Fishing, Cartography and something else. I was having fun with my super WE (imagine if they had 50% against melee instead of against horses...):
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Eventually I spam WG from 6 cities, eventually 7:
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I just automated the conquered cities. Finished the game playing sloppy at around turn 250. 177 WG built. It's nice to have 177 fireballs per turn:
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So the Luchuirp are not the Calabim. They are not perfect for sure but calling them bad is just not right. Mass fireballing WG are dangerous stuff. And it's not incredibly hard to get there while handling pressure. It's doable.
Anyway, there's a problem with settling several golden hammers in the same city. GP points. Golden age after golden age. It would even make the industrious trait useless (GEs all around for wonders...).
Have fun.