MarigoldRan
WARLORD
- Joined
- Mar 12, 2011
- Messages
- 2,349
You're Lanun. So if you don't start near the coast, respawn the map. You can justify it lore-wise: Lanun should start at the coast. This strategy guide is geared for standard Lanun coastal starts.
Most people think of Lanun as a coastal seapower and a little weak on land. They're not. They're actually insanely powerful on land because of their ability to leverage their commerce to get higher tier units out before your enemies can counter them.
Consider: if you're playing some other civ, by turn 100 you should have 3-5 cities, generating about 30-40 research/turn. As Lanun, by turn 100 you can easily have 3-5 cities generating 100 research/turn! On average, your research rate with the Lanun and Hannah especially should be more than twice that of any other civ.
What this means is that you can get Way of the Wicked faster than any other civ out there. Way of the Wicked and Slavery is the FASTEST and most efficient way to leverage your commerce into direct production because with Slavery you can convert the hundreds of barbarians you kill over the course of a game into workers, which means that you never have to build a worker again, allowing you to spend the resources on other things like Settlers or military. Furthermore, being able to whip means you can efficiently convert your massive amount of food into buildings or military. This build guide will cover how to use this Slavery strategy to dominate every Lanun start where you get a coast.
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Initial Settle location:
Search for a Coast with 1-2 seafood and hills, especially forested hills. If there' s a lake tile nearby, even better. You will need the hills for production. The seas provide food and commerce.
First tech: Fishing (Duh).
Build order as you wait for fishing: 3-4 warriors followed by a settler. You don't need a worker because what's the point?
Once fishing is done, spam fishing boats for the fish and Pearl resources and the Pirate Coves. I play with MNAI so the Pirate Coves are built with fishing boats, which means I don't need to build workers. Place your first two cities in locations where you can get 2-3 pirate coves per city. With Hannah, each Pirate Cove provides an extra 2 commerce on top of the 3 commerce and 3 food for each unpgraded coastal tile. Once they upgrade to Pirate Harbors and Pirate Ports, they provide 4 extra commerce, one extra hammer and one extra food. A single Pirate Port produces 4 food, 1 hammer and 7 Commerce (!). Lighthouse adds an extra food. This is the most powerful improvement in the game and you can have 6-8 of them by turn 100. A Pirate Cove/Harbor/Port is literally a gold mine that also produces food! They're also unpillageable by barbs so you don't have to protect them!.
What this means is that with 3 coastal cities and 6 Pirate Coves/Harbors/Ports, you're generating between 30-42 commerce/turn from these improvements alone. Add in the other commerce generation sources from the normal coast tiles and you're hitting close to 100 commerce/turn. No other civ can generate commerce that early.
Two other interesting points about Lanun: since most of your worked tiles are going to be in the sea, you only need about 2 warriors/city to fend off barbs because the barbs have nothing to pillage! Even better: since you're working the seas and hills, you don't need to build workers, which saves a lot of production and food for settlers and fishing boats.
What do we use the commerce on? See below for Part 2
*************************************************************************************************
Most people think of Lanun as a coastal seapower and a little weak on land. They're not. They're actually insanely powerful on land because of their ability to leverage their commerce to get higher tier units out before your enemies can counter them.
Consider: if you're playing some other civ, by turn 100 you should have 3-5 cities, generating about 30-40 research/turn. As Lanun, by turn 100 you can easily have 3-5 cities generating 100 research/turn! On average, your research rate with the Lanun and Hannah especially should be more than twice that of any other civ.
What this means is that you can get Way of the Wicked faster than any other civ out there. Way of the Wicked and Slavery is the FASTEST and most efficient way to leverage your commerce into direct production because with Slavery you can convert the hundreds of barbarians you kill over the course of a game into workers, which means that you never have to build a worker again, allowing you to spend the resources on other things like Settlers or military. Furthermore, being able to whip means you can efficiently convert your massive amount of food into buildings or military. This build guide will cover how to use this Slavery strategy to dominate every Lanun start where you get a coast.
***********************************************************************
Initial Settle location:
Search for a Coast with 1-2 seafood and hills, especially forested hills. If there' s a lake tile nearby, even better. You will need the hills for production. The seas provide food and commerce.
First tech: Fishing (Duh).
Build order as you wait for fishing: 3-4 warriors followed by a settler. You don't need a worker because what's the point?
Once fishing is done, spam fishing boats for the fish and Pearl resources and the Pirate Coves. I play with MNAI so the Pirate Coves are built with fishing boats, which means I don't need to build workers. Place your first two cities in locations where you can get 2-3 pirate coves per city. With Hannah, each Pirate Cove provides an extra 2 commerce on top of the 3 commerce and 3 food for each unpgraded coastal tile. Once they upgrade to Pirate Harbors and Pirate Ports, they provide 4 extra commerce, one extra hammer and one extra food. A single Pirate Port produces 4 food, 1 hammer and 7 Commerce (!). Lighthouse adds an extra food. This is the most powerful improvement in the game and you can have 6-8 of them by turn 100. A Pirate Cove/Harbor/Port is literally a gold mine that also produces food! They're also unpillageable by barbs so you don't have to protect them!.
What this means is that with 3 coastal cities and 6 Pirate Coves/Harbors/Ports, you're generating between 30-42 commerce/turn from these improvements alone. Add in the other commerce generation sources from the normal coast tiles and you're hitting close to 100 commerce/turn. No other civ can generate commerce that early.
Two other interesting points about Lanun: since most of your worked tiles are going to be in the sea, you only need about 2 warriors/city to fend off barbs because the barbs have nothing to pillage! Even better: since you're working the seas and hills, you don't need to build workers, which saves a lot of production and food for settlers and fishing boats.
What do we use the commerce on? See below for Part 2
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