Fafnir13
King
Just finished up my first Clan game in 34. Quite a lot of fun. I did notice a few things that seemed odd to me though, mostly stemming from how the barbarian trait is implemented. That's going to be the focus point of this little post.
It was about a 100-150 turns into the game when the Hippus decided I needed to be wiped out. That's all right, I was building a road towards them with the intention of ferying troops along it to conquer them anyways. Hadn't quite prepared the troops for it, but I had the good fortune of being near a goblin fort which ultimately led to me conquering not only the Hippus but also the neighboring Amurites thanks to my ragtag horde of poisonous goblins and warrened apprenticeship warriors. Unfortunately, my success at conquest meant that, before even turn 200 hit, I had already lost the barbarian trait. Not that this really mattered. I steamrolled my continent, populated it, then sent massive armies of mercenaries (I had 247 at game's end) and champions and other whatnot to conquer the rest of the world.
Still, it nagged at me that being successful at conquest, a rather barbaric thing to be engaging in, meant the barbarians stopped liking me and all I was left with was a penalty to science. The Clan has a double dose of trouble as their warren ability means they will have a good chance of out expanding everyone else too.
Ideally, some way to keep the barbarians on your side should be implemented. I think I once saw someone mention the idea of being able to build something like barbarian camps in your territory which would counteract some culture. Another good one would be the occasional razing of cities as being something else that keeps them on your side.
For the Clan specifically, casting For the Horde should also have some effect. Getting the barbarians to re-ally with you would be nice. Maybe even forcing them into a permanent alliance. They are all greenskins, after all.
Side note: I never did get around to casting my world spell in that game. Either my economy was treacherous enough without random units costing too much or there simply weren't enough barbarians around to make it at all worthwhile. I know, it's a very situational one which can have really good results when used early. Getting a goblin fort on another continent and using to for conquest is always fun. Just be nice if it had some other, lasting effects to go along with it. Same could be said about a lot of other world spells, but that's for another post.
It was about a 100-150 turns into the game when the Hippus decided I needed to be wiped out. That's all right, I was building a road towards them with the intention of ferying troops along it to conquer them anyways. Hadn't quite prepared the troops for it, but I had the good fortune of being near a goblin fort which ultimately led to me conquering not only the Hippus but also the neighboring Amurites thanks to my ragtag horde of poisonous goblins and warrened apprenticeship warriors. Unfortunately, my success at conquest meant that, before even turn 200 hit, I had already lost the barbarian trait. Not that this really mattered. I steamrolled my continent, populated it, then sent massive armies of mercenaries (I had 247 at game's end) and champions and other whatnot to conquer the rest of the world.
Still, it nagged at me that being successful at conquest, a rather barbaric thing to be engaging in, meant the barbarians stopped liking me and all I was left with was a penalty to science. The Clan has a double dose of trouble as their warren ability means they will have a good chance of out expanding everyone else too.
Ideally, some way to keep the barbarians on your side should be implemented. I think I once saw someone mention the idea of being able to build something like barbarian camps in your territory which would counteract some culture. Another good one would be the occasional razing of cities as being something else that keeps them on your side.
For the Clan specifically, casting For the Horde should also have some effect. Getting the barbarians to re-ally with you would be nice. Maybe even forcing them into a permanent alliance. They are all greenskins, after all.
Side note: I never did get around to casting my world spell in that game. Either my economy was treacherous enough without random units costing too much or there simply weren't enough barbarians around to make it at all worthwhile. I know, it's a very situational one which can have really good results when used early. Getting a goblin fort on another continent and using to for conquest is always fun. Just be nice if it had some other, lasting effects to go along with it. Same could be said about a lot of other world spells, but that's for another post.