Clan strat

Ecofarm

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This is not an early rush. Build order is: worker, goblins to max happy, settler, settler, worker, worker, worker. Council, Brewery, 2 training, 1 lodge, (a city with pagan and esus priests running for later if possible) - for example.

Pstd by: Ecofarm
Tech
Education/Bronze (commerce, Rantine)/Mystic (god king)
Warfare (CR, CD, conquest)
Military (command post, heroic)
Archery (CD2 archer)/Horseback (FL2 rider, mobility)/Hunting (hawk, GW hunter)
Ether (earlier if jungle, blaze, haste, treetop)
Trade (foreign trade, inn)/Divination (Gibbon, adepts)
If no religion or you just want, Deception (Gibbon, slave purchase)
Stirrups (ogre)
Sorcery (mage)/Handling (Revolt, World Spell)

Army
Rantine, Riders
^Invasion and Garrison arcane
*Invasion arcane
_Home arcane
`Gibbon (mind + 1)

Mana
Palace
Body (*haste/*regeneration/flesh)
Fire (^blaze/^fireball/`summon)
Nature (*treetop/poisoned blade/`vitalize)
Divination
Mind (^charm/_inspiration/`domination)
Life (^sanctify/^destroy undead/`resurrection)
Spirit (^courage/_hope (1happy)/`trust)
Law (counter-domination, valor, summon)
Sun (scorch, blind, summon)

I've only tested in SP a bit and think Horseback beeline mandatory for defense. Note, Sheelba. I've no idea what to do with Jonas.

Comments/questions please.

Spoiler :
Spoiler: I think this works for Hippus as well (with honor variation)
 
yeah i know it, works great, the style discovered by Hegemonkhan and developed by you in hamachi MPs. Works great.

For those who not understanding those arcane signs : Clan should have alot of adepts, each one for separate spell. The stack of Raiders moving with mobility adepts while adepts casting : Blaze, Haste, treetop defence, charm. The key is moving on each single tile of enemy land wit hforests and get it blazed. Once fire started only your troops can move to fire squares, that mean you can attack, stack and pillage being unpunished and invulnerable. Treetop helping wit getting on new forest tile , and stacking while pillaging till fire starts. Orcs are children of fallen Bhall and thats a playstyle. Main units are adepts (Mages) and Raiders ("mounted" line) (with x2 prod, obcourse), and no need for requirement buildings.
 
I might do some goblins before the first worker, wolf riders are powerful enough to make the delay worth it and if you get one you can steal all the workers you want.
 
I might do some goblins before the first worker, wolf riders are powerful enough to make the delay worth it and if you get one you can steal all the workers you want.

I do the worker first for 2 reasons:

1) It finishes building as I finish teching agriculture, and get that farm resource up asap. Then I farm anything I can to create production for settlers and workers. Until I get education, then I convert to cottage spam (starting in 2nd and 3rd cities so that cap utilized food for the last worker or two).

2) Barbarian trait utilization. Since you will not get overrun by barbs, I like to take advantage.

That said, instant wolf riders is awesome. Send your goblins towards tundra (where they spawn), right?

With the early farm spam, I have my 3 cities (total), 4 workers, education and mystic (god king) turn ~62. The important thing is to convert farms to cottages in capital as you complete the final 2 workers. Then go back to cottage spam the rest of your cities asap. A fast transition from farms to cottages is very importan, as clan is a slacker in tech (that's why 4 workers for 3 cities).

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One question: I noticed that Chalid does not get elven promotion in my svalt games, does Gibbon not get Orc promotion, and if not, he cannot enter fire with the rest of the army? :/
 
No heroes are ever given a civ's default racial promotion (unless the unit just happened to start with it anyway).
 
Giving Gibbon magic resistance might help though ;). (should among other things give fire resitance 20% which should be enough to enter flames)
You whould need Combat 4 or 5 for that.

If you use him for summoning some fire-elementals or Pit-Beasts thats not such a big deal perhaps due to the need for Combat 5 to get Twincast but for Mind its quite a detour. (if you have enough nodes you might even be able to accomplish both Mind 3 Twincast and fire 3. but getting 5-6 Nodes to make it even remotely feasible is not easy / near impossible on smaller Maps.)
 
I'm thinking mind 3 and maybe nature 3.

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There needs to be a building that gives all living units the race promotion. Not having units get double-move in forest, or able to enter fire, really ruins using the unique abilities of the civ. I almost don't want to bring those units with my army as they are always slowing us down.

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Attached is an example of Clan with Empy instead of Esus.
 
So the orc racial trait allows you to move in fire....that's....impressive. I must explore this....
Edit: you should probably put masonry somewhere in your build order for the warrens.
 
The Angel and Demon promotions also give enough fire resistance to move through fire, so the Clan, Barbarian State, Infernals, and Mercurians can move freely through the flames. Other civs need Magic Resistance, or you could just put out the flames with spring.
 
Do you build Warrens in all of ur cities
 
In that save, I only had minimal defense. Perhaps I should have built warrens earlier, but there never seemed time for a quick 120 hammers. I imagine my cap and a production city would get them.
 
Warrens are always worth it in unit producing cities, such as the capital.

I mean you tech to Mysticism just to get +50% production, whereas a warren gives you +100%, and multiplies with other % increases, instead of adds.

Go warrens to Riders, or Riders to Warrens depending on your outlook, and you'll outgrow and outconquer your nearest allies.

The real question is how/when do you fit education into that build. Likely very start-dependent.
 
I find the Clan has a very strong synergy with the Runes of Kilmorph. As a fast-expanding empire, you're going to need a lot of gold and Runes provides that.
Arete gives a :hammers: bonus to your mines, which you can put towards Warrens or units. Soldiers of Kilmorph are doubled by Warrens so you essentially get a full 90 :hammers: to buildings for each one instead of the usual 45. Even useless border cities can be brought up to snuff very quickly if you send a few SoKs from your core cities to cover production, and wonders are a breeze when you have 3 or 4 cities pouring their resources together. And to top it off, you also have the Mines of Gal-dur which gives you free iron and a ton of Engineer :gp:, so if you don't want to spam SoK's for wonders you can just use a GE instead.
 
I've been playing the Clan recently and am wondering about some things not covered here:

What is the optimum time to cast For the Horde?
Which leader for a map where the opponents are spread out?
Which Wonders should I go for?
 
Are you able to beeline Form of the Titan, or is that impossible at higher difficulty levels?
 
fth is best after the first barbarian spawns. early exploration, maybe some huts and, if you are lucky, the possibility to draw some of them together and rush an opponent.

form of the titan is often possible, the AI neglects the tech a bit while aggressive human players need city raider asap. i am often able to build it on deity.
 
hmm... I've just played the Clan again in the 0.34 update, and would perhaps like to discuss the implications of the several changes here, most prominently the addition of Clan Scorpion gobbies. ;)

I've found Ecofarm's strategy very useful in my past Clan games back in 0.33, and I'm a fan of their "mounted" line ending in ogres which really do pack a punch (and receive defensive bonuses), making them really hard to dislodge while you pillage and scorch, while hiding in smoking forests for them to burn.

So I thought I'd amend to this for 0.34 in some ways:
If you do grab a few gold tribal huts early, simply spam out str 3 goblins to go wolf + hut hunting. They make superb recon units early on, since they still retain the +50% against animals, but being 50% stronger than their counterparts. So screw the somewhat old mantra of doubling up goblins so that they survive in the wild, these gobbies can hold their own easily against wolves with some ~90% chances, so you can simply build up a rider army pretty quickly.

In my last game too, I had the great fortune of popping out Hunting from a hut. (after all I popped a massive number of huts with those goblins)
I must admit that hunting > archery isn't one of my key piorities on the clan (its horseback and bronze), but since i managed to pop a costly hunting off a hut I decided to advance it to archery and grab some clan scorp archers.
Boy, was I surprised at how powerful they were that early on in the game. A str 6 defender with first strike and 25% city+hill defense makes your hilltop cities practically impregnable to even copper axemen.
Not to mention that while invading an opposing Kurio civ that last game they happened to have a goblin fort in his capital's BFC--a very very bad idea against the clan. I could just buy out str 6 archers for 60 gold apiece to choke out his capital, financing it through pillaging his tiles.

So I would like to discuss about the clan in 0.34--2 main thoughts here.

Seeing how strong the clan archers are now, I still think early horseback is still good for riders, but would it be worth it to now delay Bronze for Archery?
I do know how useful Rantine is, but early on its either him or the archers--with bronze there's still the chance that you have no access to copper, really weakening your axes+rantine, but at the very start you could easily scout out the locations of nearby forts where you know you could definitely buy archers. And needless to say, should you go for archery early, build almost every city on a hilltop and it'll go a really long way towards defence.

Their worldspell. With barbs spawning and invading at somewhat higher rates than before, how early do you trigger it? This also has some synergy with the earlier points made about forts, since there is a large chance that at least one goblin in the fort changes to your hand, allowing you to simply buy massive str 3 goblin armies very early on, or even archers later.


The main changes in 0.34 would probably be in the way their early game is handled--I did not see much changes in their mid-lategame strategy
 
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