Blackmantle
King
I was more talking about the fact that destroying a pirate cove yields a coast square, and that if you create one, then pillage it, create then pillage it, over and over again you can cut through the land. I've used that to create bottle necks a times.
As for version? I'm playing Patch L (Yes, I know it's a lower case) in Marathon mode, using the 'creation.py' map script that was "designed" for FfH2. No other mods. So, vanilla FfH2? I might have my numbers off, but I know that I bought and used slaves to hurry the production of City of a Thousand Slums, The 'hurry' cost was 5220 (Using the Civic ability) while the slave price was less than a 1000 gold.
Yes i understood that very well. And its not a bug or an exploit.
Thats how its intended to be.
And yes Lanun are a strong civ because of it (for both tactical and economical applications of said ability). Strong is fine (many civs are and Lanun are not the strongest one by some accounts). And the price to be paid in time and effort is not a small one. The drawback beeing that oponents can pillage your coves as well whithout you beeing able to rebuild (which is a problem only for the coves within your cities workable area and not those placed tactically to produce bottlenecks or separate pieces of land.).
It was a bug when you didn't even need to pillage the coves in the first place to do that. Which worked sometime ago and was fixed.
That all spells buying things in game for gold (warriors upgrading to drown, guild of the nine and slave trade to name the ones from top of my head) are unbalanced in marathon is known. The quota beeing 1:6 in regards to normal rushing i belive. Which is a better one than slave rushing had when it was really overpowered where the quota was 1:3 i belive.
But don't expect that to be fixed anytime soon if at all. The game is mainly balanced for normal speed and marathon doesn't really work without checking half experience imo.
(epic, normal and quick somewhat work if with strong effects on balance of features / civs and overall gameplay for epic and quick.
But marathon is completely out of the picture thanks to many modifications and features which are essential parts of FFH2 and its flavor and totally unbalance the game at that speed. And also completely screws the AI.
Compared to standard Vanilla / BtS, FFH2 is slower by about 1-2 gamespeeds anyways. So what is marathon in FFH2 whould be like half-speed marathon in BtS. Which doesn't exist. If you like a marathon-like experience play just epic. That still takes a whole lot of time.
Should you be playing FFH2 for a long time allready and know that: I appologize for assuming you don't experienced that difference right now.

Thats why its essential to point out your gamespeed if you spot something like that and don't play normal gamespeed.
If anything that might yield some addaption of mercenarys and slave-trade on slower / faster gamespeeds sometime in the future. But thats not the focus right now. Getting the game done for normal speed is a big task already (which the team is outstandingly good at sucessfully achieving.

Without that clarification one can jump to wrong conclusions fastly. Like i did with thinking you play an older version of FFH2. (Expect most single-players to play normal or perhaps epic and most multiplayers to play quick. With only a small minority having the patience to endure FFH2 marathon hence not expecting you to play marathon.)
Sorry for that.
