FFH2 Challenge IV - Beeri Bawl of Luchuirp *classical era start*

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Greetings heroes and heroines and welcome to the fourth issue of the FFH2 Challenge!

The purpose of this series will be to provide a platform, at which any FFH player can improve their gameplay and strategic knowledge of the FFH mechanics.
Those who are still aspiring to beat the higher difficulties can use this place to learn. On the other hand, those who eat Deity AI for breakfast can teach others how to achieve such results.


This time we will be playing as Beeri Bawl of Luchuirp.



Beeri’s traits are Industrious and Financial.
Industrious adds +50% :hammers: when building World- and National wonders and doubles the speed at which we build our Forges.
Financial adds +1 :commerce: on tiles that already produce 2 or more :commerce:. It also doubles the speed at which we build Markets and Money Changers.

Luchuirp starting Technology is Crafting and their civ-specific advantage is that their units start with “Dwarven” promotion. This provides double movement in hills and adds +25% resistance to Poison damage. However, most of their units don’t benefit from this promotion since they are a nation of Golem-builders and thus a considerable number of standard units is replaced by their Golem counterparts. These units start with “Golem” promotion, can’t take promotions or level up but usually have higher strength or some other advantages.

The world spell is called Gifts of Nantosuelta. This spell requires the Masonry technology. It creates a Golden Hammer in each Luchuirp city. This Hammer can either be used as a weapon or settled as an Engineer specialist.
= Frankly, this is one of the top world spells. Find 3-4 cities, fire the world spell and settle all hammers as engineers in one of your cities. Add Mines of Gal-Dur, National Epic, Guild of Hammers and run Arete… voilá, you are swimming in hammers. I can’t think of any other civ that has such an easy time getting Great Engineers.



The civilization hero is Barnaxus, which adds a really nice mechanic to this whole golem building concept. Unlike other golems, he can level up and take promotions and each Combat promotion (I-V) that Barnaxus takes also increases the strength of ALL golems in the empire. Therefore, always promote him along the combat line. It will pay off, I can guarantee that. However, unlike other Heroes, he does not start with the “Hero” promotion and will have to level up the hard way. To help him with that, he can use Bronze, Iron and Mithril weapons. If Barnaxus is killed in action, he can be rebuilt using the “Pieces of Barnaxus”. He will start with no promotions though.



Since most of the standard units are replaced by Golem we obviously have a ton of unique units.

Dwarven Shadow, a Shadow replacement deals up to 50% collateral damage.

Dwarven Druid, a Druid replacement can use the “Crush” ability, which deals an insane amount of damage to an enemy stack.

Boar rider is the weakest Horseman in game as he suffers from -1 movement.

Dwarven Slinger is functionally identical to an Archer, which it replaces.

Dwarven Hornguard is a knight replacement that suffers from -1 movement but has an extra point of strength.



Clockwork Golem replaces Berserker and has extra 4 strength. It is available at Machinery instead of Rage.

Bone Golem replaces Immortal but it can be built directly. It starts with “Cannibalize” promotion and 4 extra strength compared to the Immortal.

Nullstone Golem is a Phalanx replacement that does not have the +25% city attack bonus but instead starts with “Magic Immune” promotion making it invincible to magic. It has an extra point of strength compared to the Phalanx and is built 25% faster with access to Marble.

Mud Golem replaces Worker. It costs 25 :hammers: more but is much faster at building improvements. A city can grow while building one.

Wood Golem replaces Axeman and has extra 2 strength. It starts with “Vulnerable to Fire” promotion and is available at Construction instead of Bronze Working.

Iron Golem is a Champion replacement with 4 extra strength but requires a Forge and Iron or Mithril to be built.

Gargoyle is a Longbowman replacement. With 8 strength and “Defensive” promotion it is a great stack- and city defender. It is available at Engineering instead of Bowyers and is built 25% faster with access to Marble.

Most golems cost 50% more :hammers: than their counterparts.



Unique buildings include Sculptor’s Studio, a Training Yard replacement that costs 10 less :hammers:, adds 1 :culture: and lets us build most of the Golems, Blasting Workshop, which lets all golems produced in the city cast Fireball, Pallens Engine, which grants “Perfect Sight” promotion to all golems produced in the city and Adularia Chamber, which grants “Hidden” promotion to all golems produced in the city.
The Palace provides Enchantment, Life and Earth mana.

There are no buildings blocked for Luchuirp but they can’t train Marksmen, Beastmasters, Rangers and Horse Archers.

Starting Location:

Spoiler :


Settings:
Spoiler :


(in the end I did leave the Events on, because turning them off could break some of the game’s functions - at least that's what the game says)
As you can see, we start in the Classical Era meaning that we get more units in the beginning of the game (2 Warriors, a Scout, a Settler and a Mud Golem). We have all the Tier I and II techs researched (except for Seafaring obviously) and Festivals on top of it. All religions are still available but the AIs might beat us to either of them. There is an extra 10 gold that we start with.

You will need Tholal’s More Naval AI modmod version 2.5 (Download here) to access the save.

The players are encouraged not to take control of Mercurians/Infernals – after all this challenge is supposed to be a Luchuirp playthrough. Summoning either of them is fine.
The preferred victory condition for this one is Tower of Mastery. However, feel free to ignore this and win whatever victory condition you desire.

If it's possible, please provide a short report of your game, where you will list the major events, tech path and the grand strategy used.
You can also divide your playthrough into segments and provide quick report for each segment.
T100, rushing your neigbour, using your worldspell, summoning Mercurians/Infernals are good examples of "checkpoints".
If you indeed provide a report, please use spoiler tags to keep the game unspoiled for others.

The save is attached below.
Worbuilder save is attached as well. If you decide to use it, make sure you load the mod (ffh2) first!

Good luck and have fun!
 

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I am really curious if anyone manages to build the Mithril Golem ;)
 
The world spell is called Gifts of Nantosuelta. This spell requires the Masonry technology. It creates a Golden Hammer in each Luchuirp city. This Hammer can either be used as a weapon or settled as an Engineer specialist.

I'm sure Tholal tweaked this.... golden hammers but no engineer settling
 
Yeah... playing 100 turns revealed that Tholal indeed changed the worldspell. You can still settle the hammer as an engineer, but only in the city, in which it was created. So no more than 1 engineer per city...

It's already pretty late in here, I'll post the T100 report tomorrow. Things have been... messy. Not the easiest map imo.
 
T113

Spoiler :
I saw the Gems in the north so I sent the settler on a hill to see if there is something interesting in there. Well... turns out there are 2 more Gems :D. I decided to settle in the non-riverside spot, which lets you work Corn and all 3 Gems. It was a great short-term capital but I knew I would have massive health problems.

Scout revealed that Alexis is really close so I decided to steal one of her workers. 5 turns later, I signed peace. About this time she cast her worldspell but my capital was still at size 2 so no harm done.



Orthus spawned near Sheelba but "thanks" to her Barbarian trait a highly promoted 6 strength hero decided to knock on the door in my capital. I lost a bunch of warriors, but my veteran (who I managed to promote to Combat 2, Shock beforehand) killed him at ~85% odds. With a veteran unit at my disposal and the Orthus's axe I felt pretty good about defending against an early rush.



After settling my 3rd city I fired my worlspell and found out about changes that Tholal made to it. I settled all 3 golden hammers.



The early rush came... from an unexpected direction (Amelanchier of all people!) and I did not have enough forces present in the city to counter it. He even brought Gilden Silveric. But luck worked in my favor. Alexis decided to dow Amelanchier instead of me and soon retook my former city. Meanwhile I popped a GE and rushed Mines of Gal-Dur. Oh... and I also built Barnaxus at around this point.





Amelanchier tried to take the city back and he ended up with a weakened stack of 3 units including Gilden. I managed to kill the stupid tree-hugger :devil:



Once I had a decent number of Wood Golems, Barnaxus, Bambur and my veteran warrior, I decided to backstab Alexis. She sent her SoD towards elven lands so I pretty much caught her with her pants down. I finally got my city back... and decided to push forward. Nubia, Prespur (with a Heron throne built already) and Acaia all fell within 10 turns. Most of the damage was dealt by Barnaxus and Bambur. I even got Barnaxus to Combat V!!!





I got an extremely lucky event with the GE and fortunately had enough gold to choose the right option. I think I'll rush some wonder with him. Can't remember if Bone Palace has been built already.




On t113 I took the peace with Alexis, leaving her with 1 former elven city, probably swarmed by ljosalfar culture.



Overview of the current situation:



Barnaxus is up to Combat V, Bambur is highly promoted as well, I have 7 cities, 3 luxuries and am 1 turn from finishing Military Strategy. I will likely go Poisons next, to grab the Aeron's Chosen for an Uber-shadow, followed by Smelting and Iron Working for some nice strength 10 units.
 
T244 conquest victory. Vassalized all civs.

Spoiler :

Very strong start location. Settled 1N of the river, so had 2 gems in the capital. Popped gifts on Turn 1 for a production advantage and queued up a second mud golem. Tech path was OO first for happiness and drowns, then Code of Laws and then priesthood for collateral to take out Alexis. Settled the first GE in the capital for more production to get settlers out fast. After that it was econ techs and then sorcery, then spammed fireball wood golems and gargoyles.

Could have probably pushed the conquest faster if I split the war stack into a mobile stack (stygians, cultists, shadows, mages) and 2 slow-moving fireball/adept stacks. In the future I'll do this, no need to really slow things down with

Also could have used chariots--forgot to.

Deruptus is a nice advantage for Luchuirp in getting mages out. I had adepts starting with 6xp without any xp civics (was using military state/consumption/agrarianism/aristocracy for most of the game.)
 
T187 Conquest Victory

Spoiler :
Golems suck. They are too slow to be of any use. They might be useful for rushing your 1st victim, when the enemy cities are close and you can reach them in 2-3 turns. But for Conquest/Domination where you need to wander across the whole continent... they suck!!! 1 Movement point and no way to increase it? Come on...

Since golems were completely useless I had to rely on Chariots/Assassins/Adepts to form the main bulk of my army. I soon got Aeron's Chosen which was really nice because this unit was basically a guaranteed 1kill/turn. I got a ton of Great engineers, used most of them for wonders and GAs. The production was nice, but my research sucked right until the end (at which point it rose to something like 500bpt).

Amelanchier was at war with 4 civs for the entire game so he built a huuuge stack of archers in his capital and refused to move them out. Needless to say I had quite some trouble destroying it and nearly lost my whole stack trying to take the city. In the end, I had just the right number of units...

Have I already said that golems suck??! You can't even go the standard upgrade route: warrior -> axeman, so even if you get some highly promoted warriors in the beginning, they will be stuck with 4 strength (if you have acces to copper) until you have access to crossbows!!!

Screenies:
















Summary: In my opinion, Luchuirp are one of the weakest civilizations in game. Don't bother with them, play Khazad instead - the absence of arcane line is overcompensated by having access to strong, cheap units that can take mobility promotions and can be fielded were early. (Kandros's Iron Axes >>>>>>>>>> Barnaxus with combat V and Wood golems).

EDIT: Maybe on Epic or Marathon it's not that big of an issue, but on Normal, you need the extra mobility.
 
Your complaint about a lack of upgrade path for warriors is why OO makes so much sense for the Luchuirp. Then all those warriors have a T2 (drown) and T3 (Stygian) upgrade.

Golems are not that great until you get a blasting workshop, then they become very effective en masse. A stack of fireballing golems which can be healed up with a couple adepts each turn is a very good sledgehammer.
 
Interesting. I totally forgot about warrior->drown->stygians. Good point, I may replay this, but this time going OO. Aaand Cultists will rule on a Lakes mapscript :)
 
[to_xp]Gekko;12616503 said:
btw it's best to skip drown if upgrading warriors to stygs since you avoid the vulnerable to fire penalty that way :)
You can direct upgrade from warrior to Stygian? I don't remember being able to do that the last time I played OO. I think drown warrior is a spell, not a traditional upgrade, and can't be skipped.

As a perk, if you have the tower of Necromancy, warrior->Drown->Stygian means your Stygians get Strong. Of course it's rare that you can really wait that long, but if you're building warriors to pump Stygians late-game then it's nice.
 
Btw. doktarr, Gekko, you two are welcome to join the challenge ;) You seem to know a lot about FFH strategy so you'd likely beat my finish.
 
Btw. doktarr, Gekko, you two are welcome to join the challenge ;) You seem to know a lot about FFH strategy so you'd likely beat my finish.
I wouldn't count on it, at least on my end. I have a strong tendency to try to make do with as few warriors as possible, and/or try to delay conquest until I get to my "fun" units. I recognize that this is not optimal play but it's more fun for me.

That said, Beeri is a favorite if mine and I might give it a go at some point.
 
I've just ordered microphone a from an e-shop since I need it for work. If I can figure out an easy way to record video playthroughs I can make a Let's play of the next challenge.
 
What are the best priests to upgrade into Paladins/Druids/Eidolons? I am playing as Svartalfar and having a decent tech rate so I think I can get all 3.
 
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