Goblin Forts and the Clan

Ghpstage

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Jan 15, 2009
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As a newbie to FFH2 I would first of all like to thank all the people involved in making this mod, its truly great :goodjob:

Now about Goblin Forts, when you have the barbarian trait do people use them a lot? They seem really strong.
  • All units you get from them have +1 poison :strength: which is at its most useful with Goblin scouts, making them much better at capturing animals and even makes them able to rush well.
  • All units come at a big discount Goblins cost 2:gold: per :hammers: and everything else is 1:gold: per :hammers:, better than Warrens for all but Goblins.
  • No Archery Ranges needed for Archers.
  • Don't need Horses OR Seige Workshops to buy Chariots!
  • No limits on how many units you can get in a given turn.
  • Doesn't hold up cities build queues
  • Cost discount doesn't scale with speed, the values I gave earlier are for normal speed, on marathon a 240:hammers: Chariot costs just 120:gold:!
  • Even builds during Anarchy.
  • As you use :gold: to get them you can start 'building' them before you have the techs to buy them, trade away techs for units, threaten people to give you them and store them to delay maintenance ;)

There are two disadvantages, being that you need to have a Fort near you and you can't upgrade bought units.
On upgrades I don't really miss then, I don't upgrade often anyway. Chariots don't even have an upgrade and it would be cheaper to buy an extra Wolf or Chariot rather than upgrade.
The randomness of Goblin Fort locations is a big problem, but if I can find one reasonably near me I will usually settle near it to protect it, the Clan have a big advantage in finding them from For the Horde. Finding one always leads me to go for early mass Wolf Rider and later Chariot spam, with a focus on gold techs and Kilmorph.

Do any of the more experienced players of this mod make use of Goblin Forts much?
 
Yes. I feel you should think big with the clan and worry about the details later, so hire some units and get stuck in. The big problem is finding the cash. The clan don't have a starting technology. They have 10% less research. Dropping your research rate to buy some early archers can put you far behind on tech and leave your cities fatally undeveloped.

My style of clan play would be to pursue markets quickly and try to stockpile some money, just in case 'For the Horde' throws up something useful. If you get lucky you might not only be able to find forts with 'For the Horde', you can actually buy up a remote army and use it to conquer an enemy city. Once you've got one city and some warrens you can churn out a lot of goblin riders, enough to continue an invasion. Very risky, but as I said, the clan need to think big.

Charadon can also hire with the barbarian Doviello. It supports those early rushes.
 
In my Clan games I have always relied on the warrens, possibly the most powerful building in the game. Once there are several production cities with warrens building a vast army becomes easy and neighbours can be overrun. The only problem is having enough gold to support it all, markets help, but many cottages and trade routes are needed as well, with a low slider. Research is difficult with the Clan.


So being able to buy stuff cheaply from the goblin forts would be great for any other civ but the warrens means that it is a diversion from my game winning strategy and I only dabble with it rather than using it as a major part of my Clan strategies
 
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