Help me get better with the Luchuirp

xAlephx

Jack of Clubs
Joined
Mar 16, 2007
Messages
189
So now that they are no longer reliant on shockingly scarce stone for important late game units, I'm all about the love for the Luchuirp. However, I've recently stepped up to Emperor (well, I stepped up a while ago with the elves and vamps, but now I'm leaving them for golems) and have a lot of questions, some general, some Luchuirp specific. I play single player, and am very happy there, but it definitely slows the learning curve. I usually play continents, 6 AI + me, with cultural and altar victories disabled, permanent alliances enabled, all else default.

1. Settlement: With the new supervision on the initial settler, I can usually find a gold or wine resource not far from me. I settle near that, even if it takes me an extra turn, and immediately start working on my first mud golem. If anything, the new patch has made this safer due to fewer lizardmen and more animals Good, bad, or ugly?

2. Tech Priorities: If I'm near gold, I research mining first, then ag, mysticism, education, and Earthmother. If not near gold, mining comes after education. Only after I have Earthmother, exploration, and bronze do I hit construction followed by ether and arete, after which I'll go writing, and currency. I'll also try to get trade shortly thereafter, so that when the first war wraps up I'll be able to extract some techs. G,B,U?

3. Religion: Kilmorph, obviously, but I recently have started to want Order as a mid-late game religion for when my empire gets huge - Runes is great for early cash and wonder building, but the economic bonuses of Kilmorph can't beat 0 maintenance cities once you have to get rid of city state. Roughly what time would I have to try to establish the Order if I want to found it? Or is that just foolishness for the Luchuirp, and I should stick with RoK? I rarely see the AC anywhere near the Mithril Golem (although the AC post has got me thinking hard about the power of Luchuirpageddon).

4. Expansion: I watched the movie of my recent Monarch game as the Luchuirp, in which I got into an early tussle with the CoE at their insistence. I think I might have only founded four cities counting the initial one by year 150, at which time the war was getting pretty hot and the CoE had maybe 9 (which I took). G,B,U?

5. Military: It's pretty much golems/mages for me, all the way, with a few boar riders for pillaging/counterpillage and catapults early for bombardment. In the late game I'll grab Heavy Crossbows, Paladins, and any other limited unit types I get, but am I missing out by not using archers/crossbowmen for city defenders? Wood golems do it pretty well and can also counterattack.

6. Civics: God King until the first war ends, usually, followed by city states. Religious Discipline asap. Agriculture, best Compassion available, and Religion followed by Consumption.
 
2. Tech Priorities: If I'm near gold, I research mining first, then ag, mysticism, education, and Earthmother. If not near gold, mining comes after education. Only after I have Earthmother, exploration, and bronze do I hit construction followed by ether and arete, after which I'll go writing, and currency. I'll also try to get trade shortly thereafter, so that when the first war wraps up I'll be able to extract some techs. G,B,U?

I go Construction before ether and arete. Strength 5 will have no problems with any of the barbs you have attacking you and can take out all animals. Even if you have massive numbers of wolves outside your borders just send a stack of 3 wood golems into a forest and park them for a bit. Once you have wood golems expansion is no problem for you. Even Education might not be worth it early you have gold or the like. Bronze Working is only useful for getting to Iron Working for Luchiurp in my opinion. Unless you really like to chop forests.
 
I suppose bronze can wait. I like to have Forges ready for my SoK once the Mines Wonder hits, since they are also 5s once armed with iron but can gain experience, but I can see emphasizing Construction (although my wording may have been confusing - I already do construction before arete and ether).
 
I've only recently started playing the Luchurip, but I've found rushing Construction to work well. Basically, I'll grab mining (if I have gold/gems) and then go for Construction immediately, followed by the techs you listed. An early Wood Golem rush with Combat 5 Barnaxus (easy with all of the animals now) is very hard to beat. In my last game on Immortal, I nearly wiped out the Ljosalfar very early. I made peace to build up and let the Calabim finish them off.
 
2 Questions.

1. Do you find that you are still able to grab RoK? (and how do you get anything done without early religion on Immortal?)

2. Do you expand with settlers or by war?
 
1. Well, I haven't competed against the Khazad, so I had some extra time. In my Immortal game, I did have a good start (gold and wine). With the mana changes, enchantment mana gives +1 happiness, I had the two aforementioned luxury resources, I eventually got corn and, since my cities were built on rivers, I got +1 happiness from the brewery. That gave me size 8 (capital) and 7 (others). My other Luchurip games have been on Emperor and I had just enough population and production to build a golem army.

2. So far I've built my second city and conquered the rest, but that's more because the AI has crowded in around me very fast. Wood golems are great until experienced hunters or archers come out, and even then Barnaxus (with Cover II) can still get the job done. After that, Mages or Iron Golems are needed.
 
If you cant settler near resources, settle by the river. All dwarven units will get +2 starting xp from the brewery which you can then build. True, it won't help your golems, but it is good for your support troops (your adepts can grab enchantment early to help with your repairs)
 
If you cant settler near resources, settle by the river. All dwarven units will get +2 starting xp from the brewery which you can then build. True, it won't help your golems, but it is good for your support troops (your adepts can grab enchantment early to help with your repairs)

they already start with a free promotion, i suppose that would allow them to get mobility as well...

enchantment gives happyness 1x ? isn't that a little overpowered?
-then again... I suppose redundant enchantment mana doesn't do very much, you won't need more than 2 enchanters for an empire making more than one mana entirely useless without such a bonus
 
2 enchantment mana is pretty nice for Luchuirp, though - every adept gets repair and enchant weapon, + 2 happiness across the board, and +8 Mithril Golem Strength (with the tablets and 1 extra enchantment node, he's back to his old 40 str self again).
 
What if you don't get gold?

Don't forget gems are useless until Sanitation.


I've only recently started playing the Luchurip, but I've found rushing Construction to work well. Basically, I'll grab mining (if I have gold/gems) and then go for Construction immediately, followed by the techs you listed. An early Wood Golem rush with Combat 5 Barnaxus (easy with all of the animals now) is very hard to beat. In my last game on Immortal, I nearly wiped out the Ljosalfar very early. I made peace to build up and let the Calabim finish them off.
 
If gems spawn inside your starting capital radius, the game removes the jungle on most map types, making them usable. (Some map types also spawn gems on non-jungle tiles, Great Plains being one of them.)

If gems are in the jungle, you can settle on them to get the happiness bonus without sanitation.
 
What if you don't get gold?

Don't forget gems are useless until Sanitation.
Well, obviously if you don't have any nearby luxury resources (including rice/wheat/corn) you need to found a religion, capture several animals, or build/conquer more low population cities to compensate. There isn't any one strategy that works best in every situation. If you get a start with luxury resources (which usually provide commerce), then you can skip religion and education. If you don't, then you have to consider other options.
 
I never skip religions. For the time you spend getting them, they provide massive return on investment throughout the game (especially if you use your free disciple to convert your nearest alignment appropriate ally).
 
I am in LOVE with Dwarven Assassins. I had pretty much ignored them for a long time, but then I happened to trade for poisons in a peace settlement and noticed that they do collateral damage. I had not noticed this before.

Now I really love pounding softening enemy cities with fireballs, sending in the Assassins to polish off enemies weakened by collateral damage while inflicting still more collateral damage, and then finally sending in the Iron Golems to finish the job. Unfortunately, it seems that the collateral damage only goes off if there's a fight, so destroying settlers/workers/ships doesn't trigger it, but I'm still very pleased by the ability to go both top down and bottom up with collateral damage.

I'd been a little sad because the Luchuirp lack Rangers and Beastmen and all the beautiful wolf experience was being somewhat wasted. Not anymore...
 
Originally Posted by katika
I've only recently started playing the Luchurip, but I've found rushing Construction to work well. Basically, I'll grab mining (if I have gold/gems) and then go for Construction immediately, followed by the techs you listed. An early Wood Golem rush with Combat 5 Barnaxus (easy with all of the animals now) is very hard to beat. In my last game on Immortal, I nearly wiped out the Ljosalfar very early. I made peace to build up and let the Calabim finish them off.

I'm a heavy Luhuirp player and I agree that construction should be rushed. Barnaxus is great against barbarians and I always have the misfortune to either start near the Dirge or surrounded by barrows so he comes in handy since death damage doesn't effect it's like killing warriors. They're also good at controlling the counter since they start with life meaning any city you raze you can lower the counter again. Even if it does get high they aren't hit as hard as some other civs, except for the dreaded 40.
 
Yeah now that I think about it they are better suited for Armageddon than must civs, faster workers, workers don't cost food, non-living units... If it wasn't for the fact that they're good I'd say they'd be pushing for the end of the world.
 
After reading the AC post I tried it... worked fine, although nobody lasted long enough for me to hit 70 AC and get the golem.

A rolling stack of catapults, iron golems, assassins, and adepts has a LOT of inertia if you raze instead of capture.
 
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