Help the Hippus!

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Chieftain
Joined
Sep 29, 2009
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After playing a few rounds with the Hippus I feel like they are lacking. They only get two unique units, one of which is a hero. It seems to me that they don't fully live up to their flavor potential. Why aren't more of their units mounted? Even if the only buff is movement speed, it would greatly add to the civ. Also if it were possible their mounted units should get great buffs when attacking on plains or other flatlands, and penalties through forests. Discuss :goodjob:
 
Hippus are strange civ. They don't have many unique thing, but are one on the most powerful civs in game. Though everyone seems to agree they need more flavor, they have less enchanted versions in various modmods than Amurites, Elohim and so on.

Adding mounted UU isn't best way to go IMHO as UUs are usually better versions of units and better mounted units is last thing they need. Though they can surly use mounted arcane unit :) Maybe Knight UU also - knight doesn't seem to fit them.
BTW, other civs can use tier4 vs mounted line.

Unique Buildings are also tough - they are nomadic so doesn't have many buildings and those they have are connected with horses. For example, building generating ''Hippus horses'' resource that works like Nightmare, giving bonus to mounted units might be flavourful but they don't need buffing.
 
The hippus may be somewhat lacking when it comes to UU and such, but personally I have always found them to be one of the strongest (if not THE strongest) civ in orbis, and I also tend to play them in a rather unique manner compared to most of the other civs (aka, A LOT more focus on the mounted line, and on having high withdraw mounted units forming most of my army, instead of a more "balanced" army that I would have with most other civs). On top of all that, they are probably one of the easiest civs for someone new to get into the game with.

-Colin
 
How about a new set of UU- mounted priests and mounted mages.

Wouldn't be any stronger, but would get access to withdraw promotions. Rather expensive though.

Also unupgradeable to archmages/high priests to balance them out.
 
I posted a suggestion somewhere that I'd like to see their horsemen have a 'trample' spell/ability that lets them turn grassland to plains. Would make it easier for them to get Yurt/Auls, from which they get a bonus, and it'd also make an interesting war/battle strategy (ie raiding opponent's improvements and leaving the earth less fertile).

I agree, why aren't more of their units mounted? I'd love to see mounted adepts, mounted priests etc; even if the only difference was +1 movement.
 
on the subect of more mounted units, why not give horses to thier recon line? maybe with an attack penalty for balance, but since they have horses from the start from the palace, it makes sense (to me) to make use of them. this would also gives them more UUs.

it would allow the nomadic, mobile, horselord people to cover more ground than other civs.
 
on the subect of more mounted units, why not give horses to thier recon line? maybe with an attack penalty for balance, but since they have horses from the start from the palace, it makes sense (to me) to make use of them. this would also gives them more UUs.

it would allow the nomadic, mobile, horselord people to cover more ground than other civs.

yeah... this is really the line of thought i am talking about
 
IMHO UUs contribute much less to a unique playstyle than mechanics that affect the economy. If a recon unit has 2 or 3 movement won't make them really different. Rhoanna is financial so it would make sense to look for something beyond their ability to lead wars (that already is obscenely good). Doing something unique with trade routes could be an idea as their Pagan Temple grants one.
Or they get the unique resource "Mercenary contracts" once they build a "Mercenary Guild" in their city. That resource is a requirement for building Hippus mercenaries (like Incense is required to build Highpriests and Reagents is required to build Archmages). They aren't much stronger than normal units, but don't cost support costs (as you payed them by trading a resource), are cheap to build (as you only have to grant them minimal resources - they already brought their weapons) and don't cause war weariness when killed (as they aren't your own people). Hippus themselves can't build these mercenaries (as they ARE the mercenaries).
The resource can be traded for resources with other players (like any resource). In return the Hippus get +1% :commerce:, +1% :food:, +1% :hammers: for each controlled resource. This way you are motivated to either lead war (Tasunke) to acquire these resources or to trade the resources from your neighbours (Rhoanna) by offering your services. As you can build the "Mercenary Guild" UB in every city you can have big amounts of this resource and much opportunities to trade them for resources that boost your economy.
Alternatively (if this is possible) all Hippus Mercenaries start with a promotion that essentially mirrors Bounty Hunter. But instead of granting the money to the owner of the unit it grants the money to the Hippus.
The AI should also understand it (as they just normally build units. And if the AI does like one thing then it is building units). I don't know how much the AI trades resources between each other, but that also should work (as it is essentially the same as trading rice for bananas).
 
interesting Ideas, Imuratep. I think thats more in the right direction that mine was. gives you more motivation to expand, motivation to be diplomatic, and if diplomacy fails, more motivation to go to war.

this might be a bit of a tangent, but I'v never really felt that any of the religions fit the hippus very well (or the Austrins... or even Malakim for that matter) could there be room for another religion for our nomadic races? not sure how the lore works out, or even if there is a functional need to fulfill. i was just thinking durring a game last night that neutral civ's (who aren't dwarves or elves) are short on logical religion options.
 
The Runes of Kilmorph may work for the Hippus from a game mechanis position, but based on the lore it is the worst fit. Kilmorph is the sworn enemy of the patron god of the Hippus, Tali. The teachings of Kilmorph are all about honest hard work, while the Hippus are about adventure. The Hippus are the people who most persecuted the Dwarves. From a dwarven perspective they are slavers, conmen, and thieves.


Many Hippus likely follow the Cult of Tali, but Tali would never accept an organized religion. His shrines are maintained by individuals who place them in extremely unacceptable places to challenge other worshipers to take insane risks to get there.


It is implied that more Hippus likely worship Mammon, although they likely don't know it. I'm sure the Stewards of Inequity have considerable sway among them.


The Stewards of Inequity are often allied with the Cult of Esus. This is a pretty good fit for them, if only because Horselord Shadowriders are quite nice.


As Rhoanna gets involved with the Overcouncil in the scenarios, I often choose The Empyrean for her and CoE for Tasunke. Horselord Rathas are also nice.

In addition to being masters of horse-riding, the Hippus are the best at animal husbandry in general. They are close to their flocks and thus one could argue they are close to nature in some aspects. I often go FoL with them
 
good point on the malakim, not sure what i was thinking. its the weekend, think my brain is taking a day off >.<
 
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