Luchurip - How fast is fast expanding?

S.K. Ren

Prince
Joined
Apr 29, 2010
Messages
369
Location
Gig Harbor, WA
I've always been hesitant when using world spells for any race, especially Luchurip. I feel that using it when you found your capital is sometimes good, but I prefer going ICS before using it but Im unsure when to stop and use the spell. Running normal speed, I can usually get around 8 cities by turn 150 with a new city every 6-8 turns. I also see that using it too late is a waste since the effect is passive (quick thought: Can you equip more than 1 hammer on a unit? ), I usually consider Turn 200 the upper limit for effective usage. Should I consider myself in good form and pop it now or keep making cities until turn 200?
 
If you plan to use the hammers for conquest then you may find that four is sufficient. Of course, more is better (although no, a unit can't use more than one hammer at a time) - but as you noted the longer you wait to cast the spell the longer you must go without the hammers. Rather than picking a specific number of cities or a specific turn limit, I would suggest casting the spell as you are getting ready for your first attack against a neighboring civ. If you end up with more hammers than you have attackers then you need to take a larger army.

If you plan to settle the hammers as engineers then I recommend about eight cities. Here, too, more is better, but you don't want to wait so long that the benefit comes when it is no longer necessary. Eight will give you decent returns and doesn't take too long to set up; I wouldn't push for more than that. If you run out of room to expand, though, don't hesitate to use the hammers before you have eight cities. Better to have that production to build your army than to wait until you can capture more cities.

If you are working toward summoning the Mercurians, then I suggest that you use the spell when either A) you are ready to start building the gate, or B) you know that you won't be building any more cities before you start building the gate. With this strategy you definitely want to have as many engineers in the gate city as possible, but you also want that gate to finish as quickly as possible. Don't hold off casting the spell while the gate is being built to try to squeeze out a couple more cities. The extra engineers are not worth the risk of being beaten to the gate, nor are they worth the lost turns resulting from a delayed completion of the gate.
 
I've always been hesitant when using world spells for any race, especially Luchurip. I feel that using it when you found your capital is sometimes good, but I prefer going ICS before using it but Im unsure when to stop and use the spell. Running normal speed, I can usually get around 8 cities by turn 150 with a new city every 6-8 turns. I also see that using it too late is a waste since the effect is passive (quick thought: Can you equip more than 1 hammer on a unit? ), I usually consider Turn 200 the upper limit for effective usage. Should I consider myself in good form and pop it now or keep making cities until turn 200?

I usually do one of two strategies:

Believe it or not, cast it right away. I often do this on immortal or diety, and settle the engineer, since getting going is really important. You will then get great engineers going quickly and you can get some useful early wonders. this can be useful as you are falling behind in tech.

Alternatively, I usually go for about 6 to 8 cities or so around turn 150 to 200. Of course, this is one of the reasons FfH is 'neat' - there are often no 'easy' answers.

Best wishes,

Breunor
 
If you wait until you have gotten 6-8 cities. You should try to get Mercurial Gate and settle all your engineers in your best city that is not the capital.
Running GodKing +50%, nationhood +10% and Mercurial Palace +40% = +100% unit production.

So if get a size 8 city which produces lets say 20 hammer + 20 from settled engineers +100% = 80 hammers/turn. Enough to produce lets say a catapult each turn.
If you get a good start you can get Mercurial before turn 200.

But if you want to stay Luchurip consider teching masonry as your first tech and only get 1 engineer. As the first 100 turns in FFH are really slow and everything you can do to speed it up is good.
 
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