Orcish Flame - The Chronicles of Clan of Embers

Iwo Jima

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Jul 9, 2010
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Moscow, Russia
ORCISH FLAME
The Chronicles of Clan of Embers

Preamble

Hello, friends! :)

First of all, I want to thank all people in FFH project for such a wonderful game. I follow this game many years and I see how it develops. Great work! :thumbsup:
It's my first post here, although I read CFC for years. I want to start Chronicles of Clan of Embers here. It should be something between strategic tips and role-play storytelling.
As I see, there are no specific brunches for AARs(After Action Reports) here, still it is very popular genre for strategic games (e.g. paradoxian games), so I will write here, in main brunch.
English is my second language, so excuse my mistakes, if any :sad:
Any comments, questions and suggestions are welcomed. :mischief:

Game Settings



There are 8 random AI players: 3 good, 3 neutral, 2 evil

Also, I've generated some starting positions with the following conditions:
1. Jungles near me. I have an orcish tip for dealing with them and want to show it.
2. Balanced resources at the start. Not overpowered, not underpowered.
3. Geography should be "tasty", interesting. Some random maps are dull, and we here for fun, after all.


The Game Begins


Goblin chronicler writes:
Somehow, few orcish units find themselves thrown out to the coast of Erebus. The hilly coast line hides river valley with deep jungles. Goblin scouts discovers that water near the coast is rich of crabs and clams, and the jungles have some sources of dye. Not very far, to the east, rises above the jungles the great pyramid - Pyre of Seraphic. Another pyramid could be seen on the west, on opposite side of a strait - Tomb of Sucellus, located near barbarian town. So, the place is good enough to settle right here.

to be continued...
 
The Chief


Jonas Endain is Spiritual, Expansive and Barbarian leader.
I prefer him because I don't like straight warmonger approach, even playing for orcs.

Spiritual trait gives cheap temples, fast and experienced priests, and no anarchy. The last ability should allow to play freely with different civics and religions, so our game could be more flexible.

Expansive gives cheap settlers, granaries and harbors. Also it gives +3:health: to every city. And this could be valuable in late game, especially, if we convert to Ashen Veil, when every additional health equals an additional worker.

Barbarian gives peace with all those annoying hordes that attack all other nations, so the early game should be much easier with building and exploration. On the other hand, we have -10%:science: penalty and no starting technology. Add to this lack of libraries, and you'll come to conclusion, that you should compensate low research efficiency with fast and wide expansion. Because of peace, Barbarian leader do not afraid all Horsemen of Apocalypses, so rising AC is quite safety to orcs. Barbarian State will declare war if Player's score is 50% above Second Place's Score. Once lost, it is impossible to return to Peace with the Barbarians. Penalty to :science: continues to apply even when Peace is lost.

So, the idea to use such a brilliant leader is early exploration and expansion, rising commerce for compensate science penalty, adopting or even founding religion or two.

Since we play for increasing AC and sooner or later will get hell terrain, we shouldn't be forest oriented and therefore Fellowship of Leaves or lumbermills have no sense for us.


The Palace and its Magic


The Clan of Embers Palace gives -40% War Weariness. This ability could shine in late game, when the war amongst Good and Evil will become permanent. So, it could save us a couple of :) Also, Palace produce 3 kinds of mana: Body, Nature and Fire

Body gives +5% healing rate(cumulative) within our borders and access to spells:
Haste (+1:move: for 1 turn)
Regeneration (can heal while moving, +10% healing rate until fully recovered)
Graft Flesh (Create Flesh Golem)​
Haste and Regeneration are very usefull spells for attacks, where you should move quickly and heal quickly. While Graft Flesh could create a real Machine of War, combing early, weak but experienced units with late, inexperienced but strong.

Nature gives access to spells:
Treetop Defence (Fortifying in Forest)
Poisoned Blade (+1 Poison strength to Recon units)
Vitalize (Upgrading terrain)​
Generally these spells are good for neutrality and defence. Although Treetop Defence and Poisoned Blade could be useful in attack too, we need only 1 or 2 such spellcasters.

Fire gives access to spells:
Blaze (create Smoke in Forests or Jungles. Smoke add -10% tile defence and produce fire with a time)
Fireball (Summons Fireball: 0:strength:+ 4Fire, 2:move:, flying, collateral damage (max.30%), and could bombard city defence -10%)
Summon Fire Elemental (Summons Fire Elemental: 6:strength:+3Fire +1Fire Affinity, 2:move:, collateral damage (max.30%))​
This mana is one of the best and suits orcs very well. Blaze could be useful in attack, destroying opponents forests. Also it could block paths with a fire, making flaming tile impossible to walk through for many races, while naturally fireproof orcs could easily move back and forth. Also, Blaze could be used in houseworks for clearing our territory from forests and, more valuable, from jungles. So, we could even not research Bronze Working for removing jungles. Fireball is universal and very useful magic weapon and does not need any recommendations. Fire Elemental is tough enough to kill or damage very strong defenders. Note, Angels and Demons have resistance to fire, while frostlings are vulnerable.

So, the most useful is Fire Mana, followed by Body and with Nature in the end. Most of our shamans(as many, as possible) should be Fire oriented, 3-4 (for a number or attacking stacks) - Body oriented and only 1-2 - Nature oriented. Also, it has a sense to have some additional Fire Nodes - it will give free spell promotions and will make stronger Elemental of Fire.

Considering obtaining Tomb of Sucellus (Life Mana Node) on the opposite coast, we will need only one type of Mana, Enchantment, to build Tower of Alteration. This will make our units more spell resistant and our spells stronger. Also, Alteration could be easily discovered by Great Sage. Anyway, Life Mana and Enchantment Mana could be very useful to Clan of Embers.

Also we could try to obtain all elemental mana - Fire, Water, Air, Earth - to give all elementals +1:strength:. Water and Earth could be obtained in Octopus Overlords and Runes of Kilmorph holy cities. Another way - building nodes. But the most orcish way - vassalize opponents with that kind of mana. The potential victims:
Air Mana - Balseraph, Hippus, Lanun, Ljosalfar
Earth - Bannor, Doviello, Khazad, Luchuirp(they also have Enchantment), Mercurians
Water - Elohim, Gregori (they also have Enchantment), Kuriotates, Lanun​
As we see Lanun, Luchuirp and Gregori could be very useful vassals giving us two types of mana we need. The first two could be easy targets, sinces they have hard start. On the other hand, vassalize needs Feudalism technology, that could be researched only in middle game.



to be continued...
 
Unique Features

Warrens
is a great building of the Clan. It doubles numbers of units(with exception) produced in the city. Discovering with Masonry tech, warrens one of the most important building for fast expansion. Double settler, double worker, double scout and double warriors. Arghhhh! Masonry should be one of the priorities.

Goblin(Scout)
is weak (2:strength:) and slow(1:move:) could really shine, if it catch a wolf and immediately upgrades to Wolf Rider(Horseman)(4:strength:, 3:move:, +10% Withdrawal, +40% vs Archers), so the goal for goblines except for exploration is finding some wolves, that live in forests and tundras.

Shaman(Adept)
could be built in any city without Mage Guild. This is like we automatically have Catacomb Libralus without science bonus. Great!

Ogre(Champion)
is strong (8:strength: vs usual 6:strength:+25% vs melee) but expensive (120:hammers: vs usual 80:hammers:) and requires, as usual, Iron Working tech. With such strength this unit of 2 tier could fight as an equal with many units of 3 tier, for example with summoned elementals. Alas, Ogre can't use mithril weapon, but I doubt, that he ever need it.

Ogre Warchief(Immortal)
is strong (11:strength: vs usual 9:strength:) has usual price (160:hammers:) and requires, as usual, Divine Essence tech. It cannot be built, but could be upgraded from Level 6 Ogre. Great power without penalties.

Stoneskin Ogre(Phalanx)
is strong (14:strength: vs usual 12:strength:), has +25% Cities Attack, usual price (160:hammers:) and requires, as usual, Mithril Weapon tech. Also it starts with Stoneskin(+3 first strike, +2 defence, +50% resistance to almost everything, removed after combat). It cannot be built, but could be upgraded from Level 6 Ogre. There are few archers able to defend cities against Stoneskin Ogre.

Specific races:
most of the units has Orcish (+10% Jungle attack, +25% fire resistance, -10% worker rate), while hunting units are mostly Lizardmen (+10% Marsh Strength, double movement in marsh, +10% Resistance to Poison, no combat penalty for attacking across a river or from the sea). Most valuable abilities are walking through the fire and attacking across the river, because they could give significant tactical advantages in many different situations.

For the Horde
is Wordspell of the Clan. Every second barbarian orc will join our tribes. Should be cast not early, because of maintenance, but not too late, when all barbarian cities will be conquered or before Nature's Revolt is completed. Also could be cast in the first few turns for fast exploration and meeting rivals, but after that all those units should be disbanded.



Rantine
is Clan's Hero. With 4:strength: and +25% vs Melee he is quite good as early 2 Tier unit, add to this Hero promotion. But the main feature of Rantine is ability to convert barbarian cities. This make Bronze Working tech (prereq. for Rantine) is one of the priorities. Also, Rantine is very good candidate to be a "skilled" part for a Flesh Golem, in addition to "strong" part, one of the Ogres.

Blocked
Clan has no access to Horse Archers, Knights, Arquebus and Cannons. Also it can't build Library, Mage Guild, Alchemy Lab and Stable. The lack of fast horse units could be compensates by Haste spell, lack of cannons by amount of fireballs. Slow research power should be compensate by lot of science-oriented cities (commerce or specialists).


Summarizing, the Clan's features are all about units, about the hordes of brutal units. So, we should prepare enough of gold to maintenance huge army. Mathematics, Runes of Kilmorph, Holy Cities and Military State could help a lot. So, paradoxically, the Clan's game is game for money, because for the Clan the Horde is very easy to create but is very hard to maintain.


to be continued...
 
Exploration

While Braduk the Burning produces scouts, our sages research fishing asap. It gives us a lot of sea commerce and allow to explore coast.



Goblin chronicler writes:
Right after the founding Braduk, shady Sidars have contacted with us, but no one orc had seen them and no one knows, where they came from and how they leave.

Very soon, our scout have found ancient tower and made a map of nearest lands from its top. There are 3 towns around - Sludgehome, rich of food; coastal Dirage, rich of silk; and Ultigar, surrounded with plenty dye sources. Unfortunately, this wild tribes do not know, how to get profit from such resources. And all land are covered with jungles.



Near Utigar our goblin have met Balseraphian scout. Surely, bloody Keelyn already started her evil carnivals.

The were rumours about great dragon that lives in a city of Straatus. New goblin unit have found this city to the south of Braduk, expressed our respect to mighty Acheron and confirmed old non-aggression treaty.

 
Research

After Fishing was discovering and fishing boats were started to build, orcish sages started research Crafting and Masonry. Yes, we want Warrens!!!
This technologies were discovered very soon, thanks to coast commerce, and sages started research of Bronze Working. We need Rantine!


Culture expanding

Goblin chronicler writes:
When building of fishing boats were completed, clams and crabs filled our storages and stomachs. Also, sea turtles flock to the shore in massive quantities. We have began to harvest the turtles and their eggs. Braduk the Burning became a center of seafood. It was growing fast and achieved it's limits very soon. Orcs and goblines were full up and required a show

Fortunately, soon...


The new carnival was so popular, that many orcs from neighbour Sludgehome came to see our show.


The good fame of Braduk has started to grow even faster, when Jonas Endain hired a Bard. His wise policy of friendship with local tribes and culture domination were fruitful. Soon Sludgehome join our empire.


* * *

While culture borders expand, sages research, scouts explore, we hired goblin workers and started to connect Braduk with all barbarian cities. After discovering of Mining, worker built mines near Braduk. Fortunately, not far from the capital we found Copper, so our units will get Bronze Weapon very soon.

* * *

The first sign of Armageddon coming. The Voice had spoken:


* * *

Rumours reached us, that strange religions were founded in distant lands. People call they Runes of Kilmorph and Octopus Overlords.

* * *

The new map of nearest lands is ready. Sidar, Kuriotates, Amurites, Luchuirp and Balseraph do not open yet their borders to further exploration.


to be continued...
 
The Greatest have come!

Goblin chronicler writes:
Almost simultaniously two greatest persons were appeared in Braduk the Burning.


The first is Great Bard Dianchete. He saw a lot of interesting things in his life and a lot of big cities. His first idea in Braduk was researching Sanitation. But wise Jonas Endain didn't let him do anything. Even sing the song. It's spoken, that he send him somewhere to the North and keep him safe until the right moment.


The second was Rantine, the Great Hero. He was not very strong, but charismatic and wise. He knows, how to speak with other orcs and could convince a whole city toward his point of view. Jonas Endain immediately send him to convert Utigar. Very soon Utigar had joined us.​
 
First Trade

Goblin chronicler writes:

Growing up Braduk the Burning needs new resources of luxury. Fortunately, dwarves of Luchuirp suggested to us furs for trade.


Jonas Endain adheres to a policy of closed borders. But when Sandalphon, leader of Sidar, showed him profit of overseas trade, Jonas immediately revise his position.


It seems, the King of Shades is closely connected with Prince of Pirates, and very soon Jonas Endain had met a Falamar's diplomatic ship. Technological level of Lanuns was impressive and our diplomats tried to get the most profitable trade agreement.


Lanun's maps had shown not only pirate's lands, but also land of Calabim, vampires. Thanks to Bhall, these terrible creatures live in desert and have no access to the sea.


Cardith Lorda several times tried to get our new world maps. Finally, Jonas Endain changed our maps with some profits. After all, stupid Kuriotates will never sail through our borders.



 
Jungles in the Fire

For further improvement our territory we need a couple of shamans. And we start researching Knowledge of Ether.
When researching was complete, 2 shamans were build (thanks to Warrens). Having two Fire Mana sources, Clan of Embers Palace and Pyre of Seraphic, shamans started with already learned Fire spell Blaze.

And now, the most interesting. Two shamans walk around the jungles and cast Blaze. Very soon smoke becomes a flame, destroying all those jungles.

Goblin chronicler writes:
...and now the Fire River justifies its name not only with a facts, that Pyre of Seraphic and Dragon City are placed along the river, but the river literally became a fire. The riversides blazed and the flames rised over the tops of the trees. This was a real triumph of Bhall, Goddess of Fire...​
Another notable moment, orcish workers are able to build improvements right in the flames.
 
Further Expansion

Goblin chronicler writes:
...Dirage was simply converted by Rantine as Jonas Endain planned in the very beginning.



The history of city Nimarail city is more interesting and complicated. At first, it was a little Amurites town. But it was razed with the first barbarian attack. After that, Keelyn, Balseraph Princess, had founded there new city, Nimarail. It stood a little longer, but finally several barbarian assaults had taken the city. Fortunately, they did not raze the city. And this fact allows Rantine convert Nimarail, before Amurites or Balseraph take it back. Also, rumours said, that in the first storm of Nimarail orcsish warriors killed Loki, famous Balseraph Hero. I don't trust this rumours, because everybody knows, that Loki is immortal. But after all this history, Loki vanished indeed.

 
Green Religion for Green People

Goblin chronicler writes:
Green Religion, the Fellowship of Leaves, were founding in Sidar lands and came to us after opening borders with shades. Jonas Endain wisely decided that it's better have foreign religion than no religion at all. So Clans lands were filled with Ancient Forests soon.


While FoL is not bad religion, we need something more useful. And it would be better to be the founder of new religion. So, we start to research prerequisites to Ashen Veil and Counsil of Esus.
 
Rising the Power

Goblin chronicler writes:
Endain's advisors somehow obtained an old summoning ritual. After ritual was completed, several Hill Giants came from the Border Mountains to our military camp. Since nobody knows about their existance this giants are useful no only against rivals but against friends too.



Situated in the real geographic center of the region, Barduk the Burning step by step becomes a centre of trade. Resources and technologies, maps and mana, everything is traded here. Using such advantage, Jonas Endain traded very successfully.





When Clan of Embers got scetches of wonderful statue, elder council decided immediately build it, so beauty it was. And soon, the gold giant statue of Titan stands in the waters of Braduk's harbour, inspiring all recruits to train harder.


Finally, our civics are the following:
God King - Building and gold production in the capital
Agrarianism and Pacifism - for quick city expanding and obtaining great people
Military State - for free units, ability to draft in a case of emergency and ability to hurry production with a gold.
 
The Great Trade


A lot of happiness in exchange for not very useful mana. Great deal!




Still Logos has no problems with :health: but has problems with :) we give our rare bananas to him, not dyes. We don't want make him stronger.


Trade technology is vital for us. Also, Elohim map is very useful. Possibly, Elohim will be our last and strongest rival.


Give usefulness technologies, take the most useful. We do not need Archery and Way of the Forests, because we do not play defense and forest economy.


Take gold...


...and spend gold. Code of Laws will lead to Feudalism, and we need it to create vassals.


And we trying to get Great Commander in tech race for Military Strategy.​
 
Great story and you're even playing my favourite civ THE CLAN but won't the peace with the barbarians soon break because of the big trade.
 
Great story and you're even playing my favourite civ THE CLAN but won't the peace with the barbarians soon break because of the big trade.

Thanks
No. Lanun and Elohim have enough scores, so, even on the top I have no more, than 120% of the second. And peace is broken after 150%
 
Enjoyable read Iwo Jima, and your english is fine so keep up the good work!
 
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