heisenberg
Lost in Erebus
- Joined
- Sep 15, 2008
- Messages
- 337

Brief overview of the Luchuirp:
From what I have seen from other threads (and I too believe), that the Luchuirp are one of the higher tiered civs simply due to their ability to sling fireballs around en masse. This has been nerfed in 0.34 by pushing blasting workshops to sorcery instead of elementalism. Not too great a nerf, but pushes the Luchuirp's military explosion slightly further down the line.
Their mid-game once they hit sorcery would be to simply mass-produce wood/iron golems, a maintenance crew of enchantment adepts, and march the fireball slinging army over to the next civ.
Their late-game? More of the same, maybe in larger numbers, maybe an odd nullstone mixed in, maybe the odd archmage, but essentially exactly the very same.
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If we examine their tech-tree carefully what would strike us immediately would be the numerous changes in placements of units/abilities.
I believe, (or at least the way I play the Luchuirp), that they are simply focused down the metal/arcane line.
I then made the following observations:
1. Once the Luchuirp hit their mid-game potential of wood/iron golems and blasting workshops, available at iron-working/sorcery,
mythril working, divine essence, mythril weapons, for that huge amount of beakers required, seems like an utter waste of time.

Maybe I did over exaggerate a little, but if we look at the main things unlocked:
Mythril resource--Only of use -if- you were just simply so unlucky not to get iron for iron golems, didnt build Mines of Gal-dur, weapon upgrade for their high tier mounted units (again, not a Luchuirp speciality)
Nullstone Golems--Str 13 unit, over a str 10 iron golem, cannot get upgrades, immune to magic, limited to 4.
Really the only reason why I build final tier national units are to get them highly promoted, thus multiplying their additional str manifold. The magic resistance is simply only situationally useful like when dealing with the riders with large magic bonuses.
Bone Golem--Another Str 13 unit, with cannibalize, and resurrects in capital when killed.
Once again non-promotable, cannibalism is useful on defense against stacks, being resurrected in capital upon death is really much less useful for a non-promotable unit. I must add though that personally I do like the cannibalism part of them but I really cant see how a magically bound bunch of bones would just reappear in the capital after they are scattered and destroyed. hehe~

Blood of the Pheonix would be really the only main thing going for these few techs, but really comparing the great beaker costs to these boni listed above, I really do not find them as appealing efficiency wise. Not to mention you need to have bothered going into Theocracy to research divine essence.
2. Recon/archery line is officially dead. Maybe unless you did go into CoE/poisons/guilds for those awesome dwarven shadows but... there isn't much to the recon line, unless you went for druids, which is another very considerable tech cost for almost zero mid-way benefits, since the Luchuirp lack rangers. What really irks me most is that to research machinery for their clockwork golems requires bowyers--which doesn't make sense except for their 4 crossbow units.
3. Warfare and Military Strategy feels really awkward without their city raider/blitz benefits. Though you still get those national buildings which still quite justifies their research.
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So after I was a little bored with my game and was sipping my coffee, I thought about these few issues and some random thoughts came to me...

Solving (2) should be easy, iirc FF has implemented machinery without the bowyer pre-req, but instead added the pre-req on the crossbow unit. This should pretty much make sense with a simple tweak.
The whole issue of fireballs/(1) was a bit messier...
I love the Luchuirp for their interesting style of golems, but after a while, it does seem that they are a one-trick pony. The ideal solution would be some kind of variation to the civ as a whole, and perhaps more late-game developments--other than perhaps a few national units (which cant get promoted

I know these are going to sound kinda weird but I suppose I could toss a few ideas around to see how you guys think:
Fireballs/Blasting workshops: Since the whole civ is quite built around this mechanic, some argue that fireball-slinging golems are too overpowered, thus this has been pushed back to sorcery. However, this basically means that the Luchruip are more vulnerable early-game, but are still formidable once they hit sorcery.
I hereby propose an idea of upgrading golems.
Yes this is going to sound counter to that belief that golems cannot get promotions, but thematically I don't see why the Luchuirp engineers cannot outfit specific golems with specific upgrades--just like you would rig up your sports car for example (or as a geek like me would tinker with my PC)
To counter this problem with fireballs, we could possibly make the fireball-tossing an upgrade--you know like fitting the golem with a flame-thrower (or however the golems toss fireballs). Just charge an upgrade fee I suppose, or even keep the golem from moving for a few turns during upgrades, or perhaps force each blasting workshop to only upgrade one golem at a time (that would make sense).
Effect: You want that fireball-slinging army of iron golems? Pay for it. Take time to upgrade it. This could possibly limit the amount of fireball-golems the Luchuirp have, and perhaps make the destruction of the promoted golems more painful. (I sense all the Luchuirp lovers reading this coming at me with hatchets for suggesting such blasphemy

Mythril. Seems like a very useless resource to the Luchuirp. For a metal that is supposedly stronger than iron, the benefits of having mythril is lost upon the Luchuirp over iron. If I am not mistaken, mythril doesn't even allow you to build any golems faster. For a civ of dwarven golem engineers, the total uselessness of such a precious metal over iron seems totally wrong.
Proposition: If we do not want to add free promotions such as mythril weapons on golems, I suppose we could unlock a new upgrade to golems with the mythril resource.
(Warning: tossing ideas around now) Maybe have some kind of a mythril armour plating for defensive upgrade? Mythril weapons of some sort for offensive upgrades? Maybe with say mythril and warfare we could have some sort of city-raider upgrade? With gunpowder and machinery some sort of collateral damage upgrade? lolgatlinggun

This could perhaps allow us to custom-make our own golems--I can vision a civ such as the Luchuirp having engineers trying to tinker with their creations for better efficiency to suit its combat purpose.
Balance: Of course we could also add in suitable prices for balancing purposes--forcing the Luchuirp to pay for such very expensive upgrades. Or maybe limit the number of upgrades--that should prevent creation of some supergolems, after all you cant cram every single weapon into a golem with a limited carrying capacity.
This could overall also improve the viability of national units, solving the problem I stated earlier such that they might be used instead of mass-producing generic iron golems.
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On a separate note, I found that the Luchuirp has a severe deficiency against assassins. There are simply no melee units which can take the guardsman promotion.
As it is now, a Luchuirp invasion force would be predominantly golems with its maintenance crew of adepts. I suppose the mages could get stoneskin for better defense late on but the adepts are practically naked against assassins.
They say that an army can only move as fast as its slowest unit. It also doesn't help that since the golems are non-promotable to even mobility I or commando, they basically have to move one tile at a time in enemy territory--easy fodder for assassins. The only possible way now is to bring counter assassins with commando to catch them, and it doesnt help that commando requires combat IV either.
Possibilities with an upgrade system would be perhaps to upgrade a few golems to guardsman for protection, or maybe to upgrade a few golems to mobility to catch assassins after they hit.
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So that was just a few cents of my suggestions on the Luchuirp.
I'm not sure if such an upgrade system could work for the Luchuirp, but for example, as shown in above instance when dealing with assassins, it is my belief that such a system could perhaps provide the kind of variation in the Luchuirp that is a hallmark of Fall from Heaven civilizations.
