Suggstion for Lanun Civ

SwampCow

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I apologize if this is mentioned elsewhere in a sticky but I was just reading a post on the Lanun and thought this would be a good idea. Since it is in the best interest of the Lanun civ to always be on the coast with as many water squares as possible (and coves), wouldn't it make sense to give them a civ specific wonder (or at the very least add a universal wonder) to allow for hammer production from sea tiles. That would help offset the production issue, even if only in one city.

Beyond the Sword implemented the Easter Island wonder for this and in earlier Civ iterations there was always the oil platform building that could be built in each city. I would think it would be a piece of cake to get this incorporated into .31. Granted, I have not thought out far enough ahead to the ramifications such a wonder would have as far as game balance (in the case of it being Lanun specific) but if they truly are the seafaring ppl, I would think they would have come up with a way to mine some sort of raw material from sea squares later in game.
 
The Lanun get +1 extra :food: from each water tile. This means that in an ocean tile without resources, they can get 3 :food: maximum with the harbour, and in coastal tiles, 4 :food: with a harbour. This effectively means that for every two sea tiles, they can have an extra specialist, or if they are AV, for every one tile, an extra specialist.

They can therefore get :hammers: from engineers or priests. They also can easily get further ahead tech-wise, as sea tiles get 2/3 :commerce:. The Lanun are really good at sea games already, due to the extra :food:, and their national heroes and UUs, they don't need a boost on the sea.

However, having said that, I think some world wonder to get :hammers: from water tiles would be good, but I wouldn't know what to suggest.
 
Yeah using AV with Sac the Weak, gives them an incredible surplus of food. Add in slavery and you get a nice system working. The problem is that much of that strategy (which I have used on occasion to some great success) requires you commit to evil. It would be nice to see a way to remain neutral (with OO) or even good and maintain a high level of production. And, something that might help them on maps that aren't tailored to them would give them the flexibility they need to survive (especially as AI players) on land centric maps. A universal wonder for hammers on sea tiles would end up being best option because then the Lanun can simply strive to complete that wonder first if they find themselves in a situation where they need the hammers- and really, that is the crux of Civ strategy.

Again, I have not thought thru the balance issue and with coves not being effected by blight, it may make them too powerful (although ships can raze coves which can be an absolute disaster in itself).
 
Ya know, this and many others problems pertaining to civs can be fixed if someone makes a map of Erebus that works for the current version of FfH. But no one . .. .. .. .in will! Wat the hell?!
 
Well, if airships get implemented like someone suggested, the Lanun could get a UU pirate-like version of it. That would help them a bit on land maps as well as give them something extra in the late game.
 
It would be nice to see a way to remain neutral (with OO) or even good and maintain a high level of production
What about using guilds? Trade some of that extra sea-food for engineers. Especially if you have guild of the hammers.
City of 1000 slums is also great for Lanun if/when there are a lot of coasts (as opposed to oceans) around. Every tile supports a worker even after you are over your health limit.

Ya know, this and many others problems pertaining to civs can be fixed if someone makes a map of Erebus that works for the current version of FfH. But no one . .. .. .. .in will! Wat the hell?!
Eh? There are some in the sub-forum. I tried mine out with v 31, but not the latest patch. Is it broken?
And I still disagree that that would fix problems, since Civ is most fun on random maps, for a lot of people.
 
Ya know, this and many others problems pertaining to civs can be fixed if someone makes a map of Erebus that works for the current version of FfH. But no one . .. .. .. .in will! Wat the hell?!

Well volunteered :goodjob:


===

As far as I'm aware, Nikis-Knight's map still works on 0.31e, plus a new map with all the leaders was released in the last 2 days...
 
Well, Nikis-Knight's map didn't work a few days ago. I'll try again maybe. Wat's the name of the new map?
 
There is a mod that let's you build Whaling Boats on other noncoastal ocean squares with a bonus of one hammer and one commerce.
 
Personally I would like to see the Lanun able to build port on sea tiles rather than land tiles, I really dislike playing the Lanun because I find it incredible stupid sending a worker and flooding the area to make a port and it makes much more sense to me for them just to build one of the coast.
 
Well, that's kinda improbable, imo.
 
Actually it is ideal for the Lanun to build them on land and cause it to become a water tile, because they get far better yields off the water than off of land. Thus you aren't gaining as much if you had to make them on water. Plus it has the strategic bonus of carving a hole in the terrain for defensive fortification or possibly creating a land-bridge.
 
What are the criteria for laying down a cove? I know that landlocked tiles cannot be converted but I sometimes find the option not available to my workers along coastal tiles.
 
It has to be land (not water or a 1 tile island), in your territory, not a city, unimproved, and at least 3 tiles away from another cove. Also, a worker must the the only unit on the tile to cast this spell.
 
Ah, there's the reason. At least three tiles away from other cove. Thanks MC.

Let me just air the complaint again that being able to raze a cove is rough. The fact that it stays water as opposed to reverting back to land is absolutely brutal. With all of the barbarian ships, privateers and enemy ships in game, it almost turns their seafaring pro into a major con. No way you can guard all of them- and then they can't even be rebuilt!
 
Ah, there's the reason. At least three tiles away from other cove. Thanks MC.

Let me just air the complaint again that being able to raze a cove is rough. The fact that it stays water as opposed to reverting back to land is absolutely brutal. With all of the barbarian ships, privateers and enemy ships in game, it almost turns their seafaring pro into a major con. No way you can guard all of them- and then they can't even be rebuilt!

Aye - I tend to make Cove's Permanent, and the others just pillage down one level for that reason (on my own version at least - that one hasn't translated into FF as far as I remember).
 
A UU airship for the Lanun. Great idea :D

Air pirates.

Long live the airships ;)

Al
 
I just played a few games as the Lanun, they're a lot of fun, and the unit graphics are excelent, but I do have a one suggestion:

Give seafaring tech the ability to work water tiles (but not build fishing boats). Seafaring is currently really more of a trait than a tech, as it doesn't grant any usable bonus. If this needs some balancing (other then having no real starting tech)then go for it, but from a fun and flavor prespective it would be really nice to be able to do something with water tiles from te start.

[edit] I'd also love an Airship UU (someone should do this if there is an appropriate design competition)!
 
Heh, thanks lol, although the actual idea for airships was Alzara's iirc. I might do a pirate airship for the Ice unit design competition.
 
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