What don't you like about Clan of Embers?

I love the cannot capture cities trait, it really adds challenge and makes things interesting. I just started playing my first COE game yesterday, and liked how by razing all of a civs cities I could use settlers to make better decisions as to where to place my new cities. Flavorful!
 
hello,

just one question, do you not think that I maybe just keeps the AI a little to busy to keep track of all ruined buildings in all ruined cities ?

I mean the mechanic is awesome, we could even extend it to conquered cities where we can introduce the possibility to repair broken buildings instead of buildings them new .. but this is definitivly a few functions too many that have to be called each round ..

This type of function doesn't really need to be called every turn, IMO. It could simply keep track of which turn the city was razed, and then calculate the amount of decay at the moment someone rebuilds the city.
 
It would be nice if buildings and wonders would stick around in ruins for a while, for everyone. It should be possible for any city built on the ruins of another to gain its buildings more quickly, since they should only need to repair them, not start from scratch. Perhaps ruins could store a certain number of hammers towards each building and wonder, which would gradually decrease. This isn't an improvement to the Clan per se, it would be more useful when retaking cities from the barbarians. Unfortunately, this might be too hard to code.

Do city ruins have any roles right now? Barb generation, etc?
 
Currently, ruins can be turned into a new city by the Law II Divine spell. I'm not sure if sanctfication lowers the AC for each city ruins or ruins (which I just recently realized were a seperate improvement, which generate lizardmen).
 
I don't mind Scortched earth trait, it makes the game fast and fun.
But if Clan don't get a very big advantage at the start, they will loose, mainly due to research.
They get -10% research, but then can't build all the research buildings most other civs can, which seems to make their research even worse. They can't capture a city which has an elder council or library which most other players can.
I think being able to capture some of the defeted cities science would help, say you gain a slight reduction in the amount of time needed to reseach a tech if defeted city had access to it.
 
ok , i have to join into this because in my mind its getting a little funny

people are talking about the scorched earth as if its a hinderance when actually it really is not. the hardest part when playing the clan of embers is keeping at least 1 other player with more points then you so that the barbarians dont turn on you for becoming to advanced.

when playing embers look at these 2 main tactics and decide which seems to be the best for you
1 - early game rush : this is basically fairly easy where you get farms producing insane amounts of food and pop many cities fast , them rush with bronzeworkign age units , you should have everyone outnumbered
2 - riding the wave to hell : race for necromancy and have your shamans start spamming barrows all over the place . this works best if you try and maintain high cultural values and small city sizes. do NOT take open borders with anyone , they can destroy barrows even when peaceful to you . after necromancy you have to make a choice
2b - keep following the summoning path and trade every single tach on this path away as fast as you can, even if your giving it away for free. the more civs that have the techs the faster and stronger the barbarians become
2c - found the ashen veil and rush for your endgame divine casters. these poor guys have the ability to create hellfire tiles. then wait as the minions of hell come through and kill everything.

the trick to the 2nd tactic is to watch the point totals , you have at best 10-20 rounds to kill your final opponent outright before the wave of demons turns and realizes it forgot to deal with you.

tactic thats kinda 2c - keep a small pocket of land on a penninsula that no one can get to and is not inside your cultural borders. with all these newly found spawning barbarians comeing some are bound to show up there. then when you have a large enough hoarde , build a city ontop of them and they will be forced outsid eyour borders to wreck havok enmass.

hope that helps for some of ya.....
 
the only thing I found a bit strange about the orcish tribe is that they are able to build aqueducts and establish kilmorph religion :)

on a low difficulty I was able to kill all enemy on my 1 continent by getting orthus axe and a worg rider out of a wolf.

but that was surely only luck. :)

after I killed them I had a hard bargain against the barbarian, one could call it a real war. step by step I had to build one city, send out scouts (e.g. axeman whith bronze weapon), build another one city etc.

was funny.
 
Hey, um, what exactly triggers war with the Barbarians? I'm the top civilization led by Jonas, Acheron has appeared, but the barbs are still totally cool with me. Is there something I might have done that might have pre-empted it? Like having ALWAYS been first, or something?

Relatedly, I'm actually kicking way too much tail with CoE. You get yourself a few gobbies on worgs, and you can run all over the map picking up every goodie hut out there, and by the time you're done your worg riders are so experienced up they can roll over whatever pathetic cities the other civs have managed to carve out of the barbarians.
 
i think you ahve to be 50% higher then the number 2 player on points , but i forget
 
Aha. Thank you both. Seriously, after playing with them I think I agree with you, daladinn. Toughest part is not running away with it too fast.
 
Unless you are stuck completely by yourself on a large island, without a single happy resource on the entire island. Oh, and no copper.

Which happens to be the situation from my current game. :wallbash:

I'm hoping the other civs don't get too far ahead before I can get Astronomy + Iron so that I can try launching an actual attack. I had forgotten about the Scorched Earth trait, though, so I'm going to need some settlers ready to go in after my hordes, as well as the hordes themselves.
 
After playing my first clan game I've a few thoughts about them. After killing my first two opponents there was a huge swathe of improved but unoccupied land I felt compelled to settle. Watching my treasury empty, it then occurred to me that to win a Domination victory I would have to plant even more new cities. These new cities might have trouble reaching a high state of development and control due to orcs being short of science, culture, religion and gold in about that order.

As Barbarian/Scorched Earth locks them into a slash'n'burn playstyle rather than a city builder one, would it make them more interesting to give them some temporary bonuses to unit supply and perhaps city maintenance based on how much gold they're pillaging? While Jonas obviously gets the Chieftain's share of treasure I'm sure plenty orcs are skimming a bit off the side and sending it home.

With an economy supported by theft, as long as the war booty keeps flowing they could expand wider and field a true horde of troops. This mechanism would probably want to have a slow burn on it to avoid overwhelming superiority at the beginning. After some capitals and holy cities start to fall, it would become more significant so it could carry the Clan a little way past the point where they're facing stronger, higher tech units.
 
Unless you are stuck completely by yourself on a large island, without a single happy resource on the entire island. Oh, and no copper.

Which happens to be the situation from my current game. :wallbash:

I'm hoping the other civs don't get too far ahead before I can get Astronomy + Iron so that I can try launching an actual attack. I had forgotten about the Scorched Earth trait, though, so I'm going to need some settlers ready to go in after my hordes, as well as the hordes themselves.

it would be easier and jsut as fun to split your efforts between arcane and divine (assuming you can get access to the viel) the summoner route will allows you to plant barrows and let the other "barbs" kil them. divine with level 3 casting you can create hellfire tiles for similiar tactics. and the best part , when the barbs break the truce , they wont be crossing the water to get ya.
 
What if the the "settlement" option could be used on cities with wonders and holy cities.
 
I love them now... Took two civs early whith one worg rider, got the whole continent... Adopted Sacrify the weak, got wice as much population... Poor Capria... Wonder who builded the mercurian gate :p
Civ4ScreenShot0020.jpg
 
I think the Clan is balanced quite well. But one thing is really annoying: When some AI attacks you in the middle of the game and you have to raze his cities there will definitely be some other AI around to settle before you have a settler there.
Imho there would be an easy solution for this problem: The Clan needs a castle that can be built by orcish infantry and that spreads an amount of orcish culture, dependent on the number of military units in the castle. That could keep the other civs away until you have settlers.
 
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