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Winning with roving clans seems really hard, and possibly flawed?

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10 years ago
Nov 6, 2014, 7:35:39 AM
death_relic0 wrote:




Also, if anyone has any links to some good tutorial (video or text, anything) please do link them.



Thanks.




Try some of Panczasu's videos. Some of them are a bit old, and was recorded in the alpha/beta, but I followed all of them during development and they are excellent. Pan is also quite active on the forums, a very nice guy and entertaining to listen to, all the while giving very good advice for intermediate players (in other words, once you know the basics).



You can find his channel here. Give his Roving Clan series a watch for specific Clan strategies
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10 years ago
Nov 7, 2014, 5:47:03 PM
Yes. You can test it on your hero (assuming the hero doesn't have a natural damage boost capacity). Look at damage before any accessories. Look at damage with titanium ring / unit damage boost. Look at damage with titanium necklace / army damage boost. Look at damage with both equipped at the same time.



Autocthon wrote:
If it is impossible to retrofit mercenaries (and yes I know the difference) then nobody told my wargs. Who are kicking titanium gear and privateering their way through enemy territory. And yes, the stats check out.



Seriously. Everybody assumes I'm NOT double checking. I've only checked in three different games so far. Maybe next game people will believe. Or maybe on the tenth game. Who knows.


How do you do it? Step by step.
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10 years ago
Nov 7, 2014, 11:24:51 AM
So if I have a titanium item on my unit and a titanium army boost of hero I will get both?
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10 years ago
Nov 7, 2014, 10:56:26 AM
Autocthon wrote:
If it is impossible to retrofit mercenaries (and yes I know the difference) then nobody told my wargs. Who are kicking titanium gear and privateering their way through enemy territory. And yes, the stats check out.



Seriously. Everybody assumes I'm NOT double checking. I've only checked in three different games so far. Maybe next game people will believe. Or maybe on the tenth game. Who knows.






Whaaaaat? Serious? Thats crazy... I wonder if it is a bug/exploit. Because then privateers are absolutely bloody amazing. Does the Merc life bonus from roving clans apply as well?
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10 years ago
Nov 7, 2014, 10:08:01 AM
death_relic0 wrote:
Have you turned science victory off? cause usually for me by that time some AI has already won smiley: frown. on impossible difficulty at least.




Was on Serious. The AI was actually at 4/5 techs and likely only a few turns away ^ ^
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10 years ago
Nov 7, 2014, 7:50:45 AM
aimlessgun wrote:
Yeah have to either be in forests or have a ranged hero bonus for 4 range attacks. But many battlescapes are too restrictive and I ended up fighting necrophages a lot and their flyer swarms make hit and run impossible anyways.



However luckily the necros didn't do a serious invasion when I was weak before I got the dust engine up and running. So a few hours after complaining about Clans in this thread my game ended in an economic win on turn 220 even after basically ignoring the quest until turn 120 and many other mistakes. Especially expanding beyond 6 regions would have made things quite a lot faster, though midgame I would have been very vulnerable to attack. So my outlook on them is now much more positive smiley: biggrin




Have you turned science victory off? cause usually for me by that time some AI has already won smiley: frown. on impossible difficulty at least.
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10 years ago
Nov 7, 2014, 7:32:15 AM
Antistone wrote:
I'm pretty sure that if you get two capacities of the same type, you just get the better one--they're not added together. So if you have an inherent damage boost 1, and equip a trinket that has damage boost 2, then you get damage boost 2 and your inherent damage boost 1 is wasted.




VieuxChat wrote:
I confirm that.




Cheers guys..that's interesting. I think my armies and financies just got stronger. I been stacking it up. Buying heros with damage boost, equipping them with army damage boost and then putting damage boost items on the troops themselves. It's nice to learn two out the three are useless smiley: smile
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10 years ago
Nov 7, 2014, 1:33:35 AM
nnwork wrote:
Could it be about misunderstanding with the two types of units? There's marketplace recruits and minor faction city-built units. I think people usually refer to units obtained via marketplace as mercenaries. Those are the ones you cannot retrofit, at least I didn't when I last played Clans. Minor faction units that you're able to build in your cities work out just like your usual faction units.




If it is impossible to retrofit mercenaries (and yes I know the difference) then nobody told my wargs. Who are kicking titanium gear and privateering their way through enemy territory. And yes, the stats check out.



Seriously. Everybody assumes I'm NOT double checking. I've only checked in three different games so far. Maybe next game people will believe. Or maybe on the tenth game. Who knows.
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10 years ago
Nov 6, 2014, 7:18:19 PM
Antistone wrote:
I'm pretty sure that if you get two capacities of the same type, you just get the better one--they're not added together. So if you have an inherent damage boost 1, and equip a trinket that has damage boost 2, then you get damage boost 2 and your inherent damage boost 1 is wasted.


I confirm that.
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10 years ago
Nov 6, 2014, 7:04:24 PM
timally wrote:
Quick question, can I go above level 3 on army boosts? If my hero has an inherent level 3 damage boost, will the plus 3 damage titanium trinket add damage?


I'm pretty sure that if you get two capacities of the same type, you just get the better one--they're not added together. So if you have an inherent damage boost 1, and equip a trinket that has damage boost 2, then you get damage boost 2 and your inherent damage boost 1 is wasted.
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10 years ago
Nov 6, 2014, 8:48:06 AM
The roving clans are my favourite so far. When you have mercs you can boost them with a hero, minor tribe bonuses or both. When you go privateers you lose the hero. If the quest tells you to get a wild walkers hero, I generally equip roads of dust, do the couple of quests and then have it as my "start-up" governor. Every city i found I use it to give the city a big boost to building at the start. I usually play small regions to give more expansion possibilities..so you can usually expand quite late. In one game I had a fully boosted hero who took a build queue of 240 turns and changed it to 14 when he was assigned (most turns I had 2 buildings out). He's awesome for the wonder victory as well.



With the mage version of the quest I either have a science city, or use him as a hero for army bonuses, making sure I use the boost experience (no idle hands?) skill for my mercs.



When I start my first couple cities I try grab as many anomolies as possible as they give you a good early cash boost with the clan hero's first faction skill. I take two levels of that (plus 6 gold per anomoly) then race to the cold operator and black market skills. After the city is built up with happiness and I have the roads/trade skill and building, I move the city to a better place. It's about now I try decide best victory type..can i get to the marked city for the quest easily, or will I go the dust or science route, or will I start pumping out privateers. Heros are easy to grab with the cash available. I prefer all clans and one WW hero for governor. For my wn troops I prefer clans generals for movement and attack, but WW do as well. For the mercs most heros are good and add to their capabilities..I generally try choose a leader with two army boost bonuses.



Quick question, can I go above level 3 on army boosts? If my hero has an inherent level 3 damage boost, will the plus 3 damage titanium trinket add damage?
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10 years ago
Nov 5, 2014, 7:52:27 AM
Hey guys,

Been trying to win with roving clans. Played 3 or 4 games so far with no luck and starting to really dislike roving clans. here are my issues



[LIST=1]
  • By mid of second era, all areas of the map have been colonized, so you need some sort of war to get more areas from the enemy. The 'war' strategy with roving clans is, buy mercenaries (with +100%HP), make them privateers, attack, destroy, build. There are many MANY flaws with this

    1: mercenaries cannot be upgraded. they have the worse equipment ever on them, so they get more. The 100hp boost is awesome, but they get more useless as time passes

    2: apparently privateers cannot 'group together' as reinforcements. so if it is mid game for example, one army of privateers will never be enough to defeat an army of the AI.You will have to build multiple armies of privateers and attack the AI one by one with them to ever hope to capture a city. This really REALLY increases your losses

    3: even after all this, you dont get the city! you still have to build it from scratch

    4: near the late mid game, which is when you can really afford to buy mercenaries, the mercenary market dries up as there are no minor faction villages left and no AI is selling any units. So now you'r stuck with nothing to do really.
  • They are made for economic victory which never happens
  • They seem to be a bit 'geared' towards trade which really doesnt come into play significantly until the third era (even if you get the technology in the second era, building "right of way" in you cities takes a while). Even then, the benefits of trade don't really seem that great

  • [/LIST]
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    10 years ago
    Nov 6, 2014, 7:13:45 AM
    death_relic0 wrote:
    Havent tried the mounted archers yet, but even if you move and attack, you will be max 2 blocks away from the enemy, which means the enemy can get to you and hit you unless they have only 1 movement point which is very rare. So how can you hit and run?



    Though if you could 'hit then move' would be nice, but apparently you can only 'move then hit'





    Yeah have to either be in forests or have a ranged hero bonus for 4 range attacks. But many battlescapes are too restrictive and I ended up fighting necrophages a lot and their flyer swarms make hit and run impossible anyways.



    However luckily the necros didn't do a serious invasion when I was weak before I got the dust engine up and running. So a few hours after complaining about Clans in this thread my game ended in an economic win on turn 220 even after basically ignoring the quest until turn 120 and many other mistakes. Especially expanding beyond 6 regions would have made things quite a lot faster, though midgame I would have been very vulnerable to attack. So my outlook on them is now much more positive smiley: biggrin
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    10 years ago
    Nov 6, 2014, 6:52:13 AM
    aimlessgun wrote:
    Awesome thanks for the help! I assumed the ruins worked like Civ haha. And being able to fully control the mounted archers is going to be amazing.




    Havent tried the mounted archers yet, but even if you move and attack, you will be max 2 blocks away from the enemy, which means the enemy can get to you and hit you unless they have only 1 movement point which is very rare. So how can you hit and run?



    Though if you could 'hit then move' would be nice, but apparently you can only 'move then hit'



    Also, if anyone has any links to some good tutorial (video or text, anything) please do link them.



    Thanks.
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    10 years ago
    Nov 5, 2014, 11:09:07 PM
    Antistone wrote:
    You actually can, the game just never bothers to tell you that you can: right-click the space you want to move to, then CTRL+right-click the enemy you want them to attack.





    Necrophage have a faction trait called "pitiless" that prevents them from forming a peace agreement with anyone under any circumstances.





    Every ruin can be searched by every player--it doesn't matter if someone else has already searched them as long as you haven't.



    There's also a tech in (IIRC) era 4 that lets you search every ruin a second time (not that I necessarily recommend getting it...)




    Awesome thanks for the help! I assumed the ruins worked like Civ haha. And being able to fully control the mounted archers is going to be amazing.
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    10 years ago
    Nov 5, 2014, 10:49:48 PM
    Autocthon wrote:
    You know I seem to consistently be able to retrofit mercenary troops which I have assimilated a faction of. But hey everyone else says it's not working, despite it definitely working for me.


    Could it be about misunderstanding with the two types of units? There's marketplace recruits and minor faction city-built units. I think people usually refer to units obtained via marketplace as mercenaries. Those are the ones you cannot retrofit, at least I didn't when I last played Clans. Minor faction units that you're able to build in your cities work out just like your usual faction units.
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    10 years ago
    Nov 5, 2014, 10:43:33 PM
    aimlessgun wrote:
    The Clan mounted archers could be awesome in theory but hit and run seems very hard to pull off in this game as I cannot order them to move to a specific place AND attack a specific unit.


    You actually can, the game just never bothers to tell you that you can: right-click the space you want to move to, then CTRL+right-click the enemy you want them to attack.



    aimlessgun wrote:
    My continent is now almost covered by an expansionist Necrophage (whom I apparently cannot make peace with?)


    Necrophage have a faction trait called "pitiless" that prevents them from forming a peace agreement with anyone under any circumstances.



    aimlessgun wrote:
    at this point I doubt there are even 3 unexplored temple ruins left on the map


    Every ruin can be searched by every player--it doesn't matter if someone else has already searched them as long as you haven't.



    There's also a tech in (IIRC) era 4 that lets you search every ruin a second time (not that I necessarily recommend getting it...)
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    10 years ago
    Nov 5, 2014, 10:42:26 PM
    You want futile, try Broken Lords. The Roving Clans can be plenty powerful. I don't always play the Warmonger, and the Roving Clans are perfect for that. Find a good location that has lots of production, and food and use it to grow big cities for later relocation. Talk about being powerful.
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    10 years ago
    Nov 5, 2014, 10:30:44 PM
    On turn 120 with a Clans game and I also have issues with the faction.



    The moving city bonus is awesome but seems useless most of the time (luxury trick is a nice tip, but it seems like an exploit). In single player 8% market cut basically does nothing so far, and I don't know if the market ban would really be useful vs the AI either.



    Their base units don't seem that good, but maybe that's because my last game was Ardent Mages and blue fire ranged casters are just overpowered. The Clan mounted archers could be awesome in theory but hit and run seems very hard to pull off in this game as I cannot order them to move to a specific place AND attack a specific unit. Most of the time they move but then don't attack, no matter the default settings I've tried. And even on the rare occasions they do move and shoot, you can't guarantee they will focus fire. As for mercenaries, not being able to change equipt is balanced by the innate bonuses but from a personal taste standpoint I really hate not being able to customize them smiley: smile



    However a lot of the issues I'm running into are specific to this game. My continent is now almost covered by an expansionist Necrophage (whom I apparently cannot make peace with?), this kills trade (especially since clan heroes are not showing up on the market at ALL). My faction quest stalled out as I had to explore 3 temple ruins with an Ardent Mage hero and my small exploring army was completely shut down by closed borders and relentless AI attacks, and at this point I doubt there are even 3 unexplored temple ruins left on the map.



    And lastly my problems may be largely philosophical. From death_relics excellent post





    i) A wide empire with many adjacent/sea-adjacent cities

    ii) As many enemy palaces (for extra trade route, which you get by sniping them with privateers)





    If I have to build a large empire with a trading culture, that just seems wrong smiley: smile Though how many regions is considered 'wide'? I'm at 6 right now.



    EDIT: question, is the AI actually going to build docks so I can trade with people outside my continent? And do sea trade routes need an unbroken sealane, or do docks in inland seas work?



    Another question, why do AIs just break peace with no apparent reason? They aren't invading, no recent interactions at all, and then out of nowhere they don't want the peace state anymore. Is Peace a timed relationship that automatically expires?
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