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Can't get a win out of Roving Clans?

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10 years ago
Nov 24, 2014, 7:42:51 PM
I've been playing with a few friends and a few AI. My friends tend to edge out the win with conquest victory, taking all the regions but the ones I own and not declaring war on me, so there's not much I can do to stop them. Privateer armies are far from effective!



I even tried allying with the AI factions so if they were declared war on it'd pull me in but... that didn't work? Not even sure why, I figured it was a sure thing!
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10 years ago
Nov 25, 2014, 9:18:23 AM
Haven't tried Roving Clans much , and I feel they need quick expands (that's why Setseke Ho! is there, nab regions first , then resettle) and go for score/economic/diplomatic victories.



Economic may probably work well against both players/AI. If you can nab regions fast and go for dust production, then ban some of the other factions from using the market, may net you an edge.

Diplomatic won't quite work against AI since thir diplomacy behavior is somewhat random you can get into an añlliance and the AI may break it the next turn

Score will work mostly against players if they don't check scores in a regular basis. Against AI I doubt it; If your armies are superior, most AI's won't declare war on you so they may freely expand by militaristic means without you being able to do much.



Most probably... you do not auto-declare war because Roving Clans are forbid from declaring war. So, even if an enemy attacks an allied faction, you won't be able to attack the enemy faction; they must declare war on you. (still, probably will be able to help inside your ally's borders, unless the AI immediately complains on you having armies on their territory. Yes, that happens).
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10 years ago
Nov 25, 2014, 3:17:06 PM
Market ban is very powerful. It stops your opponents getting heros, strategics, boosters and mercs. Try get them banned earlier. Less heros forces them to choose between army heroes or city management, that can really hurt. You should get heroes and boosters early. Dustwater is very powerful for cash. Level your clan heroes so you can trade at any time, gives you a massive cash boost..also there is a skill that helps boost science from trade routes. Use merc armies commanded by a hero with attack/damage bonuses to disrupt their conquest by attacking their armies in neutral/allied territory..you don't have to make them privateers.



Try get a lot of gold for heroes and mercs early to level them up as soon as you can. Redsang booster helps with heroes and quicksilver boosts mercs
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10 years ago
Nov 25, 2014, 4:54:37 PM
Here's some tips:



1. In multiplayer games, don't add a lot of AIs or make the map too big. As you discovered, certain factions are better at harvesting the AIs and growing fast, which gives them a huge advantage.



2. Make privateers a part of your plan from turn 1. Start buying them early and use them to check your opponents via Privateers.



3. As timally mentioned, Market Ban is a big weapon.



4. Use some good old fashioned politicking. Talk to your human opponents and get them to attack your enemies.
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10 years ago
Nov 25, 2014, 9:07:18 PM
I have some questions about the RC build order as well. How much military do you build in the first ~50 turns? The game has turned into 'sack the first you find's city within 20-50 turns' and the game ends because someone's been eliminated and no one wants to continue without that person.
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10 years ago
Dec 3, 2014, 8:11:56 PM
I've found Setseke Ho to be really useful for colonization- if I find a spot that has excellent production (great food a plus), I'll have them build a settler+Setseke, move Setseke to a new region, settle the settler in the same spot immediately. Did this next to a Tree of Life in a dense forest- was able to toss three jumpstarted 3/4-pop cities into adjacent regions just by moving Setsekes around.



What I haven't tried yet is moving Setseke after having built Borough Districts- what happens if you do this?
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10 years ago
Dec 4, 2014, 8:42:42 AM
maus wrote:
I've found Setseke Ho to be really useful for colonization- if I find a spot that has excellent production (great food a plus), I'll have them build a settler+Setseke, move Setseke to a new region, settle the settler in the same spot immediately. Did this next to a Tree of Life in a dense forest- was able to toss three jumpstarted 3/4-pop cities into adjacent regions just by moving Setsekes around.



What I haven't tried yet is moving Setseke after having built Borough Districts- what happens if you do this?




I recall the manual says you also move districts. I don't know if they keep the same shape in the new settlement or you can also relocate them again to take advantage of the new settlement resource tiles..
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10 years ago
Dec 5, 2014, 2:06:51 AM
If you move city with a district - you have to spend additional turn to "unpack" the district. Still, number of districts not affect number of turns needed for "packing" the city - it's always one turn.
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