Imperial Wars
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About Imperial Wars

 

 

© Intelligent Life Games
2002 - 2007
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THE HOURI

Hour Hints

THE HOURI The matriarchies of the Houris (pronounced Ooh-ree) provide a curious contrast to the male-like dominance of the expanding races in the early days of the Second Empire. While most races involved in the expansion were swift and direct in their relationships, the chameleon-like Houri were subtle and indirect. Dealing with the Houri was like dealing with the shifting sand.

The Houri were probably the most powerful of the star-faring Starlords but their power was that of the wind. Where the wind blew, strong men bent like grass. The nature of the Houri seemed alien and their whims to bestow favor, capricious and arbitrary. But it was a rare Star Lord of any persuasion that chose to be on the wrong side of one. The ethereal and exotic beauty of the Houri brought them admiring Minions from even those who had reason to fear these alien but compelling beings...

- excerpt Encyclopaedia Galactica

HOURI SCORING:

  • Houris can Declare any player they meet a Client and take on all of that player’s character type attributes including scoring, except for gems and relics.
  • Houris will appear to other players as the character type they have assumed. Houris without a Declared Client appear as a Baron to all other players except another Houri. Houris will recognize one another.
  • The Houri may change Client on any given turn, points for Client Character Type assessed at the end of each turn.
  • Only 1 Client per turn allowed.
  • The Declared Client receives 25% of the number of points that the HOURI receives each turn (excluding Gems and Relic points).
  • As a Philosopher, Houris can make and keep Minions. Minions will continue to pay tribute in Imperial Credits and remain HOURI Minions after the HOURI changes to another Client Character Type. But the Minions will not generate points for the HOURI when the Client is not a Philosopher.

Gems: EMERALDS

Relics:

  • The Golden Diadem (Also Raider)
  • The Pearl Pendant (Also Trader)
  • The Silmarin (Also Trader)
  • The Jade Scepter (Also Baron)

HOURI ADVANTAGES: The Houri advantage is simply part of their character; they get to mirror any other Starlord's character type in the game without any choice on the part of the client Starlord. And that Starlord client gets points for it. The tricky part here is, the Houri switch is at the end of a turn. This means that unless the Houri must set their Empire up carefully for the next character type, or they might not get any points. An important point to bear in mind for Houris, set your empire up as much as possible for points created by the character type change during the turns leading up to it.

HOURI STRATEGIES: Despite the Terminator or Raider, the Houri is the most feared and the most alien of the characters in Imperial Wars. It is the fear of the unknown. The awesome power of changing character types mid-game creates the disadvantages as well as the advantage. As a Houri, the character is weak and has little opportunity to make points. However, the Houri can become any other character in the game. Do you think that might be intimidating to the other Starlords?

Houris cannot change into another character type until they actually meet or are introduced to a Starlord who is playing that type of character, though. So to become a Baron the Houri must meet, or be introduced to one. Hi there! Baron Harkonnen! Good to be you! This character presents the greatest challenge to play in Imperial Wars. As noted everywhere in the game documentation, players need to maximize their potential by working with other players. The Houri is so self-sufficient it is tempting to play independently. To play certain parts of the game as one type of character and set yourself up as another one, say one of the later chargers in the game. Me, I’m still convinced you need to be especially charismatic and involve some other allies to most fully realize the character. Oh, and when you declare a client, that client, the client being the Starlord whose character type you are "borrowing", gets points equal to 25% of what you get – be careful who you help!

A common approach to the Houri is to have a generalized plan with lots of flexibility. Houris will need to make tactical decisions all through the game based on this special ability. There will be times when it is frustrating because the timing will be just a little off. Houris should not change characters too often, partly because it will ruin the disguise, and partly because Houris need to set themselves up for the character change by arranging resources carefully. It will get increasingly difficult to change for political reasons. A Baron who suddenly finds that a peaceful Philosopher (Houri) has become a rapacious Raider (Houri) in his empire may become motivated to smack that Houri. That also may be an advantage but the Houri cannot afford to turn everyone in the game into an enemy. That is very dangerous. No one can stand before an alliance of several characters determined to eradicate you.

For all of the other characters, the Help supplies suggestions for how to interact with the other character types. That doesn’t make much sense for the Houri strategy. The interactions will depend greatly upon the situation. The Houri cannot become someone else until they meet someone playing another character so the Starlords that you meet early on will dictate much of your strategy in first few turns. Then the Houri must settle into some role to play the middle game and try to stay with it for either the whole game or to set yourself up for a final switch entering the endgame.

The hardest part about getting ready to play the Houri successfully is studying the other characters. They’re attributes will be how you will decide what to be and by who you meet, and these same attributes will be how you work out how to interact with them. Look at all of the other character type Strategies notes for hints on how to play them and then use them when playing them as a Houri.

HOURI HINTS: The Houri may be the most fascinating Character Type but it is not recommended for inexperienced Players. Though it is probably the most powerful Character Type, It is also the most difficult to play since there is a need to understand the point of view of all the potential client attributes the Houri may assume. Any alliance suitable for the Houri's current Character Type is appropriate. A great deal of cleverness will be required by the Houri to create stable Alliances and to avoid a game "schizophrenia" as Character changes are made. The Houri cannot gain points until a Client can be declared so meeting another Player in the game has the highest priority early. The Houri must be careful in choosing Clients so that the points her Clients get do not make too many points for the wrong Player.

The Client declaration for the Houri occurs at the end of a Turn. The Houri will have the attributes and score in the current Turn of the Client declared on the last Turn. Starlords declared as Clients by the Houri become reciprocal Allies regardless of Client's declarations. See Diplomatic Status for more information on Houri Clients.