View Full Version : Kuriotate Settlements


Alzara
May 25, 2008, 11:31 AM
Hey guys

I've never played with Cardith as a leader before. I was wondering exactly what settlements can and cannot do compared to proper cities? Can they build units? Some buildings? Also how big can there fat cross be?

Thanks

Al

Wyrmhero
May 25, 2008, 11:43 AM
Well, settlements can only have 1 pop. They can't get hammers or food or GGP. However, you can turn your lonely citizen into a specialist, and you can 'force' buildings there, by getting a priest to build a temple for his sacrifice. They can get culture from specialists and temples, and I think they can get free buildings too for the Guild of Hammers, and the Catacomb Librarus. They also get the culture from the Kuriotate worldspell. They can only use the first square of the cross, but this is useless to them, as they cannot get anything expect (I think) trade.

Alzara
May 25, 2008, 11:46 AM
Ahh cool... :)

Is there a way to change the amount of cities the kuriotates are allowed? I play on maps larger than huge so it's proportionally disadvantageous for the Kuriotates on these maps :s

Al

Morni
May 25, 2008, 11:50 AM
Ahh cool... :)

Is there a way to change the amount of cities the kuriotates are allowed? I play on maps large than huge so it's proportionally disadvantageous for the Kuriotates on these maps :s

Al
The max amount of cities is already dependent of the map size, from 2 cities on the smallest, to 5 on the largest.

Fenboy
May 25, 2008, 11:53 AM
Or of course, use a different leader, but that removes a lot of the Kuriotate's uniqueness.

Alzara
May 25, 2008, 11:55 AM
The max amount of cities is already dependent of the map size, from 2 cities on the smallest, to 5 on the largest.

I said I play on maps LARGER than huge.

A huge map is 128x80 in size.

I tend to play on maps 200x120 in size. The map "thinks" it is a huge map, so the Kuriotates can only have 5 cities. However, they should surely be getting more on a map that is 200x120.

Hence the reason I asked how to change the number of cities.

Al

Amerigo Arturo
May 25, 2008, 11:59 AM
I find these guys to be almost unplayable. Does someone have a good strategy for them? I feel like I have to pretty much sit on the sidelines as the other nations get bigger and bigger and I get less and less relevant. My 5 cities are nothing compared to my enemies 25.

MiKa523
May 25, 2008, 11:59 AM
You can also use mages with "hope" to get some culture in order to gain ressources that aren't next to the settlement.
When you capture enemy cities, there is a chance that you keep buildings like the obelisk e.g., which helps to generate culture.

MagisterCultuum
May 25, 2008, 12:00 PM
You would have to edit def getMaxSprawlingCities(self): in C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Fall from Heaven 2 032\Assets\python\CustomFunctions.py

Alzara
May 25, 2008, 12:04 PM
You would have to edit def getMaxSprawlingCities(self): in C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Fall from Heaven 2 032\Assets\python\CustomFunctions.py

Thanks Magister :)

Al

Morni
May 25, 2008, 12:06 PM
Magister to the rescue :lol:

Randolph
May 25, 2008, 12:09 PM
Well, settlements can only have 1 pop. They can't get hammers or food or GGP. However, you can turn your lonely citizen into a specialist, and you can 'force' buildings there, by getting a priest to build a temple for his sacrifice. They can get culture from specialists and temples, and I think they can get free buildings too for the Guild of Hammers, and the Catacomb Librarus. They also get the culture from the Kuriotate worldspell. They can only use the first square of the cross, but this is useless to them, as they cannot get anything expect (I think) trade.
In my last game as the Kuriotates my settlements did appear to generate GPP from specialists, and did seem to get some science/gold, although i was significantly reduced. But maybe that's just a display issue, and they really dont' get anything.

At some point they were able to build a few buildings like walls, but I guess that was removed.

Ksi
May 25, 2008, 12:12 PM
Amerigo
^
You are adaptive too which means once you have a bunch of settlements you should go creative for 100 turns. It will expand your boarders massively.

I'm not expert at Kuriotate (most because they aren't a favourite of mine) but don't just stick with 5 cities. I have perhaps 30 settlements at least with expanded boarders when I play. I forget if they get buildings from wonders (mostly because on immortal building wonders is hard) but don't let the city limit stop you. Secure the trade of pearls and other resources that give you a bonus with your unique buildings.

Also capitulate your enemies if you have the resources for maintainence. You cannot have their cities by yourself. Then demand all their resources (including their three mana.)

Oh and find someone for the computers to hate early or they will hate you. Your boarders get in the way of everyone so Kuriotate is usually universally hated in game.

Amerigo Arturo
May 25, 2008, 12:16 PM
Ooh, capitulation, that does sound like the right idea. Makes sense, I can now see it in my head. I usually turn off vassalage, so I didn't think of that angle. Thanks.

Alzara
May 25, 2008, 12:16 PM
Just wondering... how many cities do people think would be suitable for a 200x120 map (24000 squares; 2.34x the squares of a huge map).

Bearing in mind that a huge map is 10240 squares and allows for 5 cities.

Thanks :)

Al

MagisterCultuum
May 25, 2008, 12:27 PM
I'd probably say 7

Wyrmhero
May 25, 2008, 12:29 PM
Just wondering... how many cities do people think would be suitable for a 200x120 map (24000 squares; 2.34x the squares of a huge map).

Bearing in mind that a huge map is 10240 squares and allows for 5 cities.

Thanks :)

Al

I'd say that 9 would be alright, as its not twice as many, but it's still a nice number, and allows you to get the Forbidden Palace.

Alzara
May 25, 2008, 12:38 PM
Hmm... maybe 7 would be the best idea then? Seeing as the Kuriotates normally aren't allowed any of the palaces and their settlements dont produce maintenance costs anyways...

Al

Capn Charlie
May 25, 2008, 01:16 PM
What really bothers me is the flavor of the Kuriotates. These are supposed to be good guys, but for whatever reason godly folk go to war, they take cities and... millions of people starve to death for no good reason. I don't think the imaginary civ citizens should be listening to news reports of "Good guys invade, tens of millions dead, bodies piled higher than the largest temples"

It frustrates and infuriates me to the point I just really can't play as them.

Grey Fox
May 25, 2008, 01:28 PM
I'd say that 9 would be alright, as its not twice as many, but it's still a nice number, and allows you to get the Forbidden Palace.

I did calculations for Alzara in the chat.

The Mapsize is 2.34 times larger, which means 5 * 2.34 = 11.7
She plays with 19 civs on Huge, 25 on her Extra Huge map size. Thats 25/19 = 76% (Less % of the total land space per civ)

11.7 * 0.76 = 8.892

What really bothers me is the flavor of the Kuriotates. These are supposed to be good guys, but for whatever reason godly folk go to war, they take cities and... millions of people starve to death for no good reason. I don't think the imaginary civ citizens should be listening to news reports of "Good guys invade, tens of millions dead, bodies piled higher than the largest temples"

It frustrates and infuriates me to the point I just really can't play as them.

They don't starve, they are moved to the cities. There just isn't any direct correlated function in the game for it.

Verily
May 25, 2008, 01:38 PM
What really bothers me is the flavor of the Kuriotates. These are supposed to be good guys, but for whatever reason godly folk go to war, they take cities and... millions of people starve to death for no good reason. I don't think the imaginary civ citizens should be listening to news reports of "Good guys invade, tens of millions dead, bodies piled higher than the largest temples"

It frustrates and infuriates me to the point I just really can't play as them.


My suggestion for the Kuriotates is (which solves this from a flavor standpoint):

1. Remove settlements.
2. Whenever a city is captured, its population is transformed into "peasants", who act as slow workers, can be settled as villages, or can be joined into your existing cities. The city itself is abandoned (but doesn't increase the AC).
3. Give the Kuriotates a huge number of special buildings which provide them with resources they don't have. (For example, a Goldsmith might provide them with gold, and a Weaver might give them silk or cotton, the player's choice.) This is very much in-flavor for the cosmopolitan Kuriotate cities.
4. Give the Kuriotates other special buildings that give them bonuses based on what resources they have (i.e. a Jeweler might provide +15% income for each gold, gems and mithril resource they control).
5. Teach the AI to spread its cities further apart. (This is a separate function unrelated to making the Kuriotates playable.)

Grey Fox
May 25, 2008, 01:40 PM
They already have a Jeweler building.

Alzara
May 25, 2008, 02:36 PM
She plays with 19 civs on Huge, 25 on her Extra Huge map size.

She? :eek: :p

Al

Grey Fox
May 25, 2008, 02:45 PM
Well, Alzara sounds female

Alzara
May 25, 2008, 03:16 PM
Well, Alzara sounds female

Not really :p

Al

xienwolf
May 25, 2008, 03:20 PM
Blame it on the Avatar! :p

Morni
May 25, 2008, 03:20 PM
Not really :p

Al

Actually, it does.

Alzara
May 25, 2008, 03:33 PM
Actually, it does.

ARGH I'M NO WOMAN! :p

Alzara is a character from my world that I write about. He's been a Daemon Lord (Lord, not Lady :p) since I was like 17 :)

http://njoo.deviantart.com/art/Alzara-86217737

@Xienwolf... the Avatar is male also :p

It's Lelouch from Code Geass! :)

Al

Capn Charlie
May 25, 2008, 03:38 PM
My suggestion for the Kuriotates is (which solves this from a flavor standpoint):

1. Remove settlements.
2. Whenever a city is captured, its population is transformed into "peasants", who act as slow workers, can be settled as villages, or can be joined into your existing cities. The city itself is abandoned (but doesn't increase the AC).
3. Give the Kuriotates a huge number of special buildings which provide them with resources they don't have. (For example, a Goldsmith might provide them with gold, and a Weaver might give them silk or cotton, the player's choice.) This is very much in-flavor for the cosmopolitan Kuriotate cities.
4. Give the Kuriotates other special buildings that give them bonuses based on what resources they have (i.e. a Jeweler might provide +15% income for each gold, gems and mithril resource they control).
5. Teach the AI to spread its cities further apart. (This is a separate function unrelated to making the Kuriotates playable.)

I like the settler thing, that makes a lot of sense. But this is how I'd work it.

When you conquer a city you get a number of these civvy units equal to the population of the city -1, and gain it as a settlement. The civilian units can be used as a crappy worker, added to a city as a point of population, or used to upgrade a cottage tile. Basically, pop one to make a town, pop another on a town to make an enclave.

After spending nearly 100 turns making my enclaves some random wolfriders swam through outta nowhere and razed them. Really, I'd have to garrison each one individually to keep raiders from doing that, and I had 40 turns to get it back. Using conquered population to "settle" these small towns would make a lot of sense to me, and mitigate the power of horseback raiders somewhat.

Also: could there possibly be a centaur with patrol ability, as per the sea unit ability? Meh, not all that important, I suppose.

civ_king
May 25, 2008, 03:39 PM
Actually that avatar looks more male then female

Alzara
May 25, 2008, 03:47 PM
Actually that avatar looks more male then female

Ahhh ty ;)

Al

Farmer Bobathan
May 25, 2008, 03:49 PM
Why don't you use the picture of Alzara as your avatar?

Wyrmhero
May 25, 2008, 03:53 PM
Why don't you use the picture of Alzara as your avatar?

I love how this informative thread has transformed into a debate about avatars. And Alzara, why is there no mention of FfH on your Deviant Art page????

Morni
May 25, 2008, 03:57 PM
ARGH I'M NO WOMAN! :p

Alzara is a character from my world that I write about. He's been a Daemon Lord (Lord, not Lady :p) since I was like 17 :)

http://njoo.deviantart.com/art/Alzara-86217737

@Xienwolf... the Avatar is male also :p

It's Lelouch from Code Geass! :)

Al
If a name ends with "-a", it's almost always female.

Alzara
May 25, 2008, 04:16 PM
Why don't you use the picture of Alzara as your avatar?

I would, but the file always ends up too large :)


I love how this informative thread has transformed into a debate about avatars. And Alzara, why is there no mention of FfH on your Deviant Art page????

Lol yeah thought this thread was about Kuriotates :mischief:
I haven't mentioned FfH on my DA page because... well... it isn't really relevant (please don't shoot me ;)). DA is about my creativity. I've been a member for ages now but have only just started posting some of my writing. I'm always scared of being ripped off :sad:


If a name ends with "-a", it's almost always female.

I'm no expert on names so I won't argue with that :)
In a fantasy world (which is where Alzara originates), real-world names aren't as important I'd guess. So from that perspective I guess the "ending in A rule" might not apply. S'ok though I'm not bothered you think of me as female ;) :p

Al

Nimbus
May 25, 2008, 04:29 PM
Alzara, if after making the change from 5 cities to whatever you decide on, can you report back if they retain their 3 rings??? Pre-BTS I had changed my huge maps from i + 2 to i + 4 and while I was able to build the extra cities they lost their third ring and all of them were just normal cities. This was in a 20-something version though, have not tried again since. Thank you.

Alzara
May 25, 2008, 04:36 PM
Alzara, if after making the change from 5 cities to whatever you decide on, can you report back if they retain their 3 rings??? Pre-BTS I had changed my huge maps from i + 2 to i + 4 and while I was able to build the extra cities they lost their third ring and all of them were just normal cities. This was in a 20-something version though, have not tried again since. Thank you.

Sure no problem :)

I'll report back when my sixth city gets "developing" culture :)

Al

Nimbus
May 25, 2008, 04:39 PM
Sure no problem :)

I'll report back when my sixth city gets "developing" culture :)

Al

actually, when i did it back in fire, all the cities went from 3 rings down to 2. was noticeble right away.

Alzara
May 25, 2008, 04:45 PM
actually, when i did it back in fire, all the cities went from 3 rings down to 2. was noticeble right away.

Holy sh**! That would be bad... when my sixth city is founded I'll tell u if something like that happens!

Al

Morni
May 25, 2008, 04:50 PM
Alzara, if after making the change from 5 cities to whatever you decide on, can you report back if they retain their 3 rings??? Pre-BTS I had changed my huge maps from i + 2 to i + 4 and while I was able to build the extra cities they lost their third ring and all of them were just normal cities. This was in a 20-something version though, have not tried again since. Thank you.

Now that's something to ruin the day :lol:

EDIT: Quoted the wrong person :lol:

Alzara
May 25, 2008, 04:57 PM
Now that's something to ruin the day :lol:

????

Al

Morni
May 25, 2008, 05:34 PM
????

Al

Wrong quote, edited it :p

Alzara
May 25, 2008, 05:44 PM
Wrong quote, edited it :p

Explains all :lol:

Al