Suggestion: Kuriotate Empire

redazncommieDXP

Warlord
Joined
Jan 5, 2007
Messages
176
The Kuriotates seem like a very unique, very interesting civ to me. They may be aligned with "good", but they're basically a nation of dragon-worshippers following a powerful dragon slowly possessing a young boy. They have powerful core cities, but the other cities are little more than culture-holders.

I think it would be a very interesting mechanic if after Cardith conquers a city, they enslaved or looted the city. Every building the city has is converted into gold, and you get a number of workers or slaves proportionate to the population of the city. These could then be sent back to the core empire to improve it even more. Sort of like a Tamerlane burning the cities he conquers but sending the best artisans back to his capital to make it shine.
 
Kuriotates definitely need a reworking. Centaurs are awesome, and I love the concept of the super-cities... but their super-cities just aren't super enough to make up for their scarcity. I've tried playing as them and just never been successful... and the AI always sucks as them. Even on "No Settlers" maps where you'd figure their few cities wouldn't be so much of a limitation... but it still really is.

Best suggestion I've got atm is to simply double their city limit, or at least increase it by a couple cities... say, 5/7/9 instead of 3/4/5. Or, make their cities even more super, like give them a bunch of extra happiness and/or production.
 
Looting an Enslaving just isn't right for a Good civ.

They do need something though. Settlements probably need the ability to build somethings (albeit not much) instead of just being for grabbing territory.

I also think the Cult of the Dragin could use some serious reworking. Right now it is just a minor annoyance, and doesn't actually help anyone (until the late game dragon heroes show up, if you are lucky enough to have the cult of the dragin promotion on enough enemies). I liked it better when it was a religion. How about making it be triggered by repeatable rituals instead (which settlements would be able to perform)? It might be nice (and certainly more thematic) if the dragon were summoned through a series of rituals too, instead of being built.
 
What if settlements were normal cities albeit with only a one space work radius (instead of the usual two, or the Kuriotates' three)?
 
What if settlements were normal cities albeit with only a one space work radius (instead of the usual two, or the Kuriotates' three)?

This is what I've always wanted the Kuriotate settlements to be like, or at least give another trait that makes cities have a 1 tile radius.
 
While I agree with MC's point about looting & enslaving being not right for a good civ, I think there is a gem of a good idea here. Perhaps as a captured city's population drains into a settlement, it could generate specialists in a similar fashion to the Kidnap spell?

And I love the idea of summoning Eurabatres through a ritual.
 
I second the ritual summoning idea, that's absolutely brilliant. It should be easy to implement, too- add 3 or 4 levels of a ritual, none of which are tied to tech but are prohibitively expensive until later in the game, the end of which spawns the Gold Dragon in all his glory at your capital city.
 
about the AI playing the kurio's poorly: that's because the AI doesn't fully understand the sprawling trait, and still packs it's core cities relatively close together, instead of using their full 3-tile radius. I like the idea of giving settlements the ability to work their initial ring, and giving them a few basic buildings (obelisk, palisade, maibe elder council or market). There should still be a penalty for them though, else you'd just make a new settlement every 3 tiles, and practically forgo the drawback of the trait.
 
What if I changed the expansive trait from +2 health to +3 health, and gave the Sprawling trait +3 happiness? I'd really like to boost the super-cities, and I agree that they are weaker than they should be right now.

Adding any production to settlements will probably never happen. Its really easy for the AI and the code to simply disable production. Once we change that from disabling to "can only build certain things" it gets more complex.
 
Even if it is only rituals?


Boosting the traits is Ok I guess, but I don't know if it is enough. In my version I also made the Expansive trait give the Mobility 1 promotion and the Sprawling trait the Navigation 1 promotion to unitcombat_civilian units (i.e., workers, settlers, and great people). (I included xienwolf's xml changes and added the unitcombat so workers can get promotions to make them move and work faster). Actually being able to expand or sprawl by having the fastest settlers seems more appropriate. (I think I also made these traits speed the production of settlers)
 
If anything I would rather they go back to no settlements at all rather than boosted settlements. The whole "only three cities" thing is what makes them unique and fun. +3 health and +3 Happiness would be nice, but I think you should give them even more.
 
If anything I would rather they go back to no settlements at all rather than boosted settlements. The whole "only three cities" thing is what makes them unique and fun. +3 health and +3 Happiness would be nice, but I think you should give them even more.

The real purpose of settlements is to allow the kuriotates to claim resources. Outside of that (and of course denying them to your enemies) settlements shouldnt matter.
 
Why not more commerce + happy boosting buildings? Those are interesting and flavorful, while providing a very unique bonus.
 
for example: a unique version of a brewery, (a distillery? sorry, i'm dutch not english) which doesn't require to be next to a river and adding commerce? Could work, although i'm not that fond of giving corn, rice and wheat even more bonusses (they're already one of the strongest res. with a potential 2 health and 1 happiness each).
Other option: an aquarium, granting additional happiness and tourist revenue (commerce) to sea resources (fish, clam, crab and whale, not pearls since they've already got a building for that).
 
Since settlements are just to claim resources, I don't think it is right fore them to be made by settlers that cost full price. Making settlers much cheaper with either (or both) of these trait seems appropriate.
 
Craftsman's buildings: Horse breeder (+ happy from horses, this is VERY sweet for Kurios as they have centaurs and don't need horses)
Tailor and jeweler are in already
Bookseller - Req. library, +25% science, +10% commerce
Glassblower - + happy, money?
Forester's hut - Spreads forest around city? +1 hammer from forests?

Anyway I love the idea of slowly upgrading my core cities with dozens of various buildings, not just 2 extra.
 
Additional buildings are a great idea, especially given that Kurio cities should really shine. They will add culture and glory to the Kuriotate super-cities, effectively giving each one magnificent wonders the other civs can only marvel at.

I still like my slaves idea, though. I understand it may not be the best for a "good" civ, but consider this: Good in this game is largely defined as an opposition to Hell. Why shouldn't Cardith Lorda bring back his hated enemies and use them to enhance the happiness and welfare of his people? He could be a sort of Basium-figure, who stands outside of human morality but is no less firm than the human "good" factions in his opposition to Armageddon.

Besides, Cardith Lorda is a dragon. To him, all our cities are just ant farms. Who cares about these humans anyways?
 
Additional buildings are a great idea, especially given that Kurio cities should really shine. They will add culture and glory to the Kuriotate super-cities, effectively giving each one magnificent wonders the other civs can only marvel at.

I still like my slaves idea, though. I understand it may not be the best for a "good" civ, but consider this: Good in this game is largely defined as an opposition to Hell. Why shouldn't Cardith Lorda bring back his hated enemies and use them to enhance the happiness and welfare of his people? He could be a sort of Basium-figure, who stands outside of human morality but is no less firm than the human "good" factions in his opposition to Armageddon.

Besides, Cardith Lorda is a dragon. To him, all our cities are just ant farms. Who cares about these humans anyways?

The Kuriotates are all about equality and tolerance. Slavery is anathema to them.

I do agree with the Jopa that a few more buildings could be good. But I need some really good ideas for them. Sometihng that fires in each if the following areas:

1. Design need- Kuriotates need more bonuses in their super cities, we already have this.

2. Function- Something cool that the building does, it should make Kuriotate cities more useful.

3. Flavor- Something that brings out the Kuriotate flavor and ties in well with the mechanic. Enough that players will be able to easily remember what the building does from its name, and unique enough that it seems like an interesting idea on its own.
 
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