Adventurers?

Mesix

The Allfather
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I noticed a civilpedia entry for a unit called an adventurer. It is a strength 1 unit that starts with the hero promotion and can be upgraded into other unit types. I have never seen this unit in the game. Is it a special unit for one of the civs? Is it a unit that was taken out? What is the adventurer unit?
 
Mesix said:
I noticed a civilpedia entry for a unit called an adventurer. It is a strength 1 unit that starts with the hero promotion and can be upgraded into other unit types. I have never seen this unit in the game. Is it a special unit for one of the civs? Is it a unit that was taken out? What is the adventurer unit?

Its a special unit for the Grigori. They produce them like Great People.
 
Thanks for the info. I'll have to give the Grigori a try in my next game and see how the adventurers stack up.
 
One quick question...do the hero exp and adept exp stack? This would make adventurers upgraded into adepts especially nice.
 
Yep, and adventurer adepts can eventually gain the "Twincast" promotion (with Combat V), doubling the effects of their spells (six meteors, for example)
 
Okay...I have played with the Grifori a couple of tiimes and all I have to say is...WOW!!!

In my first game my impression was that they were underpowered in the early game since the lack of religion made happiness and income an issue. I had six or seven adventurers, but I could not upgrade them to anything better than a warrior since I lacked the necessary funds.

In my second game I tried a little different (more aggressive) approach. I rushed for the bronze working technology and upgraded two of my adventurers to axeman and led an invasion force (with about 10 additional axeman escorting) into rival territory early on. I used my adaptive trade to get raiders (extra gold and exp) and went to town. By turn 100 or so my two initial heros had combat V and heroic strength II.

I saved this second game and will continue it later. I have eliminated one AI opponent and I am close to finishing off another. I have upgraded a third adventurer to a ranger to scout out the map (str 8 with mobility II and a hawk). I have two more in reserve, one to make an archmage when the time comes and the other to make a longbowman (very soon).

Grigori have to be the best Civ for conquest. I haven't even built the Baron yet and I already own about 20% of the map (large, monarch). Any weakness by not getting the religion bonuses is more than made up for with the additional heroes.
 
Mesix said:
Okay...I have played with the Grifori a couple of tiimes and all I have to say is...WOW!!!

In my first game my impression was that they were underpowered in the early game since the lack of religion made happiness and income an issue. I had six or seven adventurers, but I could not upgrade them to anything better than a warrior since I lacked the necessary funds.

In my second game I tried a little different (more aggressive) approach. I rushed for the bronze working technology and upgraded two of my adventurers to axeman and led an invasion force (with about 10 additional axeman escorting) into rival territory early on. I used my adaptive trade to get raiders (extra gold and exp) and went to town. By turn 100 or so my two initial heros had combat V and heroic strength II.

I saved this second game and will continue it later. I have eliminated one AI opponent and I am close to finishing off another. I have upgraded a third adventurer to a ranger to scout out the map (str 8 with mobility II and a hawk). I have two more in reserve, one to make an archmage when the time comes and the other to make a longbowman (very soon).

Grigori have to be the best Civ for conquest. I haven't even built the Baron yet and I already own about 20% of the map (large, monarch). Any weakness by not getting the religion bonuses is more than made up for with the additional heroes.

Kudos on trying a different strategy. Although we don't want to force a specific strategy with any civ (the Grigori work equally well as a builder GPP strategy as in a military rush) we definitly try to make sure you can't play the same strategy with every civ and have it work.

We do this for 2 reasons, firstly to make the game more interesting and add an additonal layer of strategy. The beauty of Civ has always been that you had to adapt your strategies to the map and other players, you couldnt just follow the same pattern over and over as you can other strategy games. By making the civs themselves so distinct form one another you are not only playing against the pros/cons of the map and the pros/cons of your opponents but against your own civs pros/cons as well.

Secondly we want the civs to be that different because we think their are many varieties of civ players. And most of these players have a prefered style that will click with one of these civs so strongly that they will enjoy playing them much more than typical civs provided.
 
Mesix said:
Okay...I have played with the Grifori a couple of tiimes and all I have to say is...WOW!!!

In my first game my impression was that they were underpowered in the early game since the lack of religion made happiness and income an issue. I had six or seven adventurers, but I could not upgrade them to anything better than a warrior since I lacked the necessary funds.
Adventurer Warriors can be very nasty. See the thread Grigori question
Note that this was in .15; I suspect I'd have a harder time of it in .16 with the same strategy, since the AI is both stronger against the barbarians (look at the field "AI Barbarian Bonus"; that used to be -40 regardless of difficulty level) and smarter.
 
for a fun grigori game try rushing guilds. you can pick up mercs as your basic defensive units until you get to upgrade all those pretty adventures to shadows. there are fewer things more scarey in FFH then brandig as a shadow.
 
The one issue that I have had with the Grigori Adventurers has been money to upgrade them. It seems very expensive to always be upgrading those adventurers and because I can't get any religion (specifically Runes), I have some trouble with income. Any suggestions for this? Maybe they can have a building that reduces upgrade cost for adventurers?
 
BiffQJ said:
The one issue that I have had with the Grigori Adventurers has been money to upgrade them. It seems very expensive to always be upgrading those adventurers and because I can't get any religion (specifically Runes), I have some trouble with income. Any suggestions for this? Maybe they can have a building that reduces upgrade cost for adventurers?

Raze a few enemy cities. You get gold when you take over the city, and if you raze it your economy will not suffer to support it. This is how I keep my gold rolling in and upgrade my adventurers.
 
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