Great Person generation & Grigori Adventurers

Devils_Advocate

Chieftain
Joined
Nov 8, 2015
Messages
52
Does anyone have a formula or table for the number of GPPs needed to produce a new Great Person in Fall From Heaven? (More Naval AI specifically, but I assume that this is something that that modmod doesn't change.) I think that it's different from vanilla Civ 4.

How many Adventurers can the Grigori feasibly generate, taking into account their world spell, their unique buildings, Spirit mana, civics, etc? Obviously there's a practical limit somewhere well below the theoretical maximum; at what point(s) do(es) the costs exceed the benefits?

What are the best uses for Adventurers? I like to turn the first one into a Scout and then Hunter to explore and capture animals, with the second becoming a Warrior and then Axeman.
 

Calavente

Richard's voice
Joined
Jun 4, 2006
Messages
2,864
Location
France
on adventurers...
I don't remember the exact numbers but:
- in a normal game you can count to having inbetween 5 and 12 adventurers.
(more if lucky). I'd say 5-7 normally and half as many once triggering their world spell
- you can get more if you muddle the specialist pool using non-adventurer specialists / wonders.

on adventurers, I like to have
- a scout-hunter (to help you early game... but in the end it's a bit of a waste).
- 2-3 axemen / chariots or horsemen depending on minerals (6str horsemen or 8str horsearcher is pretty good) : I aim for a 1-2 hero knights one and 1-2 immortals.
and then adepts.
Twincasting mages / archmages is OP... but you'll need to target rightly the mana nodes when you build them and when you upgrades them to mage/archmage to try to optimize the mana nodes and get as much free mana spheres promotions as possible (because you'll need to spend xp on combat I-V + twincast.
 
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