AvataroftheAnge
Chieftain
- Joined
- Sep 29, 2009
- Messages
- 26
Can someone explain the change to the FF version? I hate it honestly. Lack of a religion is a pretty big hit, but the Grigori were able to make up for it by making adventurers. In the old version they could do what their name implies, adventure! Because of the random generation method a player could often get several, allowing them to be sent out to do their thing, and if they died in the dangerous wilds of Erebus it was no major loss. Now getting your first takes 100 turns, and the second 120 and so on. I understand that buildings help this later, but not before other Civs are blowing you by with their religious bonuses and heroes. On top of the long delay to getting them, since they are so hard to come by you are required to let it sit in base for a good 50 turns or more so that it acquires enough promotions to be viable in combat. Sadly, the last games I have played with the Grigori have led to the death of my adventurers in their first fight or two, and then I have nothing to fall back on. The game I just played I started out with the Tower of Eyes one tile south of my first city, but waited the 100 turns to explore it with my adventurer. I let him get level 3, and then explored it relying on his reduced chance for bad lair results. A boss ogre with nine strength spawned and promptly destroyed him, leaving me more than 100 turns from my next hero.
I understand that with the random chance system a player could potentially have an army of heroes. So maybe have a hardcap? I dont know... But in my experience the Grigori are lackluster without adventurers
I understand that with the random chance system a player could potentially have an army of heroes. So maybe have a hardcap? I dont know... But in my experience the Grigori are lackluster without adventurers