Grigori : Brainstorm Thread

I think the biggest change that the Grigori deserve would be a new leader. Someone who's a 'harder' alternative to Cassiel, the Federalist to Cassiel's Jeffersonian democracy, so to speak. With the Grigori being so big on philosophy and personal advancement, it only makes sense that eventually mortal political rivals to Cassiel would rise up and challenge what is 'best' and sincerely disagree with him on a number of issues, such as favoring urban specialism as opposed to Cassiel's agrarianism, or centralization to prepare for crisis to local-level decentralization and mere reactions. Giving the Grigori someone who would much more willingly go to war in the name of the Grigori people (and the world) would make the war-mongering aspects of the Grigori more flavorful.


For Cassiel himself, though, they still need a peaceful victory. Looking at the kinds we have...

Culture Victory: I've never actually pursued a culture victory, but the Grigori never struck me as particularly good civ for it, what with missing all the religious temples and all. Either unique buildings/national wonder to increase culture rate? The Hall of Wonders proposed earlier could tie in: certain items give you certain cultural boosts.

Altar of Lunnotar: I can never remember which mods/versions allow the Lunnotar to build the Altar or not. I think my last game didn't, but I forget whether I was playing the mod or the modmod. With Lunnotar, however, I think it's more than reasonable, considering how far down the research line you have to go. Though for balance you might insist that an increasing number of Lunnotar be sacraficed for each Altar: one for 1, two for 2, to the max of all 4 national units for Altar 4. Then you'd have to use the prophet specialists the Altar enables to get 5 and 6, which would be a great point to use the ardor world spell to pump out the great prophets.

Tower of Mastery: I personally like this one, because it gives a reason to use those Adventurers as you like; you don't have to outright conquer. In fact, it's better to go up the government civic line and get to vassalage, and the government civic line is the Grigori's real line to get their buildings and the best forms of government. Flavorwise, you can always justify a Grigori attempt at the Tower of Mastery as pushing to surpass the magics of the Gods and to reach the pinnacle of human advancement. There isn't much you can do for the Grigori in this victory condition, though, since it's pretty basic (but long) for everyone.






A mid-game mechanic I was musing about earlier today was sort of based on the idea of another leader for the Grigori. At some point in the middle of the game, once the Grigori have gotten to some tech/civic requirement (taxation, at which Republic is open?), the Grigori get the event at the next Adventurer spawn.

"A young man in the Grigori capital is ambitious and capable and increasingly butting heads with state policy, and sending him out into the world might give him good experience and mature him: at the same time, foreign nations are looking at new ways to make stronger ties with us." You're then given a choice: you can either take a standard Grigori hero, or choose to send the would-be adventurer to your neighbor as something of a diplomatic hostage for twenty turns. During those twenty turns, you and the other nation have an unbreakable peace treaty and a diplomatic bonus, with the option of a defensive alliance if your relations are high enough already.

When the 20 turns are up your person returns, matured and affected by his stay with the country he was with: you can choose any one attribute of the civilization he stayed with and he adopts it. When he comes back, older and ready to pick up reigns of power, you have a choice like these:
-Give him a city and see how he develops. Like the Mercurians (or Minister Koun), you can choose a city that will break off and become independent but starts allied to you. This could be useful if you're colonizing different continents.
-Supply and him and send him off: see how he fares. A few units spawn, including a settler, which go out to unsettled area and start the other Grigori civilization which is friendly to his foster-country and neutral to you.
-Accept him into your counsel, and learn from his experiences. The Grigori gain whatever civilization trait from the foster nation you chose. Effectively a mid-game upgrade of the entire civilization.


As far as events go, I'm not sure how hard it would be. The hardest part I would think would be choosing and remembering which of the other player civilizations you sent him to. Trait-adoption might be tricky to check the oponents but should be possible, while the other two options would mainly require variations of the Mercurian and Infernal creation codes (I think).









As overall mechanics, I like the Hall of Wonders, even if it does come close to sounding like the Amurite Trophey Hall from Age of Ice. What's more, I think that the amount of upgrades and boosts should have increasing potential, to make it more and more powerful the further in the game you go. It should push you out to do certain things with your Adventurers, and the Hall of Wonders can offer a vast array of benefits that are slowly unlocked in the game (while many might never be able to be unlocked in any individual game).

People already mentioned items, like Orthus's Axe. But it doesn't have to stop there: why not a boost for Unique Features you clear/control? Clearing the Guardians of the Pass and controlling it, for example, might give your units in the city sentry, like the gargoyles. Controling the Mirror of Heaven might allow seeing invisible units in your territory. Etc..

Or you could get a boost from each for each foreign/religious hero you take down, something like a +1% to your GPP rate per hero defeated, with a special bonus for religious heroes. Conquering giant animals and beasts like Margalard would definitely deserve something. Gaining Brigit would be another.

In short, the Hall gets increasingly powerful the more noteworthy stuff you do: it's not just an artifact warehouse for war trophies, but a history of your civilization's successes. Some games, it could be amazing: you freed Brigit, you tamed dragons, you killed both Basium and Hybordeum (both of which should definitely give nice bonuses, and together should be even better). Other games, you were relegated to a prosperous but small civ on an island, and your Hall of Wonder might only reflect a rich city. It would reflect your game. Items are one aspect, but so are foreign feats, and it fits the idea of the Grigori seeking human advancement, adventure, and pushing the boundaries.
 
Culture Victory: I've never actually pursued a culture victory, but the Grigori never struck me as particularly good civ for it, what with missing all the religious temples and all. Either unique buildings/national wonder to increase culture rate?

Yeah, that would be helpful and flavorful without being too unbalanced.
 
maybe allow +1 culture to all grigori great people? or allow the grigori to settle adventurers as +10 culture? (his stories, ect) or even +2 culture per level, would be more interesting, if less controllable/ balancable.

Also grigi colleges, or whatever they build medics with, ect, could have some cultural boosts
 
As overall mechanics, I like the Hall of Wonders, even if it does come close to sounding like the Amurite Trophey Hall from Age of Ice. What's more, I think that the amount of upgrades and boosts should have increasing potential, to make it more and more powerful the further in the game you go. It should push you out to do certain things with your Adventurers, and the Hall of Wonders can offer a vast array of benefits that are slowly unlocked in the game (while many might never be able to be unlocked in any individual game).

People already mentioned items, like Orthus's Axe. But it doesn't have to stop there: why not a boost for Unique Features you clear/control? Clearing the Guardians of the Pass and controlling it, for example, might give your units in the city sentry, like the gargoyles. Controling the Mirror of Heaven might allow seeing invisible units in your territory. Etc..

Or you could get a boost from each for each foreign/religious hero you take down, something like a +1% to your GPP rate per hero defeated, with a special bonus for religious heroes. Conquering giant animals and beasts like Margalard would definitely deserve something. Gaining Brigit would be another.

In short, the Hall gets increasingly powerful the more noteworthy stuff you do: it's not just an artifact warehouse for war trophies, but a history of your civilization's successes. Some games, it could be amazing: you freed Brigit, you tamed dragons, you killed both Basium and Hybordeum (both of which should definitely give nice bonuses, and together should be even better). Other games, you were relegated to a prosperous but small civ on an island, and your Hall of Wonder might only reflect a rich city. It would reflect your game. Items are one aspect, but so are foreign feats, and it fits the idea of the Grigori seeking human advancement, adventure, and pushing the boundaries.


Now that would make me want to play as the Grigori.
 
Indeed, that sounds like a good trade...

I tend to shy away from agnostic civs that don't get heavy bonuses for the loss of the religion. That includes the Grigori (I know they get a bunch of heroes, but... for me it isn't quite enough) and this would tip that balance into the playable status, by giving them an awesome unique mechanic.
 
why not a boost for Unique Features you clear/control?

Sounds a bit too Elohim-ish. But overall, your suggestions sound interesting.
 
Sounds a bit too Elohim-ish. But overall, your suggestions sound interesting.
Hm? Maybe I'm behind a patch, but the civlopedia from my FF instal doesn't describe any Eloheim bonuses for UF. I'll check, though...

And again, it doesn't even have to be controlling them. Just offering a wide variety of in-game achievements to boost the performance. For some of those wonders (the Death mana resource, for example), it could be just exploring it. For the Guardians of the Pass, defeating the three gargoyles (who should be the only barbarian gargoyles you meet) Pool of Tears could be from using/bathing in it. Bridine's well from reaching it and looking into hell. The source for legends, in a sense. Unique Features should focus on the adventurer aspect of the Grigori, more than controlling/protecting them as the Eloheim. Aventurers go on adventures and explore, exploring means finding resources* and unique features. That sort of playing should be rewarded.

*Ooh, another possible. Finding/accessing all of a set of resources (luxuries, strategic, farming, metals, etc.) should also give a minor bonus. That would require a lot of work and would only appear by the mid-late game and signficant tech research; luxury resources might require trade for Kyorite fine shirts, for example, and metals would require mithral.

Idea is, it should give a ton of small but stacking bonuses for a lot of widely varied things. You'd almost certainly never get full potential or the same types of potential between any two games, because of the always changing composition of civs, terrain, and so on.

Indeed, that sounds like a good trade...

I tend to shy away from agnostic civs that don't get heavy bonuses for the loss of the religion. That includes the Grigori (I know they get a bunch of heroes, but... for me it isn't quite enough) and this would tip that balance into the playable status, by giving them an awesome unique mechanic.
I think agnostic civs should get anti-religion advantages like Scourge much easier and earlier than religious civs can, so that they don't have to invest in mostly useless technologies to get the counterpunch. Especially the Grigori need to be able to focus on the government/mundane paths, in the spirit of good governance and building up the standard of living for all. Religious and magical paths are all about building up powerful elites, which sort of goes against the Grigori theme. They tried to fight Stephanos with an army of archers and macemen, after all, not priests and mages.
 
Hm? Maybe I'm behind a patch, but the civlopedia from my FF instal doesn't describe any Eloheim bonuses for UF. I'll check, though...

If I'm not mistaken, in FF the Elohim receive bonus traits from visiting some UF's. (I haven't actually played FF yet, just visiting the subforum for ideas).
 
hehe, what if they visit the one to regain their worldspell before its even cast? does that mean they get to use it twice in a row?!
 
no visiting that one too early simply gived you the text bpx every time. Once you cast your world spell you still have to visit the UF again to cast the spell a 2nd time.

(I was avoiding stepping on it to prevent wasting it, but that turns out not to be a problem)
 
ah, thats good then
 
I feel bad for the Grigori because I'd like to play them, but Agnostic just plain sucks without a huge bonus.

Sure, adventurers are a neat cup of tea and all, but especially with commanders it doesn't require being the Grigori to get 100xp units anymore. While a great advantage, they're not really fundamentally better than Bannor Command Structure, Calabim Om Nom Nomming Citizens (+Gov's Manor), Amurites "Hey, my swordsmen have fireballs now, sweet!", or the Lanun "I totally own you on anything that looks like it might be water".

And all of those races get religions on top of that.

The Grigori really need a very very strong mechanic to replace that, and well - sorry, Adventurers don't make the cut anymore.
 
Their problem is the same as the Bannor's problem: Their lore just doesn't hop out and slap you in the face with any interesting mechanics which expand on it, make gameplay enjoyable, and offer a competitive edge. Eventually someome will come up with something though.
 
FF+ method for spawning Adventurers is a nice start, it removes the hassle of having adventurers interfere with great people. then, giving them higher spawn rates for adventurers will raise their power level to whatever sounds reasonable. a cool feature could be letting adventurers upgrade to any civ's UU, which would surely be lots of fun, and lore friendly too.
 
I like the idea of letting them upgrade to any ALLIES/DefPact's UU, thus giving you a reason to not immediately go trounce on somebody else's face, and requires them actually be in the game for you to get that UU.
 
Their problem is the same as the Bannor's problem: Their lore just doesn't hop out and slap you in the face with any interesting mechanics which expand on it, make gameplay enjoyable, and offer a competitive edge. Eventually someome will come up with something though.
Personally, I think that good (or at least liberal) governance should be the Grigori advantage more than anything else. Considering how all the Grigori society descriptions provided by the writing staff imply they start with councils with voting and Cassiel pushing them to vote for themselves... would it be too overpowering for them to start off with Liberty and maybe even Republic?

Or perhaps the Grigori could have their own civ-specific government civic like the Jutnar, mixing the benefits of the two (culture, bonus trait elections, though maybe no specialist), and adding in a great person advantage as well (which is their biggest weakness for the Grigori play through). Like the Jutnar it would be an 'only' civic, limiting them (perhaps even with a low of war weariness, like the Eloheim capital), but it would overall be an advantage for them?

[to_xp]Gekko;8333612 said:
FF+ method for spawning Adventurers is a nice start, it removes the hassle of having adventurers interfere with great people. then, giving them higher spawn rates for adventurers will raise their power level to whatever sounds reasonable. a cool feature could be letting adventurers upgrade to any civ's UU, which would surely be lots of fun, and lore friendly too.
I might have to see about trying to download it again. How's the system work? (And what are the big differences between the current FF+ and FF?)
 
it works just like the scions awakened spawn iirc. of course then the worldspell woukd probably need to be changed so that it resets the adventurer counter instead of the great person one
 
Back
Top Bottom