Grigori for fun and profit

daladinn

Prince
Joined
Aug 23, 2006
Messages
435
the grigori are perhaps the most versitile civ you will ever find , however you are forced from the beginning to make a few decisions as to which style of play you would like to go through.

first you need to understand the grigori specials,
1 - dragonslayers , these replace macemen with the exception that they also have courage and dragonslaying as promotions (promotions which thankfully carry on as they upgrade.)
2 - grigori medics , little used healers mainly because they are acquired from medicine. they do have the ability to explore rival territory though. very handy.
3 - luonnatar , teh grigori ace in the hole. one of these in any important city and the city become almost unbreachable. this is the ONLY unit in the game that is magic immune. enjoy it. however you dont get them until you get archmages.

buildings,
1 - grigori tavern , +1 adventure point , +1 trade route, +25% trade yield
2 - adventures guild , +2 adventure points , +25% great people points , +2 xp for newly built ground units
3 - monuments , not exactly grigori specific but worth mentioning. +15% great people , +3 culture

now for tactics. first decide whether your more interested in being a merchant prince or a scholar.

scholary grigori - here your looking at the arcane path pure and simple. no one is better at sorcery than the grigori and the reason is the adventures. race as fast as you can for yoru adepts and upgrade your heros to adepts. typicaly you can have brandig as an adept with combat 5 (he can kill any barbarians you shoudl meet at this point). them move on to your mages and archmages. there is several fine points you need to understand when doing this.
1 - the arcane trait will allow your adventures to upgrade alot faster.
2 - combat 5 then twincast for promotions allows for a significant number of fireballs or meteors.
3 - get fire mana asap for the above fireballs and meteors

there are some advanced tactics to keep in mind also if you feel comfortable.
1 - enchantment 3 gives spellstaff promotion (12 meteors every 2 turns)
2 - death 3 gives liches ( 6 adventurers instead of 3 as archmages)
3 - life 3 gives the ability to resurrect your fallen heros
4 - being able to teleport between your cities can be powerful.

grigori the merchant prince - this is where grigori really and truely shine and many people often run screaming in fear. remember to take finacial as your adaptive trait.
step 1 - your first goal is going to be to get your marketplace for some coin generation. this also allows you to make a great merchant (for those who love math you at 8GPP already, the merchant comes fast and will give you a total bonus +9gold and +1 food). this will cost you an adventure though but no worries.
step 2 - get currency. this allows you to make mercenaries which aside from your adventures, who happen to be bored drinking atm , will be your staple unit. mercenaries have 2 bonus's that cant be discounted. first you can buy another one if your in a city. and second they upgrade as you acquire metals. the othe bonus you get from currency is the adventuresd guild (mroe great people and xp for your mercs (which are str 4 units atm btw)
step 3 - this is often debated but i like to deviate and grab bronzeworking. it brings my mercs to str 5 units and supplements my production.
step 4 - from here move on to get your shadows. and upgrade your adventures to shadows. they should upgrade straight to being little mini gods and everyone will fear them.
step 5 - get warfare , fore the city combat and defense as well as the great people bonus
step 6 - move on the metal line for more uprades to the mercs. mithril makes them str 8 units.

advantages to this tactic are plenty,
1 - all your units are either invisable or hidden nationality.
2 - as your empire expands your coin expands fast. you can get 3-4 trade routes per city (which you need more cities then trade routes btw) and they produce more.
2 - great people .... your often looking at +240% GPP rate with +5 adventure points worked in.

hope this helps alot of you.....
 
The problem that I've always had when trying to run a Grigori economic game is the lack of happicap expanding options. You can get public baths and festivals easily enough, and if you're lucky, a brewery might work, but aside from that there's not much you can do without religion.
 
i am sorry , i shoudl probably go into a little bit more depth on the financial.

first off i forgot to mention the importance of mathematics and trade. when y u look abck they should be obvious. but i was doign alot of this from memory.

next , something very important to us is the civic choices. which ties in very much to the happy issue so i will track it together.

consumption , this is the first civic choic with impact. its going to give you more gold (+10%) and shoudl give you +1 happy off the bat for the market. if you have the tavern you get another happy and down the line if your bored you can get another from the theatre.(gonna claim +2 happy here)

caste system is next in line. this allows you to spend all this gold and gives your great people bonus research and culture.

guilds is a good choice when available for the unlimited merchants.

mercantalism can give you another happy from market.

down the line if you decide you need to push it a bit more you have access to for a bit more happy.

republic - more happy in your largest cities.
scholarship - happy from library and bonus to great people working

as far as buildings are going your looking at only having 2 that impact you (other then mentioned above) and those are the carnival (+1 happy) and the gambling house. the grigori relie on the gambling house, this allows you to slide the money bar to get happy. which when combines with all the bonuses and everything else can produce enough coin to compensate for any lack of hammers you might have.

first you need to understand that trade routes increase over time and easily you can get to 4 trade routes per city (6 with great lighthouse). you also can pull an additional 50% bonus per trade route.

then you look at a base 6g per city with +6g per great merchant and a modifier of +80% (+180% in a city with the bazaar)

stacking alot of this together in your capital you can easily run ...
from buildings 6g
from trade routes 12g (will increase)
from merchants 18g (3 is very easy to get)
total 36g
modified at max 101g

this is achieved without lowering the slider at all. lowering the slider on a well developed city by say 30% can acheive a base gold easily of about 15g which is counted before the percentage increase.

now take into account the cost of mercs and you can see why alot of time its easier to buy them.

and keep in mind , the more gold your producing , although it lowers your science output it greatly increases your happiness.
 
Some interesting thoughts - however I play grigori very differently than you.
Lets just say if you can get immortals - it's game over - so why bother going for mages/archmages
 
Why use archmages? http://forums.civfanatics.com/showpost.php?p=4952443&postcount=6

In any case, whether you invade with Immortals, Archmages, Mercs, or Monkeys is more a matter of personal playing style than anything else.. this mod is great for allowing so many playing styles within each drastically different civ.

If you've found something that works for you.. that's great. Now here are two more ways you can try playing the Grigori to shake things up a bit.
 
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