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.....
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.....