EverNoob
Prince
- Joined
- Jan 26, 2006
- Messages
- 571
I've been playing with the Grigori for awhile, and just thought I'd give my 2 cents worth for players unfamiliar with them
I'm gonna start with early game strategy then add mid game and late game strategy later on. So here we go!
Table of contents:
Part I - early game
Part II - mid-game economy
Part III - late game
General tips:
Units:
Before you start, notice that the Grigori start with pacifism. Your 1st adventurer shows up in 20 turns, then the 2nd 50 turns after. After your 2nd adventurer, you should switch to nationhood because by then the support cost for your units is going to be to high.
What should you upgrade your 1st-2nd adventurers to, Scout or Warrior?
Note that to get immortal or berserker you'd need to go pretty deep into the divine techs, which wouldn't do you much good. With the removal of druids, the divine tech path is even weaker now. Your 3rd adventurer usually comes much later, and by then your research has already branched off.
If you upgraded your 1st adventurer to scout, set out to capture every animal you meet. Use those animals to mess up your neighbours or kill barbs, until you can upgrade your scout to horseman and set out to conquer properly.
If you upgraded your 1st adventurer to warrior, you can start conquering right away! That early in the game, few rivals civs can stand up to a combat V, shock promoted warrior. But make sure to bring a few regular warriors along too. Adventurers aren't invincible. Or you could simply use him to subdue barbarians to give yourself breathing room for expansion.
Well that's it for early game strategy. Comments and constructive criticism welcome

Table of contents:
Part I - early game
Part II - mid-game economy
Part III - late game
General tips:
- Choose your ultimate research path early in the game and upgrade your adventurers accordingly. Upgrade your adventurers to unit types that you are going to research all the way. For example, don't upgrade your adventurer to horseman if you don't intend to research the calvalry path all the way, since your adventurer will be stuck as a low tech unit for the rest of the game.
- There are so many styles of play possible with the Grigori that it's tempting to try to do everything. Instead you should stay focused on the particular overall strategy that you picked out early in the game. Clearly the religious path is out of the question, but in some ways it's one less thing to worry about. You don't have to race to found a religion and spread it to your cities, which lets you focus on other things.
- In general, the Grigori work better with early game aggresive expansion using the 1st adventurer you get. You can either use your 1st adventurer to subdue barbs to allow easy expansion, or you can simply conquer your neighbour/barb cities. You can even build in deserts fairly early, since the Grigori start with water mana.
- There are many traits to choose from with Adaptive, but not all traits are equal. Good early game traits: creative, charismatic, aggressive, raider. Good mid-late game traits: financial, charismatic, organised, arcane, raider. Though some of the others are viable too depending on how you want to play. The worst one to pick is probably spiritual
Units:
- Dragon Slayer - Replaces macemen, but doesn't get a bonus vs melee. Instead it has courage and dragon slaying. Courage is useful for the extra healing it gives, but can be easily obtained using adepts anyway since the Grigori start with spirit mana. Dragon slaying is useful if you go after Acheron's hoard or against the Sheaim/Kuriotates dragon, but otherwise is useless. Making this unit slightly inferior to macemen.
- Grigori Medic - The only Grigori unit capable of casting cure disease. As of 0.31 they are able to cast Heal, and so are useful for late game hearling. They also have the ability to explore enemy territory without an open borders treaty. If your medics are in enemy territory when you're at peace, they do *not* get kicked out after you declare war. Therefore you could plant medics in your enemy's territory before declaring war. Unfortunately medics can't pillage, though they can use metal weapons up to mithril. Mithril scalpels
- Luonnotar - Replaces druid. Except that it can't cast spells and is obtained at strength of will. Instead it's magic immune. That's right, immune! It can also remove any religion from your cities. Luonnotars cannot be built and can only be upgraded from dragon slayers or grigori medics
of level 6+. Adventurer luonnotars kick a** and are one of the main reasons to play Grigori.
- Arcane unit adventurer - While not a Grigori unique unit, adventurers make very powerful arcane units because they level up to level 10 on their own, or up to level 12 with charismatic trait. Therefore your archmages can start out with twincast, spellstaff, lich, and/or spell extention II. You can have brute strength casters with twincast, spellstaff. Or long range casters with twincast, mobility, spell extention II. This allows incredible flexibilty in the types of arcane units you end up with and essentially makes up for the Grigori weakness in divine magic.
Before you start, notice that the Grigori start with pacifism. Your 1st adventurer shows up in 20 turns, then the 2nd 50 turns after. After your 2nd adventurer, you should switch to nationhood because by then the support cost for your units is going to be to high.
What should you upgrade your 1st-2nd adventurers to, Scout or Warrior?
Code:
SCOUT --- hunter --- assasin --- marksman
\ \
\ \
\ \-- ranger --- [s]druid[/s]
\ \--- beastmaster
\
\--- horseman --- horse archer --- knight
\
\--- chariot --- war chariot
WARRIOR --- axeman --- dragon slayer --- luonnotar
\ \--- berserker
\ \--- phalanx
\ \--- immortal
\
\--- archer --- longbowman --- marksman
\--- crossbowman
\--- arquebus
Note that to get immortal or berserker you'd need to go pretty deep into the divine techs, which wouldn't do you much good. With the removal of druids, the divine tech path is even weaker now. Your 3rd adventurer usually comes much later, and by then your research has already branched off.
If you upgraded your 1st adventurer to scout, set out to capture every animal you meet. Use those animals to mess up your neighbours or kill barbs, until you can upgrade your scout to horseman and set out to conquer properly.
If you upgraded your 1st adventurer to warrior, you can start conquering right away! That early in the game, few rivals civs can stand up to a combat V, shock promoted warrior. But make sure to bring a few regular warriors along too. Adventurers aren't invincible. Or you could simply use him to subdue barbarians to give yourself breathing room for expansion.
Well that's it for early game strategy. Comments and constructive criticism welcome
