Grigori question

Yeah, that's what I'd push for. That, and restricting the levels of heroic strength based on tier. A scout getting heroic strength II is ridiculous. Similarly, an Immortal being restricted to heroic strength II is also strange. I'd suggest making heroic strength I give 1 strength, heroic strength II giving 2 strength, and heroic strength III giving 4 strength. Then, restrcit heroic strength I to tier-2 units; heroic strength II to tier-3 units, and heroic strength III to tier-4 units. It would make a bit more sense, in my opinion.
 
I think just restricting heroic str to a mid game tech would do the trick. Rather than limit heroes at different tier levels, simply do not allow heroic str at all until later in the game. If the Grigori have an adventurer upgraded into an axeman with srt 6 but the opposition has longbowmen with city defense III promotion the advantage is nullified. Time to upgrade to a higher tier unit.

The early game war is very easy with the Grigori as it stands now. Their limiting factor is the income for upkeep, but this can be solved by razing rival cities as they are conquered. On smaler maps a pair of adventurers upgraded to warriors (or axeman) can easily take out all rival civs by about turn 200-300. On larger maps they can deal a significant blow while other units that stay back can level up fast from defending against barbarians (as razing cities will inevatably generate barbarians).
 
Mesix said:
(as razing cities will inevatably generate barbarians).

Say... that gives me an idea.

If anyone here has played any of the games in the Age of Wonders series, you'll remember that any time you raze anything, an 'independent' unit (sometimes units) with the Raiders AI (essentially the same as Civ Barbarians) will spawn nearby, and usually attack. The unit(s) spawned will be related to the structure razed (similar race, etc...), and with strength proportionate to the importance of the razed structure (specifically, razing large cities and mana nodes is quite dangerous).

Perhaps something similar could be done here? Say, if a Mana Node is razed, it auto-summons a persistent, Barbarian version of that sphere's Lv3 Summon? And if a city with at least 6 pop, or any Wonders is razed, it spawns random Barb units of the civ that used to control the city?

Thoughts?
 
Actually, I have just started a new random game and drawn the Grigori and I must say I dont think they are over-powered compared to other civs. The negatives for the race certainly call for a different style of game play.

I will agree that in the first 100 odd turns they are very powerful if you are lucky enough to be in a position to take advantage of their strength, but as mentioned earlier, that also requires enough grunt to produce support troops to gain advantage.

I am currently at war with a civ that has twice my current score, my specialised adventurers are picking him to pieces (as warriors), and I am gobbling up cities with my support archers.... .but I have yet to run into his axemen....

I think it adds spice & makes for an interesting game - certainly this is one civ that you have to play differently.... and for me, that is what makes it...
 
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