Grigori Question

iamdanthemansta

Edward of Woodstock
Joined
Oct 27, 2005
Messages
249
Location
Changzhou, China
I was just playing a game with the Grigori and I still don't really understand exactly how adventurer are produced. I know they work similar to great people in that they need GP points to create and are in conflict with the other GP for those points. But the points don't show up on the city screen like for normal GP so I'm confused as to how I track them. I was playing in Orbis if this makes any difference. Thanks.
 
In Orbis Adventurers are no longer generated with Great People points. Instead, each turn they have random chance that depends on some buildings, usually those that generated adventurer GP points in base FFH. You should see your chance to spawn adventurer in upper, left corner next to your tresury.
 
It might be better to ask in the Orbis thread. I'm not sure if Orbis handles Adventurers differently than regular FfH2. I can tell you that in FfH2 they function exactly like other great persons, because they are great people. You can see the progress by mousing over the :gp: progress bar in your city screen (lower-right, above the minimap), and Adventurer :gp: points are plainly labeled.
Spoiler Great Person Progress Bar :
adventurerprogress.jpg
 
Orbis and Fall Further+ have changed to a scion-like spawning mechanic. This means that you'll get adventurers randomly over time. This occasionally leads to one game being awsome (I actually had one game where I got so many adventurers they toasted my economy), and other games getting only 1 or 2. However generally I tend to get more adventurers early on in the new system as opposed to the old one.

-Colin
 
In FfH, Adventurers are slowly accumulated via GP points... You get your first few from the Palace, and most other Grigori buildings increase the amount.

In Orbis Adventurers are no longer generated with Great People points. Instead, each turn they have random chance that depends on some buildings, usually those that generated adventurer GP points in base FFH. You should see your chance to spawn adventurer in upper, left corner next to your tresury.

That change actually came from FFPlus... Meaning I am the source of it's evil. ;) Really, it wasn't changed much. Rather than spawn as a GP, they now have a percent chance to spawn in your capital based on certain modifiers, which are mostly the buildings that originally affected the GP rate. The only 'new' modifier is Apprenticeship, which now boosts it as well.

I'm planning on creating a global variable in the python, and using it to generate Adventurers in the same way they had been before, incrementally... As in, each turn a certain amount is added to the variable. Once at 100, you spawn an Adventurer. More in keeping with the original, while still removing the need to monitor your cities for any polluting GP points. ;)
 
Ah, thanks for the advice. Not to make this too much about the modmods but while Valkrionn is here what exactly increases your chance of getting a Adventurer than? Also does that mean in FF+ and Orbis that you can get all the GPP you want without affecting Adventurers?
 
Ah, thanks for the advice. Not to make this too much about the modmods but while Valkrionn is here what exactly increases your chance of getting a Adventurer than? Also does that mean in FF+ and Orbis that you can get all the GPP you want without affecting Adventurers?

To answer that, I'm going to have to show some code. :p

First off, here's the major line:

Code:
iSpawnChance = round(((iPalaceMod + iMuseumMod + iTavernsMod + iGuildsMod + iCivicMod + 2) * iCivicMult * iHumanmod / iSpeedMod * iDecayMod * 0.01 / iAImod),2)

Rather incomprehensible at that point, right? It boils down to this.

Code:
iSpawnChance = round([(Number of Palaces x 1) + (Number of Museums x 0.05) + (Number of Taverns x 0.15) + (Number of Adventurer's Guilds x 0.25) + (2 if following Apprenticeship, 0 if not)] * (1.25 if Apprenticeship, 1 if not) * (.5 + (iDifficulty * 0.1)) / iSpeedMod * iDecayMod * 0.01 / iAImod),2)

At least it's readable now. :lol: Basically, it takes into account the number of certain buildings your empire has, whether or not you follow Apprenticeship, your difficulty and game speed, Humanity or AI-ness (Both receive a bonus as difficulty goes up, but the AI's starts out higher and stays higher.), and will decay over time.

For the most part, this equals out to around a 7% chance on game start, and goes up or down from there based on your actions. When I rewrite it, it will no longer go down but each new Adventurer increases the amount you need to get the next.
 
Yes, you can get all the GPP you want without affecting adventurers. For FF+, running apprenticeship, and building the buildings that used to give Adventurer GPP increase your chance of getting an adventurer (there may be a few that I missed). Because Orbis removed some of those buildings and has different civics though, I'm not sure what exactly affects adventurer spawning for them.

-Colin
 
My last Grigori FF+ game I had 13 Adventurers by turn 350. I had 4 in actual use adn the rest jsut sitting in my capital, most had 100 xp just waiting to be used so if I got attacked somewhere and needed a reaction force I just popped out a 100Xp Longbowman and sent him off to deal with the issue. Most invading stacks were thwarted by one such unit that was basically created on demand.

My economy could not keep up with actually upgrading every adventurer as I got them.
 
well, if you change the decay mod to be something like (1+numHeroUnits)/(factorial(numHeroUnits+1)), and then modify the other numbers a little bit, you'll end up getting another hero really fast in the early game, but every hero that you get drastically reduces the chance to get the next. On the other hand, should you loose a hero unit, it significantly increases your chance of gaining another adventurer.

I was originally thinking 1/(numHeroUnits+1), but if you make it a factorial you can leave other numbers much higher, allowing for much easier getting of new hero's, and drastically reducing the chance of ending up with 10 hero's by turn 200. Just fudge the numbers so that you start off with about a 7% spawn chance.

This would end up being 7% chance until you get your first, then a 7% chance for your second, a 3.5% chance for your third, 1.17% chance of a fourth, etc. If you want to have a higher chance of getting more, you could change the top to (1+numHeroUnits^2). This would give you a 7%*x chance of getting a new adventurer, with the first being x=1, second x=1, third, x= 5/6, fourth x = 5/12, etc.

-Colin
 
Back
Top Bottom