Grigori - what did I do wrong?

Arent Grigori overpowered as they are now? GP strats are abusable in this mod and you want to give them even more so they can have GP and adventurers at the same time?

Tradeoffs are an essence of a good strategy game. Do not spoil it. Grey For I stand behind you on this.
 
Actually, I wasn't suggesting that they had too few adventurers at all, actually.

I'll withhold an opinion on that until I've played them more than twice :p

What I do assert is that *I* personally found the mechanic by which you get them a bit wierd and counter-intuitive It's not normal to choke off specialists by clicking food AND coin AND hammer in your capital, and it wasn't intuitive to me to do so.

So, maybe the same amount of fun, (and more balance, if the devs think that they need a slight nerf) could be had with a slight rework of the same mechanics.

Some of the suggestions here sound very good to me!

I'm on my second Grigori game now, and I have 3 heroes so far :) I've had to consciously choose cities to be "specialists" or "adventurers" and structure them accordingly. It's working quite well, though I found on harder difficulty that without my usual eldercouncil/sage/academy boost I have fallen massively far behind in technology versus the AI....

I like some of the things I read here now, sounds good :-)
 
Well I think you can afford to go for a sage early, just run a sage till you get one. If you get adventurers instead, hey you just sped up their appearance.
 
Actually, sometimes you'll find it easier to get one via-specialist.
 
I would really prefer it if you had to work for your Adventurers, but could get them throughout the game instead of just early on. Since they would have less time to gather free xp, they can afford to have a couple more. Also, Cassiel's traits are just too good for a builder strategy for me not to use it with him ;)

Refining my earlier idea (#4), I really think that:
1. no buildings should provide any Adventurer GGP (except possibly the Grigori palace, which shouldn't grant as many.)

2. The Grigori palace should make the citizen specialists in all cities grant +1 Adventurer GGP each

3. The Adventuers Guild and Grigori Tavern should grant +1 Adventurer GGP to each citizen specialist in their specific city.

4. Since the Grigori will find it harder to get more Adventurers early on and since citizens are still the worst specialists (you need to work for them to provide as many GGP as others grant initially, plus they give no science, culture, etc) , the Grigori tavern should possibly also grant +1 gold per citizen specialist. You may need this extra gold to upgrade Adventurers to a useful unit in the latter game.

p.s. Does anyone know how to mod extra GGP for specialists with buildings? I expected it to be an easy change that I could make myself, but I haven't figured it out yet.
 
For the most part, I quit playing as Grigori because peeps in mp mode didn't like how overpowered they are. My advice: Go for straight adventurers--a single sage, especially if your start lands you by wine or gold for a rush to writing the only exception--you will find they more than make up for the lack of wonders and alternative GP's.
 
Actually, I wasn't suggesting that they had too few adventurers at all, actually.

I'll withhold an opinion on that until I've played them more than twice :p

What I do assert is that *I* personally found the mechanic by which you get them a bit wierd and counter-intuitive It's not normal to choke off specialists by clicking food AND coin AND hammer in your capital, and it wasn't intuitive to me to do so.

So, maybe the same amount of fun, (and more balance, if the devs think that they need a slight nerf) could be had with a slight rework of the same mechanics.

Some of the suggestions here sound very good to me!

I'm on my second Grigori game now, and I have 3 heroes so far :) I've had to consciously choose cities to be "specialists" or "adventurers" and structure them accordingly. It's working quite well, though I found on harder difficulty that without my usual eldercouncil/sage/academy boost I have fallen massively far behind in technology versus the AI....

I like some of the things I read here now, sounds good :-)

Actually if you play below Monarch level, you are advantaged compared to the AI. Monarch is the level without any adjustment if I recall well, whereas in Prince AI are penalized in both production and research.
 
Early in the game a heavly promoted Warrior(C3 + Shock2 + March XP=37) is invinsible with respect to the AI. Just bring a normal warrior or two for cover and attack citys from woods.

Have fun owning 2 (or 5) capital sites early.
 
Noble is the level the AI play at, at all times.

If you increase the difficulty level, they do however get additional bonuses as well.

For example, on Deity they start with 2 Settlers, which will bring about barbarians super early, as the barbarians need 1.5 cities on average for them to start spawning. Their items cost 50% hammers to produce. Their inflation is at 20% of yours, their civic upkeep at 60% of yours, only 20% War Weariness, 100% Barbarian bonus, etc.

I think they might get some minimal bonuses on Noble as well, but it's the most even playing field at least.
 
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