Ideas to improve Kuriotates

notque

Artificially Intelligent
Joined
Nov 13, 2005
Messages
2,188
The Kuriotates die first on every game I play that they are in. I've played as them, and these are some ideas I'd think to improve them. They really need something.

1. All settlements get automatic defenders with hold on them. It seems like they'd defend their own settlements, and it wouldn't stop you from putting additional defenders in there.

You could do a variety of things on what type of units. Maybe they are weaker (-1 attack and defense).

But I think it'd help the AI and the player. Make these auto units not count for military costs. Make them be upgradeable (only in the city, and only for those units)

Settlements can't build palisades or walls so having additional free units to defend would help.

A lot of options, but seems good.

2. Have the Kuriotates build less settlers and workers. They build too many as is.

3. I haven't seen the AI city placement for them since they die before I even get a chance to look at it, but if they aren't spreading their main cities out more, they should.

4. Perhaps another building, wonder or something specific for them to give them some additional might? Something early just to get them through the beginning of the game.

5. Have workers somehow only build improvements on their actual cities until they are finished, and then go and get resources so they don't build just farms and mines near settlements.

They might be really good with the AI after the beginning, but I swear, out of all the games I've played they have always been the first to die, and it's always the quickest I've ever seen any civ die.

They need something.
 
Automated workers don't understand the larger city radius. They only build improvements in the first two rings. I think that's a major flaw.
 
Automated workers don't understand the larger city radius. They only build improvements in the first two rings. I think that's a major flaw.

not true, i always automate my own workers and they often work the outer ring, and ive seen AI kurios with improved outer rings.
 
hmm, maybe mine were too busy with other stuff then.

They tend to improve around settlements too, despite them being unable to work tiles aside from for claiming resources.
 
I say just remove settlements and the city limit. Forbid sprawling cities from overlapping.

Are the larger cities really so much of an advantage, that the entire civ has to be crippled?
 
I say just remove settlements and the city limit. Forbid sprawling cities from overlapping.

Are the larger cities really so much of an advantage, that the entire civ has to be crippled?

Yes, they are, disastrously so.

I think that's a horrible solution

I would say though, maybe making settlements less restricted in some ways could work. For example, just allow them to act like normal cities, work tiles and such, but they would never be able to grow beyond a given size (4, maybe?), and would be allowed to make buildings, like walls and markets, but not wonders or units of any kind.

Perhaps a hard cap on their research/income too.
 
Yeah, kuriotates are actually pretty damn good now in human hands. I'm honestly surprised at the amount of loving they've gotten. Between the increase in strength of the Tailor, Expansive Trait, the new Brewery NatWonder, Enclaves, +3 happiness from Sprawling, etc, they really go to town with growth in the early game. If you could get all that and actually work new cities... I think it would be far too much.
 
the only thing they need is an improved settler-ai, to place their next city 6 tiles away
and on my wishlist: to grant enclaves +1 hammer if you research engineering
 
Yeah, the only thing of the Kuriotates that needs to be improved is the AI. But that is a seriously HUGE job...

It would be okay when the Kurios would be assuming a 3-Ring-City for foundings, and massively downweight settlers afterwards. There should be a way to check whether a given kurio city is city of settlemen, right?

Perhaps I could do it, but that would require that I actually finish what I start...
 
Yeah, the only thing of the Kuriotates that needs to be improved is the AI. But that is a seriously HUGE job...

It would be okay when the Kurios would be assuming a 3-Ring-City for foundings, and massively downweight settlers afterwards. There should be a way to check whether a given kurio city is city of settlemen, right?

Perhaps I could do it, but that would require that I actually finish what I start...

All the settlements have a (set) at the end of the city name and they are pop 1 cities.
 
I played a game with the Kuriotates last night and I've decided that they are actually overpowered in the hands of a human player. To improve the Kuriotates they certainly didn't need a new hero, they probably didn't need the new resources (although they are a cool concept), and I think their production is over the top. IMO they should get a modifier to decrease their production by 25%, maybe higher. They are quite possibly the strongest civ in the early game sue to their vast starting happiness, which if you play right allows you huge amounts of hammers and commerce compared to the other civs, from here you can literally go on to steamroll everyone else before turn 200 IMO.

What is needed for the Kuriotates is AI work. They need to know:
1. How to space their cities
2. To surround their capital with farms asap
3. To rush mysticism for God King, which should be run until Republic comes available.
4. To prefer the Order on maps where they are allowed three or more cities
5. And therefore use Unyielding Order wherever happiness is lacking.
6. Prefer FOL on maps where they can have three or less cities. (not sure about this one)

They also need to know how to build units, how to build settlements near mana nodes and other resources, how to improve their cities and settlements properly and the list unfortunately goes on.

IMO this is the civ most in need of (extensive) AI work.
 
They fare quite well in most of my games (as an AI), but tend to get killed mid to late game despite they are usually quite advanced tech-wise. Surely due to a lack of military units.
 
I don't know why they don't build units, usually by the mid-game I've run out of other things to build.
 
would be cool if kurios could grow up cottages much faster than any other civ
 
1. All settlements get automatic defenders with hold on them. It seems like they'd defend their own settlements, and it wouldn't stop you from putting additional defenders in there.

I like this idea. It could be a unique unit which can't be built. One of the races that comprise the commonwealth of the Kuriotates which haven't been added yet. They should be able to upgrade during the game.

It's too bad that Minotaurs are already considered part of the Aeron's sphere. (Though I do like that). How they are in the FfH lore does not fit the Kuriotates. But what other mythical, fantastic creature which havn't been introduced yet can we use?

After spending quite some time looking...
Guardinal
These creatures are sent by higher powers striving for good to aid in battle against the forces of evil. Guardinals live on the Outer Plane of Elysium.
Guardinals are all extraplanar outsiders.
As such, guardinals share a number of magical powers:
Types of Guardinals

  • Avoral - Winged guardinal with unmatched visual acuity.
  • Cervidal - Satyrlike guardinals that form the bulk of any guardinal army.
  • Equinal [1] - Horselike guardinal; strong, boisterous, and generally good-natured champions of good.
  • Leonal - Lion-headed guardinal with martial prowess.
  • Lupinal - Half-human, half-wolf guardinals constantly on the prowl for evil intrusions.
  • Musteval [2] - Ferretlike guardinal that serve greater celestials as spies, and messengers to humanoid heroes.
  • Ursinal [3] - Bearlike guardinal; the scholars and philosophers, advisors to the leonals and record-keepers of Elysium.
 
Having tested the kurio on epic speed on a large map, it doesn't seem to me they need anything to boost them. My test was done on an earlier version, and with the reduction of the number of buildings, kurios should have plenty of production time to spend on troops.

What would be fun and flavorfull would be to give a different race to each unit, randomly selected among a list, showing the open-mindedness (?) of the kurios, and the possibility for anyone to advance in society. If it is not easily doable, a race for each category (melee/ranged...etc) would be fun and flavorfull.

I'm the arch ennemy of graphists...
 
Having tested the kurio on epic speed on a large map, it doesn't seem to me they need anything to boost them. My test was done on an earlier version, and with the reduction of the number of buildings, kurios should have plenty of production time to spend on troops.

What would be fun and flavorfull would be to give a different race to each unit, randomly selected among a list, showing the open-mindedness (?) of the kurios, and the possibility for anyone to advance in society. If it is not easily doable, a race for each category (melee/ranged...etc) would be fun and flavorfull.

I'm the arch ennemy of graphists...

This is technically what we have, we have the Centaurs for the mounted line and we will have lamias for the arcane line. I think the team has decided that that's pretty much enough, and I do tend to think that the majority of the population would still be humans of some sort. I wouldn't mind there being a chance of the melee line units starting with the Elven, Orc, or Dwarf races, which I think would give them the appropriate art, even when they upgarde.

The design team is against cross-racial upgrades.
 
The point is kurios only need a very specific IA to start shinning, not another boost that would be of better use for another faction. ( ie : malakim) So I only suggested flavor stuff.
 
I had suggested that the settlements be pop one cities, but Kael brought up the issue that the AI would be stuck building a wonder and not completing it due to low hammers. So I would have to agree with Magister about using a unit like the supplies unit that he mentioned in another thread.
 
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