Kuriotate report (and random musings)

Schmoe

Warlord
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Dec 8, 2006
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So, after my experiences with the Sheaim, I decided to try my hand with another civilization. Looking around, the Kuriotates looked very interesting. Their first three cities get an extra ring of workable tiles, and they can found the Cult of the Dragon. Plus, they have the unique limitation that any cities beyond the first three are pretty much worthless. Very interesting indeed.

I kicked off the game (Prince difficulty, fractal map, high seas, 1 extra civ), and it started much like any other. I built a warrior for some defense, a worker to work some tiles, and researched some techs to give my worker things to do. Pretty soon, I ran into my first neighbor - Jonas Endain of the Clan of Embers. Hmm, I thought, this could be bad. Isn't he supposed to be war-like and allied with the barbarians? I beefed up my military and moved to found my second city - only to discover that Jonas had been settling very aggressively. He already had three cities, one of which was crowding what I had targeted as the prime spot for my second city. Doh. On top of that, the garrison of the Clan city was larger than my entire military, even though I had been building centaurs pretty steadily. Damn.

I should mention that the Kuriotate unique unit, centaurs, were pretty much worthless for me in this game. I never reached enough military strength early in the game to where I could realistically challenge the Clan of Embers, so I moved my settler to another spot and founded my second city.

By this point, my scouts had located another civilization, the Bannor, led by Sabbathiel. Apparently myself, the Bannor, and the Clan all shared a mid-sized, snake-like continent. However, the Bannor controlled the entire northern half, the Clan controlled the middle quarter, and I controlled the southern half. Without any other real course of action, I focused on teching to Trade and settled my third city to cement my control of the southern reaches of the continent.

As I pursued Trade, other civilizations found me. The Grigori, led by Cassiel. The Sidar, led by Morgoth. And the Lanun, led by Hannah. Cassiel was relatively friendly, Morgoth was cautious, but Hannah was downright nasty. Apparently I had managed to become her worst enemy! Perhaps the fact that I had founded the Runes of Kilmorph, while she followed some slimy octopus creatures. Oh well. The Lanun were isolated from me by a lot of water, and my cities were well defended as a result of military build-up to see if I could crack the Clan cities.

By now, my paltry collection of three cities was beginning to take its toll. Despite running 80-90% tech, I was falling behind the Bannor and the Lanun. In an effort to improve my economy, I constructed the holy site of the Runes of Kilmorph and focused on sending missionaries abroad. Sabbathiel, Jonas, and Cassiel all signed open borders, while the rest would not. I spread the religion to every city in their empires, and my economy soared. I was now able to run 100% tech and still pull in 20-30 gpt. Jonas converted to Runes, but Sabbathiel refused. And for some reason Cassiel wouldn't even give me the option to request conversion! Hmm, what gives? Oh, apparently he's agnostic. I never knew about that. Bugger.

Time passed. After I discovered Trade I went into a flurry of trade and discovery. After a hundred years or so, my cities had a lot of infrastructure and solid defenses, but I was no closer to being able to launch an assault on Jonas. On top of that, by now he had become pleased with me! As a result of all the trading, everyone except for Hannah was either pleased or friendly with the Kuriotates. Oh yeah, and the final civilization - Hyborem of the Infernal. He didn't like me much either. Fortunately, Hyborem was isolated on a large island (think Australia) and didn't seem to have much inclination to explore the seas.

I pulled ahead of Hannah on the power graph and in the tech race, and I felt safe in my position. Jonas wasn't going to declare on me, and I could fight off an amphibious invasion by either Hannah or Hyborem, should they decide to go to war. Unfortunately, Sabbathiel was running unchecked. With lots of land and nobody warring against him, he had pulled clearly into the lead by nearly 1000 points. The turn was roughly 350.

The whole game up to this point, there had been a nagging question in the back of my mind. "How will you win?" I initially thought about Domination, but the strong position of Jonas made that unlikely. On top of that, I was worried about the effects of the Kuriotate limitation on cities. If I captured a city, would it become a settlement? I didn't know, and my position wasn't really strong enough that I could afford to try without any guarantees. Conquest was right out, as I simply didn't have the production capacity to churn out enough troops to take out Sabbathiel. I had thought my "mega-cities" would compensate for that, but I found instead that the cities weren't much better than three normal cities. I was always limited by happiness, and my largest city was around size 16, when Sabbathiel, and even Jonas, had somehow managed to get several cities above size 20! What was I doing wrong?

As the turns progressed and I got later into the game, the question of winning became more urgent. I looked at the Tower of Mastery. Hmm, all those towers are National Wonders, and I only have 6 spots for National Wonders. That pretty much seems impossible.

Suddenly, the peace that had reigned in the world for 350+ years was broken - Sabbathiel declared war on Jonas! I knew at once, of course, that I had to get involved. Sabbathiel would likely overrun Jonas, although the Clan had enough troops to make it a long, costly war. I could either dog-pile the Clan, hoping to snag a couple of cities in the chaos, or jump in bed with Jonas and try to push the war to Sabbathiel, crippling him in the process. Still worried that any captured cities would be nothing more than settlements, I chose to ally with Jonas. I took all of my centaurs (12 or so) and rushed them into Bannor lands, hoping to capture a weak city or generally cause mayhem. Wow. They got decimated. I managed to pillage a few tiles and kill a couple of tigers before I was forced to pull the survivors back in a feeble attempt to save my power rating.

I wanted to send a strong stack on the attack, but I couldn't leave my homeland undefended. The war would be fought on the far side of the Clan lands, so I needed to maintain strong garrisons in case Hannah decided to launch a surprise offensive. When you only have three cities, losing one is a *****. I switched civics away from the powerful Aristocracy/Agriculture combo to Theocracy, Nationhood and Conquest to begin pumping veteran units out. Of course, I didn't realize this meant my Royal Guard would abandon me. Bye-bye Royal Guard. Hello declining power graph. Bugger. Before I had a decent stack to attack, Sabbathiel and Jonas declared peace. Apparently I had successfully defended the Clan from being overrun, but now I was in a war alone against the strongest empire in the world. Luckily, the Clan served as a buffer, and I only had to suffer the predations of some pillaging frigates before I reached a peace agreement with Sabbathiel. I spent several turns shifting back to my peace-time arrangement when the question reared its ugly head again. "How will you win?"

I honestly didn't know. Culture seemed like a difficult proposition, especially without cathedrals, and Broadway, and Hollywood, and Rock'n'Roll, which I rely on in vanilla. I looked at religion. Yikes. I had no idea how I could get a religious victory, especially as all major religions had been founded by now (three by me!) and had spread significantly. If I was going that path, I may as well go conquest. Sabbathiel was still running away on points, so a timed victory (yuck) didn't seem likely either.

I racked my head and examined each option again. Finally, it dawned on me. With a few civics changes and some specialists, cultural might be doable. Even though my leading cultural city only had roughly 7000 culture, and it was late in the game (turn 425 or so), I still had over 200 turns left. If I could pull in 250 culture per turn from my least cultural city, I'd be able to make it. Conveniently, I had chosen Spiritual as my adaptive trait to deal with the civics changes during the war with Sabbathiel, so I focused on teching to Liberalism. When I got there I switched to Liberty, Republic, Caste System, Foreign Trade, and turned off the science.

So, that brings me where I am now, at roughly turn 480. I'm pulling in about 370 culture per turn from my least cultural city and have nearly 20k culture in each of my three cities. My borders are putting serious pressure on Jonas, and I expect two of his cities to flip to me within the next 10 turns or so. I guess now I'll be able to find out whether captured cities act as settlements or not! I'm expecting to win this game, as I don't think anyone else is in a position to win. Sabbathiel or Cassiel may complete the Tower of Mastery, but that is so difficult I think it's highly unlikely. Noone is in position for Domination, Conquest, or Religious victory. My cities have a full complement of War Chariots, Paladins, Shadows, Archmages, and Heavy Crossbows, plus plenty of Macemen, Crossbows, and Conjurers, so I'm not afraid of an attack. I'm happy that I've found a path to victory, but I can't help but feel frustrated with how long it took me to find it. Oh well. I'll finish playing this out (basically "next turn, next turn, next turn, ...) and assuming I win, it will be satisfying.

So, in my experience with the Kuriotates, here are some random thoughts.

1. An expanded city ring doesn't necessarily mean larger cities, but gives you greater choice in working the best tiles. This means a lot of flexibility in shifting a city between growth, production, and commerce.

2. The adaptive trait gives you a lot of flexibility, but you need to be prepared to take advantage of it! I made great use of switching between Industrial, Financial, and Spiritual, but I could have gotten more out of it if I had been prepared early in the game. Combined with point #1 above, the Kuriotates can be very flexible indeed!

3. Happiness and health limits are extremely important if you want to get the most use out of the expanded city ring. I never had enough health and/or happiness to get above size 20 until very late in the game when I was converting excess food into artists. I'm sure if I had tried harder I could have done better (maybe running Religion? increasing culture bar? gambling houses?).

4. It would be very useful to know which units will abandon you before a civics/religion change, and allow the player to cancel the change.

5. The Runes of Kilmorph seem like a powerful religion, and Arete is great, but I don't think it was the best choice for the Kuriotates. Being limited to three cities really limited the effects of the religion.

6. The key to a cultural victory in FfH is civics! Liberty, Republic, Caste System, and Foreign Trade combine for +140% culture and +2 culture per specialist, plus a free specialist in each city. That is some serious cultural mojo.

That's all. I'm looking forward to finishing this game and finding another civilization to play as next. Those Malakim look interesting...
 
If you had player with the Octopus Overlords religion, culture would be even easier lol....

To really make the Kuriotates powerfull, you need to expand like a crazy idi*t. Settlements dont cost maitenance, so build as many as you can to grab those resources that let your main cities get to 30+ !
 
If you had player with the Octopus Overlords religion, culture would be even easier lol....

To really make the Kuriotates powerfull, you need to expand like a crazy idi*t. Settlements dont cost maitenance, so build as many as you can to grab those resources that let your main cities get to 30+ !

That's an excellent point. Early in the game, I had missed the part of settlements that says they don't cost maintenance, so I was avoiding them. In this particular game, though, resources were fairly sparse and I was blocked from most of the continent by the Clan of Embers.

Does anyone know: if a rival captures one of your settlements, does it become a regular city for them, or does it remain a settlement, or is it destroyed?
 
It becomes a full working city.

Oh, and if you capture a city you will be prompted to choose if it will become a city or settlement, unless you alredy have the max. number of main citys. If that is the case, it will automatically become a settlement.
 
I should mention that the Kuriotate unique unit, centaurs, were pretty much worthless for me in this game.
There will be more centaurs in the future to upgrade to.
As the turns progressed and I got later into the game, the question of winning became more urgent. I looked at the Tower of Mastery. Hmm, all those towers are National Wonders, and I only have 6 spots for National Wonders. That pretty much seems impossible
This is key--national wonders are NOT limited to 2 per city. (I don't know if you could have ahd enough mana anyway, from your situtation, but the national wonder limit would not apply)

I had thought my "mega-cities" would compensate for that, but I found instead that the cities weren't much better than three normal cities. I was always limited by happiness, and my largest city was around size 16, when Sabbathiel, and even Jonas, had somehow managed to get several cities above size 20! What was I doing wrong?
The AI likes agriculture, farms, and windmills a lot. I've seen size 30 cities, but I suspect they are filled with a lot of unhappy people. To get the most out of your own larger cities, you need to trade for a lot of resources; kuriotates get a series of buidings that provide double benefit, like the tailor and jewler. Theatres or gambling houses would help as well, though you'd have to dip under 100% science.

Suddenly, the peace that had reigned in the world for 350+ years was broken - Sabbathiel declared war on Jonas!
You don't state your game speed, but by turn 350, I think you really should have more powerful units than centaurs. Macemen or wizards or rangers or priests. Last Kurio game I played, I mostly used centaurs only to soften up targets by withdrawing.

I don't think anyone else is in a position to win.
Honestly, I don't think of AI's as winning in FfH, just beating *me*. If I can hold out against them, then either I'll win or no one will.

4. It would be very useful to know which units will abandon you before a civics/religion change, and allow the player to cancel the change.
A pop-up would be nice. I don't know if you can have one in the advisor sccreen. (not my department). Anyway, it is only the Royal Guards from aristocracy, or the Religious heroes that will leave you.
 
Well it will provided they dont have the scorched earth (i.e. Clan and Infernal) and have gone beyond the 1 pop which can take a while.
 
There will be more centaurs in the future to upgrade to.
This is key--national wonders are NOT limited to 2 per city. (I don't know if you could have ahd enough mana anyway, from your situtation, but the national wonder limit would not apply)

Ahh! I had no idea. That's a very useful bit of information to know. Is it listed anywhere?

The AI likes agriculture, farms, and windmills a lot. I've seen size 30 cities, but I suspect they are filled with a lot of unhappy people. To get the most out of your own larger cities, you need to trade for a lot of resources; kuriotates get a series of buidings that provide double benefit, like the tailor and jewler. Theatres or gambling houses would help as well, though you'd have to dip under 100% science.

Yes, you make a good point. This game, unfortunately, the resources were scarce. I only had two of the three resources for tailors, and none of the resources for the jeweler. For some reason, nobody wanted to trade those resources to me either.

You don't state your game speed, but by turn 350, I think you really should have more powerful units than centaurs. Macemen or wizards or rangers or priests. Last Kurio game I played, I mostly used centaurs only to soften up targets by withdrawing.

Hehe. I certainly did. I had a number of macemen, crossbowmen, and wizards at that point. The centaurs I sent were supposed to be more of a skirmish force to scout, pillage, and pick off targets of opportunity. They were hindered by a lot of unimproved jungles and lots of strong Bannor units and heroes - not really the fault of the centaurs themselves. I had planned to send a serious attack stack shortly after my centaurs, but they got slapped around so badly, and I learned enough about the enemy forces, that I decided it was a bad idea :)

Honestly, I don't think of AI's as winning in FfH, just beating *me*. If I can hold out against them, then either I'll win or no one will.

Interesting. Would be nice if in FfH there was a victory the AI could reasonable achieve by the end of the game. At least in Vanilla the AI will often launch for Alpha Centauri.
 
Interesting. Would be nice if in FfH there was a victory the AI could reasonable achieve by the end of the game. At least in Vanilla the AI will often launch for Alpha Centauri.

I agree. The AI will never try for a conquest victory, so a builder-type victory condition would be good. It would please the builders out there as well.

I'm playing the Kuriotates for the first time as well. I'm facing some of the same problems that you had. My citites are no where near the largest in the game and I'm falling behind on tech. I'm building a culture-commerce based infrastructure, and I think I'll do fine and end with a cultural vic.

the Exploration branch is a pretty good for defense, with 3 cheap techs that give national units, so I intend to ignore most of the crafting and spellcasting, and focus on spellcasting and religion.

In any case, its good fun.
 
Great write-up, its great to hear about whats working and what can be improved.
 
secrets to winning with kuriotates ....

1 - your key branch of tech is the arcane line. the reason for this is with a 3 city limit and a 3 unit limit on archmages you are set to have no unhappy in any of your cites and able to build massivly.

2 - OO is the religion of choice as it grants culture and science. its has 2 of the best heros and can allow you to turn your settlement into an island and prevent land wars.

3 - great people pump as early as you can. place an artist in each city for a base +12 culture and continure from there.

4 - your main units are going to be the drown in the beginning and mages for the balance. 6 mages can handle almost anything and 6 per city is a solid number. also remember the archamges (1 per city) casting meteor. then you have your hero with water walking , tsunami , twincast meteor , and other fun


enjoy the cultural win and if you get really bored .... try for the dragon.
 
It seems that the wiki has a ways to go to accurately describe the sprawling trait.

daladinn, do you mind if I steal your suggestions for the wiki page on the Kuriotates?
 
go ahead and steal .... umm .... but please remember to add some things for me

1 - the max number of cities starts at 3 and increases based on map size

2 - with OO you can get a 4th happy city by building the OO wonder

3 - if you have death mana you can get an additional 3 happy cities with liches.

this can bring you to a total of 8 cities that have no unhappies and are uncapable of being unhappy. with the function of agriculture you produce soo much food that haveing extremely large city-states is easy.

the thing with the sprawling trait is to remember that any city has a bas workable footprint of 20 squares (8 in ring 1 , 12 in ring 2). spraawing changes this to 36 (8 in ring 1 , 16 in ring 2 , 12 in ring 3). so spraling is useless unless your playstyle is going to allow a city that has a population of 35+. keep in mid this WILL put you in a position of wondering how to keep everyone healthy.
 
go ahead and steal .... umm .... but please remember to add some things for me

1 - the max number of cities starts at 3 and increases based on map size

2 - with OO you can get a 4th happy city by building the OO wonder

3 - if you have death mana you can get an additional 3 happy cities with liches.

this can bring you to a total of 8 cities that have no unhappies and are uncapable of being unhappy. with the function of agriculture you produce soo much food that haveing extremely large city-states is easy.

the thing with the sprawling trait is to remember that any city has a bas workable footprint of 20 squares (8 in ring 1 , 12 in ring 2). spraawing changes this to 36 (8 in ring 1 , 16 in ring 2 , 12 in ring 3). so spraling is useless unless your playstyle is going to allow a city that has a population of 35+. keep in mid this WILL put you in a position of wondering how to keep everyone healthy.

If someone wanted to keep their cities both healthy and happy as the Kuriotates, wouldn't they also consider choosing Fellowship of the Leaves? Guardian of nature gives happy faces for every forest or jungle in the boundaries of a city, gives additional health, and filling your territory with ancient forests will give you even more health and a bit of production and food. Then you could also build that tree thing that gives the special resource providing health and happiness.
 
the problem with FoL when playing kuriotates that yes you can have an additional happy for every forest , however this is a marginal boost unless you can somehow build in the forest (iirc you cant , but i often get confused on slaves these days). this forces you to choose between workable land (mostly farms , some towns) or happies from forests.

now for the unspoken reasons of OO ... hoped peeps saw this on their own ..

1 - the drown are a nice cheap melee unit.
2 - slavery + agriculture + size 40 city = more production then you think
3 - should you decide you have more cash then you know what to do with , switch to a civic that allows conscription and cash in hard.
4 - kuriotates are locked into teh trait that gives health
5 - slaves can be converted to lunatics ... which is hoards of fun and make good shock troops (remember most of the research i described was arcane.

basically the synergy of OO is etremely nice when your looking at the goals and conditions you have here

1 - limited number of cities
2 - desire for culture

kk ... gl
 
Well I only said consider FoL. Maybe someone else might found OO before you.
 
the problem with FoL when playing kuriotates that yes you can have an additional happy for every forest , however this is a marginal boost unless you can somehow build in the forest (iirc you cant , but i often get confused on slaves these days).

You can get the following units that can build on forests:
Elven Slave
Elven Worker

If there's someone playing Ljosalfar, that civilization is often a high target for me until I take get one or more of the above units (or I myself am playing Ljosalfar).
 
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