New Civilization! Saevalfar, or sea elves

I thought that having 1 building giving 1 adv gpp will be equals to the production of 1 adv gpp from the palace

it is true that you will have more cities that can give some adv, but again, building 1gpp per turn, even tripled, allows only for so much adv. and even in that case, you lose wonders, specialists AND religion, AND any other civ-hero.
for some lone adventurere through the game, you will have to skipp all that... either you play the game funny, or you try to get some adv...

while in the case of the grigori it balances itself due to the sheer number of adv gpp available (4-5 in capital, 2-3 in other cities) Think it not for the saevalfar.

It is true that what was first proposed was too much : as many adv as grigori + other bonus... but the solution is IMO as bad. just enough adv to lure you in going for them, not enough to make it worth.

If you want to balance it you can gives the adv gpp on a late (tierII or tier III) building. the latter it comes, the less adventurere one will get.
 
i have been told many times that i play the game funny,

but lets look at a little bit of hard math.

with jsut the 1 point in the palace and playing on a quick game (my normal speed)....

you should get your first adventurer at turn 34. which is early enough in my mind for a stong first hero.

1 gpp from palace
50% from pacifism
100% from philosophical
100% from warfare tech (which should be raced for)
25% from republic eventually

total 275% bonus = 3 gpp in capital
this can also be increased via spirit mana by 5% per (need 5 to get that 4th point)

this does put you in the position of having to pick and choose wether to tough it out for 2 or more adventurers or jsut be happy with your first. if you place the GPP in a different building it allows you to stagger and ultimately earn more adventurers faster.

as far as how many the grigori can have in a city at a time...

2 from palace
50% pacifism
100% philosphical
100% wonder
25% from republic
+2 from adventurers guild
25% from adventurers guild
+1 from grigori tavern
+15% from monument
+5% from initial spirit mana

total is 5 base points and a 320% base modifier for a total of 21 points per turn

to sum it up ...
i feel that the first initial adventurer is sufficient as a baseline early hero and a skilled player can easily pick up another 2 more throughout the game, while placing them in other cities can quickly result in an easy bump of 5+ adventurers. I feel that for a partial benefit for the civ (adventurers are not a specialty of the civ) that a gauranteed 1 adventurer , a highly probable 2 , and the ability to get 3 or more if targeted for is valid. anything beyond that is overpowering.

again , a few coppers for thought

also keep in mind ... the elven workers , elven buildings , and elven heros are still present from his discription. this makes a powerful combo.

and i am suggesting the addition of UU's and a mid to late game hero.

talk with ya all again later....
 
So you think I should put getting adventurers in the forbidden palace? I could whip up a substitute one for these guys.

what do you think about also taking away philosophical trait and adding in sprawling? That seems like a disadvantage actually. eacch time that I've played with sprawling I've had to manage the problems of large populations along with the additional problems of having a limited production spigot.
 
I don't think sprawling works well with a seafaring civ. Only tiles near the coast have 2 trade. Unless you modified the lighthouse to add one more, in addition to the +1 food. That would make sprawling a little more useful. Or give them the tech the Lanun have for +1 food on water tiles.
 
I don't think sprawling works well with a seafaring civ. Only tiles near the coast have 2 trade. Unless you modified the lighthouse to add one more, in addition to the +1 food. That would make sprawling a little more useful. Or give them the tech the Lanun have for +1 food on water tiles.

what if seafaring gave +production with trade routes?
 
I don't think sprawling works well with a seafaring civ. Only tiles near the coast have 2 trade. Unless you modified the lighthouse to add one more, in addition to the +1 food. That would make sprawling a little more useful. Or give them the tech the Lanun have for +1 food on water tiles.

yeah but remember i'm trying to tone down this civilization right now because its too powerful.
 
ok ... hmm

sprawling is a special trait for cardith lorda that resulted in him being limited in the number of cities he has so i highly reccomend avoiding that.

the 1 gpp for adventurer in the starting palace is ok as long as your missing all the extra buildings. i could see one or both of the special palaces having 1 gpp for adventures also , it would be a minor boost and not terribly powerful.
deffinately better to have any additional gpp in the wonders as opposed to generic buildings.

if your looking to change his traitsi was thinking of 2 things..
1- have a leader thats philosophical / raider . it fits the agressive adventurer type of playstyle.
2- have a financial / trader leader. trader would be a new trait that gives +1 trade route per city and increased build rate for the inn and tavern. this would be a solid financial power.
 
As far as your adventurer/heros go you could try to do something like I am doing for my Breath of Pestilence Mod. Make a varient of the Adventurer that is generated only by your civ, and have it only upgradeable to a specific hero unit. You can have a few civ specific heros which may be only available at certain techs that can either upgrade to regular in game units or another incarnation of itself. So, taking an example from my BoP mod:

Palace generates 2GPP for Adventurers.
When an adventurer is born, you can choose between 6 different hero units. These units are variants of the common classes found in the game (scout, warrior, adept). So, let say you choose the Pestilence hero unit. He is based on the warrior unit but with a +50% vs melee units. He is a unique hero so if he dies, he is gone from the game (which prevents duplicates) but once he is "obsolete", he upgrades to a maceman much the same as the Grigori heros could eventually.

The main advantage is that you can have individual adventurers and a selection of what type to upgrade to based on your game situation. The disadvantage is that you are limited to a specific number of adventurers and purhaps a specific tech they become available at.

The adventurer unit can also be designed to create a specific building or some other function so they have a purpose if you run out of heros to build.
 
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