I think I read somewhere a complaint about the Grigori being a weak civ to play. It's been awhile since I played them (I let the computer randomly select who I will play), but I drew them in my current game.
I got one of the minor leaders and was surprised to see he had only one trait - Financial. He had Agnostic, too, of course, but IMO that is just a negative that does not contribute much.
I think this is the only leader I have played with one trait. I kept waiting to somehow pick up another trait, but nothing. Is this correct? Only the Financial trait?
I have been getting Adventurers rather quickly - in fact, too quickly as I don't have enough Gold to upgrade them to regular units. I have 5 before Turn 175. Maybe that makes up for the lack of another trait?
Lots of new stuff coming for the Grigori.
As for the leader... That's Goodreau. He'll have an entirely different trait next version, the Financial was really just a placeholder.
I haven't played the Grigori yet to see the changes RifE makes, but it sounded like they will get more adventurers in general. I think that's a civ change and has nothing to do with the leader.
The leader you have is a "Minor Leader." They usually start off with less traits, but they have a chance of being offered a new trait depending on what choices they make. For example, if you found a religion you have a chance of being offered the Spiritual trait, destroying a civ might grant you Aggressive and researching Drama would offer you Creative. If you search on the forums there is a list of everything, but this really needs to go into the Erebupedia as a "Fall From Heaven Concept."
I meant to ask, some leaders are listed as Minor and others as Emergent. What is the difference?
Well, that's debatable. What I added is a new counter variable on the player, which is incremented each turn (The variable is in the DLL, but all use of it is python currently) based on the buildings/civics/specialists (next version, at least) you have. So I moved it from the
same
process as GP, to a
parallel process. Only real major difference is that they'll only spawn in your capital, which is why we're adding more ways to get points; Before you could have them spawning from all cities. It also means that they can't 'pollute' their Adventurer points now, and can pursue standard GPs; but the next version, they'll have a specialist they really want to use which does not provide GP points, and instead adds to the Adventurer pool.
Hopefully that made sense.
As for the Minor Leader description... That's a valid description, but only of Emergent leaders. Minors don't actually gain traits, and are supposed to have 2 traits but some were neglected. In any case, that entire system will be changed.
Minors are just additional normal leaders that are not the standard ones that are introduced by FFH or Fall Further.
Emergent Leaders are the ones that gain traits.
But that will change next version anyway.
I'm not allowed to say more.
No, no you are not.
Because I got annoyed at the buildings list in city screen not being in alphabetical order, it now is. Attachment is a patch file (unified diff format) with the altered code.
I also cleaned it up a bit while at it - mainly use of the += operator: "foo += expression" instead of "bar = expression; foo = foo + bar".
I will definitely take a look at this; Buildings haven't changed a whole lot so far (think maybe 3 or 4 is it) so it should be an easy merge. I have just one question: Some of the buildings NEED to be out of alphabetical order, so they appear in the city screen below their 'parent' building, nicely indented (done in the textkey). What did you do with them? Talking about the Alcinus Keep addons and the Archos Palace addons, may be more.
I just played four games this morning as the Elohim. I lost every one in under 60 turns.
The first game I refused to cast sanctuary to protect myself against barbarians. They of course squashed me on turn 20ish.
The second game I was going to cast sanctuary but didn't realize that there were two minotaurs (instead of one) and a giant attacking my city. All three warriors died and my city was captured by Bhall on turn 26. Elohim don't seem to have any penalties on defense, in fact they get +10% in their homeland, but still I don't think I won a single combat in the first two games.
The third game I cast Sanctuary when I got rushed early. As soon as the spell dropped I was gang rushed, but the giants decided to pillage all of my towns. I repelled the first wave, but I was down to a warrior and a scout and I saw another horde coming so I conceded.
The fourth game I cast Sanctuary early again to save myself. Turn 55 Sanctuary came down and I had eight warriors defending the city. Auric Ulvin casts Samhain, Hafgan the Butcher casts For the Horde and immediately DoWs me. In four turns my city falls under the might of Clan cyklops and frostling wolf riders.
They aren't viable with the overpowered barbarians and animals because with their pacifism they aren't really able to strike back to kill a weakened attacker. But I still don't understand why I was getting beaten so badly. Is defender bugged somehow? I really think I was losing more combats than I should have. Frostling wolf riders were crossing a river to attack my city and were still winning every combat. Perhaps it was just an unlucky morning for me.
I wish I could offer more feedback on them but I've yet to make it to Orthus. :/
Yeah, Elohim may be a bit weak at the moment. They'll be far better off with the new barb system, though they'll be less able to explore than others. Check the last few posts of the Download thread if you didn't read my description.
