settlement with kuriotates in multiplay

Kentarion

Chieftain
Joined
Dec 26, 2007
Messages
40
Location
Austria
i tested teh kuriotates with the 3 rings in single play, and it happend to work fine - every time i made a new city a pop-up came asking me to choos wether settlemnt or city.

but then i tried the kuriotates in multiplay and no pop up came.

every city founded was a city - and i found no way to switch it to settlement either.


is this a bug or can somebody tell me how it is possible to switch from city to settlement? (from settlement to city there is a button - so that should be fine with it.)
 
It's a work-around for a previous bug. Settlements were causing Out of Sync errors in multiplayer, so for now the first "n" cities you create/capture are cities and the remainder are settlements.
 
The "Good" capture a city while you have an open slot for another actual city then you have a "spell" available on units stationed in the new city to promote it from settlement to city. Excellent news if you happen to lose one of your cities and it isn't the first thing you recapture.
 
sorry, your post confused me. So if I lose one of my cities, it will give me a way to get a city back rather than just being the next city i capture or build? I'm pretty curious about this because I wanted to found ashen veil but the risk of losing one of my cities and never getting it back was too much of a risk. Without knowing i figured maybe one of my old settlements would be automatically upgraded. (these questions are directed at multiplayer games where there is no popup for picking cities and settlements)
 
Yes, you will be able to choose what to promote, as long as you only capture cities. I am not certain what happens if you build a new one via settler, but I think it will become an actual city.


I wouldn't mind seeing it make ALL settlers (from the start of the game) build settlements, and you have to place a unit on them and cast a spell "Promote: City" to make them a full city. I would understand that this probably isn't the case so that your initial settler is free to use his massive move and find a nice spot without you having to then wait on the scout to catch up in order to start actually playing.
 
Are you sure this is how it works? I just played a game and I built 2 cities, then I captured the capitol city of a neighbor. All 3 were cities, and I didn't need to cast a spell for the third I'm almost positive...
 
I am sure that my wife sait it happened that way for her whiel we were playing. But she had already built MANY settlements and had lost a city to war. When she captured some other city she told me about this spell thingy to upgrade it. When she later finally got her OWN city back, it was a full city automatically.
 
The workaround is acceptable for a few reasons:

- how often do you keep cities in multiplayer? You raze everything (hence 2 city elimination).
- it's quick speed, so you'd want your first settlers to be cities, to be productive now, forget the long term, because any sacrifice of short-term power would lead you to your doom. Most multiplayer empires tend to be 5-6 cities large anyway (per team member)
 
The workaround is acceptable for a few reasons:

- how often do you keep cities in multiplayer? You raze everything (hence 2 city elimination).
- it's quick speed, so you'd want your first settlers to be cities, to be productive now, forget the long term, because any sacrifice of short-term power would lead you to your doom. Most multiplayer empires tend to be 5-6 cities large anyway (per team member)

You are right, i captured the capitol city from an AI player very soon, tried to build my 3rd City around. - But i needed Whool for the special building from kuriotates - guess what it was in a very unsuiteable place - perfect to get the ressource over a settlement - but not for a city. - and to build all cities at once near somewhere - build then the settlemen - and destroy the other cities? thats much production / research / growth time.

anyway - how do i destroy my own city?
 
You can't.

(Although you could add the ability if you want to write your own spells using python. I edited the Feast and Consume Soul spells to allow you to keep using it until no one is left, at which point the city is raised. Of course, it does seem unbalancing for only 2 civs to have this ability, and I would like it if a raze city/disband building mod were incorperated in FfH)
 
I agree that at certain points it is desirable to erase a city. I always convince myself that razing cities makes people relocate elsewhere, if I didn't have them fo dinner. So no hard feelings.
 
You are right, i captured the capitol city from an AI player very soon, tried to build my 3rd City around. - But i needed Whool for the special building from kuriotates - guess what it was in a very unsuiteable place - perfect to get the ressource over a settlement - but not for a city. - and to build all cities at once near somewhere - build then the settlemen - and destroy the other cities? thats much production / research / growth time.

anyway - how do i destroy my own city?


In fact in a way you can.

Way to go: get an enraged / crazed Unit (by Lunatics or Mutation) and disband it next to your city. Then leave the city unguarded. Next turn its not yours anymore. Perhaps not all so feasible at Quckspeed or Multiplayer (and requires an Asylum in one of your cities a Chaos 2 mage or at least chaos mana and alot of "luck". So its not available from the start). But at normalspeed / singleplayer. It sure works.

Will "only" go barb then though. But that should be enough in most cases (or you just recapture and raze it if you really want it off the face of erebus. And a bit of AC increasement will be part of the whole thing then.)

Another easier / much earlier way but with no power to influence on your part and therefore based on luck. "Use" normally spawned barbs for the same purpose. That requires fog of War around though and that the Barbs don't take another route or are not taken out on the way to your city... (still sounds much more doable in quick speed / multiplay. Provided barbs are not disabled)
 
Will "only" go barb then though. But that should be enough in most cases (or you just recapture and raze it if you really want it off the face of erebus. And a bit of AC increasement will be part of the whole thing then.)

The problem is if you recapture it, you probably won't get the 'Raze' option since it will have a good bit of your culture.
 
I'd like 'build city' and 'build settlement' abilities on Kuritate settlers.
AI would need some teaching about it though (AI needs some lessons for Kurio anyway)
 
I must fully agree with Xienwolf's suggestion: It would make the Kuriotates MUCH more playable in multiplayer if their cities were ALWAYS built as Settlements, and had to upgrade to cities. As far as your first city needing to not sit there as a settlement until your scout catches up, that city should in theory still receive a palace. So just cause any Settlement that has a palace to automatically convert to a city.
 
Back
Top Bottom