The Kuriotates

No plans really. I suppose we could give Kuriotate settlers a button for "build a settlement". Let me think about it.

I would second this option. Also, In playing the Kuriotates I had my first 2 cities doing well but had a barbarian city starting to annoy me so i went out and took it over thinking i could make it a settlement as otherwise the cities 3 rings would overlap with the 3 rings of my second city. So could there be a way to choose if a onquered city could be settlement or city, also? In hindsight i should have razed that barbarian city but that is something i rarely do unless playing as a civ that requires me to do so.
 
Kael said:
No plans really. I suppose we could give Kuriotate settlers a button for "build a settlement". Let me think about it.

I really think this MUST happen, one of the most fustrating things is when only a few squares out of my terorotry is some really usefull resource, stone, marble, copper of something. but I can't get it without waiting for sevral thousand culture points or wasting one of my limited number of cities.

I'm yet to play a Kuriotate game without finding a place where I really should have a settlemnt in this spot but its a terrible place to build a city. And I havn't built all my cities yet.

And as nimbus said, invading cities should provide a settlement option.
 
Kael said:
No plans really. I suppose we could give Kuriotate settlers a button for "build a settlement". Let me think about it.

I think this is a good idea. Its slightly annoying to be forced to set up your massive 3 cities first, then build settlements, especially if you prefer slower expansion. IF there was an "option for each" in each settler, one that disappeared once you had 3 cities (or whatever the number is on the map), then you could expand in a very consistant fashion. Having all 3 cities next to each ohter, while effecient, may not be the best over the entirety of the game, when you wish you had some sort of production on the "south side" of the continant, or the like.
-Qes
 
K, I added it to the want list.
 
I agree they must be able to pick whether a city or not, I'd thought that after the first city(which it must be) all are settlements, then the next turn a city hub (cost 1 hammer or none) if you haven't used them all already. I think the extra turn, is fair trade for the flexibility.

Fader
 
Here's an idea that I'd like to throw out (I'm only a chieftan here and I play on warlord). I've found Kurio tough to play -- I like warring and you really cannot as Kurio.

When I thought about a scenario, I made Kurio the only city to survive the age of ice. It had been reduced from metropolis to a pop of 1 but it was still there. Why not balance many disadvantages with a fast city start -- give them a warrior, a pop 2 city, and possibly even a worker but restrict settlement sprawl considerably? Then, yes, given them better trade routes.

Note also that I'm in 2.023 as I don't have BTS.
 
Gah, thread necromancy!

In the most recent version of BTS, Kuriotates get +3 happy and Enclaves, an added growth level after Towns on the cottage line that grant +1 food/commerce each. This helps quite a bit.
 
Since the thread got brought back from the dead, how does the idea sound of settlements being cities that can only work the first ring of tiles around it, you get 3 mega cities, and abunch of cities that can work 8 tiles.
 
Kind of random but concerning to the Kurios: the enclaves could use a different look. I know, first version and all that. What I think would work best is using the current model (although less golden of a color) and having a few village type buildings surrounding it. Agreement?
 
i agree with the above posters: the enclave right now looks more like a shrine than a large town. Maibe just copy the town graphics, but with different colours?

On a side note, i find it rather odd that, for a civ that prefers using centaurs instead of people riding horses, they've still got 2 mounted units in the form of the ratha's and the shadow riders (the CoE knight, not sure what it's called). Maybe give them a centaur UU version of these units, the "shining centaur" and the "hidden centaur" (or something similar)? They could just use a recolored version of the chariot UU and the knight UU, but won't require horses just like the rest of their mounted line
 
The enclaves do look a little weird at present. If we could scatter some of the little houses from the early cottage sprites around the one large one, that would be a little better. Making the whole thing a tad less bright would be okay with me too.
 
Since the thread got brought back from the dead, how does the idea sound of settlements being cities that can only work the first ring of tiles around it, you get 3 mega cities, and abunch of cities that can work 8 tiles.

With full maintenance costs?

Demus said:
On a side note, i find it rather odd that, for a civ that prefers using centaurs instead of people riding horses, they've still got 2 mounted units in the form of the ratha's and the shadow riders (the CoE knight, not sure what it's called). Maybe give them a centaur UU version of these units, the "shining centaur" and the "hidden centaur" (or something similar)? They could just use a recolored version of the chariot UU and the knight UU, but won't require horses just like the rest of their mounted line

Good idea, especially since Rathas upgrade to Centaur Guards at Warhorses.
 
Cardith's starting adaptive trait should be something other than Philosophical. It's relatively useless in the early game, and there are others that are more fitting; I would suggest Charismatic or Creative.
 
eighter creative or financial would work perfectly... i for one don't pick philo on my 2nd pick, since there just aren't enough specialists to make it worthwhile. The new enclave structure would fit financial perfectly though... get additional commerce untill all your cottages are matured and you've got enough food to run a semi SE next to your CE already in place.
 
Philo is a perfect first trait for Cardith; racing for Mysticism gives you a lightning-fast first Great Sage (academies helps Cardith disproportionately well) long before turn 96, you get a good headstart on the second, and you get more benefit than most from God King too. After turn 96, when you've started to get some cottages up and starting to mature, is the perfect time to switch to financial and reap the benefits of supercottages+academy.
 
I'm playing this civ again with the new version, and while I think there's a lot of flavor here, I also wonder how one goes about making this civ more appealing while remaining true to the concept.

One idea I had was allowing Kuriotates the ability to build elven or dwarven units (maybe even orcish units?), maybe at a greater expense in either hammers or money at the moment of building. It makes sense in terms of lore that Kuriotates would have all races in their city, so they would at least be available to be used as workers or scouts or other units. Plus, this would make the Kurios very flexible in game play. You could have dwarven adepts who can cast repair. If you move to neutral, you could have dwarven druids. You could have elf scouts if you are starting in forest, or dwarven scouts if you are starting in mountain. I think many of these options are rarely available to all civs via mecenary events from Guild of the Nine, but I think Kuriotates having this ability at all times makes sense. (I think an elven worker can still only build improvements without removing a forest if you are an elven civ now, so maybe that advantage wouldn't work for Kuriotates.)

If choice sounds too powerful, would random racial traits make more sense? So you could get an elven worker, but it's not guaranteed.
 
I was just about to suggest the random racial traits in responce :D, I like the idea.
 
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