The Kuriotates

With full maintenance costs?

If the settlement could work the surrounding 8 tiles, with full maintenace costs, it would help the AI, and help prevent being landlocked.

Can disable everything but military related buildings and courthouses in them, to prevent them being used as 8 farm+dozen specialist science centers.

What do you think?
 
If the settlement could work the surrounding 8 tiles, with full maintenace costs, it would help the AI, and help prevent being landlocked.

Can disable everything but military related buildings and courthouses in them, to prevent them being used as 8 farm+dozen specialist science centers.

What do you think?

Well, one thing. If you do that, the player could shift the military production away from the cities and to the settlements, allowing the player to focus on wonders and building improvements in the cities. Now whether this is a good thing (because I have heard people state that the fact that the Kuriotates have to focus on all three is bad) or not, it will change the mechanics of how to play them rather than a straight up buff.
 
How about letting their suppercities work on both a unit and a wond/building at the same time, both using full production. This will effectivly give them a huge production bonus (+100%) but with the restriction that you can only use half of your hammers to wonders/buildings and half to millitery power.

Supercities, oh yeay.
 
Settlements should at the least be able to build boats. Or maybe you could build boats in the big cities and then ship them to settlements (maybe only if connected via river).
 
Settlements should at the least be able to build boats. Or maybe you could build boats in the big cities and then ship them to settlements (maybe only if connected via river).

So freaking quoted for truth, if you mean fish boats.
It's so annoying that you can't get some coast ressources, just because there is no supercity connected to that certain sea, especially since you really need that health bonus for big cities.
Regarding boats in general I'm not sure though, because Imho they have to place a Supercity at coast, if they want to have war on the sea.
Just a shame that the 3rd ring is almost wasted on coast cities, because of so many 2 Food 1 Gold tiles (with lighthouse).
Maybe one coastal building of them should be able to add trade routes or increase their income a lot to make supercities at coast more attractive.
 
In my opinion fishing boats should be scrapped and you should get naval resources as soon as they are within your borders. I think it would make seas feel different from land, not just 'another terrain, but blue'.
 
by build you mean regular buildable (since war elephants can only be 'build' by upgrading captured elephants now) or upgradeable from a wild griffon?
since i havent seen a wild griffon in any of my games yet (they should spawn on plain and grassland iirc), buildable would be better, i think....

another point would be, if they should be able to carry all sorts of units (thinking about the mounted line and skeletons, etc as problematic)

nontheless, i like the idea :)
 
Thread necromancy again.

I had originally visualized the Kurio as the sole surviving human city. But now, having read the Kurio recon line thread, I'm beginning to see them as the remnants of the ultimate cosmopolitan civ -- like the inscription on the Statue of Libery -- give me your tired, your poor, your huddled masses yearning to be free.

So, the last of the centaurs, and maybe some other races. Refugees, bringing with them knowledge lost or scorned elsewhere -- such as the Lamia.
 
I too dislike coastal supercities, which are almost always necessary for maps with continents. I think the Kuriorates should be able to build Griffons instead of War Elephants. These friffons would be expensive, but could carry 3 units. A large amount of these could allow intercontinental travel without a weak coastal city.

This sounds like a really good idea, but I think it would make more sense if it was a Roc, as they are known for being absolutely huge. This would be a very good way for Kuriotates to expand to other continents without having to cripple one of their super cities by being next to the coast.
 
Could also just give them a unique building that makes coastal tiles better, like +1 hammer/coin, could replace the lighthouse, or be something unique like the tailor.

Or, could make it so that coast tiles are 2 tiles long with the third being ocean, instead of 1 tile long with 2 tiles of ocean, or just adjust ocean tiles to be 1 food 2 coin instead of 1f/1c
 
I just want to say that I very much enjoy the griffon/roc ide. That would be lovely. Waterwalking, carry 3 units, move 3?

A unique lighthouse giving +1 hammer per sea title would be lovely too. When I play this nation I find that my supercities are lacking heavily in production, and this would definitivly help. Finanical+UU lighthouse -> sea titles: 2 food, 3 coins and 1 hammer. Quit ok actually :)
 
Maybe there could be a Lanun-like port improvement on a workable coast square, which allows nearby Kuriotate super-cities to build boats (the boat appears in the port) and maybe have coastal and intercontinental trade routes.
To avoid allocation problems, a city would have to work the square for the port to function, and wouldn't be able to work two port squares at once. That way there can be only one city using the port at a time and you can have several ports and decide where your boat will appear (in case there are two seas).
I'd give it the stats of the Lanun Pirate Cove, but without the ability to upgrade to better versions: +2 commerce and ability to enter square and change crews.
Settlements shouldn't be able to use them, of course.

What do you think?

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Btw, I love the Roc idea too. I'd SO keep my mages on it at all times for transport and protection. And that would seriously rock.
I imagine it at:
- Strength 6 or 7 (that's a really big animal)
- Move 3 or 4
- Carry 2 (it has to fly with people on it, that's significantly harder than floating). -
- Flying (why would it have waterwalking??)
- Requires Animal Mastery (since it's quite powerful)
- Maybe national unit limit 2 or 3, if you want to avoid airborne invasions. You might want to make that possible, though :p

So once again: what do you think?
 
So once again: what do you think?

IIRC the AI's had some issues with land transports, but I think most of them have been ironed out.

Definitely needs to be a national, unique unit, but keep them to a maximum of 4, the same as the other national units.

Lorewise we already have Fiacra, so making them pets of Amathaon, attracted by the presence of Eurabatres should fit pretty well. We could even use Fiacra's graphics.
 
I like the roc idea, but that's getting a little ahead of ourselves.

I do think that Settlements should be able to use the 8 squares, but only for military and courthouses, like suggested. Lore-wise, in my mind, I've always thought the supercities were the fountains of culture and learning, while their settlements were they outposts for defending, it fits perfectly for me.
 
I'm not sure the Kurios need a whole lot of tweaking at all. I'd like to see if their magic line gets any boons from being Lamia first, anyway - they may be as awesome as Centaurs are. As for building militart units in settlements, I'm neutral. I think that being able to build, say, a Champion in 1 turn counts for a lot.

I do agree that the Kurios need a way to cross water without needing to build a city on the coast. I've played games on Erebus maps where I had my cities built only to realize that the last enemy civ is on the other side of a mountain range, seperated by water that I CAN'T CROSS.
 
How about allowing them to build a boat-building unit in a landlocked city, and allow this unit to walk across land, and cast a spell to launch a boat when next to an ocean square, that converts the unit to a boat (spell could take a couple turns). The next turn, the newly created boat will flee from the land square to a an adjacent sea square (This should work. I have captured sea animals with the command promotion which moved the captured unit to land, and it moves to sea on the next turn).
 
AI wouldnt understand that. There was a similar idea in a mod-mod a while back, a national unit work boat that could walk on land and be build in every city so you could produce it everywhere and bring it to the fishes you had in the second ring.
 
Allowing settlements to build fishing boats is probably the simplest fix.
 
How about allowing settlements to build but not allow them to work the ring ? That way all buildings and units have to be bought with hard cash.
This still limits the usefullness of settlements but allows to get at least some benefits.
 
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