Kuriotates (Civ4 FFH)

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Civ4FFH Kuriotate.png
Gesinnung Gut
Spielstil Baumeister
Spielfarbe Lila
Leitmotiv Erleuchtete Superstädte
Palastressourcen Naturmana
Starttechnologien Ackerbau
Weltzauber Legendenerzählung (fügt Kultur den Städten und Siedlungen hinzu)
Anführer    Eigenschaften
Cardith Lorda Expansiv
Held    ersetzt
Eurabatres der goldene Drache
Gebäude    ersetzt
Monument Obelisk
Palast der Kuriotate Palast


Bands of wild people finally brought together under one banner after the Age of Ice, but surprisingly that banner isnt held by a powerful spellcaster or warlord, but by a child barely more than ten. Cardith possesses a wisdom well beyond his years and the calm control he holds over his kingdom has earned him legions of guardians more than willing to lay down their life for him.


The nucleus of the Kuriotates was formed in the harrowing years between the end of the age of ice and the dawn of the age of rebirth. Squabbling tribes, clans, warlords and embryonic city-states were gathered through war, bribery, diplomacy and coercion into a small nation led by the boy-king Cardith Lorda. It is in this bakcground that we find the secret behind the Kuriotates' rather odd societal structure. All these diverse elements gathered together in a sheltered and bountiful land, and started to forge an state that could survive in a dangerous world. However, the mutual distrust between all the clans, families and dynasties Cardith Lorda brought together means that none of them will ever suffer anyone else to grow more powerful than the others. In effect, the lower levels of government in the core regions are marked by a form of democracy, watched over by a royal administration with complete control.

Thus, all expansion is conducted by the King, and by him alone, and all territory is royal territory. The army swears allegiance to the king alone, and all administrative functions flow from the state rather than a master-servant system. There is no feudal system among the Kuriotates. The powerful live in the cities, and compete for positions there. In the outlying areas, the powerful are only powerful by royal decree, and Cardith Lorda's careful machinations, not to mention the constant skullduggery of any rivals, ensure that it stays that way. Thus arose the system of settlements.

The Kuriotates are a confederation of peoples and races, marked by a very powerful core region, vast areas more loosely connected to the core cities, and full freedom of asylum, even citizenship, for those who wish to move from other nations or the wilderness of uncivilised territory. The settlements, controlled solely by the central administration (i.e. Cardith Lorda's government) act as administrative centres, tying vast areas, often with their own highly advanced, semi-autonomous indigenous populations, into the Kuriotate confederacy. The settlements provide facilities for transit, trade, administration and diplomacy in the affiliated regions, but never develop a very large population of pure Kuriotate. Being mostly populated by bureaucrats, merchants, a handful of soldiers and their families. A system of trade and friendship with their centre on the small Kuriotate settlements keeps the hodge-podge of allies, protectorates, semi-autonomies and client states happy and ensures that much-needed resources continue to flow to the core lands.

The vast areas with sparse human population that get locked within the Kuriotates' disproportionately large sphere of influence and cultural domination mean that they get in contact with many of the rarer species of Erebus. For many civilisations, that might prove problematic, even act as a source of conflict and destruction. For the Kuriotates, it is a boon, and a source of their strength.

For the Kuriotates don't much care who you are or where you come from, as long as you have something meaningful to offer to the nation as a whole. The Kuriotates' particularly positive relationship to the non-human species of Erebus dates back to the very beginnings of the confederation, when a small group of Centaurs aided Cardith Lorda in his rise to power. Other creatures, attracted by the special power they detect in the boy king, have since flocked to the Kuriotate banner, escaping marginalisation or even persecution in other parts of the world. The Centaurs, having risen to be a force to be reckoned with in Kuriotate political life, smooth their transition and integration into the society, putting their special skills to good use in the areas at which they excel, through innate ability or cultural conditioning.

The culture of the Kuriotates is such that the demi-humans are treated as, and indeed regarded as being, not different to the human majority, and judgable by merit and benefit to the nation alone, although the fundamental differences between the races mean that some measure of a «separate, but equal» system is necessary in order to allow the Kuriotate nation to run smoothly. However, again this may be a secret benefit.

This specialisation and segregation has given rise to something akin to a Caste system among the Kuriotates, another reason the Kurio have such a stable central government. While the humans are the jack of all trades, each of the races have found their niche, dominating each their own area. The Centaurs, the warrior caste, hold many high positions in the army, the Lamia wield great magical power, and command great respect among the magi, and so on. Since all the «foreign» races in the Kuriotate nation owe allegiance to the king alone, they act, in their specialised roles, as an effective bulwark against the ambitions of human noblemen.

Those few dissidents who let their resentment at being bypassed be channeled into irrational hatred of demi-humans are held in check by strong personal trust in Cardith Lorda and a strong emphasis on the state religion, not to mention state superstition and traditions. Few Kuriotate dare cross or even question the will of the state, the will of the people of the confederation, and most importantly, the will of the divine Boy-King.

The Kuriotates hold loose sway over a massive sprawl of an empire, but the borders are porous, and when war threatens, they will often act as a turtle, retreating into the hard shell of their core lands until they can muster the forces to take back that which was lost. Thus, the Kuriotates through their openness to others, strong central authority and large but loose sphere of influence have a flexibility many of their opponents lack. Truly, they are one of the centres of enlightenment in the dark of Erebus.


Die extensive Eigenschaft bringt zwei wesentliche Vorteile: Es erlaubt den ersten Städten der Kuriotate je nach Kartengröße (2 bei Duell, 4 bei Groß, 5 bei Riesig, 3 bei allen anderen), auch den dritten Ring um die Stadt zu nutzen. Dadurch werden sie leichter zu Superstädten.
Als Ausgleich bleiben jedoch alle anderen Städte nur Siedlungen, die keine Unterhaltskosten verursachen. Diese können aber nur Stadtmauern und Monumente bauen, Forschung und Handel wird nicht erzeugt.

Playing as the Kuriotates, you will have a group of big cities producing everything in your empire. All the rest will serve mostly as buffer zones and as ways to grab resources. Consider a Great People strategy, as you're one of the few civilizations best suited for it (having both the Philosophical trait and the Memorial building), and be sure to found the Cult of the Dragon to hinder your enemies a bit. When waging a war, you may want to raze cities a lot, since otherwise they'll become Settlements - and you can't build units in them to help hold them.

If you are a fan of OCC or any other such variants, apply what you have learned and you won't be dissapointed.

Dawn of Man Text

Strategy: Playing as the Kuriotates, you will have a group of big cities producing everything in your empire. All the rest will serve mostly as buffer zones and as ways to grab resources. Consider a Great People strategy, as you're one of the few civilizations best suited for it (having both the Philosophical trait and the Memorial building), and be sure to found the Cult of the Dragon to hinder your enemies a bit. When waging a war, you may want to raze cities a lot, since otherwise they'll become Settlements - and you can't build units in them to help hold them. Your Adaptive trait also allows you to change your Philosophical trait into something else, and reconsider that choice every 100 turns, should you desire. Remember to choose carefully whether you want your new cities to become cities or settlements, as you only get a limited number of cities.

Daladinn's strategie tips

  1. Your key branch of tech is the arcane line. The reason for this is with a 3 city limit and a 3 unit limit on Archmages you are set to have no unhappy in any of your cites (through Unyielding Order) and able to build massively.
  2. Octopus Overlords is the religion of choice as it grants culture and science (the latter through Asylum). It has 2 of the best heroes and can allow you to turn your settlement into an island and prevent land wars.
    1. The Drown are a nice cheap melee unit.
    2. Slavery + Agriculture + size 40 city = more production then you think
    3. Should you decide you have more cash then you know what to do with , switch to a civic that allows conscription and cash in hard.
    4. Kuriotates are locked into Expansive, which gives health.
    5. Slaves can be converted to Lunatics ... which is hoards of fun and make good shock troops (remember most of the research i described was arcane).
  3. Great people pump as early as you can. Place a Great Bard in each city for a base +12 culture and continue from there.
  4. Your main units are going to be the drown in the beginning and mages for the balance. 6 Mages can handle almost anything and 6 per city is a solid number. Also remember the Archmages (1 per city) casting Meteor Swarm. Then you have your hero with Water Walking, Tsunami , Twincast Meteor Swarm , and other fun.
  5. Enjoy the cultural win and if you get really bored .... try for the dragon.
  6. Happiness:
    1. Each Archmage should have Law III, for Unyielding Order.
    2. With Octopus Overlords you can get a 4th happy city by building Tower of Complacency
    3. If you have death mana you can get an additional 3 happy cities with Liches (with Death III and Law III).
    4. An eighth city can be made happy through Hemah (with Law III).
    5. This can bring you to a total of 8 cities that have no unhappiness and are incapable of being unhappy. With the function of agriculture you produce so much food that having extremely large city-states is easy.

Namen der Städte

  1. Kwythellar
  2. Naggarond
  3. Avelorn
  4. Karond Kar
  5. Caledor
  6. Clar Karond
  7. Lothern
  8. Har Ganeth
  9. Hag Graef
  10. Ghrond
  11. Tiranoc
  12. Pax
  13. Ghaba Ghanaf
  14. Cairn Lotherl
  15. Nagarythe
  16. Maledor
  17. Sith Rionnasc
  18. Khaef Korrond
  19. Anlec
  20. Calith
  21. Argond
  22. Giaf Gabh Dion
  23. Shathirob


Category Initial Anarchy
Government Despotism Despotism
Cultural Values Pacifism Pacifism
Labor Tribalism Tribalism
Economy Decentralization Decentralization
Compassion Basic Care Basic Care
Education No School System No School System