Hi,
This might not be the Jotnar module your looking for.
This module is based on Arctic Circle's original Jotnar module. Vehem worked on the Jotnar for Fall Further and the RifE team also did further work on the Jotnar. This version includes a District mechanic based on [URL="http://forums.civfanatics.com/showthread.php?t=510779]Erikulum's idea[/URL].
I haven't played Arctic Circle's original Jotnar modmod or any of its reincarnations (Fall Further/ RifE). This is essentially a reimagining of the giant civ. Some features will be familiar to those who tried a previous Jotnar, some will be novel.
The main aspects I wanted to include were;
Living at a larger scale
Limited population growth
Limited powerful, small army or a weaker, bigger army
(Tweakable) Random race
Giving the player more options (even if costly), e.g. Gov civics, religious units
---
Module Features
A revised Jotnar civ
---
Jotnar Pros and Cons
Pros
1) Free citizen defenders.
2) No need to build workers.
3) (Giants) Can attack from mountain and coastal tiles.
4) (Giant and Troll) Units are more powerful than equivalent units for other civs.
5) Flexible religious units
6) Tier 4 melee start with Giantkin promo. Vanir start with Legendary and Mythic promos.
7) Choice of two mutually exclusive world spells
Cons
1) City growth is slowed by Citizen/District mechanic.
2) Districts reduce amount of food producing tiles available to a city, thus slowing growth and limiting maximum population.
3) Number of powerful units (Giants/Trolls) is limited by citizen population.
4) Chances of powerful unit reduces once you've any non-Giant/Troll units.
5) Chances of weaker Runt units increases as AC rises.
6) Units are more expensive than equivalents.
7) Can't upgrade highly promoted units to tier 4 melee units, with the exception of the Jotun (phalanx equivalent)
Artistic Credits
Most art is from the existing Jotnar module/RifE/FFH.
The following were added (or will be);
Bakuel's early african swordsman, http://forums.civfanatics.com/downloads.php?do=file&id=4640
charle88's late medieval arquebusier, http://forums.civfanatics.com/showthread.php//help/forums.civfanatics.com/showthread.php?t=308721
Deon's Temple in Volcano, http://forums.civfanatics.com/downloads.php?do=file&id=10960
Hrochland's hotel iglu, http://forums.civfanatics.com/downloads.php?do=file&id=10577
orcaxeman by White Rabbit and C.Roland, http://forums.civfanatics.com/showthread.php?t=161905
C.Roland's, Medieval Infantry(Hammer), http://forums.civfanatics.com/downloads.php?do=file&id=3525 used for militia militia
bernie14, germanic units, http://forums.civfanatics.com/downloads.php?do=file&id=4185; germacebast used for Jarl
Bakuel's Russian Orthodox Priest, http://forums.civfanatics.com/downloads.php?do=file&id=16388 for Stemme
Some artwork is also taken from the Master of Mana mod (leader art, Fire giant button). I plan to use more of it.
Van Honthorst's Match-Maker is used for the match maker button.
benwooten's Kraken Attack is used for the capsizer button picture. His art can be seen on deviantart.com.
Stemme Lika portrait is Ogre Sitting by vshen. His art can be viewed at vshen.deviantart.com/gallery/ and at artofgeorge.blogspot.com.au.
Compatibility
Jotnar Modules
The module is not compatible with other Jotnar modules.
The Module works with RifE 1.41 and Snarko's patch.
python Modules
The module uses a number of python files which may clash with other modules which use simlarly named python files, such as the Panivo module. Modules which are purely xml or only use spell and/or event python should be compatible.
AoE
RifE uses TERRAIN_GLACIAL and TERRAIN_TUNDRA, which have been changed to TERRAIN_GLACIER and TERRAIN_TAIGA in AoE. This effects the UnitInfos, ImprovementInfos and some python.
Patch added for AoE. Just substitute in the python and xml files in the patch into the main module.
This might not be the Jotnar module your looking for.
This module is based on Arctic Circle's original Jotnar module. Vehem worked on the Jotnar for Fall Further and the RifE team also did further work on the Jotnar. This version includes a District mechanic based on [URL="http://forums.civfanatics.com/showthread.php?t=510779]Erikulum's idea[/URL].
I haven't played Arctic Circle's original Jotnar modmod or any of its reincarnations (Fall Further/ RifE). This is essentially a reimagining of the giant civ. Some features will be familiar to those who tried a previous Jotnar, some will be novel.
The main aspects I wanted to include were;
Spoiler :
Living at a larger scale
Spoiler :
Giant cities cover more of the landscape using District improvements. Districts are upgraded by building in the associated city
Limited population growth
Spoiler :
City population growth is slowed by the necessity of Districts to place Citizens in
Limited powerful, small army or a weaker, bigger army
Spoiler :
The number of non-Citizen Giant/Troll units is limited by the number of Citizens, after that they are all Runts. The more Runts you have, the less likely you are to get Giants/Trolls.
(Tweakable) Random race
Spoiler :
Race is assigned on unit production. This can be influenced by combat type, mana, civics, buildings and traits.
Giving the player more options (even if costly), e.g. Gov civics, religious units
Spoiler :
e.g.Not following Traditions leads to a chance for some Citizens to leave. Non Giant/Troll religious units increase the chance that other trained units will be Runts.
---
Module Features
Spoiler :
A revised Jotnar civ
- Units are built rather than randomly being born.
- Cities get a free defensive, immobile Citizen unit when founded.
- Cities will not grow above a certain size if there are no Districts to accommodate the population. Once the limit is reached, a District will be placed (if there isn't one available) and population growth will not occur or a citizen will be placed in the District (if available) and population growth will occur.
- Districts will never produce food and so limit the maximum population that Jotnar cities can achieve.
- District improvements should be viewed as extensions of the city. They are upgraded by building/spending production in the city.
- Districts limit the number of Citizens and Citizens place a limit on the number of naturally occurring giants/trolls.
- Race is assigned when a unit is built. If there are enough Citizens, it may be a Giant/Troll. The chance is influenced by combat type, civics, law mana, chaos mana. Adopting the Eugenics civic allows you to deliberately select a race on unit creation.
- Giants use the aging promotion mechanic, getting more powerful the longer they survive. They can move though coastal waters and over mountains. They can carry their smaller companions. They can demolish city defences.
- Trolls are more animalistic and get cleverer, rather than much stronger. Young trolls are vulnerable to recon units. The eldest trolls can merge with the landscape.
- Runts are basically big humans. Their small numbers means that a runt unit is weaker than the equivalent unit in another civ.
- Runts can ride horses. Trolls don't ride and Frost Giants ride Mammoths.
- The Jotnar have ranged units, which can be effectively walking siege units(if the race is right).
- The only true siege unit the Jotnar have is an immobile city/district defensive unit.
- The Jotnar use sea creatures. They only have one ship, a transport (cargo 3) to get them across oceans. Giants can get them across shallower waters.
- Their religious units can spread whatever the state religion is. Munne/Stemme (priests/high priests) are held for a couple of turns when the state religion changes.
- Units can not be promoted into the tier 4 melee units. Fire Giants (berserkers) can only be built in cities near volcanos. Frost Mammoths (Frost Giants mounted on mammoths) can only be built near tundra/glaciers. A ritual reveals where the Vanir are slumbering. A giant unit must then go to the tile to wake them.
- They have two mutually exclusive world spells; one to change some Runts into Giants/Trolls and one to convert some Citizens into Militia (which can be upgraded along any line).
---
Jotnar Pros and Cons
Spoiler :
Pros
1) Free citizen defenders.
2) No need to build workers.
3) (Giants) Can attack from mountain and coastal tiles.
4) (Giant and Troll) Units are more powerful than equivalent units for other civs.
5) Flexible religious units
6) Tier 4 melee start with Giantkin promo. Vanir start with Legendary and Mythic promos.
7) Choice of two mutually exclusive world spells
Cons
1) City growth is slowed by Citizen/District mechanic.
2) Districts reduce amount of food producing tiles available to a city, thus slowing growth and limiting maximum population.
3) Number of powerful units (Giants/Trolls) is limited by citizen population.
4) Chances of powerful unit reduces once you've any non-Giant/Troll units.
5) Chances of weaker Runt units increases as AC rises.
6) Units are more expensive than equivalents.
7) Can't upgrade highly promoted units to tier 4 melee units, with the exception of the Jotun (phalanx equivalent)
Artistic Credits
Spoiler :
Most art is from the existing Jotnar module/RifE/FFH.
The following were added (or will be);
Bakuel's early african swordsman, http://forums.civfanatics.com/downloads.php?do=file&id=4640
charle88's late medieval arquebusier, http://forums.civfanatics.com/showthread.php//help/forums.civfanatics.com/showthread.php?t=308721
Deon's Temple in Volcano, http://forums.civfanatics.com/downloads.php?do=file&id=10960
Hrochland's hotel iglu, http://forums.civfanatics.com/downloads.php?do=file&id=10577
orcaxeman by White Rabbit and C.Roland, http://forums.civfanatics.com/showthread.php?t=161905
C.Roland's, Medieval Infantry(Hammer), http://forums.civfanatics.com/downloads.php?do=file&id=3525 used for militia militia
bernie14, germanic units, http://forums.civfanatics.com/downloads.php?do=file&id=4185; germacebast used for Jarl
Bakuel's Russian Orthodox Priest, http://forums.civfanatics.com/downloads.php?do=file&id=16388 for Stemme
Some artwork is also taken from the Master of Mana mod (leader art, Fire giant button). I plan to use more of it.
Van Honthorst's Match-Maker is used for the match maker button.
benwooten's Kraken Attack is used for the capsizer button picture. His art can be seen on deviantart.com.
Stemme Lika portrait is Ogre Sitting by vshen. His art can be viewed at vshen.deviantart.com/gallery/ and at artofgeorge.blogspot.com.au.
Compatibility
Spoiler :
Jotnar Modules
The module is not compatible with other Jotnar modules.
The Module works with RifE 1.41 and Snarko's patch.
python Modules
The module uses a number of python files which may clash with other modules which use simlarly named python files, such as the Panivo module. Modules which are purely xml or only use spell and/or event python should be compatible.
AoE
RifE uses TERRAIN_GLACIAL and TERRAIN_TUNDRA, which have been changed to TERRAIN_GLACIER and TERRAIN_TAIGA in AoE. This effects the UnitInfos, ImprovementInfos and some python.
Patch added for AoE. Just substitute in the python and xml files in the patch into the main module.