After starting a game as Dovellio I got a reminder on just how strong the various totem promotions are, and how incredibly easy they are to gain. In my opinion the totems either need to be toned down, or the animals made stronger. Right now it's plain cheese. The problem is that the reward doesn't match the challenge.
Wolf
2 Strength
2 Move
Can withdraw from combat (20% chance)
80% chance to turn into Wolf Pack unit
Notes: The wolf unit is pointless. The only thing it could threaten is an unguarded settler or great person. It's, however, to rare to pose such a threat. With the built-in +50% versus animals the Scout always beats a wolf. The withdraw chance, with the xp granted by retreat, will at least give it a tiny advantage.
Wolf Pack
3 Strength
2 Move
Can withdraw from combat (25% chance)
25% chance to spawn new Wolf unit
Notes:
The pack is a little stronger but will still lose to a scout in just about any normal situation. Is it possible to change this unit into a "minifleshgolem"? That you could sacrifice Wolf units and the Wolf Pack gains their promotions?
Wolf Totem
Adds +15 withdrawal chance.
Notes:
+1 xp and +25% withdrawal chance is way over the top. The +1 xp alone would be worthy of a major challenge.
Lion
3 Strength
1 Move
Immune to fear
80% Chance of turning into Lion Pride
Notes:
RL lions are pretty easy to scare but fantasy lions have always been envisioned as fearless. Since they hang out in the deserts they can be surprisingly strong in the early game, taking advantage of the -25% defense from the terrain.
Lion Pride
3 Strength
1 Move
Immune to fear
1 First strike
Notes:
Same idea as with the wolf pack. The first strike is to symbolize the typical ambush attack the pride uses.
Lion Totem
Immune to fear
Notes:
The +1 attack strength is not nearly as strong as the +1 xp/combat but since lions are fairly common the bonus is simply to easy to gain. E.g. the extra attack strength on the svartalfar hunters gives them a very serious 7 attack strength total in the early game.
Tiger
4 Strength
1 Move
1 First Strike
Invisible to most units
Notes:
Legends about tigers emphasize their seemingly supernatural stealth and power. Having it being a "mobile spider" would make them interesting enough to keep around, making the summoned unit actually worth something else then assassin bait.
Tiger Totem
+2 First strikes
Notes:
+3 is too many, and +25% strength on top of that very strong. Since a FoL priest can summon these it means that religion currently got some serious power, especially as Svartalfar or Dovellio.
Gorilla
5 Strength
1 Move
Woodsman I
Notes:
The banana affinity is funny, but not very fluffy. Having strength 10 banana powered super gorillas is a fair bit silly. The Woodsman I promotion, with the ability to select Woodsman II, would make them pretty hard to catch.They should be non-aggressive, like the Elephant, as to not turn forests even more dangerous.
Gorilla Totem
+30 Defend/Attack in Forest/Jungle/Ancient Forest/Deep Jungle
Notes:
The current promotion is way, way, over the top. A simple addition to the woodsman bonus would be more balanced, and still pretty strong.
Bear
5 Strength
1 Move
25% Chance of gaining Enraged promotion after combat
Notes:
Please chance the graphic into a single unit. A sloth of bears are pretty silly as a concept.
Bear Totem
+30% Strength
Notes:
Feels fairly balanced. Bears have a shot at taking out an unexperienced Hunter, and the Enraged promotion would make hunting them a less casual pastime.
Polar Bear
6 Strength
1 Move
Winterborn
25% Chance of gaining Enraged promotion after combat
Notes:
All polar bears I meet are of the Lost variety. They all live in the jungle. Since you get a better totem from them they need to be stronger.
Polar Bear Totem
+40% Strength
+20% Resistance to Cold Damage
Notes:
Stronger bear compensates for the stronger totem. Good reward for an experienced Hunter.
Giant Spider
4 Strength
+1 Poison
Invisible
Notes:
Drop the spawning of Baby Spiders. That unit is too weak to be useful, and this unit is strong enough without it.
Giant Spider Totem
+1 First strike
+1 Poison
+25% City strength
Notes:
The withdrawal chance makes no sense, and the suggested bonus is a good reward for getting a unit with Subdue Beasts.
Griffon
6 Strength
1 Move
Flying
Can withdraw from combat (25% chance)
Notes:
I know the withdraw chance will make the unit even more annoying, but this little bonus will make it better worth the reward. Makes sense that a flying unit could flee combat.
Griffon Totem
Notes:
A totem that feels good enough just as it is. It's a nice bonus to a Beastmaster, and is enough of a challenge to feel worth the trouble. That you can upgrade it into a Griffon Rider means you have to make a decision of getting a good unit or a good promotion.
Swamp Troll
7 Strength
1 Move
Amphibious
+100% Healing every turn
+2 Life Magic Affinity
Notes:
The rarest of the lot. And these guys should be the top dog, owning even the mighty Hill Giants. Since they are so rare I would like to empower them greatly, so the AI doesn't gobble them all up in the early game. The Life Magic Affinity seemed an interesting fit, since Life Magic is an unpopular choice and a stark contrast to the general concept of trolls.
Troll Totem
Notes:
Just right as it is. The healing bonus is a great boon to the late game units, that can heal enough to keep going forever. By giving the trolls a strong Life Magic affinity I want to make the player think twice before making a totem out of the unit.
Wolf
2 Strength
2 Move
Can withdraw from combat (20% chance)
80% chance to turn into Wolf Pack unit
Notes: The wolf unit is pointless. The only thing it could threaten is an unguarded settler or great person. It's, however, to rare to pose such a threat. With the built-in +50% versus animals the Scout always beats a wolf. The withdraw chance, with the xp granted by retreat, will at least give it a tiny advantage.
Wolf Pack
3 Strength
2 Move
Can withdraw from combat (25% chance)
25% chance to spawn new Wolf unit
Notes:
The pack is a little stronger but will still lose to a scout in just about any normal situation. Is it possible to change this unit into a "minifleshgolem"? That you could sacrifice Wolf units and the Wolf Pack gains their promotions?
Wolf Totem
Adds +15 withdrawal chance.
Notes:
+1 xp and +25% withdrawal chance is way over the top. The +1 xp alone would be worthy of a major challenge.
Lion
3 Strength
1 Move
Immune to fear
80% Chance of turning into Lion Pride
Notes:
RL lions are pretty easy to scare but fantasy lions have always been envisioned as fearless. Since they hang out in the deserts they can be surprisingly strong in the early game, taking advantage of the -25% defense from the terrain.
Lion Pride
3 Strength
1 Move
Immune to fear
1 First strike
Notes:
Same idea as with the wolf pack. The first strike is to symbolize the typical ambush attack the pride uses.
Lion Totem
Immune to fear
Notes:
The +1 attack strength is not nearly as strong as the +1 xp/combat but since lions are fairly common the bonus is simply to easy to gain. E.g. the extra attack strength on the svartalfar hunters gives them a very serious 7 attack strength total in the early game.
Tiger
4 Strength
1 Move
1 First Strike
Invisible to most units
Notes:
Legends about tigers emphasize their seemingly supernatural stealth and power. Having it being a "mobile spider" would make them interesting enough to keep around, making the summoned unit actually worth something else then assassin bait.
Tiger Totem
+2 First strikes
Notes:
+3 is too many, and +25% strength on top of that very strong. Since a FoL priest can summon these it means that religion currently got some serious power, especially as Svartalfar or Dovellio.
Gorilla
5 Strength
1 Move
Woodsman I
Notes:
The banana affinity is funny, but not very fluffy. Having strength 10 banana powered super gorillas is a fair bit silly. The Woodsman I promotion, with the ability to select Woodsman II, would make them pretty hard to catch.They should be non-aggressive, like the Elephant, as to not turn forests even more dangerous.
Gorilla Totem
+30 Defend/Attack in Forest/Jungle/Ancient Forest/Deep Jungle
Notes:
The current promotion is way, way, over the top. A simple addition to the woodsman bonus would be more balanced, and still pretty strong.
Bear
5 Strength
1 Move
25% Chance of gaining Enraged promotion after combat
Notes:
Please chance the graphic into a single unit. A sloth of bears are pretty silly as a concept.
Bear Totem
+30% Strength
Notes:
Feels fairly balanced. Bears have a shot at taking out an unexperienced Hunter, and the Enraged promotion would make hunting them a less casual pastime.
Polar Bear
6 Strength
1 Move
Winterborn
25% Chance of gaining Enraged promotion after combat
Notes:
All polar bears I meet are of the Lost variety. They all live in the jungle. Since you get a better totem from them they need to be stronger.
Polar Bear Totem
+40% Strength
+20% Resistance to Cold Damage
Notes:
Stronger bear compensates for the stronger totem. Good reward for an experienced Hunter.
Giant Spider
4 Strength
+1 Poison
Invisible
Notes:
Drop the spawning of Baby Spiders. That unit is too weak to be useful, and this unit is strong enough without it.
Giant Spider Totem
+1 First strike
+1 Poison
+25% City strength
Notes:
The withdrawal chance makes no sense, and the suggested bonus is a good reward for getting a unit with Subdue Beasts.
Griffon
6 Strength
1 Move
Flying
Can withdraw from combat (25% chance)
Notes:
I know the withdraw chance will make the unit even more annoying, but this little bonus will make it better worth the reward. Makes sense that a flying unit could flee combat.
Griffon Totem
Notes:
A totem that feels good enough just as it is. It's a nice bonus to a Beastmaster, and is enough of a challenge to feel worth the trouble. That you can upgrade it into a Griffon Rider means you have to make a decision of getting a good unit or a good promotion.
Swamp Troll
7 Strength
1 Move
Amphibious
+100% Healing every turn
+2 Life Magic Affinity
Notes:
The rarest of the lot. And these guys should be the top dog, owning even the mighty Hill Giants. Since they are so rare I would like to empower them greatly, so the AI doesn't gobble them all up in the early game. The Life Magic Affinity seemed an interesting fit, since Life Magic is an unpopular choice and a stark contrast to the general concept of trolls.
Troll Totem
Notes:
Just right as it is. The healing bonus is a great boon to the late game units, that can heal enough to keep going forever. By giving the trolls a strong Life Magic affinity I want to make the player think twice before making a totem out of the unit.