Giant civ for Fall Further now in BETA

Arctic Circle

Prince
Joined
Apr 24, 2008
Messages
473
A new civilization for Fall From Heaven, based on Fall Further now playable in betaversion with one easy download, unzip and copy/paste action.

A bunch of unique units, A unique wonder, A unique (and forced) goverment civic, A early worker-style hero, Small and numerous cities, Giant units and much much more.

http://forums.civfanatics.com/showthread.php?p=6924199#post6924199

Scroll up for some screenshots :)

Jotnar are the giant kin, an assortment of races that is held together by a common ancestry and traditions. They live centred around small family groups called 'Steaddings' or 'Homestaeds', not seldom attracting some odd kin to their dwellings. Hill giants, Trolls, Fiery giants, Tritons of the sea .. even the mightiest of them - the Titans - might fall in under their banners once they unraveled the mystery of immortality. Tightly held together, slow to bear offspring and to come to action, their pure size make them a force to be considered.

Changes since ALPHA:
- Countless bugs and flaws, including those mentioned in threads by our brave testers have been fixed.
- City graphics have been handled.
- Everything now downloadable, and pastable in one file. Adding Jotnar onto Fall from Heaven or Fall Further
is now a single step action.
- Jotnar cannot have any other Goverment civic except 'Traditions', which is a Jotnar-only civic.
- Jotnar do not have, and mostly will not have a world spell. But they have a unique wonder, the great wall.
That works similar to the one of vanilla civ.
- Jotnar have a habit of building things large-scale, therefore their windmills and watermills are rather amazing constructs.
Also observe that Jotnar cannot research Machinery.
- Jotnar Units are not built, a Jotnar base unit is spawned randomly with an average of once every twenty turns and with a maximum of two per staedding. Modified by Armageddon counter. This base unit can be upgraded similar to Grigori's adventurers to various Jotnar units. Notable is that Cyclop units are a dead-end and that Sea Serpents and Giant Tortoises still are buildable as per normal. Take very good care of your units, and build House of Ancestor early. A Jotnar base unit spawned in a city with House of the Ancestors gain the promotion Spirit Guide.
- Extensive Civilopedia description of the Jotnar civilization with thoughts on War, Religion and general Strategy.
 
Sweet. I liked the Beta. Lookin forward to this.
 
Explain how. Cuz it seems right to me.

I take somethin like this. As evil affects the world, giants suffer.
 
Maybe as the world ends, the Giants see the need for unity and start to come in larger numbers? :P
 
Well, the spawning of giants are one of the things that I am very interested in feedback on. Based on what been said sofar I already scaled the spawning down around 50%.

Yet, somehow I agree. Flavor-wise the giants should lessen in births and their sorrow grow deeper.

For while they might not suffer so greatly as the world crumbles and demons appear, for they are giants and mighty in many ways - the end for their race creeps in with the approaching doom of armageddon not by fire, starvation and war but by the fact that there are no new giants born. The old yet strong giants sit in their halls of stone, longing for just one thin laughter of children while the world ends around them.

However. Reducing the spawning at the time when you for example loose half all living units, or when hellfires spawn sects of flies .. and when all other players crank up the production of their rank 3 units in numbers of hundreds.. how could I balance that out? Just settle with that this is one of the Jotnar civilizations weaknesses?
 
Well, sounds ok to me. Granted, I wanna try it 1st. But sounds ok atm.
 
Well, the spawning of giants are one of the things that I am very interested in feedback on. Based on what been said sofar I already scaled the spawning down around 50%.

Yet, somehow I agree. Flavor-wise the giants should lessen in births and their sorrow grow deeper.

For while they might not suffer so greatly as the world crumbles and demons appear, for they are giants and mighty in many ways - the end for their race creeps in with the approaching doom of armageddon not by fire, starvation and war but by the fact that there are no new giants born. The old yet strong giants sit in their halls of stone, longing for just one thin laughter of children while the world ends around them.

However. Reducing the spawning at the time when you for example loose half all living units, or when hellfires spawn sects of flies .. and when all other players crank up the production of their rank 3 units in numbers of hundreds.. how could I balance that out? Just settle with that this is one of the Jotnar civilizations weaknesses?

Maybe introduce some diversification as they approach the higher ranks. As the world ends, the Jotnar come to realize that they will not survive alone and so begin to use the lesser races to further their own ends. As uniquely massive and strong units, it seems feasible that they'd impress the more barbaric races and possibly be able to subjugate a few tribes to do what they want. Being able to use perhaps ogres or orc axemen as fodder after a certain point (need smelting for the axemen perhaps - later than usual) would give them something to build rapidly. It's also nicely backwards - the fact that the weaker units become available later in the game.

Of course - the orcs wouldn't be considered part of the civilization as such (they're a proud race after all), just a tool that can be used.

==

That also ties in roughly with the fact that Hill Giants and Orcs seem to work together as barbarians - the orcs are simply impressed by the Hill Giant's sheer strength.
 
Maybe introduce some diversification as they approach the higher ranks. As the world ends, the Jotnar come to realize that they will not survive alone and so begin to use the lesser races to further their own ends. As uniquely massive and strong units, it seems feasible that they'd impress the more barbaric races and possibly be able to subjugate a few tribes to do what they want. Being able to use perhaps ogres or orc axemen as fodder after a certain point (need smelting for the axemen perhaps - later than usual) would give them something to build rapidly. It's also nicely backwards - the fact that the weaker units become available later in the game.

Of course - the orcs wouldn't be considered part of the civilization as such (they're a proud race after all), just a tool that can be used.

==

That also ties in roughly with the fact that Hill Giants and Orcs seem to work together as barbarians - the orcs are simply impressed by the Hill Giant's sheer strength.

Very interesting idea. I can reduce the number of Jotnar children born as the armageddon counter rises - and at certain levels allow for some 'outsider' units to be built.

And there should be a standard solution that allows a unit to be built only after Armageddon count X. As per the dragons, the huge AV demon and the mithril golem.

I'd need to set that the loss of such 'cannonfodder' units doesn't effect war-weariness and doesn't cost unit-supply.
 
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