Arctic Circle
Prince
- Joined
- Apr 24, 2008
- Messages
- 473
To start it off.
For some reason, the Jotnars unique wonder have dissapeared. Reported by my wife.
For some reason, the Jotnars unique wonder have dissapeared. Reported by my wife.


I'm not sure if its a patch F issue (because i just patched it up before installing Jotnar), i've been getting occasional CTDs, somewhat often while loading saved games, and sometimes midgame.
Ah, and it'll be nice if speakers automatically get promoted to their respective state religions--early on its very hard to find a citizen with the state religion to upgrade to speakers so that they can utilize their divine+channeling promos (a catch 22 that you need speakers to widely spread the religion in the first place)
Makes thematic sense too that the "priest" going around converting all the other Jotnar to his beliefs would at least follow it in the first place XD
edit: messed around abit more with the Jotnar, found a few other quirks
Troll hunters, though gaining Loyalty, still remain crazed. Is that intentional? IIRC loyalty simply kills off your unit when it was supposed to go barb.
Troll hunters are also unable to upgrade to their ranger equivalents--not sure if this is intentional because cyclops could be a whole different race altogether, but... you could promote your initial citizen either way couldn't ya? XD
Troll hunters are unable to promote to their druid equivalents, which is another natural promotion path for generic civs.
Paladins and Eidolons--I'm unsure if you have removed them, but it certainly weakens the good/evil alignments a fair bit without them.
Its interesting to note though, that the roles of immortals and phalanxes were swapped here--phlanxes lost their city attack, gained 30% city defense, as well as upped to 16 defence, whereas immortals gained overall strength.
I'm not exactly sure if giving immortals channeling III capabilities might be slightly OP though--even channeling II alone means an immortal can bombard, maelstrom, and wreck cities on their own, on top of having immortality.
But wow, a potential strength 26 defense phalanx sitting in a city and gaining 30% bonus together with usual city defensive bonuses... thats very much worse than trying to kill Acheron lol~
Though undoubtedly they'll be a pain to lose, needing a giantkin legend, and a great commander.



oops i wasnt referring to the mage line units, was referring to the priest UU mouth of the divine.
They perhaps ought to automatically follow the state religion? Makes sense thematically, and it allows them to actually use their divine promo.
oh and one more thing... I killed Egrass off but I was unable to build the shrine of the champion. =(
mmm... played a few more games with the Jontar, I suppose this should be placed under the actual Jontar thread but just a few other quick thoughts about them
* 1/2 thralls are... mmm... somewhat lacking. against a human player who picks up just a shock I, they make total mincemeat of them, leaving the only other defensive unit early on being the wild troll, which cannot be build and is severely limited in numbers--ie. against a determined war/axe rush the Jontar has effectively no defense.
The earliest effective giant unit would possibly be the Hunter, since Hill giants require too many techs, but hunting+lodge come in way too late to be useful, though actually surviving till them makes the giant hunters hard to stop.
suggestion: perhaps leave thralls at 2/3 (aka pacifist elohim wars) and increase the hammerage to fit--still too weak to effectively attack, but at least does a respectable job at defending.
* I suggest changing the philosophical trait on the Mother leader. Being capped at 8 pop/city, there is absolutely no way the Jontar can pursue an effective SE--philospohical trait would be useful in maybe popping the first 2 GPs, but thats about it.
You might say that the House of Ancestors UB would add to the GPP, but adding a 5% boost and 3% per other House bonus, with say 20 other cities with houses (quite a generous figure already), would mean a 65% GPP boost.
With 8 pop a city and say leaving 3 specialists, even with philo+65%, that is still not going to pop out the say 4-5th GP anytime soon.
*I understand that the paladins/eidolons were removed because the Mouths of the Divine are already pretty strong units. However, leaving the Druids there whilst removing the good/evil divine units seriously weakens the good/evil Jontar leaders compared to the neutral leader.
IMHO, RoK and AV are the only 2 religions that are really practical for the Jontar due to their gold/beaker bonuses per city respectively, since the Jontar has to spam out numerous cities like the Chivslev. And running either of these religions would not allow the good leader to return back to neutral (unless you do the CoE > RoK shift).
This is one of the Jotnar problems. And civs should have weaknesses. I will most likely possibly make the thralls into 1/3 's or increase their city defence bonus. Or both.

Counter-idea. How about increasing the GP bonus from House of Ancestor UB? Or create another extra UB at some third-tier tech?
If not Philosophical? Defensive? Creative?
)

You should be able to build Woodfathers (UU Druids for Jotnar) regardless of alignment?

Yea that should help a bit, even a 2/3 unit is practically crippled on the offensive side![]()
, when his work was done blazing jungles and springing deserts I tried to get him killed for the shrine 
There is a space in Python where all the civilization Heroes are listed. Never quite understood why since you could just ask CivilizationInfos for that bit of knowledge, but it is there regardless. I imagine that Shrine of the Champion might require that you are listed in that function.
