Jotnar Balance and Discussion

Few things I found while playing.

1. Is egrass the founder Supposed to be able to upgrade up the divine line? He became hero of foxford for me, and then later I was able to upgrade him to a speaker (not sure this is right - but the one that is available at priesthood). After the upgrade he was no longer able to improve my land anymore, but... not sure if that actually matters when he can suddenly have strength 6 base (strength 10 base by the time I upgraded him - +2 from old giant, +2 from heroic attack/defense)

2. You have stated that there is a new unit available down the archery line (an upgrade from weilder). However, in my game the archery tech tree is blocked. I am able to build hurlers and one other unit at engineering, both with ranged attacks, but am not able to build any units with ranged attack. Horse line is also blocked, as stated (and poisons unblocked). Also on the note of stating things, food required is 2.5, not 2.25. So what happens when the jotnar run sacrifice the weak?

3. City spamming still VERY viable. Courthouse gives -40% maintenence, barracks -20%, basilica -40%, and having one stormkin promoted giant in each city casting that wind spell thingy gives another -10%. And thats not counting the 5%'s from law mana. Even without going order or building law mana nodes, you will probably have a minimum of -75% maintenence reduction from the 2 buildings, the spell, and the 1 law mana source provided. Going order you can skip the unit and still get -110% from basilica, courthouse, barracks, and 2 law mana nodes (palace and holy building). The only major nerf to city spamming is the inability to upgrade citizens to settlers. This however is countered by the artisan promotion. Just stick a bunch of citizens who you haven't bothered upgrading in a city and presto, you have more production than a dwarf with a full vault and fields of mithril in every square. And on this note - just upgrade a huscarl per city, give him the air mana upgrade, have him cast the spell, and let him give -10% maintenence and +2 hammers in the city he is stationed in (and provide a nice big meatshield to stop attackers. (also, what is up with the buildings providing mana and city maintenence reductions? Considering that they now have the freedom to spread great distances and can live fairly well in most enviornments, why do they need mana providing buildings?)

4. Having thrall militia no longer able to be built once you can build thrall axmen kinda sucks - militia costs no maintenence costs, axmen do. Also on the subject of militia - when a unit captures a slave, the slave gets aptitude. Then once you upgrade him to militia, the militia now has aptitude. If it weren't for the increadiably slow rate at which aptitude gives xp (and if it weren't for the fact it was on thralls) this could be a bit dangerous. Note - the dovollio have the same ability.

5. You changed the troll effect promo from +1 defense to +1 attack, but didn't revise in your posts. You may want to consider changing it back (after all, random wild trolls are more dangerous if they are stronger attackers - a good defense should be a good offense).

6. The 100% trade route income is visible in that I get 100% bonus, but it doesn't state that there is a 100% trade route bonus income. You may want to add in that display item. Also, I didn't look to closely, but it appears that when I get a 50% bounus from buildings, etc, I remain at 2 commerce per trade route instead of going up to 3 commerce - just checking to see if this is how it is supposed to work.

7. The coastal changes are very powerful - especially since sea farms can find new resources. +4 food on coastal tiles with lighthouse and sea farm may be a touch OP. (and thats not counting the +3 commerce before financial). +5 food from a freshwater lake is also a very large bonus (needs to be next to sea and freshwater lake to get this though). By turn 150 or so, all 10 of my sea farms was either on a resource or had discovered one.

8. Seakin (and reavers). Specifically, they can go on ocean tiles. Before optics is discovered. So they can cross the globe and get a first snatch on circumnavigating the globe before anyone else. It doesn't do them any good, but it does deny it to other people.

9. Traditions + slavery = lots o slaves. When still slaves, they can be sacrificed for hammers, but once upgraded to thrall militia, can no longer sacrifice for production. Was this an intended change? (btw, capturing frostlings leads to very powerful militia - they remain frostlings and get +1 cold combat :lol:)

10. Blacksmith gives free armored promotion to units. Except it doesn't. And there is no armored promotion in the civilopedia. What is this supposed to do?

11. Last thing. The kindred promotions. Umm... I get the general idea of what they are supposed to do as far as the +2 fire etc. However for the spells that are enabled by age, there seems to be a few issues - namely, there are conflicting things here and in the civilopedia as to when certain spells are able to be cast. Example - pillar of fire. Looking that up in the civilopedia, it states that age 200 is needed (giantkin 3) to be able to summon. Here it says that it needs efreet (age 100 and unlocked at rage). As I haven't gotten to rage yet, which is it?

Hope my input helps

-Colin

1. Yes, Egrass can upgrade along the arcane and divine lines. He was always able to upgrade to immortal...I just added some earlier options. Essentially he is just a super-Citizen, so shouldn't be a major problem.

2. Sorry for the confusion. Ranged units went through SEVERAL builds. I eventually decided the best solution was to block the archery techs (fletchers don't make sense for huge brute throwing rocks) and link them to the construction line. They have access to the ammo promos as well. :)

3. Agreed. I've continued to tinker with that. I'll probably block courthouse and reduce unique Jot buildings' effect on maintenance. Will also swap Law mana for something else...Norse giants were an unruly bunch. As for Order...if you go Order you'll have a spam advantage. No real way to fix that except blocking Order...and I don't want to do that.

4. Hmmm. I could create an unique warrior unit for Jots again, I suppose. The art was the main reason I didn't...I liked the look of orc thralls. No big deal though.

5. Stacks of 5 Trolls that hit age 50 were ending AI civs is why I changed that. I'll look at it again.

6. No...that doesn't appear to be working as intended. Perhaps there is a cap on trade route increase %? I'll look.

7. Sea farms were part of a broader series of improvement changes. Sea farm is the only way that has made it in so far. Right now it is +2 food/+1 commerce...will reduce to +2 food. They are meant to be as good as farms for the Jotnar.

8. Seakin can't travel oceans until they upgrade to Troll Ranger. Reavers can...but that was intended. If it is OP I can change, but I rather like the idea of enormous Longships exploring the globe ahead of everybody else. :D

9. The sacrifice for production promotion tag wasn't working in FF50. I'll check and see if it works now. :)

10. Valk answered

11. The answer is both. You have to be an age 200 unit with the advanced Firekin promo to cast Pillar of Fire.

Thanks for the feedback. :goodjob:
 
Hmm... my seakin troll an NOT enter ocean squares. But then I don't even have sailing, just fishing, as I am playing a small water percentage map.

I LOVE the Sea-farm. I think it builds too fast. Same with roads. I am building a road in the water in 1 turn and a Sea-farm in 2 turns. Makes it very easy and fast to put a sea-farm in every water square in my culture. 1 seakin is all I need. Maybe increasing the build times or giving Seakin a reduction in Work rate might be appropriate.


Right now I have the work rate on trolls pretty high...because I want them to be able to build forts fairly quickly. Apparently nobody has discovered Jot Fort Commanders can expand a fort into a city at level 5. :D

What I'll do is pump up the time it takes to build a sea farm. That was just a first swipe at assigning a value. :)
 
"Route To" command is specifically linked to UNITAI_WORKER, so the only way any unit can use it is if they are Worker AI type. You could have python in onUnitCreate which sets the AI type for Egrass to WORKER when controlled by a human just to enable that button, but I think that would disable Recon mission (automated exploration), can't remember for certain though if the last has specific UnitAI types, or just a unit capability check.
 
"Route To" command is specifically linked to UNITAI_WORKER, so the only way any unit can use it is if they are Worker AI type. You could have python in onUnitCreate which sets the AI type for Egrass to WORKER when controlled by a human just to enable that button, but I think that would disable Recon mission (automated exploration), can't remember for certain though if the last has specific UnitAI types, or just a unit capability check.


Giving him worker AI should be fine...I'll change.
 
Change Fort to a city huh? Hmmm I have some level 4 or 5 fort commanders I will look into it when I get home. What happens to the commander when that happens?
 
One thing-Blocking archer and Mounted weakens Conciroir (sp) considerably. Can Father be allowed to reasearch them? (perhaps only the as a Player?)
 
Yeah, that one.
 
I would like them unlocked just because I like building the master equipment buildings, but I understand why that wouldn't make sense.
 
my balancesuggestion would be:

take the working abilities from jotnar citizens. u get loads of them and u got hardly any space to improve so even before turn 50 u can have finished upgrading your capital with whatever improvement u think fits the purpose.

u get free slaves. let them upgrade to lowlevel workers if needed but strip the citizens of their working capabilities. they lead to this skyrocketing before turn 100
 
One thing-Blocking archer and Mounted weakens Conciroir (sp) considerably. Can Father be allowed to reasearch them? (perhaps only the as a Player?)

Honestly, I think the best thing to do would be to just unblock all their techs, and put the block into their AI. Not too hard to do.

my balancesuggestion would be:

take the working abilities from jotnar citizens. u get loads of them and u got hardly any space to improve so even before turn 50 u can have finished upgrading your capital with whatever improvement u think fits the purpose.

u get free slaves. let them upgrade to lowlevel workers if needed but strip the citizens of their working capabilities. they lead to this skyrocketing before turn 100

Hmm... I like that about the citizens, though. :p Maybe gimp their speed? If you have very slow free workers, you'll still want a few normal workers.
 
The "Artisan" abilities of Jot Citizens, I wonder if they could be finessed in some way to only affect buildings as opposed to units. I can picture why they'd build stuff faster, three twenty foot tall guys could build Stonehenge before lunch *shrugs*

A little harder to understand how twenty citizens could "encourage" a Soldier of Kilmorph to clear out of basic training faster.

Guess those are RP considerations though. Still, sitting 10-20 citizens with nothing better to do in your production centre already means you'll beat lots of other civs to good Wonders, being able to switch focus to equally strong military output might make them a little too dangerously flexible.
 
Honestly, aside from thrall militia, the only unit I would ever build in my cities is the jotnar settler. Yeah, soldiers of kilmorph can be built, etc. However, if I'm getting into a fight, generally my best bet to to just buy a few more giants. Additional soldiers of kilmorph or whatever else that i might be able to build generally just get in the way. Of course, I don't particularly like the conquerer trait, so that might be part of the problem... Settlers on the other hand take long enough that it is worth it to me to dedicate 1 city to spamming them and any other cities that I have get no citizens in them but spam thralls.

On a different note, why do the national palace equivalent buildings provide additional sources of mana?

-Colin
 
Honestly, I think the best thing to do would be to just unblock all their techs, and put the block into their AI. Not too hard to do.



Hmm... I like that about the citizens, though. :p Maybe gimp their speed? If you have very slow free workers, you'll still want a few normal workers.


If we want the techs unblocked I could do that. We'd have some silly equipment-based promotion options available...but that is already the case with many units in the game. If our minds can stretch to allow a reaching creeper with a nice pair of shoes then a strange version of a compund bow for a giant slinger shouldn't be too jarring.

Will unblock next version, swap some tech prereqs.
 
Oh yeah...Jot citizens. Not sure it is possible to block them from boosting unit production. We could reduce the bonus they provide in general.

Workrate reduction feels like a cop-out. What we could do is limit the projects they can work on. Exclude the various mills, workshops, mines, and wineries. Perhaps exclude cottages as well?

Another option if we want to REALLY slow them down is prohibit building settlers. Only way for them to found more cities would be through upgraded fort commanders and conquest.
 
I think when I first heard about the Jotnar (outside of the FF+ changes), I read about decent synergy with RoK. So many of the goodies of this civ are unlocked by gold, you better think hard about getting the most $$$$s out of your religion, and RoK fits the bill.

This means Soldier of Kilmorph access. This means the chance to ignore all that thrall fighters type business. After I realized that I almost completely abandoned the whole warriors and axemen thing, knowing the Soldier are more expensive is one thing, but if all kinds of Citizens are ready to contribute hammers to construction, all good, Soldiers will end up the backbone of your armies. Have a few giants, almost like heroes, but a wild horde of Soldiers with them, leave a few behind as a garrison in each of your new cities. Again, fundamentally the giant component of your armies can be a small, high XP and costly-in-gold core, with all kinds of fodder to come along with 'em.

At least with the old Jotnar, I seem to recall one of the only ways to get around the lack of human-sized fighting troops was racing to Currency and building Guild of the Nine, so you could have some decent non-giant fighters. Now I find Iron using Soldiers fit the bill nearly as well, available early if you rush RoK and snag the Mines.
 
Oh yeah...Jot citizens. Not sure it is possible to block them from boosting unit production. We could reduce the bonus they provide in general.

Workrate reduction feels like a cop-out. What we could do is limit the projects they can work on. Exclude the various mills, workshops, mines, and wineries. Perhaps exclude cottages as well?

Another option if we want to REALLY slow them down is prohibit building settlers. Only way for them to found more cities would be through upgraded fort commanders and conquest.

I would have no problem with that EXCEPT for it takes 100ish turns with no combat to get a fort commander high enough level to do that. That PLUS the 20-30 turns to build the fort is WAY to long. If the Fort commanders got +1 xp per turn until 50 xp or something THAT THEY LOST when the fort was upgraded to a city that would be fine.

then you could chose to wait a bit longer for a stronger defender or turn to a city asap.
 
Oh yeah...Jot citizens. Not sure it is possible to block them from boosting unit production. We could reduce the bonus they provide in general.

Workrate reduction feels like a cop-out. What we could do is limit the projects they can work on. Exclude the various mills, workshops, mines, and wineries. Perhaps exclude cottages as well?

Another option if we want to REALLY slow them down is prohibit building settlers. Only way for them to found more cities would be through upgraded fort commanders and conquest.

Limiting build projects could work. I'd say exclude the 'fancy' ones... No cottages/Wineries/Plantations/Mines. Let them build Farms, Quarries, Pastures. Basic things. Actually, with your improvement changes we may want to block mines completely, and limit Jotnar to Quarries, since those are open air. Unless they're using slaves, mines would be rather difficult for them. :lol:

I don't really want to limit settler production. If necessary, increase the COST of their settlers... I'd rather not have to rely on Forts for my cities. :p

I would have no problem with that EXCEPT for it takes 100ish turns with no combat to get a fort commander high enough level to do that. That PLUS the 20-30 turns to build the fort is WAY to long. If the Fort commanders got +1 xp per turn until 50 xp or something THAT THEY LOST when the fort was upgraded to a city that would be fine.

then you could chose to wait a bit longer for a stronger defender or turn to a city asap.

.......Damn. Meant to do that for this patch... :mischief: They'll be getting an xp/turn promotion, like Hero. Actually, several. One to take them up to the first tier of culture, then a slower one to advance them to the next.
 
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