I like the changes to the Jotnar! A few balance issues I have encountered though:
1. Sea Farms are highly unbalancing. The extra commerce is the primary culprit. I'm also using the Kelp mod, which makes the food production a bit too high as well. I would either eliminate the food bonus provided by the lighthouse or decrease the frequency of kelp.
2. I have not yet found a way to create fishing boats (sea farm) in an ocean tile. This means that whales and many pearl resources are unavailable.
3. Old giantkin units with a "kindred" promotion are a bit too powerful, especially at high difficulty levels where there are large numbers of barbarians to fight (and gain experience from). Wisdom of the Ancients then makes this even worse. These Tier-2 units are now level 22 and are nearly unstoppable. I shudder to think how powerful they will be when upgraded to the endgame units!
4. The ability to create forts using trolls is far too powerful. I had two trolls run around the map creating forts in strategic locations, then had a Stonekin giant follow later to be certain they are all on top of hills, and eventually give them all Stormkin. Barbarians are no longer a threat, invading armies never reach my borders, and I can even sometimes box in a civilization by placing forts narrow passages (peninsula entrances or between mountains). On top of all that, I also have new ranged units (Hurler) available any time I want be creating a city from a fort, then simply abandoning it to the barbarians (or guarding it if I want the city).
A lot of great ideas (some really cool ideas, I might add!), they just need to be toned down a bit in places.
Also, just one random thought on cities which occurred to me:
The decreased plot radius doesn't seem logical to me. Giants should be able to travel further to work the fields. Wouldn't it make more sense to allow cities of radius 3, but then make each point of population cost twice the food (4 instead of 2)? Perhaps also add +200% maintenance for number of cities? Just a thought, not certain how it would play out.
1. Sea Farms are highly unbalancing. The extra commerce is the primary culprit. I'm also using the Kelp mod, which makes the food production a bit too high as well. I would either eliminate the food bonus provided by the lighthouse or decrease the frequency of kelp.
2. I have not yet found a way to create fishing boats (sea farm) in an ocean tile. This means that whales and many pearl resources are unavailable.
3. Old giantkin units with a "kindred" promotion are a bit too powerful, especially at high difficulty levels where there are large numbers of barbarians to fight (and gain experience from). Wisdom of the Ancients then makes this even worse. These Tier-2 units are now level 22 and are nearly unstoppable. I shudder to think how powerful they will be when upgraded to the endgame units!
4. The ability to create forts using trolls is far too powerful. I had two trolls run around the map creating forts in strategic locations, then had a Stonekin giant follow later to be certain they are all on top of hills, and eventually give them all Stormkin. Barbarians are no longer a threat, invading armies never reach my borders, and I can even sometimes box in a civilization by placing forts narrow passages (peninsula entrances or between mountains). On top of all that, I also have new ranged units (Hurler) available any time I want be creating a city from a fort, then simply abandoning it to the barbarians (or guarding it if I want the city).
A lot of great ideas (some really cool ideas, I might add!), they just need to be toned down a bit in places.
Also, just one random thought on cities which occurred to me:
The decreased plot radius doesn't seem logical to me. Giants should be able to travel further to work the fields. Wouldn't it make more sense to allow cities of radius 3, but then make each point of population cost twice the food (4 instead of 2)? Perhaps also add +200% maintenance for number of cities? Just a thought, not certain how it would play out.