Jotnar: Balance Discussion Thread

WarKirby

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I think we need a thread to discuss the awesome new jotnar race, in more ways than just bugs.

I feel the Jotnar are a bit overpowered in some ways, and a bit lacking in others.
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Let's start with Egrass. He's a 2/4 Hero worker, available right from the start. Takes a mere 75 :hammers: to build.

2/4 isn't really that great, but he does benefit from the jotnar age promos, increasing his strength by 1 every 50 turns. Haven't played long enough to see what the limit of those are, but I know there are at least two.

Being a Hero, he can also learn Heroic Strength and Heroic defense. So that, within 100 turns, Egrass goes from 2/4, to 6/8. In addition to having Combat V, and whatever other promotions you decide.

I find him pretty good for early conquests. Probably a bit too good.
I have an idea, though.

How about making him start with less strength. Say....1/3, and without the hero promotion
But be upgradable once you discover Bronze working, to another version of himself that gets Hero, and has 3/5 base strength. This could also solve the odd issue of him starting off with a sword, before any kind of metalworking is invented. The former version could have a club, and the latter a sword.
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On another note, I find that Jotnar have some severe issues with production, and aren't easily capable of building stuff. I'm thinking it would be good to add a small :hammers: bonus to the Giant Staedding in each city, like +2:hammers:

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Jotnar Citizens and workers have some oddities, compared to the rest of the jotnar units. Citizens don't start with the Giantkin promotion. And thusly they don't have it's effect of losing defensive bonuses. This makes them an easily acessible 4 defence unit which gets bonuses, and can make jotnar cities extremely diffiult to take. Aside from anything, it just seems like a bug. They're giants like everyone else.

As to the workers, I've found that they don't recieve the +1 strength every 50 turns, that other jotnar units do. This seems a bit odd.
If it would make them too powerful, then reducing their base strength to compensate could be good, but it seems like an irritating bug as it is.

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And last thing I wanted to mention just now, I think that the 6 turn casting time on the Mouth of the Divine's religion spreading spell, should be reduced to 2 turns. 6 is a bit much, and combined with the lateness of the unit, severely cripples Jotnar's ability to utilize religion.
 
Oh, another thing that came to mind. I think Trolls should have a 25% weakness to fire.
More of a flavour thing than anything.
 
Thing with making early conquests with Egrass is, what are you going to defend with? One Wild Troll that are likely to go hostile/nutz anytime and a heap of Thrall Militia?

Its a real gamble to send Egrass far from your own cities early, because you might have only Thralls to defend with.
 
I have to say that the trolls really aren't "likely" to go nuts at all. Estranged promo has a 15% chance of wearing off, or a 5% chance of becoming barbarian.

It's possible, but the odds are more favorable for it settling in.

Also, I defend with my str4 workers and citizens, who are like weaponless axemen, and considerably superior when my enemies have only warriors. They can be upgraded into trolls at a moment's notice, should an enemy invade.

The thralls, while not exceptional, are decent cannon fodder. They're strong enough to fend off Orcish warriors, which is just about all they really need to do.
 
I find thralls to be really weak, but still they cost maintance which is bad.
They do? I don't think that they do.

Also, I don't find the Jotnar having any production problems. They don't need to produce units or health/happiness buildings. They have awesome Water Mills (no need for farms, basically) and Wind Mills so they can mine most of the hills and still have enough food for size eight with just a couple of mills in a very hilly region. And they have more cities than anyone else.

But I'm really having problems making enough money to upgrade even half of the citizens I get without crippling my research. It really costs a lot.
 
Lemminkäinen;7969306 said:
They do? I don't think that they do.

Also, I don't find the Jotnar having any production problems. They don't need to produce units or health/happiness buildings. They have awesome Water Mills (no need for farms, basically) and Wind Mills so they can mine most of the hills and still have enough food for size eight with just a couple of mills in a very hilly region. And they have more cities than anyone else.

But I'm really having problems making enough money to upgrade even half of the citizens I get without crippling my research. It really costs a lot.

Is this with the Patch K version? Citizens spawning as expected?
 
Uh, I don't know. I think I had some money issues with other units while I experimented with thralls :).

I don't have any problems with money. I just have around 10-12 cities with markets and get a huge load of money. I find spawning rate a beat weak, at least for immortal-deity games where you just don't have units to defend against enemy SoDs of 15+ units unless you force AC > 30. Maybe it's due to the "randomness" factor which can be a gamebreaker.
 
Is this with the Patch K version? Citizens spawning as expected?
That version, yes. And I think that they are spawning as expected. I can check the exact amounts tomorrow, but I don't think that there are too many citizens, it's just that I am not making enough money, it seems. I'll try a new game with a different strategy with bit more emphasis on the money making when the civics adoption is fixed. I was using Uxol without RoK and not a lot of Raidering (should've probably done it with Thralls in hindsight).
 
It seems a little "wrong" that workers can fairly quickly become better defenders than thralls... I dont have a solution to offer, but I found myself using hardy promotion workers to defend cities and that just doesnt seem right.

I like the idea of having a small army where every member is extremely valuable. (As opposed to many races using stacks of cannon fodder).

They seemed a bit weak to get off the ground with in my first immortal game with them, but I see potential. The Jotnar are certainly unique in how they are played and thats a plus.
 
Jontnar cities dont grow higher than 8, right? So you need 16 food: 4 watermills on grasslands. It leaves 4 slots for money/gold. Pretty average, IMO.

Thralls are useless,( you'll get 8 happy anyway). workers are better defenders.Automated cities still try to grow cities in spite of limit. Micromanaging in this level becomes boring pretty fast.
 
Well, anything are better than thralls. The point of them is that they're expendable, can be easily mass produced, and have no upkeep.

Personally, I don't like that workers have to be produced. Or for that matter, CAN be, considering their strength. I'd rather see them as a (cheap!) upgrade option for citizens. And perhaps up the citizen spawning to compensate.

Every giant should be valuable.
 
Well, anything are better than thralls. The point of them is that they're expendable, can be easily mass produced, and have no upkeep.

Personally, I don't like that workers have to be produced. Or for that matter, CAN be, considering their strength. I'd rather see them as a (cheap!) upgrade option for citizens. And perhaps up the citizen spawning to compensate.

Every giant should be valuable.

I was considering along these lines myself, but never got around to it.
 
They're not supposed to cost maintenance. That was specifically changed.

If they do, it's a bug, but I don't think they do.


I'm playing Jotnar right now (and loving them). I'm definitely paying maintenance on my thralls. XML needs a fix if that is unintended.
 
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