WarKirby
Arty person
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
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
bonus to the Giant Staedding in each city, like +2
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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.
I feel the Jotnar are a bit overpowered in some ways, and a bit lacking in others.
--------------------------------------------
Let's start with Egrass. He's a 2/4 Hero worker, available right from the start. Takes a mere 75

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.
----------------------------------
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


-----------------------
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.
-----------------------
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.