Jotnar: Balance Discussion Thread

FYI, Wild trolls are a scout replacement, not hunter.

Troll hunters are the hunter replacement. They become available at hunting like every other race's hunters, but they have 6/4str and 2 movement (wild trolls only have 1 move)

I do agree with the notion that they should become enraged, rather than turning barbarian, though. Although while enraged they should still be able to attack your own troops.
 
Oh, that reminds me of something

Modify the amount of time it takes for age-based promotions based on game speed. Part of the problem at "Epic" speed (which I typically use) is that the clash between civilizations doesn't start until at least turn 150, at which point you have a large pool of giants with 50+ years on them (1 age promotion) and several with 100+ (2 age promotions).

No!

It already is scaled. Not the age requirement, but the age itself. A unit ages slower on epic/marathon speed. If you're playing on marathon, you should see the unitage at 100 when a unit has been alive for 300 turns. And likewise, in quick, it will be at 100 after 67 turns.

If this is isn't the case, it's a bug. Xienwolf explained that this is how it works.
 
Err, yeah, marathon. Whatever the longest one is :)

Epic is 150% opposed to Normal's 100%. So it wouldn't be half, it would be 2/3, so your age at 100 turns would be able to be 67 (or 66, depending on how the rounding works). You'd need a 200% speed to have age 50 at turn 100.
 
oops... I have been thinking of them as hunter replacement. I have been thinking of the Troll hunters are the Ranger replacement.

Well THAT makes them much stronger than I was considering them. Especially when you start adding Age improvements.

Yeah... 5 gold seems a bit under priced. 25 might be better.

I don't like them attacking my own troops. That is what makes me simply not use them and wait on troll hunters.

If they were crazed, 2/3 then they could still scout for you while enraged you would be at 4.8 effective, so that might be the best answer
 
I kind of like the strength of wild trolls as is. I think changing the gold cost is the only thing they really need, and maybe increasing the chance to go crazy.


On another note, I think all jotnar units should have a larger support cost. At least double normal units, I think.
Well, I mean only the giants, of course.
 
I kind of like the strength of wild trolls as is. I think changing the gold cost is the only thing they really need, and maybe increasing the chance to go crazy.


On another note, I think all jotnar units should have a larger support cost. At least double normal units, I think.
Well, I mean only the giants, of course.

All rank 2+ units have +1 gold cost and some even have +3 gold support cost.
 
Long post incoming. Apologies in advance.

I've played 4 games with the Jotnar since the release. They are my favorite civ right now. Kudos to Arctic Circle.

A few observations:

1. Hidden Nationality is overpowered and a little silly as it stands. The AI isn't smart enough to deal with it, and it seems thematically wonky. How tough would it be to figure out that the horde of giants destroying the kingdom might have something to do with the Jotnans next door? If HN is retained then there should be barbarian trolls added (which would be cool anyway) and the number of savage hill giants increased.

2. The Jotnar are too tied to the default storyline with the AC mechanics. This should be uncoupled completely. A player shouldn't be penalized for playing nihlistic AV giants if that floats his boat.

3. Estranged is too harsh. A player that turns his first citizen into a Wild Troll only to have it go rogue is bummed. Possible solution would be to make Trolls a bit weaker and buildable. Another solution would be subbing crazed for enraged.

4. Why no Frost Giants?

5. There is a long, long gap between Thrall militia and Hill Giants. Would be nice to have an early weak giant melee bruiser of some sort to fend off early rushes and take out troublesome barbarians. A boulder-hurling "archer" would be cool in this spot.

6. This suggestion approaches modmodmod territory, but a series of promotions defining the kindred of the giant that operates the same way the spider specializations do would be loads of fun. Troll skalds, Triton hunters, Frost Giant berserkers, etc...

7. I've tried allowing giants a defensive bonus. Doesn't seem to unbalance anything, just makes them less fragile in the field. Not even going to suggest changing this because it is such an easy XML adjustment to make for myself, but thought it should be said.

EDIT. #8. Jotnar in Fall Flat are decidedly more balanced than Jotnar in Fall Further. Delayed access to watermills and windmills makes all the difference.
 
I saw it

Any perticular reason why Jotnar cities were changed to be limited to size 8? in my game i planned on them reaching 10, which meant they could manage all tiles and still get a couple specialists, but 8 is only just enough to work their tiles, which makes acquiring great people a non-occurance. Oh, and another thing, you need to change the wall of the covenant, it claims to be providing great person points, but it provides them to no particular type of great person. Same with the halls of the ancestors.

I never played until they were in FF. Did they grow to size 10 before the merger?

Ahhh per.... http://forums.civfanatics.com/showthread.php?t=278848

- Culture boost of +50 now working when Jotnar cities -should- grow from 10 --> 11. Jotnar cities are limited to max 10 in size.

I would love to see size 10 cities (8 workers = 2 Spec) however that would simply make them even stronger than they currently are...
 
I like the 8 city size.

Having specialists would get annoying. You'd never be able to get the type of specialist you want because the AI would always put them on whatever it feels like, repeatedly, despite your specifically removing them.
 
Aye, it should work how WarKirby stated. At turn 100 Epic there shouldn't be any unit in the world older than 33.

My mistake. The giants *are* aging at a reduced rate at "epic" speed, but I didn't realize it because I never looked closely enough at the Turn counter compared to the unit's age.
 
Fothal, before I start I wanted to say I agree I think this race is too powerful currently and needs some SLIGHT toning down. I just don't necessarily agree with some of your conclusions.

As a side note, some of my conclusions were based on insufficient evidence. I was probably a bit too harsh in some areas.


I disagree here, as Artic mentioned the REAL cost isn't the gold it is the Loss of a giant. Personally I HATE making wild trolls. I don't seem to lose 5% to barbarian, it is more like 80%. I almost NEVER have that promo wear off before they go barbarian. If they DO go barbarian, you then have to worry about said troll coming after you which them can reduce your forces even more.

The problem is I can afford to create an army of wild trolls willy-nilly. The long-term benefit of really old HN troll-line upgrades more than balances the huge loss in citizens. At least, on epic games (see below related to that....).

Personally, I reliably get 1 in 4 trolls going barbarian. I just be certain they aren't in the cultural borders when it happens. This is also the amount I expect based on the 5% barbarian / 15% wearing off noted by the promotion for each turn.

Also isn't a hunter a 4/4 unit? Troll are actually weaker than hunter units which are not all that hard to crank out for other civs.

is 5 gold too cheap? maybe 100 is way too exspensive Although I would not mind paying more gold if instead of turning barbaian, they simply used the Enraged mechanic to be controlled by the AI (without the Enrages bonus) you just lose control of them till they win a fight. At 5 gold I wouldn't care if there was a 25% chance of that happening each turn until upgraded to troll hunters.

Perhaps 25 gold as was mentioned elsewhere. That would seriously crimp the ability to create an army of trolls in the early game where having such army is unbalancing.

Or bump them down to 3/3 :strength: units and simply make them crazed until promoted to Troll hunters.



It is slightly easier to build buildings early since you are only building cheap thralls, but that hurts late when you are try to use thralls for defense.

I have no idea how you see that it actually HELPS in any form. In no way is a 8 limit city EVERY going to compete with a 20-30 pop city for production if they were built in the same square. being a "perfect production -food balance means nothing... if anythign I make too MUCH food typically, I could support 2-4 specialists per with a 3x3 city with the giants easy. 1 or 2 farms, or 1 or 2 food resources are more than enough. I.m not sure what perfect commerce generation means but Commerce is commerce. More = better. Any city that makes more than it's maintenance cost is gravy.

The freedom from building units helps immensely in the early game because you can go directly for buildings without the need to spend time creating a defensive army to ward against barbarians. Later in the game this advantage becomes a disadvantage, but early on it means you can build wonders while other civilizations are trying to recoup military losses from invading barbarians. This flows through to the rest of the game amounting to a notable advantage.

I should note that if the problems related to the hidden nationality promotion were fixed, this would probably be a non-issue because the game would continue far longer....to the point where the disadvantage becomes compared to other larger cities becomes more apparent.

Add to that you will have 2 or 3 giant city for each city a regular civ has, which means building 2-3 palisades, 2-3 libraries, 2-3 Parthenon... Any building that adds percentages basicaly cost you 2-3 times the hammers.

Flip side however is 2-3 market places, 2-3 elder councils actually help but still cost more hammers.



THIS I agree with. The HN promo is HUGE on anything beyond Wild Trolls. I have not gotten a game to last long enough to get titans or elder trolls, speakers, or even Weilder of Arms for that matter. My HN hill giants, and Troll hunters are devastating my opponents before i ever declare war. Once every military unit of theirs is dead THEN I declare war and walk in with a army of thralls, using the HN units to wipe out any newly created defenders.

I stopped using this tactic because it was simply too effective.

This makes sense to me. I think even HG with HN are very powerful, but anything beyond that is simply too much.


If they rework the spawn rate as has been metioned, this may not be a good idea.

Not being able to capture enemy cites would be HUGELY game changing. I don't worry about too small buildings, some of the population is the people that lived there before (hence they can revolt) they stay in their tiny little homes
Probably you are correct. It was just a random idea I thought I'd throw out.
That doesn't scale based on game speed?
It does, I was mistaken....
I like the milita idea, and having national unit limits wouldn't be too bad, but I think Troll hunters, and Hill Giants should be exempt from them, and personally I think your suggested numbers may be a little low but not a bad over all idea.
Quite possibly they are too low. Its a mechanic I'd want to play-test with several variations to see how it works out.
My understanding is the AI does poorly on slower game speeds, you may see a differnce by playing at normal speed.

I started a new game at "Normal" speed, but all other options identical. I think you are correct that the AI doesn't do so well at slower speeds.

I started at an excellent location for both my starting city and expansion. I haven't had any serious clashes with other civilizations yet, but so far even just countering barbarians is much more difficult. I'm also seeing indications I'm doing far worse than I expect in the technology race.

I'll play a few games at "Normal" speed and see what I think.

 
Why do the Jotnar get a free worker to start with? no other civ gets that.

And jotnar workers have 4 defence, putting them at a significant advantage in survivability.

I don't think they should get the worker. But they should start with 4 thralls instead of 2, because they're so weak.
 
I agree about losing the worker in favor of 2 thralls. Not only is does the worker have greater survivability, but I found that after building Egrass, i never needed to build workers. What he wasn't working on was being worked on by citizens. I would go a step further and say that jotnar workers are entirely irrelevant now.
 
I agree about losing the worker in favor of 2 thralls. Not only is does the worker have greater survivability, but I found that after building Egrass, i never needed to build workers. What he wasn't working on was being worked on by citizens. I would go a step further and say that jotnar workers are entirely irrelevant now.


Agreed. I never ever build workers. Citizens are crap at their job, but they are upgradeable and don't cost you valuable time that should be spent spamming thralls and buildings.
 
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