Jotnar Worldspell: Brainstorming

WarKirby

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As some of you might have noticed, the wonderful new Jotnar civ have no worldspell at all. This makes them the only civ without one.

I feel this is something that ought to be corrected. So let's see if we can come up with some nice ideas.

General thoughts about worldspells in general

1. Most world spells, should be available to use fairly early on
2. Most world Spells become more powerful as time goes by, rewarding patience and picking the right moment, rather than simply casting it as asoon as possible
3. A worldspell should be powerful enough to turn the tableson a bad situation, and give the civ a chance. Though care shoulds be taken not to make it too powerful.
4. Obviously, a worldspell should be thematically appropriate, and useful when considering that civ's unique mechanics.


With tese things in mind,a few ideas. Quoteboxed for readability, not because they're quoted from anyone:

Call to Duty (available w. education)
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Spawns a free Jotnar Citizen in every city which contains a House of the Ancestors. And, for the next 10 turns, all Jotnar Upgrades are free

Call to Distant Brothers (reqs all techs to make hill Giants)
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Gives the Jotnar control of every Hill Giant in the world. In a similar manner to the Clan, ie, the control is temporary, but they can be permanantly enlisted.

Wisdom of the Ancestors (no prereq)
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Increases the unit age of every currently living Giant, by 100, boosting them up a reputation level or two, and thusly giving them strength. Essentially accelerating their growth

Fury of the Titans (reqs Warfare)
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Gives the Titan Fury promotion to all giants currently alive. It's effects are as follows:
  • +1 Movement Range
  • Can Attack Multiple Times Per Turn
  • Causes Collateral Damage
  • Ignores Terrain Defences when attacking
  • Can Heal While Moving
  • +25% City Attack
  • 20% chance to wear off per turn
Essentially, similar to the Hippus worldspell.

Wht does everyone think of these ideas? also post some of your own, go on. :D
 
Call to Duty is way too powerful, since it's quite possible and useful to have House of Ancestors in every city, and to have twenty cities or even more, so in middle or late game you receive twenty or more free units of strength 12-14 (Wielders of Arms with iron or mithril weaponry). That's quite similar to the Walking Forests of Ljosalfar - but their Ent units aren't permanent.

Call to Distant Brothers, on the other hand, is underpowered - I've never seen a lot of barbarian Hill Giants.

I like the last two ones, though.
 
I like the third one best. The last one is too similar to warcry.
 
Rogue Titans:

Requires AC of 30(?)+. "Summons" some Giants in territory of top 1-3 AC contributors. (Ideally on mountains.) The higher the AC the more, and more-powerful, the created units. (Not necessarily Titans.) I'm thinking the units would be barbarian - probably "Animals," since that'd be the appropriate truce.

Basically a somewhat indiscriminate damage-causing spell.

Supposed to reflect giants who come out of seclusion in an attempt to set things Right but don't join the Jotnar civ. Fighting those who threaten the world, and maybe anyone else who happens to be around, but Not Nice People.
 
I like none of these :)
On the other hand I would prefer Artic Circle (right name?) to give his ideas and start this kind of thread instead of you :D (do not take it bad, just it is his creation and maybe he has more ideas under his sleeves).
 
Rogue Titans:

Requires AC of 30(?)+. "Summons" some Giants in territory of top 1-3 AC contributors. (Ideally on mountains.) The higher the AC the more, and more-powerful, the created units. (Not necessarily Titans.) I'm thinking the units would be barbarian - probably "Animals," since that'd be the appropriate truce.

Basically a somewhat indiscriminate damage-causing spell.

Supposed to reflect giants who come out of seclusion in an attempt to set things Right but don't join the Jotnar civ. Fighting those who threaten the world, and maybe anyone else who happens to be around, but Not Nice People.

I like this one. They would not join but fight the AC bad guys right?
 
I like none of these :)
On the other hand I would prefer Artic Circle (right name?) to give his ideas and start this kind of thread instead of you :D (do not take it bad, just it is his creation and maybe he has more ideas under his sleeves).

Arctic Circle created it, but he said a few times that he just wanted to get it finished and be done with it. then he passed it onto FF

The jotnar are now a part of FF, and it's vehem, xienwolf, etc, that will be working on them, not AC.
Of course, he's as welcome as anyone else to suiggest stuff, but it doesn't mean he should have the sole right to come up with new jotnar ideas.,
 
Well, as far as I know AI animals won't do anything inside borders or if they did they'd just suicide against walls since they cannot pillage, so this world spell is about "how to give bad guys xp" and not "how to get advantage".
Moreover, when AC>30 giants are not a threat anymore.
 
Arctic Circle created it, but he said a few times that he just wanted to get it finished and be done with it. then he passed it onto FF

The jotnar are now a part of FF, and it's vehem, xienwolf, etc, that will be working on them, not AC.
Of course, he's as welcome as anyone else to suiggest stuff, but it doesn't mean he should have the sole right to come up with new jotnar ideas.,

So I guess it's ok :)

Maybe something like:

The Giant Dance

Every giant starts a complicated ritual dance full of rythm and stomping which makes the ground shakes very badly and has a big impact on rocks

Condition:

To have at least 15 jotnar giant units (not included citizens) [to be able to have a nice dance, we must be enough on the dance floor!]
Feral bonds [to abandon ourself to the rythm]

Actions:

Turns a variable percentage of hills into mountains (could be 0.5% per jotnar currently living giant unit, capped to 10%)

As Jotner can attack from mountains, it kind of gives them an advantage, but can impact them as well by destroying some of their ressources.
 
I like Wisdom of the Ancestors since it's good, flavourful, fits the Jotnar, can serve different purposes depending on when you cast it and can help them out on later starts.
 
I like Wisdom of the Ancestors since it's good, flavourful, fits the Jotnar, can serve different purposes depending on when you cast it and can help them out on later starts.

Doesn't it seem overpowered to give +1/+1 to every unit ? (or am I missing something here?)
 
Wisdom of ancestor makes sense: it is flexible, to not burden your purse ( as all those "add X units" do) and it is flavor-ish. Aging is in FF but only implemented with Jotnar.
 
Doesn't it seem overpowered to give +1/+1 to every unit ? (or am I missing something here?)

Well, the case is more that they were going to get it anyway.
It just gives them it a bit sooner.

It doesn't affect a unit's potential, just lets it reach it's maximum potential faster.

Also, for newly built units, it would actually give them +2

I believe bonuses come at 50, 100, 200, and 300 unitage.
 
Well, as far as I know AI animals won't do anything inside borders or if they did they'd just suicide against walls since they cannot pillage, so this world spell is about "how to give bad guys xp" and not "how to get advantage".
Moreover, when AC>30 giants are not a threat anymore.

Animals already inside borders will move around inside borders. (Or did that change - I certainly remember border expansion allowing Griffons to go after my workers.) I'm pretty sure what they do is set by individual unit AI. And whether or not they're a threat would really depend on how powerful they are, wouldn't it? The higher the AC the more powerful the created units would be. That's to adjust the threat level.
 
I like none of these :)
On the other hand I would prefer Artic Circle (right name?) to give his ideas and start this kind of thread instead of you :D (do not take it bad, just it is his creation and maybe he has more ideas under his sleeves).

There wouldn't be a Scion World Spell if people hadn't bugged me about it and offered up their own ideas for me to ignore. :)

(And, on that note, the Scion WS is really more of a insta-built unique Wonder. In another thread it was suggested that the Wall of the Covenant be made the WS - I think that's a nice idea. Though I think it's "cooler" as a Wonder.)
 
There wouldn't be a Scion World Spell if people hadn't bugged me about it and offered up their own ideas for me to ignore. :)

(And, on that note, the Scion WS is really more of a insta-built unique Wonder. In another thread it was suggested that the Wall of the Covenant be made the WS - I think that's a nice idea. Though I think it's "cooler" as a Wonder.)

Also, if Wall is converted to a spell, it would no longer be possible to watch cool Firaxis video for it :) I like it very much



Maybe, the worldspell effect could be linked not with the Giants themselves, but with the Thralls? For example, "Aux armes, citoyens!", requiring some mid-game tech and converting all the Thrall militas for 6 turns to Homeland Protectors - with strength 6, Guardian and Homeland promotions.
 
Dunno if it's possible... But why not a world spell that removes all the unit's experience, drops them to Citizens again, but keeps their age and promotions so that they can, if they wish, start new lines? It would be ballanced because they'd have to be upgraded, for gold, AGAIN... But they'd still get some nice power, and let's face it... there's only so many promotions that they could get from that. ;3 True there'd be some super units.. But if we had that spell that lowers peaks, or some spells that allow travel over them... They'd no longer have an advantage.

And besides... It's going to be like every OTHER world spell. If you save it till it's useful, then it might allready be too late.
 
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