re shrine maidens... there was no critic there. only that I didn't really knew how to take advantage of their spells, so I suppose I missed a bit on their strength.
I have a question regarding Jotnar: May someone give me some strategic tips ?
- Jotnar need lot of Money (to upgrade their units, which is a costly business), and science to get all those funky units ... however:
* their cities are small and will stay small... so you don't profite from most gold-generating / science generating district-related buildings: what would be the "trick" ?
* their cities are small and they don't produce units... Nobles districts, with Happies, and with military and xp buildings have no real use, Temple district neither (unless I missed a use for faith)... however, the capital is limited to being a Noble district...
* their cities are small, so you might which to spend your citizens on food heavy tiles, to get more citizens... however you need commerce/gold, and a LOT of stone, for all the UB.... what to priorize ?
- what does the speaker do ? it has channeling II and Divine... but is there a spell linked to it ? (do Jotnar have a use for faith?)
- Titan and Berserker seems to be almost the same with sole identifiable differnence being Titan having immortal and chan III.. do they have a difference ? do they have access to some specific and different spells ? or are they "limited" to the mundane spells ... ?
- cities are 3rings, but UB push for many small cities (reduction of maintenance, increase of gpp generation by number of cities...etc)
- trolls (first level) are weaker than Jotnar citizens (7 instead of 10) and only boost "vs animal" which doesn't compensate for -3str, and "better chances in villages" : when is it interesting to get those smallish trolls ?
- Why use elder trolls ? they have 22str, like Cyclops, but need much more tech (need grove, which are paladin-level tech in the priest chapter) while Cyclops "only" need the second (third?) recon line tech
- Guilds: which guilds would they need ? :
* artisan to get all the bonus to production and gold/science from metals and gems, + get many metal to equip their "almost only melee civ"
* hunter: no?
* magic guild : why not... they have many units with channeling... maybe they can do something with having more mana to spend + small cities can use "mana-to-hammers" conversion
* commerce: yes ? or not ? need to get gold... but you won't get really big cities...
* slavery : no/yes: no need to get more non-buildable units : not bothered by the lack of happies !!
* esus : why not ?
* priest chapter : thematically NO, practically Yes: agnaostic civ, no use for any faith generation building (from what I gathered), but 3 UU are on the path line : Mouth and Elder Troll + a magical pseudo-druid. (maybe Elder trolls would not need groves ?)
any tips for guilds ?
I'm pretty sure I'll have later questions or may think of things as under powered
thanks in advance for the tips.