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As for a gold dump, I'm thematically more inclined to explore a version of the Mani architect assistant to keep the giants locked behind the big summoned forts and the capsite. Not sure the summonable version would be a good fit or if it requires a whole new guy.
I still would never recruit the Vala to research or fight anything due to having a cost efficiency worse than an Abysian Salamander, but at least this way you can spend your gold.
Thank you for taking the time to respond to my earlier feedback, and I hope it's useful to you!
With those comparisons in mind I would argue that the previous version's MR values were quite fair in comparison to other units in the game.
A nation of Never Heals units is both interesting and flavourful, even if it is annoying to manage at times (primarily because you have to manually check dozens of units to see if they're too damaged and need to get shuttled to a lab by Astral Command indie priests), so I don't think I'd immediately argue it should be removed for anything except quality of life reasons. Makes me wish the Nidhere army screen life counter could be used to view HP, though.
However, I'd like to suggest two things: An increase in MR is very much necessary to make the nation function beyond the mid game. And a way to reasonably spend gold in the first 6 turns.
Without having played an actual MP game with Ginnungaheim yet (though I do know of a particular host who regularly creates new mod wars games, so I'm waiting) I couldn't say if the delay is long enough or should be increased even further, but I do think this is a great direction to nerf Ginnungaheim's primary issue of having too much tempo while letting the actual giants remain strong and fun to use.
I did a few full scales expansion tests (big blesses are a bait for Ginnungaheim in my opinion) and I could indeed use parties of 12 Mani Guard (6 for weak provinces) and thus obtain 15 provinces by turn 8, which is inarguably good expansion by even the strictest of MP metrics, even without using an Awake.
I was afraid the Never Heals trait would cause effective attrition to be too high, and while I still wouldn't run Mani Guard into barbarians, the strong admin of your citadel cap lets you get enough troops to not get overrun and take too much damage to continue into new provinces, assuming your cap circle isn't complete garbage.
Furthermore, since the nation can take an awake god, and can recruit their sacred elite bonker even before the cap comes online fully (even if still wouldn't use them for expansion) they do actually have the tools to deal with a hellbless rush.
If the consensus is the nation is now underpowered but the delay is effective we can always look into giving the nation their old MR back. At least for the Ljostursar, the Mani leaned on their old shields to justify that and those are gone.
Well, anyways. I hope that my feedback was helpful for any further development.
I get that Ginnungaheim has always been a hard nation to balance, but to me this is a nation that will stop being functional after the first 20 turns, because people can and will bring a mage for every 1-2 Solveigs (because 2 Solveigs both cost as much as a good mage and are rec-limited by your gem forts) you have and cast any of the many MR-negates kill spells and immediately disintegrate your army. It's not even Soul Slay that's the worst part, that would be Charm and Enslave Mind.