I'm running a Krax game, and I might be jumping the gun in reporting this, as I'm still very early in the game. And I'm really liking Krax so far. What's not to like? He gets a huge boost to his early game with 1150 gold to rush production of early game resources, settlers, and buildings (obviously once Civics is researched), purchase adventurers, and even trade tech for money with neighbours. He can afford to be picky with which adventurers he chooses to purchase, because there are twice as many available to him than to anyone else. To my knowledge his civilization is the only one able to cast both life and death magic spells (due to being able to recruit kingdom heroes, but they still don't get the benefit of life shards). He can purchase opponent cities (I haven't played with this quite yet, but looking forward to it. It was one of many enjoyable mechanics from Alpha Centauri). His units get a decent defensive bonus when at 50% health, and last but not least, a nice dodge bonus when fortifying tiles.
A very nice dodge bonus. I may have this wrong, but the way I understand how accuracy vs dodge works is for each attack, the percentage chance of hitting is Accuracy - Dodge. A level 1 unit has 62 accuracy and 0 dodge, excepting equipment, giving each figure a 62% chance of hitting another level 1 (dodge 0) unit. But a level 1 unit fighting a level 1 fortified unit is 62 accuracy vs 30 dodge, giving a 32% chance of hitting. We've practically halved the amount of damage that unit is going to take on average, so long as it remains fortified.
But that's not all. With other races, the traits that provide a 10% dodge bonus are worth while, after all, increasing dodge to 10 means that 62% chance is now a 52% chance, resulting in a 16% reduction in average damage per attack. Two traits for a dodge of 20 results in a 32% reduction in average damage. But for a fortified unit, those same two traits reduce a 32% chance of hitting to a 12% chance of hitting, resulting in 63% less damage per attack than a fortified unit with no traits, 71% less than an unfortified unit with both dodge traits, and over 80% less than an unfortified unit with no dodge traits. I think that's worth the -1 hp and reduce weight capacity (third trait obviously goes towards strength or muscle).
Add the Belt of Precognition to that, and your units are completely safe from enemy archers until such time as the enemy melee units have finished throwing themselves onto your spears and swords, and you leave your fortifications to finish off the archers.
Currently my Spikes of Krax are equipped with the best spear/sword, and shield available, and also get a monk's robe and a Belt of Precognition, with two dodge traits and strength. No other armor or items, so they can remain relatively cheap (I'm not even sure that the monk's robe was really necessary). And given the relatively few battles they've been in, they've been severely outclassing their enemies. I haven't had the opportunity to test the belt of precognition against archers just yet though, so maybe there are some other factors at play I don't know about.
Now, granted that with higher level units, accuracy increases, but dodge does not. Additionally, you're probably giving first attack to the AI if you're using this ability, and using this ability won't always be tactically sound. And I hate the idea of nerfing fortifications, because it makes a fun and useful tactical mechanic and I'm worried a nerf will render it pointless. However, there are more items with dodge bonuses to be unlocked, and unless I'm forgetting something about later game mechanics, I figure this combination is a little bit broken.