Now the Luchiurp+ project, looking for help. Design objectives (updated as new ideas come to me/are discussed in the thread):
Putting the focus on the golems. Even though it mostly already is, they should be able to outstrip the dwarven units.
Finding some way to add promotions to Golems since they don't gain XP, through use of their Hero (who already Empowers them) and possibly by either buildings or some way of buying promotions for your Golems with gold. (possibly both - build the building and then pay for the upgrade, Master Smith style, in which case the upgrade would be cheaper than if you can just buy upgrades without buildings)
Creating more arcane synergy with the Golems - Repair is a nice start, but mages at the back of the Golems should represent a serious threat.
A general focus on frontlining Golems and a gradual expanse of Golems as a main force - Where other forces might constantly tech up into new units, I'd like this civ to have fewer, but more customizable units - where others would get completely new units, they'd get bigger and nastier promotions and more ways to turn the units they do have into powerhouses.
Slower advancement through the tiers, but more powerful units - Thanks to promotions being buyable/acquired from buildings, their T1 will be more formidable than other T1s, and likewise for T2 and T3 - so their actual moving up the tiers will be slightly slower, but balanced by the fact that in the meantime, they're acquiring upgrades for their current units that even the odds.
De-emphasizing growth and making them a big hammer/gold rush civ - Hammers for high production (Perhaps even slightly more effective mines with one extra hammer to represent tireless golem workers) and gold to be used to tech up and buy upgrades.
(Possibly) Allow low-level Golems to be summoned onto the field by Adepts for a gold cost, with the type of Golem dependent on the square the Adept is standing on - Wood Golems in forests, Rock Golems on hills, Mud Golems on plains, etc. Even more theoretically, a "Golem Workshop" improvement that constructs a Golem every so often, again dependent on the tile it's built on.
Putting the focus on the golems. Even though it mostly already is, they should be able to outstrip the dwarven units.
Finding some way to add promotions to Golems since they don't gain XP, through use of their Hero (who already Empowers them) and possibly by either buildings or some way of buying promotions for your Golems with gold. (possibly both - build the building and then pay for the upgrade, Master Smith style, in which case the upgrade would be cheaper than if you can just buy upgrades without buildings)
Creating more arcane synergy with the Golems - Repair is a nice start, but mages at the back of the Golems should represent a serious threat.
A general focus on frontlining Golems and a gradual expanse of Golems as a main force - Where other forces might constantly tech up into new units, I'd like this civ to have fewer, but more customizable units - where others would get completely new units, they'd get bigger and nastier promotions and more ways to turn the units they do have into powerhouses.
Slower advancement through the tiers, but more powerful units - Thanks to promotions being buyable/acquired from buildings, their T1 will be more formidable than other T1s, and likewise for T2 and T3 - so their actual moving up the tiers will be slightly slower, but balanced by the fact that in the meantime, they're acquiring upgrades for their current units that even the odds.
De-emphasizing growth and making them a big hammer/gold rush civ - Hammers for high production (Perhaps even slightly more effective mines with one extra hammer to represent tireless golem workers) and gold to be used to tech up and buy upgrades.
(Possibly) Allow low-level Golems to be summoned onto the field by Adepts for a gold cost, with the type of Golem dependent on the square the Adept is standing on - Wood Golems in forests, Rock Golems on hills, Mud Golems on plains, etc. Even more theoretically, a "Golem Workshop" improvement that constructs a Golem every so often, again dependent on the tile it's built on.