Ahriman
Tyrant
Ideas for the Vampire Counts civ.
Promotions:
Vampire feeding effect
Building:
UB: Boneyard (replaces graveyard)
+1 health, +1 happy.
[Graveyard don’t make vampires unhappy. Provides some happiness to counteract agnostic trait.]
Hammer cost: 80 hammers.
Sylvania.
Theme:
Units:
Cursed Lamia
Theme:
Units:
Promotions:
Spoiler :
Cause fear. All living units in combat with a feared unit get a -15% strength penalty, unless they are immune to fear or psychology effects.
Terror. All living units attacking a unit with Terror have a 35% chance of not attacking at all (similar to existing FFH fear).
Eternal army. -20% strength. Any unit with the eternal army promotion has a 25% chance of being resurrected in its owners capital city upon death (as by immortality promotion). Eternal army is NOT removed; they keep coming back.
Undead promotion. As in FFH. But apply this only to mindless undead; not to vampire units. Vampires are intelligent; they can benefit from haste, they can be affected by charm, they are strong enough to be unaffected by “turn undead” type spells or unit bonuses vs normal undead.
Vampire promotion. +10% strength. Has Vampire feeding effect.
Terror. All living units attacking a unit with Terror have a 35% chance of not attacking at all (similar to existing FFH fear).
Eternal army. -20% strength. Any unit with the eternal army promotion has a 25% chance of being resurrected in its owners capital city upon death (as by immortality promotion). Eternal army is NOT removed; they keep coming back.
Undead promotion. As in FFH. But apply this only to mindless undead; not to vampire units. Vampires are intelligent; they can benefit from haste, they can be affected by charm, they are strong enough to be unaffected by “turn undead” type spells or unit bonuses vs normal undead.
Vampire promotion. +10% strength. Has Vampire feeding effect.
Vampire feeding effect
Spoiler :
Vampire Feeding effect
When inside a city, units with the Vampire promotion automatically acquire the Feeding promotion. While Feeding, the unit gains 1 XP per turn and exerts -1, -1, -1 Influence in the city. If attacked while Feeding, the unit cannot use First Strikes. Note: this can also used to feed in enemy or rival territory, where it will still cause unhappiness and health/Influence drain. Feeding automatically ends after leaving the city.
<PromotionInfo> <!-- Feeding -->
<Type>PROMOTION_FEEDING</Type>
<bNoXP>1</bNoXP>
<bRequireCity>1</bRequireCity>
<bAutoAcquire>1</bAutoAcquire>
<bMustMaintain>1</bMustMaintain>
<PromotionPrereq>PROMOTION_VAMPIRE</PromotionPrereq>
<CityBonuses>
<bApplySelf>1</bApplySelf>
<bApplyRival>1</bApplyRival>
<bApplyTeam>1</bApplyTeam>
<iBonusRange>1</iBonusRange>
<fHappy>-1</fHappy>
<fHealth>-1</fHealth>
<fCulture>-1</fCulture>
<fDecayrate>1</fDecayrate>
</CityBonuses>
<bRemovedByCombat>1</bRemovedByCombat>
<bFirstStrikeVulnerable>1</bFirstStrikeVulnerable>
<iFirstStrikesChange>-1</iFirstStrikesChange>
<iChanceFirstStrikesChange>-1</iChanceFirstStrikesChange>
<iFreeXPperTurn>1</iFreeXPperTurn>
</PromotionInfo>
When inside a city, units with the Vampire promotion automatically acquire the Feeding promotion. While Feeding, the unit gains 1 XP per turn and exerts -1, -1, -1 Influence in the city. If attacked while Feeding, the unit cannot use First Strikes. Note: this can also used to feed in enemy or rival territory, where it will still cause unhappiness and health/Influence drain. Feeding automatically ends after leaving the city.
Spoiler :
<PromotionInfo> <!-- Feeding -->
<Type>PROMOTION_FEEDING</Type>
<bNoXP>1</bNoXP>
<bRequireCity>1</bRequireCity>
<bAutoAcquire>1</bAutoAcquire>
<bMustMaintain>1</bMustMaintain>
<PromotionPrereq>PROMOTION_VAMPIRE</PromotionPrereq>
<CityBonuses>
<bApplySelf>1</bApplySelf>
<bApplyRival>1</bApplyRival>
<bApplyTeam>1</bApplyTeam>
<iBonusRange>1</iBonusRange>
<fHappy>-1</fHappy>
<fHealth>-1</fHealth>
<fCulture>-1</fCulture>
<fDecayrate>1</fDecayrate>
</CityBonuses>
<bRemovedByCombat>1</bRemovedByCombat>
<bFirstStrikeVulnerable>1</bFirstStrikeVulnerable>
<iFirstStrikesChange>-1</iFirstStrikesChange>
<iChanceFirstStrikesChange>-1</iChanceFirstStrikesChange>
<iFreeXPperTurn>1</iFreeXPperTurn>
</PromotionInfo>
Building:
UB: Boneyard (replaces graveyard)
+1 health, +1 happy.
[Graveyard don’t make vampires unhappy. Provides some happiness to counteract agnostic trait.]
Hammer cost: 80 hammers.
Sylvania.
Theme:
Spoiler :
Gothic vampire necromancy.
Small number of strong, spellcasting vampires.
Fear effects.
Large numbers of cheap, weak undead units that can have some chance of being revived.
Weak vs units with death resistance.
Small number of strong, spellcasting vampires.
Fear effects.
Large numbers of cheap, weak undead units that can have some chance of being revived.
Weak vs units with death resistance.
Units:
Spoiler :
Warrior
Scout troop
Catapult
Galley
Trireme
Caravel
Privateer
Frigate
Galleon
Archer warband
Swordsmen warband
Spearmen warband.
Ancient cavalry.
(these guys are normal humans)
Skull thrower. (Replaces Bolt-thrower). Siege unit. Strength 6/4. Can bombard city defences. Causes collateral damage. Can bombard units (as catapult) up to 25% strength damage. Causes fear.
Skeletal Archers (replaces Militia Archer) Same as Militia Archer, but Undead, Eternal Army, Death does not cause War Weariness. Requires Feudalism tech, Vampire necromancy 1 tech. Does NOT require iron working tech.
Zombie Horde (replaces Militia Swordsman) 3+2death strength. +10% city attack strength. Can use metal weapons. Undead. Eternal Army. Death does not cause War Weariness. Requires Tyranny tech, Vampire Necromancy 1 tech. Does NOT require iron working tech.
Skeletal Warriors (replaces Militia Spearman) Same as Militia Spearmen but Undead, Eternal Army, Death does not cause War Weariness. Requires Lordship tech, Vampire Necromancy 1 tech. Does NOT require iron working tech.
Dire Wolves (replaces Hunter Skirmish Troop). Beast. Cannot use metal weapons. Strength 4, 3 moves. Cannot pillage.
Crypt Ghouls. (replaces Ranger Skirmish troop). Undead. Strength 6. Cannot use metal weapons or wartatoos. 2 moves. Cannibalize (regains health from killing living units). 20% withdraw chance.
Grave Guard (replaces Royal Guard). Strength 6 +2 death. 1 move. Bodyguard. Can use metal weapons. Eternal Army.
Skeletal horsemen (replaces Light cavalry). Strength 4/2+2 death. 2 moves. Can use metal weapons. Same combat bonuses/penalties as light cavalry. Fear.
Fell Bats. Replaces Pegasus. Strength 5, range 5, aircraft, can perform recon mission, strafing run, relocate, interception. Requires aerie.
Spirit host . Replaces Giant. 2 moves. Strength 7. Immortal. Does not require breeding grounds. Requires monster taming tech (as needed for giant). Requires necromancy tech.
Better version for spirit host (if physical damage can be made to include base unit strength, rather than just physical damage from spells)
Spirit host. Replaces giant. 2 moves. Undead. Strength 2+4death. Ethereal (gives 50% resistance to physical damage).
Varghulf (feral vampire). National UU (limit 3). Requires monster bonding tech (as needed for red dragon). Vampire. Beast. Strength 12. 2 moves. Frenzy (as whatever is ended up for Dark Elves).
Requires Breeding Grounds (resource).
Hammer cost: 200 hammers.
Cairn Wraith. (Replaces standardbearer). National UU (limit 5). Terror. Cause fear Fear.
Strength 4+4 death. 1 move. Requires Military tradition tech. Requires necromancy tech.
Hammer cost: 160 hammers.
Alternative unit for this slot:
Skeletal halbardiers (replaces Pikemen). Strength 5/6, 1 move, can use metal weapons. +25% vs melee units. +25% vs shock cavalry units.
Black Knights (Replaces Knight) Strength 6/4 +2 death. 2 moves. Can use metal weapons. Requires Horses. Cause fear. (Deliberately weaker than living knights). Knight terrain penalties.
Hammer cost: 180 hammers.
Black Coach. (replaces war chariot). Strength 9/5, 2 moves, requires horses, can use metal weapons, cause fear. Chariot terrain penalties.
Vampires: National limit 10 (of all three types, combined. These units combine both melee tank strength and spellcaster roles. Alternative: can get 3 of each type.)
Von Carstein vampire. Vampire. Melee. Strength 7, can use metal weapons. 1 move.
Starts with channeling 1 promotion. Starts with Necromancy 1 promotion.
Requires: Necromancy tech. Feudalism tech. Temple of Eternal life building.
Hammer cost: 140 hammers
Necrarch Vampire. Vampire. Adept unit. Strength 7, cannot use metal weapons. Starts with Channeling 2, Necromancy magic 1.
Requires Necromancy tech. Requires Literacy tech. Requires coven building.
Hammer cost: 140 hammers
Strigoi vampire. Vampire. Beast unit. Strength 8. Cannot use metal weapons.
1 move. Stats with mobility, heroic strength, heroic defence. (So these promotions carry over if it upgrades to a vampiric lord; so a strigoi vampiric lord is not absolutely weaker than a von carstein or necrarch).
Requires Necromancy tech. Requires Monster breeding tech. Requires Temple of Eternal Life.
Hammer cost: 140 hammers.
(Alternative; take away the bonus promotions, and allow it to upgrade to a Vhargulf.)
Sylvanian Lord. National limit 3. Cannot be built. Can only be upgraded from a level 6 von Carstein vampire, Necrarch vampire or Strigoi vampire. Vampire. Immortal. Strength 8+2 death, can use metal weapons.
Requires Requires Arcane Lore tech.
Hammer cost: 250 hammers.
Sylvanian Archmage. National limit 3. Can only be upgraded from a level 6 von Carstein vampire or Necrarch vampire. Vampire.
Starts with Channeling 3, necromancy 3. Strength 6. Cannot use metal weapons.
Requires Requires Arcane Lore tech.
Hammer cost: 250 hammers.
NO access to: Hedgewizard. Pikemen. Supply train. Crossbowmen. Longbowmen. Handgunner. Cavalry. Ironclad. Red dragon. Steamtank.
Cannot research: Advanced engineering, cannons, rifling, steel, steam power, flight, chaos techs. Winds of Magic techs. Elemental magic techs.
Scout troop
Catapult
Galley
Trireme
Caravel
Privateer
Frigate
Galleon
Archer warband
Swordsmen warband
Spearmen warband.
Ancient cavalry.
(these guys are normal humans)
Skull thrower. (Replaces Bolt-thrower). Siege unit. Strength 6/4. Can bombard city defences. Causes collateral damage. Can bombard units (as catapult) up to 25% strength damage. Causes fear.
Skeletal Archers (replaces Militia Archer) Same as Militia Archer, but Undead, Eternal Army, Death does not cause War Weariness. Requires Feudalism tech, Vampire necromancy 1 tech. Does NOT require iron working tech.
Zombie Horde (replaces Militia Swordsman) 3+2death strength. +10% city attack strength. Can use metal weapons. Undead. Eternal Army. Death does not cause War Weariness. Requires Tyranny tech, Vampire Necromancy 1 tech. Does NOT require iron working tech.
Skeletal Warriors (replaces Militia Spearman) Same as Militia Spearmen but Undead, Eternal Army, Death does not cause War Weariness. Requires Lordship tech, Vampire Necromancy 1 tech. Does NOT require iron working tech.
Dire Wolves (replaces Hunter Skirmish Troop). Beast. Cannot use metal weapons. Strength 4, 3 moves. Cannot pillage.
Crypt Ghouls. (replaces Ranger Skirmish troop). Undead. Strength 6. Cannot use metal weapons or wartatoos. 2 moves. Cannibalize (regains health from killing living units). 20% withdraw chance.
Grave Guard (replaces Royal Guard). Strength 6 +2 death. 1 move. Bodyguard. Can use metal weapons. Eternal Army.
Skeletal horsemen (replaces Light cavalry). Strength 4/2+2 death. 2 moves. Can use metal weapons. Same combat bonuses/penalties as light cavalry. Fear.
Fell Bats. Replaces Pegasus. Strength 5, range 5, aircraft, can perform recon mission, strafing run, relocate, interception. Requires aerie.
Spirit host . Replaces Giant. 2 moves. Strength 7. Immortal. Does not require breeding grounds. Requires monster taming tech (as needed for giant). Requires necromancy tech.
Better version for spirit host (if physical damage can be made to include base unit strength, rather than just physical damage from spells)
Spirit host. Replaces giant. 2 moves. Undead. Strength 2+4death. Ethereal (gives 50% resistance to physical damage).
Varghulf (feral vampire). National UU (limit 3). Requires monster bonding tech (as needed for red dragon). Vampire. Beast. Strength 12. 2 moves. Frenzy (as whatever is ended up for Dark Elves).
Requires Breeding Grounds (resource).
Hammer cost: 200 hammers.
Cairn Wraith. (Replaces standardbearer). National UU (limit 5). Terror. Cause fear Fear.
Strength 4+4 death. 1 move. Requires Military tradition tech. Requires necromancy tech.
Hammer cost: 160 hammers.
Alternative unit for this slot:
Skeletal halbardiers (replaces Pikemen). Strength 5/6, 1 move, can use metal weapons. +25% vs melee units. +25% vs shock cavalry units.
Black Knights (Replaces Knight) Strength 6/4 +2 death. 2 moves. Can use metal weapons. Requires Horses. Cause fear. (Deliberately weaker than living knights). Knight terrain penalties.
Hammer cost: 180 hammers.
Black Coach. (replaces war chariot). Strength 9/5, 2 moves, requires horses, can use metal weapons, cause fear. Chariot terrain penalties.
Vampires: National limit 10 (of all three types, combined. These units combine both melee tank strength and spellcaster roles. Alternative: can get 3 of each type.)
Von Carstein vampire. Vampire. Melee. Strength 7, can use metal weapons. 1 move.
Starts with channeling 1 promotion. Starts with Necromancy 1 promotion.
Requires: Necromancy tech. Feudalism tech. Temple of Eternal life building.
Hammer cost: 140 hammers
Necrarch Vampire. Vampire. Adept unit. Strength 7, cannot use metal weapons. Starts with Channeling 2, Necromancy magic 1.
Requires Necromancy tech. Requires Literacy tech. Requires coven building.
Hammer cost: 140 hammers
Strigoi vampire. Vampire. Beast unit. Strength 8. Cannot use metal weapons.
1 move. Stats with mobility, heroic strength, heroic defence. (So these promotions carry over if it upgrades to a vampiric lord; so a strigoi vampiric lord is not absolutely weaker than a von carstein or necrarch).
Requires Necromancy tech. Requires Monster breeding tech. Requires Temple of Eternal Life.
Hammer cost: 140 hammers.
(Alternative; take away the bonus promotions, and allow it to upgrade to a Vhargulf.)
Sylvanian Lord. National limit 3. Cannot be built. Can only be upgraded from a level 6 von Carstein vampire, Necrarch vampire or Strigoi vampire. Vampire. Immortal. Strength 8+2 death, can use metal weapons.
Requires Requires Arcane Lore tech.
Hammer cost: 250 hammers.
Sylvanian Archmage. National limit 3. Can only be upgraded from a level 6 von Carstein vampire or Necrarch vampire. Vampire.
Starts with Channeling 3, necromancy 3. Strength 6. Cannot use metal weapons.
Requires Requires Arcane Lore tech.
Hammer cost: 250 hammers.
NO access to: Hedgewizard. Pikemen. Supply train. Crossbowmen. Longbowmen. Handgunner. Cavalry. Ironclad. Red dragon. Steamtank.
Cannot research: Advanced engineering, cannons, rifling, steel, steam power, flight, chaos techs. Winds of Magic techs. Elemental magic techs.
Cursed Lamia
Theme:
Spoiler :
Egyptian/Arabian vampire civ (“queen of the damned” style).
Small number of strong, spellcasting vampires.
Fear effects.
Large numbers of cheap, weak undead units that can have some chance of being revived.
Weak vs units with death resistance.
Small number of strong, spellcasting vampires.
Fear effects.
Large numbers of cheap, weak undead units that can have some chance of being revived.
Weak vs units with death resistance.
Units:
Spoiler :
Warrior
Scout troop
Catapult
Galley
Trireme
Caravel
Privateer
Frigate
Galleon
Archer warband
Swordsmen warband
Spearmen warband.
Ancient cavalry.
(these guys are normal humans)
Skull thrower. (Replaces Bolt-thrower). Strength 6/4. Can bombard city defences. Causes collateral damage. Can bombard units (as catapult) up to 25% strength damage.. Causes fear.
Skeletal Archers (replaces Militia Archer) Same as Militia Archer, but Undead, Eternal Army, Death does not cause War Weariness. Requires Feudalism tech, necromancy tech. Does NOT require iron working tech.
Zombie Horde (replaces Militia Swordsman) 3+2death strength. +10% city attack strength. Can use metal weapons. Undead. Eternal Army. Death does not cause War Weariness. Requires Tyranny tech, Necromancy tech. Does NOT require iron working tech.
Skeletal Warriors (replaces Militia Spearman) Same as Militia Spearmen but Undead, Eternal Army, Death does not cause War Weariness. Requires Lordship tech, Necromancy tech. Does NOT require iron working tech.
Dire Wolves (replaces Hunter Skirmish Troop). Beast. Cannot use metal weapons. Strength 4, 3 moves. Cannot pillage.
Crypt Ghouls. (replaces Ranger Skirmish troop). Undead. Strength 6. Cannot use metal weapons. 2 moves. Starts with Cannibalize promotion (regains health from killing living units).
Grave Guard (replaces Royal Guard). Strength 6 +2 death. 1 move. Bodyguard. Can use metal weapons. Eternal Army.
Skeletal horsemen (replaces Light cavalry). Strength 4/2+2 death. 2 moves. Can use metal weapons. Same combat bonuses/penalties as light cavalry. Cause Fear.
Fell Bats. Replaces Troll. Strength 5, range 5, aircraft, can perform recon mission, strafing run, relocate, interception.
Spirit host . Replaces Giant. 2 moves. Strength 7. Immortal. Does not require breeding grounds. Requires monster taming tech (as needed for giant). Requires necromancy tech.
Better version for spirit host (if physical damage can be made to include base unit strength, rather than just physical damage from spells)
Spirit host. Replaces giant. 2 moves. Undead. Strength 2+4death. Ethereal (gives 50% resistance to physical damage).
Winged Nightmare (replaces red dragon, limit 1). Undead. Strength 12+4 death 3 moves. Flying. Cause fear. Terror. Cargo space 1 (carries heroes).
Requires Breeding Grounds (building). Requires Aerie (resource)
Hammer cost 260.
Tomb Banshee. National UU (limit 5). Strength 5+1 death. 1 move. Starts with Amethyst Magic 2. No channeling. (so it can cast winds of death (basically a banshee scream) and other 2nd level lore of death magic, but doesn’t gain xp as a spellcaster and can't learn amethyst magic 1 or 3). Requires education tech. Requires Necromancy tech.
Hammer cost: 160 hammers.
Blood Knights (Replaces Knight) Strength 6/4 +2 death. 2 moves. Can use metal weapons. Requires Horses. Cause Terror. Can upgrade to Blood Lord.
Hammer cost: 180 hammers.
Bone chariot (replaces war chariot) Strength 7/3+2 death. Cause fear. Can use metal weapons. 2 moves. Requires horses. Otherwise same as war chariot.
Vampires: National limit 10 (of all three types, combined. These units combine both melee tank strength and spellcaster roles. Alternative; can get 3 of each type.)
Lamian vampire. Vampire. Recon unit. Strength 8/5, no metal weapons. 2 moves. Marksman. +20% withdraw chance. -30% city attack.
Requires: Necromancy tech. Currency tech. Requires Temple of Eternal Life.
Hammer cost: 150 hammers
Necrarch Vampire. Vampire. Adept unit. Strength 7, cannot use metal weapons. Starts with Channeling 2, Necromancy 1.
Requires Necromancy tech. Requires Education tech. Requires coven building.
Hammer cost: 150 hammers
Blood Dragon vampire. Vampire. Mounted unit. Strength 8/6. 2 moves. Can use metal weapons. Starts with shock promotion. Knight terrain modifiers.
Requires Necromancy tech. Requires fanaticism tech. Requires Temple of Eternal Life.
Hammer cost: 170 hammers.
Blood Lord. National limit 3. Cannot be built. Can only be upgraded from a level 6 Blood Knight or Blood Dragon vampire. Vampire. Immortal. Mounted unit. Strength 8+2 death, 2 moves, can use metal weapons.
Requires Requires arcane lore tech.
Hammer cost: 250 hammers.
Lamian Archmage. National limit 3. Can only be upgraded from a level 6 Lamian vampire or Necrarch vampire. Vampire.
Starts with Channeling 3. Strarts with necromancy 3. Strength 6. Cannot use metal weapons.
Requires Arcane Lore tech.
Hammer cost: 250 hammers.
NO access to: Hedgewizard. Pikemen. Supply train. Crossbowmen. Longbowmen. Handgunner, Cavalry, Ironclad., beastmaster, Steamtank.
Cannot research: Advanced engineering, cannons, rifling, steel, steam power, flight, chaos techs. Winds of Magic techs. Elemental magic techs.
Scout troop
Catapult
Galley
Trireme
Caravel
Privateer
Frigate
Galleon
Archer warband
Swordsmen warband
Spearmen warband.
Ancient cavalry.
(these guys are normal humans)
Skull thrower. (Replaces Bolt-thrower). Strength 6/4. Can bombard city defences. Causes collateral damage. Can bombard units (as catapult) up to 25% strength damage.. Causes fear.
Skeletal Archers (replaces Militia Archer) Same as Militia Archer, but Undead, Eternal Army, Death does not cause War Weariness. Requires Feudalism tech, necromancy tech. Does NOT require iron working tech.
Zombie Horde (replaces Militia Swordsman) 3+2death strength. +10% city attack strength. Can use metal weapons. Undead. Eternal Army. Death does not cause War Weariness. Requires Tyranny tech, Necromancy tech. Does NOT require iron working tech.
Skeletal Warriors (replaces Militia Spearman) Same as Militia Spearmen but Undead, Eternal Army, Death does not cause War Weariness. Requires Lordship tech, Necromancy tech. Does NOT require iron working tech.
Dire Wolves (replaces Hunter Skirmish Troop). Beast. Cannot use metal weapons. Strength 4, 3 moves. Cannot pillage.
Crypt Ghouls. (replaces Ranger Skirmish troop). Undead. Strength 6. Cannot use metal weapons. 2 moves. Starts with Cannibalize promotion (regains health from killing living units).
Grave Guard (replaces Royal Guard). Strength 6 +2 death. 1 move. Bodyguard. Can use metal weapons. Eternal Army.
Skeletal horsemen (replaces Light cavalry). Strength 4/2+2 death. 2 moves. Can use metal weapons. Same combat bonuses/penalties as light cavalry. Cause Fear.
Fell Bats. Replaces Troll. Strength 5, range 5, aircraft, can perform recon mission, strafing run, relocate, interception.
Spirit host . Replaces Giant. 2 moves. Strength 7. Immortal. Does not require breeding grounds. Requires monster taming tech (as needed for giant). Requires necromancy tech.
Better version for spirit host (if physical damage can be made to include base unit strength, rather than just physical damage from spells)
Spirit host. Replaces giant. 2 moves. Undead. Strength 2+4death. Ethereal (gives 50% resistance to physical damage).
Winged Nightmare (replaces red dragon, limit 1). Undead. Strength 12+4 death 3 moves. Flying. Cause fear. Terror. Cargo space 1 (carries heroes).
Requires Breeding Grounds (building). Requires Aerie (resource)
Hammer cost 260.
Tomb Banshee. National UU (limit 5). Strength 5+1 death. 1 move. Starts with Amethyst Magic 2. No channeling. (so it can cast winds of death (basically a banshee scream) and other 2nd level lore of death magic, but doesn’t gain xp as a spellcaster and can't learn amethyst magic 1 or 3). Requires education tech. Requires Necromancy tech.
Hammer cost: 160 hammers.
Blood Knights (Replaces Knight) Strength 6/4 +2 death. 2 moves. Can use metal weapons. Requires Horses. Cause Terror. Can upgrade to Blood Lord.
Hammer cost: 180 hammers.
Bone chariot (replaces war chariot) Strength 7/3+2 death. Cause fear. Can use metal weapons. 2 moves. Requires horses. Otherwise same as war chariot.
Vampires: National limit 10 (of all three types, combined. These units combine both melee tank strength and spellcaster roles. Alternative; can get 3 of each type.)
Lamian vampire. Vampire. Recon unit. Strength 8/5, no metal weapons. 2 moves. Marksman. +20% withdraw chance. -30% city attack.
Requires: Necromancy tech. Currency tech. Requires Temple of Eternal Life.
Hammer cost: 150 hammers
Necrarch Vampire. Vampire. Adept unit. Strength 7, cannot use metal weapons. Starts with Channeling 2, Necromancy 1.
Requires Necromancy tech. Requires Education tech. Requires coven building.
Hammer cost: 150 hammers
Blood Dragon vampire. Vampire. Mounted unit. Strength 8/6. 2 moves. Can use metal weapons. Starts with shock promotion. Knight terrain modifiers.
Requires Necromancy tech. Requires fanaticism tech. Requires Temple of Eternal Life.
Hammer cost: 170 hammers.
Blood Lord. National limit 3. Cannot be built. Can only be upgraded from a level 6 Blood Knight or Blood Dragon vampire. Vampire. Immortal. Mounted unit. Strength 8+2 death, 2 moves, can use metal weapons.
Requires Requires arcane lore tech.
Hammer cost: 250 hammers.
Lamian Archmage. National limit 3. Can only be upgraded from a level 6 Lamian vampire or Necrarch vampire. Vampire.
Starts with Channeling 3. Strarts with necromancy 3. Strength 6. Cannot use metal weapons.
Requires Arcane Lore tech.
Hammer cost: 250 hammers.
NO access to: Hedgewizard. Pikemen. Supply train. Crossbowmen. Longbowmen. Handgunner, Cavalry, Ironclad., beastmaster, Steamtank.
Cannot research: Advanced engineering, cannons, rifling, steel, steam power, flight, chaos techs. Winds of Magic techs. Elemental magic techs.