Vampire counts

Ahriman

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Ideas for the Vampire Counts civ.


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.


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.

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&#8217;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.



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.




Cursed Lamia

Theme:
Spoiler :
Egyptian/Arabian vampire civ (&#8220;queen of the damned&#8221; 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.


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&#8217;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.
 
I am pretty sure all but 1 type of Vampire keeps living necromancers around. both normal Necromancers and Master Necromancers. and they are the first choices to turn into new vampires.

I need to drag my armybook out and look at it again and it may be a old copy but I know Tomb kings don't have Necros and that only leaves Vampires as the ones that have Necros.

Edit all Vampires are allowed Necromancers.
they use Necromancy spells.
if you have 1 Vampire of any 1 bloodline in your army you are never alowed any Vampires of a different line.
on top of Necromancy Vampires have their special powers (spells) based on Bloodline so you need 5 bloodline techs and if you get 1 you can never have the other 4.

edit again Necromancers are very Important to the Vampire counts. and about Bloodkiss they only give it to those worthy. I think the Vampire units should be only made by earning a Great General like the Orcs Warboss.

Great General attached to a spell user = Necrarch
combat II = Blood Dragon
woodsman unit = Strigoi
first strike unit = Lahmia
all others = Von Carstein
maybe + you need that bloodline tech
 
I would have assumed that Lamia would be more necromancer oriented than Sylvania.

I'd be fine with level 1 vampire necromancy human necromancer casters, and maybe level 2 if really necessary (if nothing else these would provide something else to Gift), but I like the thematic component of combining their strongest units and good spellcasters into a handful of potentially very powerful necromancers. I also like forcing player choice between powerful melee or powerful casters, not both.

Another possibility would be to create a channeling 2 caster that can learn vampire magic 1, and then can learn vampire magic 2 only after receiving the vampire promotion (from having the Gift of Vampirism spell cast on it).
 
Look like good ideas to me (though I'm not really familiar with the WH army list). I like the Hunting Grounds, I think they could give a full +1XP per turn, but only to one vampire per city to create a need for a well-distributed herd. I know +1/turn sounds like a lot but the Hero promotion gives that in FfH. Maybe the Hunting promotion could also give a temporary minus to combat strength, so hunting vampires will be the last stack defender but will be vulnerable if you manage to catch them feeding..

I agree with kairob's earlier post that the vampires should get the Immortality state religion rather than the agnostic trait, for the reasons mentioned in the team forum. They could get misotheistic if that's going to be implemented. I'll have to go look over existing necromancy magic, don't know enough about why a separate system for vamps might be needed?
 
I have no particular opinion on sylvanian agnosticism, or whether/how sylvania, khemri, lamia, and lore of death magic should differ. People who know more about fluff than me should decide on these.

I think that the +1xp per turn is too strong; yes, the hero promotion does that, but you can't get potentially 10 core + 3 lord + 3 archmage + 3vhargulf + (unknown)gifted human = LOTS of heroes. Vampires need to gain Xp much slower than heroes; if nothing else the vampire civ will still have a couple of heroes who will have the hero trait (and maybe also the vampire trait, for truly huge xp gain).

I don't support capping the xp gain at one per city. Hard to code/interpret (which one gets it if more than 1 vamp are in the city? confusing for the player), and the AI won't know how to handle it. (whereas you can just cause it to autocast the create hunting grounds spell and so get the xp for all vamps in a given city).
 
if you have 1 Vampire of any 1 bloodline in your army you are never alowed any Vampires of a different line.
on top of Necromancy Vampires have their special powers (spells) based on Bloodline so you need 5 bloodline techs and if you get 1 you can never have the other 4.

Separating these into 5 separate bloodline techs is unnecessary. There's no need for these separate techs, and cluttering the tech tree with 5 techs that can only be learned by 1-2 factions is very inefficient.

The above was intended to be for Sylvania. I have no idea about Lamia, but I assumed that they would have a mix of Sylvanian and Khemri units, and that they would get the other two bloodlines (Blood Dragons and .... I forget).

Sylvanian vamps and Lamian vamps could have different abilities. Thats as far as I think bloodline differentiation should go.

Remember that the goal is to create a playable port that captures the flavor of the tabletop world; not to try to create an exact 'port of tabletop rules.
and about Bloodkiss they only give it to those worthy. I think the Vampire units should be only made by earning a Great General like the Orcs Warboss.

A vampire civ without buildable vampires would be a very bad idea.
"Worthiness" for vampirism is implicit in only being able to gift it to very high level units.
 
Sounds nice. The hard part will be to implement them well in game and not be OP like the Calabim in FfH.
 
Well, this *is* (my suggested) implementation. The only thing missing really are the effects of Necromancy magic.

You can only get a handful of vampire, not tons like calabim, and you can't accumulate vast amounts of xp quickly by eating cities as with calabim.

The only things I am worried about being OP are:
Eternal life mechanic, the 20% strength penalty might be too low. Another alternative is -1 attack strength. -1 strength is probably too much.
Vampires could be a little powerful midgame, before other races start getting high level units.
Resistance to death magic probably doesn't work in this mod (it doesn't work in earlier versions of FFH, and still might not now).
 
"I think that the +1xp per turn is too strong.. capping the xp gain at one per city. Hard to code/interpret (which one gets it if more than 1 vamp are in the city? confusing for the player), and the AI won't know how to handle it. (whereas you can just cause it to autocast the create hunting grounds spell and so get the xp for all vamps in a given city)."

You could try it either way.. My concern is that with one hunting grounds in one city helping unlimited units (potentially a large number as you point out), human players would get the obvious exploit of piling all their vampires onto one hunted city for the full amount of benefits, while the AI would autocast in any city.

If one unit benefits per city (could just check for a random vampire unit and then stop, represents luck of the hunt) then power from hunting is limited by the number of cities that can support hunting grounds.. could be more powerful if your units feed on a vast empire of mortals, less so if not. Also they wont get +15XP at a swoop like Ogres/Calabim as you said. The AI is likely not to be concentrating its units in a single city, so could autocast wherever there's a vampire and get the benefits.

Yeah I'll have to look over the current necromancy techs/spells; my thought was that we're getting enough complexity and yet-to-be-implemented material at this point that there's probably the most bang for the buck from Vampires using an existing mechanism.
 
Sylvania is ruled by the Von Carsteins bloodline
average Vampires
New Lahmia is ruled by the Lahmia Bloodline
weak vampires that are 90%+ women that seduce and Beguile their opponents

need to make for non-scenario
Strigoi would start without city but 1 settler on scenario map (IDK where) might be Barbarian if you could make 2 groups of Barbs that don't like eachother also (Strigoi and Blood Dragons don't mix)
beast Vampires
Blood Dragon would be everywere Barbarians?
Vimpire knights (warlike Vampires but not land happy. barbarians?)
and my favoret
Necrarch would start where Nagash spawns on scenario map but friends with Nagash (they are the only ones that stuck by his side.)
Vampires that used to be Necromancers

only Necrarch would give Bloodkiss to a Master Necro I think

and also Necromancers, Master Necromancers and Vampires all can have nNecromancy spells and or Lore of Death spells.

and also Vampire Lords have no Lich unit. I don't know if Tomb Kings do.

I think not haveing Master Necros on all but Nacrarch would be ok.

if posable maybe a increased upkeep for # of citys for Necrarch because they also don't realy want to control a nation they mostly just want to research magick until they can kill everything. (but I want to play them.)
 
My concern is that with one hunting grounds in one city helping unlimited units (potentially a large number as you point out), human players would get the obvious exploit of piling all their vampires onto one hunted city for the full amount of benefits, while the AI would autocast in any city.

A fair point. But the costs of the hunting ground are minor enough that its no great advantage to have costs in one city rather than a handful. They're mostly for flavor rather than huge effect.
The AI also tends to keep the stack with its strongest units all together, and mostly garrisons its cities with swordsmen/archers.

I would think that it would be not that hard to code the AI to cast the spell only in cities with:
+2 influence per turn or greater AND
+2 food per turn or greater.
So that they avoid crippling a city.
If the human gets a bit more gain than the AI, its no particular hardship.
My method is a little easier for a human to exploit, but means that the AI will definitely get the benefits (which it won't in your version if it clusters), and is much less confusing for the human, and probably easier to code.
Besides, since these represent individual vampires, its not really that unrealistic for even a small city (20k population or so) to be able to support more than one vampire.

See another way of implementing it too in the private forum thread; make the Hunting Grounds an effect of Eternal Life temples if you remove agnosticism from Sylvanians.

@Darkform
I think splitting the Bloodlines beyond the existing two factions is unnecessary complexity with little gain beyond being slightly closer to the fluff.
And being able to build either von Carstein vamps or Nechrarch vamps by the same civ is more *fun* than only getting one type of vampire.
 
well ok I would like Necromancers and Master Necromancers and posably Necrarchs. and of corse Undead core units. (I don't realy care if they are actually called Lahmia or Sylvania. (besides you can change leader and country names in game setup when you chose to play whatever you play.)

maybe sorta seperate them by makeing:
Sylvania = combat Vamps
Von Carstein = metal weapons
Blood Dragons = metal weapons
Strigoi = no metal but vicious
New Lahmia = non-combat Vamps
Lahmia = (assasin maybe)
Necrarch = Necromancer Vamp

a Master Necro actualy knows more spells than even a Vamp Lord unless it is a Necrarch then spell use can be even.
 
Isnt a Sylvanian Vamp the Same as a Von Carstien Vamp? They are each in sylvania.
 
Isnt a Sylvanian Vamp the Same as a Von Carstien Vamp? They are each in sylvania.

Sylvania was a country before any vampires came.
Vlad Von Carstein took over the rulership of Sylvania and from then the Von Carstein Vampires was the only ones liveing there.
but for sake of not complicateing Civ 4 with 5 sepret Civs 1 of each bloodline it looks like they are going with 2 that can be multiple (and I think the Blood Dragons and Strigoi are more like Von Carstein than Lahia.) (it is out of sink to have more than 1 bloodline in one army but if they all got seprit Civs then we would have 5 Vampire Civs)
 
Well I took a look at the Necromancy magic, and it currently only had Zombies and Lichdom at Necromancy II, and nothing else.. so definitely better to flesh out a single system and apply it to the undead civs, possibly with some civ-specific spells as add-ons later.

(OT what does the Black Pyramid do, maybe increase the limit of summoned undead?)
 
and Lichdom if it stays should be at Necro III because only 1 man ever became a Lich in Warhammer Nagash I think. probably limit it to 1 per Civilization and it looks like Necromancers may be out so the Lich has to be more powerfull than a Vampire where Vampire Counts take the place of Necromancers Vampire Lords in place of Master Necromancers and Vampire Thralls in place of Warlocks.

with 2-5 bloodlines (hopefully Necrach is one of them.)
 
PL's intentions for Necromantic and Khemri magic are in this thread.

http://forums.civfanatics.com/showthread.php?t=280787

I think they work fairly well.

I don't know that Lichdom works partiuclarly well in a Warhammer setting; I don't seem Sylvania, Lamia or Khemri creating newly minted liches (except that Khemri priests are already liches, kinda).

I think the Black Pyramid should autospawn skeletal or zombie units, like a Sheaim planar gate.
 
PL's intentions for Necromantic and Khemri magic are in this thread.

http://forums.civfanatics.com/showthread.php?t=280787

I think they work fairly well.

I don't know that Lichdom works partiuclarly well in a Warhammer setting; I don't seem Sylvania, Lamia or Khemri creating newly minted liches (except that Khemri priests are already liches, kinda).

I think the Black Pyramid should autospawn skeletal or zombie units, like a Sheaim planar gate.

I just wanted to point out that I don't ague with everything you say in fact this 1 post I give a complete nod to.
 
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