Ahriman
Tyrant
Some rebalancing and additional flavor for some of the fairly well implemented factions.
The Empire.
Bretonnia.
Chaos tribes.
Norsca
Warrior
Axeman warband.
Spearman warband.
Norsca berserker (replace Militia Swordsman). Same stats, but +1 attack -1 defense, 10% collateral damage to 2 units.
No access to Militia Spearman.
Chaos warrior (replaces Pikemen) Strength 7/5, can use metal weapons. +25% vs melee, +25% vs shock cavalry. 1 move. Requires corruption of chaos religion.
Royal guard.
Javelin thrower warband (replace Archer warband). As in old version of Warhammer mod: same as archer warband but +1 attack -1 defense.
Axe thrower warband (replace militia archer). Ranged unit. Same as militia archer, but +1 attack -1 defense.
No access to Crossbowmen.
No access to Longbowmen.
No access to Handgunners:
All units have terrain penalties as current.
Ancient cavalry.
Marauder horsemen (replace Lancers). Same stats.
Chaos Knights. (replace knights). Same stats, but requires corruption of chaos religion.
Chariot
Chaos Chariot. (replace warchariot) same stats.
No access to Horsearcher warband.
No access to Cavalry.
Chaos troll (replace troll) same as troll, but starts Mutated (ie when built gets mutation promotion and some random mutations as if mutated)
Chaos Giant (replace giant). Same as giant, but mutated.
Chaos Dragon. Same as red dragon, but unholy strength instead of fire strength
Chaos warhounds (replace Hunter) Strength 4 no metal wepons or wartats, 3 moves, beast unit class, cannot pillage, 15% withdraw chance.
Norsca Ranger troop. Strength 6. No metal weapons. Can use wartats. 2 moves.
Can see hidden animals. Can see invisible units. Can build camp and corral.
-30% city strength. Better results from tribal villages. Can move through impassable terrain. +50% vs animals. +50% vs beasts. +20% tundra strength.
No access to Beastmaster.
Longship (replace Trireme). +1 movement, can carry 2 cargo.
Kurgan
Warrior
Axeman warband.
Spearman warband.
Chaos Marauder (replace Militia Swordsman). Same stats, but +1 attack -1 defense.
No access to Militia Spearman.
Chaos warrior (replaces Pikemen) Strength 7/5, can use metal weapons. +25% vs melee, +25% vs shock cavalry. 1 move. Requires corruption of chaos religion.
Royal guard.
Javelin thrower warband (replace Archer warband). As in old version: same as archer warband but +1 attack -1 defense.
Axe thrower warband (replace militia archer). Ranged unit. Same as militia archer, but +1 attack -1 defense.
No access to Crossbowmen.
No access to Longbowmen.
No access to Handgunners:
All units have terrain penalties as current.
Ancient cavalry.
Marauder horsemen (replace Lancers). Same stats.
Chaos Knights. (replace knights). Same stats, but requires corruption of chaos religion.
Chariot
Chaos Chariot. (replace warchariot) same stats.
Tribal horsemen warband (replace horsearcher warband). Same as regular horsearcher warband, but no access to quality bows, and only 20% withdraw chance. Numidian cavalry placeholder art; javelin cavalry.
No access to Cavalry.
Chaos troll (replace troll) same as troll, but starts Mutated (ie when built gets mutation promotion and some random mutations as if mutated)
Chaos Giant (replace giant). Same as giant, but mutated.
Chaos Dragon. Same as red dragon, but unholy strength instead of fire strength
Chaos warhounds (replace Hunter) Strength 4 no metal wepons or wartats, 3 moves, beast unit class, cannot pillage, 15% withdraw chance.
Kurgan Ranger troop. Strength 6. No metal weapons. Can use wartats. 2 moves.
Can see hidden animals. Can see invisible units. Can build camp and corral.
-30% city strength. Better results from tribal villages. Can move through impassable terrain. +50% vs animals. +50% vs beasts. +20% tundra strength.
20% withdraw chance.
Hung
Warrior
Axeman warband.
Spearman warband.
Chaos Marauder (replace Militia Swordsman). Same stats, but +1 attack -1 defense.
No access to Militia Spearman.
Chaos warrior (replaces Pikemen) Strength 7/5, can use metal weapons. +25% vs melee, +25% vs shock cavalry. 1 move. Requires corruption of chaos religion.
Royal guard.
Archer warband
Militia archers.
No access to Crossbowmen.
Longbowmen.
No access to Handgunners:
All units have terrain penalties as current.
Ancient cavalry.
Marauder horsemen (replace Lancers). Same stats.
Chaos Knights. (replace knights). Same stats, but requires corruption of chaos religion.
Chariot
Chaos Chariot. (replace warchariot) same stats.
Keshik warband (replace Horsearcher warband). Same as horsearcher warband, but does +10% collateral damage to 2 units.
No access to Cavalry.
Chaos troll (replace troll) same as troll, but starts Mutated (ie when built gets mutation promotion and some random mutations as if mutated)
Chaos Giant (replace giant). Same as giant, but mutated.
Chaos Dragon. Same as red dragon, but unholy strength instead of fire strength
Chaos warhounds (replace Hunter) Strength 4 no metal wepons or wartats, 3 moves, beast unit class, cannot pillage, 15% withdraw chance.
Hung Ranger troop. Strength 6. No metal weapons. Can use wartats. 2 moves.
Can see hidden animals. Can see invisible units. Can build camp and corral.
-30% city strength. Better results from tribal villages. Can move through impassable terrain. +50% vs animals. +50% vs beasts. +20% plains strength.
So the differences are:
Norsca. Better trireme, better militia swordsmen, use javelins and axe-throwers instead of archers, no horsearchers.
Kurgan. Better ranger, access to (inferior) horsesearcher, use javelins and axe-throwers instead of archers.
Hung. Access to normal archers, access to longbowmen, superior horsearcher.
Wood elf.
I don't really know enough about Wood Elves to make sensible suggestions.
I would suggest: make them the ultimate forest terrain specialists, but otherwise weak outside it. Weak vs cavalry; they rely on the forest defensive bonus and cavalry penalty in forests to deter it.
And give them some good offensive archer units rather than just defenders.
Wood elf promotion (Asrai):
gives double moves in forests and +10% forest strength, +20% ancient forest strength..
Remove the Spites resource; make the Oak of Ages just function like Ygdssdrarasil from FFH (happy and health bonus). Have ancient forests spawn from the Silvan Ways tech without needing the spites resource.
This makes them have elven mobility and fantastic strength while inside forests, but not outside it.
Asrai citizens building (present in every city)
gives -10% military production, -10% food.
Start with:
Cannot learn: steel, rifling, steampower, flight techs.
Wo
Units:
Warrior
Archer warband
Swordsmen warband
Spearman warband
Militia swordsmen
Militia bowmen
Militia spearmen
Ancient cavalry.
No chariot, war chariot.
Glade Guard (replaces Longbowmen). Strength 7, 1 move, 2-3 first strikes, can use quality bows, meteoric iron. +15% vs archery units, +15% vs missile cavalry units. Can bombard units as standard longbowmen. Doesn't get city/hill defense bonuses of standard longbowmen.
Bolt-thrower. (standard bolt-thower). But no catapult.
Asrai Scout troop (replaces hunter)
Strength 4. No metal weapons. Can use wartats. 2 moves.
Can see hidden animals. Can build camp and corral.
-30% city strength. Better results from tribal villages. +50% vs animals.
+50% vs beasts. +20% forest strength, +20% ancient forest strength.
Hammer cost: 50.
Waywatcher troop (replaces Ranger).
Strength 6. No metal weapons. Can use wartats. 2 moves.
Can see hidden animals. Can see invisible units Can build camp and corral.
-30% city strength. Better results from tribal villages.
Can move through impassable terrain. +50% vs animals.
+50% vs beasts. +20% forest strength, ancient forest strength.
Hammer cost: 140.
Glade riders. (replaces lancer). Standard light cavalry, but without the forest and ancient forest attack/defence penalties, but only 2 movement.
War dancer. (replaces Pikeman).
strength 7, no metal weapons, can use wartats, starts with wartats.
Starts with Dances of Loec promotion, which gives 20% withdraw chance, 1-2 first strikes.
Wild riders. (National UU, limit 5). Requires Tournaments tech. Requires Advanced Smithing tech. Requires horses. Strength 8/6, can use metal weapons. 2 moves. 10% withdraw chance. Gets knight terrain attack/defence penalties except for forests/ancient forest. A weak knight unit.
Eagle riders. Upgrades from level 4 wild riders. Requires monster bonding tech. Strength 10/8, can use metal weapons, flying, 3 moves.
Great eagle (replaces troll). Strength 5, fighter aircraft. Range 4. Can airstrike (no collateral). Can intercept. Hammer cost 120. Builds 50% faster with aerie.
Dryad (second troll slot unit):
Dryad: Strength 6/5, 2 moves, 1 first strike, forest spirit.
Unicorn. strength 10, 2 moves, beast unit, starts with magic resistance promotion.
Treekin (second giant slot): Strength 9, can bombard city defenses 8%, +20% heal rate in forest, -25% fire vulnerability, forest spirit
Treeman: Strength 14/20, 1 move, starts with lore of athel loren 1, forest spirit.
Green dragon. As red dragon, but -2 strength, poison immunity instead of fire immunity and poison damage instead of fire damage.
Forest spirit promotion gives: +20% forest strength, +30% ancient forest strength, -25% fire vulnerability, double moves in forests, double moves in ancient forests, invisible in ancient forests.
Mage units as in old version; level 1 mage at nature lore, level 2 at education, level 3 at arcane lore.
Greenskins
Theme:
Melee strength orks.
Weak numerous goblin archers/spearmen.
High offense, poor defense.
Animosity.
Strong early-mid game, weak late-game.
Cannot learn:
Cannons tech.
Rifling tech.
Engineering tech.
Advanced Engineering Tech.
Steampower tech.
Flight Tech.
Steel tech.
Economics tech.
Banking tech.
Raw magic tech.
Word of salvation tech (Defensive pacts? Alliance? What defensive pacts?).
Royal guard (black orcs are pikeman UU instead).
Create UB:
Greenskin population.
Automatically present in all cities (like Elven population).
Provides +20% military production, -15% research, +5% food, -50% war weariness.
Greenskins will have more, weaker units of lower tech, and they will keep the science slider high and pay for their unit upkeep with pillaging.
I strongly suggest implementing something like the Fall Further Raiders leader trait or promotion, as otherwise the AI won't pillage enough to keep up in tech and provide a decent challenge.
Another suggestion: give +10 beakers towards whatever tech is being researched for each population point butchered when captured cities end their revolt and are reduced down to population 1.
Orcs/goblins:
Goblins:
Orcs
Orc Shaman (UU, limit 6) Requires WAAGH! tech. Requires Warfare tech. Strength 4. 1 move. Arcane unit. Starts with Little WAAAGH! 1, 2, and 3 promotions.
Goblin Shaman. (UU limit 4). Requires Archane Mastery tech, requires Military tradition tech. Strength 5. Channeling 3. Starts with Big WAAGH! 1, 2 and 3 promotions.
Buildable (doesn't need to be upgraded).
The Empire.
Spoiler :
No access to Longbowmen. No access to horsearcher warband. No access to Flight tech. No access to Monster Bonding tech.
Implement a shared national limit cap on all mage units and all archmage units, so that you can only have 8/5 across all different Lores (ie so building multiple colleges doesn’t let you have way too many mage units relative to other factions). Otherwise reduce unit limits to 3/2 mages/archmages.
Imperial War Wagon (replaces War chariot). Strength 8/6, can use metal weapons, 2 moves, can carry 1 cargo. 10% cheaper. Otherwise identical to war chariot.
Steam tank. 16 strength, 2 moves. armored unit. Requires steam power tech.
Averland Swordsmen Regiment (replaces Militia swordsmen) Same stats as Militia Swordsmen, but starts with senior captain promotion.
Ostermark Spearmen Regiment (replaces Militia spearmen). Same stats as militia spearman, but starts with senior captain promotion.
Hochman Archer Regiment (replaces Militia archer regiment). Same stats as militia archer, but starts with senior captain promotion.
Normal archer warband, swordsmen warband, spearman warband.
Skirmisher warband
Strength 4. No metal weapons. Can use wartats. 2 moves.
Better results from tribal villages.
+50% vs beasts. +20% withdraw chance. -20% city attack.
Hammer cost: 50.
Ranger warband.
Strength 6. No metal weapons. Can use wartats. 2 moves.
Can see invisible units Can build camp and corral. Better results from tribal villages.
+50% vs beasts. +30% withdraw chance. -10% city attack.
Hammer cost: 140.
Outriders (replaces cavalry). Same stats as cavalry, except starts with sentry 1, and has +10% withdraw chance.
Mastiff Warhounds (replaces troll): strength 6, 2 moves, 20% withdraw chance. 120 hammers. Builds 50% faster with breeding grounds.
Griffon (replaces giant). Strength 9, 1-2 first strikes, 3 moves, flying, requires aerie.
National Wonder: Imperial War college.
Requires: Military tradition, unit of level 5+.
All units built in this city gain the standard-bearer promotion for free.
Cost: 200 hammers, double speed with marble.
Implement a shared national limit cap on all mage units and all archmage units, so that you can only have 8/5 across all different Lores (ie so building multiple colleges doesn’t let you have way too many mage units relative to other factions). Otherwise reduce unit limits to 3/2 mages/archmages.
Imperial War Wagon (replaces War chariot). Strength 8/6, can use metal weapons, 2 moves, can carry 1 cargo. 10% cheaper. Otherwise identical to war chariot.
Steam tank. 16 strength, 2 moves. armored unit. Requires steam power tech.
Averland Swordsmen Regiment (replaces Militia swordsmen) Same stats as Militia Swordsmen, but starts with senior captain promotion.
Ostermark Spearmen Regiment (replaces Militia spearmen). Same stats as militia spearman, but starts with senior captain promotion.
Hochman Archer Regiment (replaces Militia archer regiment). Same stats as militia archer, but starts with senior captain promotion.
Normal archer warband, swordsmen warband, spearman warband.
Skirmisher warband
Strength 4. No metal weapons. Can use wartats. 2 moves.
Better results from tribal villages.
+50% vs beasts. +20% withdraw chance. -20% city attack.
Hammer cost: 50.
Ranger warband.
Strength 6. No metal weapons. Can use wartats. 2 moves.
Can see invisible units Can build camp and corral. Better results from tribal villages.
+50% vs beasts. +30% withdraw chance. -10% city attack.
Hammer cost: 140.
Outriders (replaces cavalry). Same stats as cavalry, except starts with sentry 1, and has +10% withdraw chance.
Mastiff Warhounds (replaces troll): strength 6, 2 moves, 20% withdraw chance. 120 hammers. Builds 50% faster with breeding grounds.
Griffon (replaces giant). Strength 9, 1-2 first strikes, 3 moves, flying, requires aerie.
National Wonder: Imperial War college.
Requires: Military tradition, unit of level 5+.
All units built in this city gain the standard-bearer promotion for free.
Cost: 200 hammers, double speed with marble.
Bretonnia.
Spoiler :
No access to Crossbowmen.
No access to War Chariot.
No access to cannons, rifling techs or units. No access to steam power tech, steel tech, flight tech. No access to Lore of Heavens (only 3 lore access; beasts, light, life.) No access to mercenary contracts tech (are assassins and hidden nationality really very chivalric?).
Pegasus riders (replace troll). Strength 5, fighter aircraft. Range 4. Can airstrike (no collateral). Can intercept. Hammer cost 120. Builds 50% faster with aerie.
Albion giant (replaces giant) same as giant.
Knight errant (replces knight) strength 11/7 (regular knight 10/7).
Knights of the Realm strength 12/8., can only be upgraded from level 4 knight errant. National limit 5.
Pegasus knights. Strength 12/8. 1 first strike. Upgrades from knight errant or knight of the realm, requires level 6. 3 moves, flying. Requires monster bonding tech, requires aerie.
Questing Knight. Requires salvation religion, fanaticism tech. Same stats as in old Warhammer mod.
Grail knight. Requires salvation religion, fanaticism tech. Same stats as in old Warhammer mod. upgraded from level 4 questing knight.
Men at Arms (replaces pikemen) Strength 5/6, can use metal weapons, +25% vs shock cavalry units. +15% vs melee.
Bretonni swordsmen. (replace axeman warband) Same as axeman warband, but starts with wartatoos, and can use wartatoos.
Bretonni spearmen. (replace spearman warband) Same as axeman warband, but starts with wartatoos, and can use wartatoos.
Peasant spearman regiment (replaces militia spearman regiment). Same stats as regular militia spearman).
Peasant Swordsman Regiment (replaces Militia swordsman regiment). Same stats.
Peasant Bowman Regiment (replaces Militia archer regiment). Same stats.
Skirmisher warband
Strength 4. No metal weapons. Can use wartats. 2 moves.
Better results from tribal villages.
+50% vs beasts. +20% withdraw chance. -20% city attack.
Hammer cost: 50.
Ranger warband.
Strength 6. No metal weapons. Can use wartats. 2 moves.
Can see invisible units Can build camp and corral. Better results from tribal villages.
+50% vs beasts. +30% withdraw chance. -10% city attack.
Hammer cost: 140.
Yeoman archers (replaces Longbowmen). Same as longbowmen.
Mounted Yeoman (replaces light cavalry). Same stats as light cavalry.
No access to War Chariot.
No access to cannons, rifling techs or units. No access to steam power tech, steel tech, flight tech. No access to Lore of Heavens (only 3 lore access; beasts, light, life.) No access to mercenary contracts tech (are assassins and hidden nationality really very chivalric?).
Pegasus riders (replace troll). Strength 5, fighter aircraft. Range 4. Can airstrike (no collateral). Can intercept. Hammer cost 120. Builds 50% faster with aerie.
Albion giant (replaces giant) same as giant.
Knight errant (replces knight) strength 11/7 (regular knight 10/7).
Knights of the Realm strength 12/8., can only be upgraded from level 4 knight errant. National limit 5.
Pegasus knights. Strength 12/8. 1 first strike. Upgrades from knight errant or knight of the realm, requires level 6. 3 moves, flying. Requires monster bonding tech, requires aerie.
Questing Knight. Requires salvation religion, fanaticism tech. Same stats as in old Warhammer mod.
Grail knight. Requires salvation religion, fanaticism tech. Same stats as in old Warhammer mod. upgraded from level 4 questing knight.
Men at Arms (replaces pikemen) Strength 5/6, can use metal weapons, +25% vs shock cavalry units. +15% vs melee.
Bretonni swordsmen. (replace axeman warband) Same as axeman warband, but starts with wartatoos, and can use wartatoos.
Bretonni spearmen. (replace spearman warband) Same as axeman warband, but starts with wartatoos, and can use wartatoos.
Peasant spearman regiment (replaces militia spearman regiment). Same stats as regular militia spearman).
Peasant Swordsman Regiment (replaces Militia swordsman regiment). Same stats.
Peasant Bowman Regiment (replaces Militia archer regiment). Same stats.
Skirmisher warband
Strength 4. No metal weapons. Can use wartats. 2 moves.
Better results from tribal villages.
+50% vs beasts. +20% withdraw chance. -20% city attack.
Hammer cost: 50.
Ranger warband.
Strength 6. No metal weapons. Can use wartats. 2 moves.
Can see invisible units Can build camp and corral. Better results from tribal villages.
+50% vs beasts. +30% withdraw chance. -10% city attack.
Hammer cost: 140.
Yeoman archers (replaces Longbowmen). Same as longbowmen.
Mounted Yeoman (replaces light cavalry). Same stats as light cavalry.
Chaos tribes.
Spoiler :
Norsca
Spoiler :
Warrior
Axeman warband.
Spearman warband.
Norsca berserker (replace Militia Swordsman). Same stats, but +1 attack -1 defense, 10% collateral damage to 2 units.
No access to Militia Spearman.
Chaos warrior (replaces Pikemen) Strength 7/5, can use metal weapons. +25% vs melee, +25% vs shock cavalry. 1 move. Requires corruption of chaos religion.
Royal guard.
Javelin thrower warband (replace Archer warband). As in old version of Warhammer mod: same as archer warband but +1 attack -1 defense.
Axe thrower warband (replace militia archer). Ranged unit. Same as militia archer, but +1 attack -1 defense.
No access to Crossbowmen.
No access to Longbowmen.
No access to Handgunners:
All units have terrain penalties as current.
Ancient cavalry.
Marauder horsemen (replace Lancers). Same stats.
Chaos Knights. (replace knights). Same stats, but requires corruption of chaos religion.
Chariot
Chaos Chariot. (replace warchariot) same stats.
No access to Horsearcher warband.
No access to Cavalry.
Chaos troll (replace troll) same as troll, but starts Mutated (ie when built gets mutation promotion and some random mutations as if mutated)
Chaos Giant (replace giant). Same as giant, but mutated.
Chaos Dragon. Same as red dragon, but unholy strength instead of fire strength
Chaos warhounds (replace Hunter) Strength 4 no metal wepons or wartats, 3 moves, beast unit class, cannot pillage, 15% withdraw chance.
Norsca Ranger troop. Strength 6. No metal weapons. Can use wartats. 2 moves.
Can see hidden animals. Can see invisible units. Can build camp and corral.
-30% city strength. Better results from tribal villages. Can move through impassable terrain. +50% vs animals. +50% vs beasts. +20% tundra strength.
No access to Beastmaster.
Longship (replace Trireme). +1 movement, can carry 2 cargo.
Kurgan
Spoiler :
Warrior
Axeman warband.
Spearman warband.
Chaos Marauder (replace Militia Swordsman). Same stats, but +1 attack -1 defense.
No access to Militia Spearman.
Chaos warrior (replaces Pikemen) Strength 7/5, can use metal weapons. +25% vs melee, +25% vs shock cavalry. 1 move. Requires corruption of chaos religion.
Royal guard.
Javelin thrower warband (replace Archer warband). As in old version: same as archer warband but +1 attack -1 defense.
Axe thrower warband (replace militia archer). Ranged unit. Same as militia archer, but +1 attack -1 defense.
No access to Crossbowmen.
No access to Longbowmen.
No access to Handgunners:
All units have terrain penalties as current.
Ancient cavalry.
Marauder horsemen (replace Lancers). Same stats.
Chaos Knights. (replace knights). Same stats, but requires corruption of chaos religion.
Chariot
Chaos Chariot. (replace warchariot) same stats.
Tribal horsemen warband (replace horsearcher warband). Same as regular horsearcher warband, but no access to quality bows, and only 20% withdraw chance. Numidian cavalry placeholder art; javelin cavalry.
No access to Cavalry.
Chaos troll (replace troll) same as troll, but starts Mutated (ie when built gets mutation promotion and some random mutations as if mutated)
Chaos Giant (replace giant). Same as giant, but mutated.
Chaos Dragon. Same as red dragon, but unholy strength instead of fire strength
Chaos warhounds (replace Hunter) Strength 4 no metal wepons or wartats, 3 moves, beast unit class, cannot pillage, 15% withdraw chance.
Kurgan Ranger troop. Strength 6. No metal weapons. Can use wartats. 2 moves.
Can see hidden animals. Can see invisible units. Can build camp and corral.
-30% city strength. Better results from tribal villages. Can move through impassable terrain. +50% vs animals. +50% vs beasts. +20% tundra strength.
20% withdraw chance.
Hung
Spoiler :
Warrior
Axeman warband.
Spearman warband.
Chaos Marauder (replace Militia Swordsman). Same stats, but +1 attack -1 defense.
No access to Militia Spearman.
Chaos warrior (replaces Pikemen) Strength 7/5, can use metal weapons. +25% vs melee, +25% vs shock cavalry. 1 move. Requires corruption of chaos religion.
Royal guard.
Archer warband
Militia archers.
No access to Crossbowmen.
Longbowmen.
No access to Handgunners:
All units have terrain penalties as current.
Ancient cavalry.
Marauder horsemen (replace Lancers). Same stats.
Chaos Knights. (replace knights). Same stats, but requires corruption of chaos religion.
Chariot
Chaos Chariot. (replace warchariot) same stats.
Keshik warband (replace Horsearcher warband). Same as horsearcher warband, but does +10% collateral damage to 2 units.
No access to Cavalry.
Chaos troll (replace troll) same as troll, but starts Mutated (ie when built gets mutation promotion and some random mutations as if mutated)
Chaos Giant (replace giant). Same as giant, but mutated.
Chaos Dragon. Same as red dragon, but unholy strength instead of fire strength
Chaos warhounds (replace Hunter) Strength 4 no metal wepons or wartats, 3 moves, beast unit class, cannot pillage, 15% withdraw chance.
Hung Ranger troop. Strength 6. No metal weapons. Can use wartats. 2 moves.
Can see hidden animals. Can see invisible units. Can build camp and corral.
-30% city strength. Better results from tribal villages. Can move through impassable terrain. +50% vs animals. +50% vs beasts. +20% plains strength.
So the differences are:
Norsca. Better trireme, better militia swordsmen, use javelins and axe-throwers instead of archers, no horsearchers.
Kurgan. Better ranger, access to (inferior) horsesearcher, use javelins and axe-throwers instead of archers.
Hung. Access to normal archers, access to longbowmen, superior horsearcher.
Wood elf.
Spoiler :
I don't really know enough about Wood Elves to make sensible suggestions.
I would suggest: make them the ultimate forest terrain specialists, but otherwise weak outside it. Weak vs cavalry; they rely on the forest defensive bonus and cavalry penalty in forests to deter it.
And give them some good offensive archer units rather than just defenders.
Wood elf promotion (Asrai):
gives double moves in forests and +10% forest strength, +20% ancient forest strength..
Remove the Spites resource; make the Oak of Ages just function like Ygdssdrarasil from FFH (happy and health bonus). Have ancient forests spawn from the Silvan Ways tech without needing the spites resource.
This makes them have elven mobility and fantastic strength while inside forests, but not outside it.
Asrai citizens building (present in every city)
gives -10% military production, -10% food.
Start with:
Cannot learn: steel, rifling, steampower, flight techs.
Wo
Units:
Warrior
Archer warband
Swordsmen warband
Spearman warband
Militia swordsmen
Militia bowmen
Militia spearmen
Ancient cavalry.
No chariot, war chariot.
Glade Guard (replaces Longbowmen). Strength 7, 1 move, 2-3 first strikes, can use quality bows, meteoric iron. +15% vs archery units, +15% vs missile cavalry units. Can bombard units as standard longbowmen. Doesn't get city/hill defense bonuses of standard longbowmen.
Bolt-thrower. (standard bolt-thower). But no catapult.
Asrai Scout troop (replaces hunter)
Strength 4. No metal weapons. Can use wartats. 2 moves.
Can see hidden animals. Can build camp and corral.
-30% city strength. Better results from tribal villages. +50% vs animals.
+50% vs beasts. +20% forest strength, +20% ancient forest strength.
Hammer cost: 50.
Waywatcher troop (replaces Ranger).
Strength 6. No metal weapons. Can use wartats. 2 moves.
Can see hidden animals. Can see invisible units Can build camp and corral.
-30% city strength. Better results from tribal villages.
Can move through impassable terrain. +50% vs animals.
+50% vs beasts. +20% forest strength, ancient forest strength.
Hammer cost: 140.
Glade riders. (replaces lancer). Standard light cavalry, but without the forest and ancient forest attack/defence penalties, but only 2 movement.
War dancer. (replaces Pikeman).
strength 7, no metal weapons, can use wartats, starts with wartats.
Starts with Dances of Loec promotion, which gives 20% withdraw chance, 1-2 first strikes.
Wild riders. (National UU, limit 5). Requires Tournaments tech. Requires Advanced Smithing tech. Requires horses. Strength 8/6, can use metal weapons. 2 moves. 10% withdraw chance. Gets knight terrain attack/defence penalties except for forests/ancient forest. A weak knight unit.
Eagle riders. Upgrades from level 4 wild riders. Requires monster bonding tech. Strength 10/8, can use metal weapons, flying, 3 moves.
Great eagle (replaces troll). Strength 5, fighter aircraft. Range 4. Can airstrike (no collateral). Can intercept. Hammer cost 120. Builds 50% faster with aerie.
Dryad (second troll slot unit):
Dryad: Strength 6/5, 2 moves, 1 first strike, forest spirit.
Unicorn. strength 10, 2 moves, beast unit, starts with magic resistance promotion.
Treekin (second giant slot): Strength 9, can bombard city defenses 8%, +20% heal rate in forest, -25% fire vulnerability, forest spirit
Treeman: Strength 14/20, 1 move, starts with lore of athel loren 1, forest spirit.
Green dragon. As red dragon, but -2 strength, poison immunity instead of fire immunity and poison damage instead of fire damage.
Forest spirit promotion gives: +20% forest strength, +30% ancient forest strength, -25% fire vulnerability, double moves in forests, double moves in ancient forests, invisible in ancient forests.
Mage units as in old version; level 1 mage at nature lore, level 2 at education, level 3 at arcane lore.
Greenskins
Spoiler :
Theme:
Melee strength orks.
Weak numerous goblin archers/spearmen.
High offense, poor defense.
Animosity.
Strong early-mid game, weak late-game.
Cannot learn:
Cannons tech.
Rifling tech.
Engineering tech.
Advanced Engineering Tech.
Steampower tech.
Flight Tech.
Steel tech.
Economics tech.
Banking tech.
Raw magic tech.
Word of salvation tech (Defensive pacts? Alliance? What defensive pacts?).
Royal guard (black orcs are pikeman UU instead).
Create UB:
Greenskin population.
Automatically present in all cities (like Elven population).
Provides +20% military production, -15% research, +5% food, -50% war weariness.
Greenskins will have more, weaker units of lower tech, and they will keep the science slider high and pay for their unit upkeep with pillaging.
I strongly suggest implementing something like the Fall Further Raiders leader trait or promotion, as otherwise the AI won't pillage enough to keep up in tech and provide a decent challenge.
Another suggestion: give +10 beakers towards whatever tech is being researched for each population point butchered when captured cities end their revolt and are reduced down to population 1.
Orcs/goblins:
Goblins:
Spoiler :
Tier 0 melee: Goblin warriors. Standard warrior unit.
Tier 1 axe: Forestgoblin Warband. Same as generic axeman warband, except -10% strength, +20% forest strength, +20% ancient forest strength.
Tier 1 spear Forestgoblin Spearmen Mob. Same as generic spearman warband, but -1 attack strength, +10% forest strength, -15% build cost, available at hunting tech (much, much earlier).
Tier 2 axe: Goblin Warband. Same as generic militia swordsmen.
Tier 2 spear: Goblin spearman warband. Same as generic militia spearmen, except -1 attack strength, -15% build cost.
Tier 3 melee: Nightgoblin warband. Strength 4/5+1 poison, can use metal weapons, +25% vs melee, +25% vs shock cavalry.
Tier 2 chariot: Wolf chariot. Same as standard chariot.
Tier 3 chariot: Snotling Pump wagon. Strength 12/8. Cannot use metal weapons. 1 move. +25% vs melee units. Standard chariot terrain penalties. -20% cost.
Tier 1 mounted: Spider-riders. Strength 4+1 poison, 2 moves, ignores terrain defense bonuses, ignores terrain movement penalties, doesnt get normal mounted unit terrain penalties, doesn't get no defensive bonuses, no metal weapons, -10% cost.
Tier 2 mounted: Nightgoblin Wolfriders. Standard light cavalry.
Tier 3 mounted: Nightgoblin Squig Hoppers. Same as knight, except -2 strength, ignores terrain defenses, ignores terrain movement penalties, +20% vs melee units.
Tier 1 recon: Nightgoblin skirmishers. As above.
Tier 2 recon: Nightgoblin Squig Herders. ?
Tier 1 monster: Snotling Swarm. Strength 4, no metal weapons, no wartats. 80% withdraw chance.
Tier 1 monster: troll. As current.
Tier 2 monster: giant. As current.
Tier 3 monster: wyvern. Reduce to 12+4 poison strength. Reduce cost to 230 hammers. Increase national limit to 3.
Tier 2 mage: Orc shaman. As above.
Tier 3 mage: Goblin shaman. as above.
Tier 2 religious unit: Nightgoblin Netters. Strength 5, no metal, 1 move. Can cast an entangle spell, removes movement from enemy units, high resistance chance.
Tier 3 religious unit: Nightgoblin fanatics. Strength 10/4, very cheap, dies at the end of combat.
Tier 1 Archer: Goblin Arrer Boyz. As standard archer warband, but -30% cost.
Tier 2 Archer: Nightgoblin Arrer Boyz. Standard militia bowmen, but +1 first strike chance.
Tier 3 Archer: Nightgoblin Blowguns. Replaces Crossbowmen. Same as crossbowmen, but -1 strength, +1 poison strength, forest and jungle defense bonus instead of city and hills defense bonus, -15% cost.
Tier 1 Siege: Spear Chukka. Same as catapult, but less city bombardment, more unit bombardment.
Tier 2 Siege: Rock Lobba. Same as bolt-thrower, but more city bombardment, less unit bombardment.
Tier 2 Siege: Goblin Doom Divers Strength 3/1. Can barrage adjacent units with a 30% max damage cap.
Tier 1 axe: Forestgoblin Warband. Same as generic axeman warband, except -10% strength, +20% forest strength, +20% ancient forest strength.
Tier 1 spear Forestgoblin Spearmen Mob. Same as generic spearman warband, but -1 attack strength, +10% forest strength, -15% build cost, available at hunting tech (much, much earlier).
Tier 2 axe: Goblin Warband. Same as generic militia swordsmen.
Tier 2 spear: Goblin spearman warband. Same as generic militia spearmen, except -1 attack strength, -15% build cost.
Tier 3 melee: Nightgoblin warband. Strength 4/5+1 poison, can use metal weapons, +25% vs melee, +25% vs shock cavalry.
Tier 2 chariot: Wolf chariot. Same as standard chariot.
Tier 3 chariot: Snotling Pump wagon. Strength 12/8. Cannot use metal weapons. 1 move. +25% vs melee units. Standard chariot terrain penalties. -20% cost.
Tier 1 mounted: Spider-riders. Strength 4+1 poison, 2 moves, ignores terrain defense bonuses, ignores terrain movement penalties, doesnt get normal mounted unit terrain penalties, doesn't get no defensive bonuses, no metal weapons, -10% cost.
Tier 2 mounted: Nightgoblin Wolfriders. Standard light cavalry.
Tier 3 mounted: Nightgoblin Squig Hoppers. Same as knight, except -2 strength, ignores terrain defenses, ignores terrain movement penalties, +20% vs melee units.
Tier 1 recon: Nightgoblin skirmishers. As above.
Tier 2 recon: Nightgoblin Squig Herders. ?
Tier 1 monster: Snotling Swarm. Strength 4, no metal weapons, no wartats. 80% withdraw chance.
Tier 1 monster: troll. As current.
Tier 2 monster: giant. As current.
Tier 3 monster: wyvern. Reduce to 12+4 poison strength. Reduce cost to 230 hammers. Increase national limit to 3.
Tier 2 mage: Orc shaman. As above.
Tier 3 mage: Goblin shaman. as above.
Tier 2 religious unit: Nightgoblin Netters. Strength 5, no metal, 1 move. Can cast an entangle spell, removes movement from enemy units, high resistance chance.
Tier 3 religious unit: Nightgoblin fanatics. Strength 10/4, very cheap, dies at the end of combat.
Tier 1 Archer: Goblin Arrer Boyz. As standard archer warband, but -30% cost.
Tier 2 Archer: Nightgoblin Arrer Boyz. Standard militia bowmen, but +1 first strike chance.
Tier 3 Archer: Nightgoblin Blowguns. Replaces Crossbowmen. Same as crossbowmen, but -1 strength, +1 poison strength, forest and jungle defense bonus instead of city and hills defense bonus, -15% cost.
Tier 1 Siege: Spear Chukka. Same as catapult, but less city bombardment, more unit bombardment.
Tier 2 Siege: Rock Lobba. Same as bolt-thrower, but more city bombardment, less unit bombardment.
Tier 2 Siege: Goblin Doom Divers Strength 3/1. Can barrage adjacent units with a 30% max damage cap.
Orcs
Spoiler :
Tier 0 melee: Orc warriors. Standard warriors.
Tier 1 axe: Orc Boyz regiment. Same as axeman warband, but +10% city attack.
Tier 1 spear Orc Spearboyz regiment. Same as spearman warband, but +10% vs melee units.
Tier 2 axe: Savage Orc Boyz. Same as militia swordsmen, but +10% city attack.
Tier 2 spear: Savage Orc Spearboyz. Same as militia spearmen, but +10% vs melee units.
Tier 3 melee: Black Orcs. Strength 6, 1 move, can use metal weapons, +25% vs melee units, +25% city attack.
Tier 2 chariot: Orc Boar chariot. Standard chariot.
Tier 3 chariot: Black Orc Boar chariot. Standard war chariot.
Tier 1 mounted: Orc Boarboyz. Standard ancient cavalry.
Tier 2 mounted: Savage Orc Boarboyz. Standard light cavalry.
Tier 3 mounted: Black Orc Boarboyz. Standard knight, but -1 strength.
Tier 1 recon: Orc skirmishers. Standard skirmishers, but 5% less withdraw chance.
Tier 2 recon: Sneaky Gitz? Standard ranger skirmishers.
Tier 1 monster: Snotling Swarm. As for goblins
Tier 1 monster: troll. As current.
Tier 2 monster: giant. As current.
Tier 3 monster: wyvern. as for goblins.
Tier 2 mage: Orc shaman. As above.
Tier 3 mage: Goblin shaman. As above.
Tier 2 religious unit: Ruglud's Armoured Orcs?. Strength 5, starts with iron weapons promotion, +10% vs missile units.
Tier 3 religious unit: Nightgoblin fanatics. ?
Tier 1 Archer: Orc Arrer Boyz. Standard archer warband
Tier 2 Archer: Savage Orc Arrer Boyz. Standard miltia bowmen.
Tier 3 Archer: Black Orc Arrer Boyz. Longbowmen replacement. 5 strength, can use metal weapons, 1 first strike, +20% city defense, +20% hills defense.
Tier 1 Siege: Spear Chukka. See goblins.
Tier 2 Siege: Rock Lobba. See goblins.
Tier 1 axe: Orc Boyz regiment. Same as axeman warband, but +10% city attack.
Tier 1 spear Orc Spearboyz regiment. Same as spearman warband, but +10% vs melee units.
Tier 2 axe: Savage Orc Boyz. Same as militia swordsmen, but +10% city attack.
Tier 2 spear: Savage Orc Spearboyz. Same as militia spearmen, but +10% vs melee units.
Tier 3 melee: Black Orcs. Strength 6, 1 move, can use metal weapons, +25% vs melee units, +25% city attack.
Tier 2 chariot: Orc Boar chariot. Standard chariot.
Tier 3 chariot: Black Orc Boar chariot. Standard war chariot.
Tier 1 mounted: Orc Boarboyz. Standard ancient cavalry.
Tier 2 mounted: Savage Orc Boarboyz. Standard light cavalry.
Tier 3 mounted: Black Orc Boarboyz. Standard knight, but -1 strength.
Tier 1 recon: Orc skirmishers. Standard skirmishers, but 5% less withdraw chance.
Tier 2 recon: Sneaky Gitz? Standard ranger skirmishers.
Tier 1 monster: Snotling Swarm. As for goblins
Tier 1 monster: troll. As current.
Tier 2 monster: giant. As current.
Tier 3 monster: wyvern. as for goblins.
Tier 2 mage: Orc shaman. As above.
Tier 3 mage: Goblin shaman. As above.
Tier 2 religious unit: Ruglud's Armoured Orcs?. Strength 5, starts with iron weapons promotion, +10% vs missile units.
Tier 3 religious unit: Nightgoblin fanatics. ?
Tier 1 Archer: Orc Arrer Boyz. Standard archer warband
Tier 2 Archer: Savage Orc Arrer Boyz. Standard miltia bowmen.
Tier 3 Archer: Black Orc Arrer Boyz. Longbowmen replacement. 5 strength, can use metal weapons, 1 first strike, +20% city defense, +20% hills defense.
Tier 1 Siege: Spear Chukka. See goblins.
Tier 2 Siege: Rock Lobba. See goblins.
Orc Shaman (UU, limit 6) Requires WAAGH! tech. Requires Warfare tech. Strength 4. 1 move. Arcane unit. Starts with Little WAAAGH! 1, 2, and 3 promotions.
Goblin Shaman. (UU limit 4). Requires Archane Mastery tech, requires Military tradition tech. Strength 5. Channeling 3. Starts with Big WAAGH! 1, 2 and 3 promotions.
Buildable (doesn't need to be upgraded).