I'm leaning against subterranean at at all... the build only on hills can be hugely frustrating as a player. I think its enough to just give dwarves hill combat bonuses, like wood elves get forest combat bonuses.
How about conqueror spawning extra units from the conquered city?
Maybe... I'm kindof against getting foreign units though. Chaos with imperial tanks just feels wrong. We're trying to make each faction's armylist only represent their units.
Unit classes:
Some important ones you're missing:
Knight, Warchariot, hunter, ranger, beastmaster, handgunner, cavalry, crusader, priest, missionary.
I don't see the point of these. And, for the record, I liked the regular BTS civ Financial trait a lot better.
Agricultural boosts food yields, and so encourages a specialist economy. Financial encourages cottage economy or water tiles. And regular BTS Financial trait *does* give +1 commerce on tiles that already generate 2 commerce. So I don't know what you mean here.
I like it, except for the possible nerf on clanmanship.
Clansmanship is something of a no-brainer civic atm, its the best in its class. Every game I played, it was one the reasons why it was easy to roll the AI, because I had much larger hammer output than they did.
I think this’d be better as a promotion available after like Combat3. Or something. (Needs better prereq promotion.) Point is make it a promotion, not a trait please.
?
It can be both. You can either learn the promotion normally, or get it for free from the trait.
I get what you’re going for here. But I’m really not seeing it. Just leave “Mutated” as a promotion. I don’t think it needs a trait. It DOES need a mechanic so that, as Chaos gains ascendancy, Mutated starts to cause more Chaos benefits.
Again, its just another method of getting the promotion. Normal mutation by magic still stays there.
Aggresive trait gives the combat 1 promotion to a bunch of units; but that doesn't mean that other leaders can't learn it normally when they gain levels.
And what's the purpose of that? Cuz it just seems redundant to me. And I like the promotion only idea best. It ain't broke, don't fix it.
I like the mutated trait for Moghur.
Think of it this way; normally, most chaos civs only get to mutate their units by getting access to Tzeentch magic and using the mutate spell.
With Moghur, he is so twisted that all his units automatically *start* mutated - and lack any means of getting rid of the negative mutation options.
Mutation is a promotion, but it isn't a selectable level-up promotion; it is applied only by spells or events, or a few units (chaos trolls and chaos giants) start with it. This mechanic will remain unchanged. The only difference is that ALL of Moghur's units get the mutation effects immedieately on creation. Mutation remains as it was (and like it is in FFH) for all other leaders.