Warhammer Heart of Chaos: Design Overview

Psychic_Llamas

Wizard in the Making
Joined
Nov 25, 2005
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PLEASE DO NOT POST IN THIS THREAD!
If you wish to discuss something that appears in this thread please start a NEW thread or go to the DESIGN DISCUSSION THREAD. (This includes you team members)

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This is a work in progress thread and will be updated often based on what ideas i read (and the team likes) in the Forum :)

INDEX:
  • Post 2: Elves
    Woodelf
    Highelf
    Darkelf
  • Post 3: The Northern Oldworld
    Empire
    Bretonnia
    Kislev
  • Post 4: The Southern Oldworld
    Estalia
    Tilea
    Dwarves
  • Post 5: The Undead
    Sylvania
    Tombkings
    Lhamia
  • Post 6: Non-Human Chaos
    Beastmen
    Skaven
    Chaos Dwarves
  • Post 7: Human Chaos Tribes
    Norsca
    Kurgan
    Hung
  • Post 8: The Orient
    Ind
    Araby
    Cathay
    Nippon
  • Post 9: Lustria
    Lizardmen
    Amazonians
  • Post 10: Greenskins
    Orcs
    Goblins
  • Post 11: More Greenskins
    Hobgoblins
    Ogres
  • Post 12: Game Mechanics
    • Traits:
    • Religions:
    • Techs:
    • Civics:
    • Buildings:
    • Wonders:
    • Core Units:
    • Hero Promotions:
    • Magic promotions:
    • Spells:
    • Improvements:
    • Explorable Dungeons/Goodies:
    • Unique Features:
    • Events:

Progress:
  • Promotions:
    • added in most, if not all promotions.
    • some promotions are still placeholders.
  • Units:
    • NOTE: UnitInfos.xml contains a suspectd CTD. --- Fixed
    • Added in Core Units (ie, basic warrior, axeman warband, scout etc)
    • Added in non-combat Units (ie, settler, worker etc)
    • Added in Great People
    • Added in Religious units (not UUs yet, still to do)
    • Added in Animals
    • Added in Spellcasters
    • Added in Empire UUs
    • Added in Lizardman UUs
    • Added in Darkelf UUs
    • Added in Highelf UUs
    • Added in Woodelf UUs
    • Added in Chaos UUs
  • Techs:
    • added in most, if not all Techs.
  • Art:
    • Added new main menu graphics, new main menu music (from the Transformers movie, 'Optimus Vs Megatron') and loading video from the old mod.



To Do:
  • Art:
    • Need to fix all Button art for promotions units and techs, and link to correct unit art.
 

Spoiler Woodelf :

Leaders:
Ariel: (Hero = Orion) (Traits = Wildborne, Spiritual, Charismatic, Protective)
Orion: (Hero = Ariel) (Traits = Wildborne, Aggressive, Defender, Protective)
Durthu: (Hero = Drycha) (Traits = Wildborne, Preservationist, Philosophical, Protective)

Heroes:
Spoiler Woodelf Heroes :
Orion.
Requires Nature Lore tech.
On foot model, 2 movement, 4 strength, no metal weapons,can use wartattoos. Class: recon.
20% withdraw chance. Hero promotion. Heroic resilience promotion. Wood elf racial promotion.
Cause terror promotion.

Starts with equipment: Spear of Kurnous. +1 strength, +25% vs beast class units, defeated animals (not beasts) are captured.

Can learn:
Defender of the forests. (On foot model, joined a pack of wolves
Champion promotion.
Mounted promotion. (On foot model, joins group of wild riders.)
Lord promotion


Ariel
Requires lore of athel loren: On foot model (with wings), 2 movement, 4 strength, no metal weapons.
Class: Arcane.
Starts with channeling 1, starts with lore of athel loren 1. Wood elf racial promotion.
Immune to first strikes. Immune to collateral damage. 30% withdraw chance. Hero promotion. Heroic resilience promotion.

Starts with Equipment: "Wand of the Wych Elm". Spells can't miscast. can cast the ‘Wand of the Wych Elm’ ability which is the same as ‘spellstaff’.

Can learn:
Champion.
Archmage.


Unique Racial bonus:
Ancient Forests: Within the cultural borders of the woodelves forests will begin to slowly upgrade into ancient forests which provide +1 food +1 hammer and +50% defence strength as aopposed to normal forests +1 hammer and +25% defence strength Ancient Forest Spread will begin after they build the 'Ancient Pact' project.
Unique improvements: Cannot build mines, can only build 'Ore Fields' on mineral resources such as iron, but no where else. can build 'singing grove' improvement in ancient forests for +1 hammer. No Farms, instead gets 'Orchard', only buildable in forests for +1 food. gets an addition cottage imprvement level 'canopy town' which gives the tile +20% defence.

Unique Buildings:
Asrai Civilians: -10% food.
Tower of the Eternal Wood: (Wonder) +4 beakers, and +2 xp for new arcane units, and is the requirement for the Prophetess.
Ancient Pact (project) requires Nature Lore. initiates the spread of ancient forest in the civs borders, also spawns 2 free Dryads. Required to build any 'forest spirit' unit.
Asrai Shooting Gallery: can train archer units up to 10 EXP, Archers garrisoned in the city get +10% defence strength.
Asrai Watch Tower: reveals invisible enemy units near the city, Archers garrisoned in the city get +10% bombard strength.

Unique Units:
All Units have 'Asrai' racial promotion unless otherwise specified.
Asrai Scout troop (replaces hunter) Strength 4. 2 moves. No metal weapons. Can use wartats. 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.
Waywatcher troop (replaces Ranger) Strength 6. 2 moves. Starts with 'Forest Stalkers' promotion. No metal weapons. Can use wartats. 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. +10% forest strength, ancient forest strength.
Asrai Bowman (replaces Archer). Strength 5. 1 move. 1-2 First Strike. starts with 'Quality Bows'. Can use wartats. +15% vs archery units, +15% vs missile cavalry. Can bombard units as standard archer
Glade Guard (Replaces Longbowmen) Strength 7, 1 move, 2-3 first strikes, starts with 'Quality Bows', Can use wartats. +15% vs archery units, +15% vs missile cavalry units. Can bombard units as standard longbowmen.
War dancer. (replaces Pikeman) strength 7, 2 move, no metal weapons, starts with 'wartats'. Starts with 'Dances of Loec' promotion.
Eternal Guard (Replaces Royal Guard) As Royal Guard but -1 strength, starts with 'Eternal Guard Fighting Style' promotion
Glade riders. (replaces Horsearcher) Standard light cavalry, but without the forest and ancient forest attack/defence penalties, but only 2 movement.
Wild riders. (replaces Knight) Strength 8/6, 2 moves. Causes fear. Starts with 'Forest Spirit' racial promotion instead of 'Asrai'. can use metal weapons. 10% withdraw chance. Gets knight terrain attack/defence penalties except for forests/ancient forest. A weak knight unit.
Warhawk Riders (replaces Cavalry) Strength 10/8, can use tattoos, flying, 3 moves. Can bombard units as standard longbowmen. 30% withdrawl chance. Requires aerie.
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) Strength 6/5, 2 moves, beast unit, 1 first strike, 'forest spirit' racial promotion, Causes Fear.
Unicorn (Replaces Giant) strength 10, 2 moves, beast unit, starts with 'magic resistance' promotion, 'forest spirit' racial promotion
Treekin (second giant slot) Strength 9, can bombard city defenses 8%, +20% heal rate in forest, -25% fire vulnerability, 'forest spirit' racial promotion
Forest Dragon (Replaces Dragon) As red dragon, but -2 strength, poison immunity instead of fire immunity and poison damage instead of fire damage. 'forest spirit' racial promotion. Requires aerie.
Treeman (second Wyvern slot) Strength 14/20, 1 move, starts with 'lore of athel loren 1', 'forest spirit' racial promotions.
Prophetess: (replace hedgewizard) Strength 3, 1 move, starts with 'Channeling 1', 'lore of athel loren 1', 'hedgemagic 1'
Spellsinger: (replace Wizard) Strength 4, 1 move, starts with 'Channeling 1 and 2', 'lore of athel loren 1 and 2', 'hedgemagic 1 and 2'
Spellweaver: (replace Battle wizard) Strenth 6, 1 move, starts with 'Channeling 1, 2 and 3', 'lore of athel loren 1, 2 and 3', 'hedgemagic 1 and 2'

Blocked Units:
No catapult
No cannons
No Ballista (no Siege at all)
No crossbow
No handgunners
No steamtank

Blocked Techs:
steel, rifling, steampower, flight.

Unique Promotions:
Asrai: double moves in forests and +10% forest strength, +20% ancient forest strength.
Forest spirit: +20% forest strength, +30% ancient forest strength, -25% fire vulnerability, double moves in forests, double moves in ancient forests, invisible in ancient forests.
Forest Stalkers: Unit gets +10% Forest and Ancient Forest defence, is invisible in forests.
Dances of Loec: 20% withdraw chance, 1-2 first strikes, blitz.
Eternal Guard Fighting Style +10% defence, +1 first strike +10% vs shock cavalry.



Spoiler Highelf :

Leaders:
Finubar: (Hero = Teclis or Tyrion) (Traits = Adaptive, Charismatic, Seafaring, Financial)
Caledor: (Hero = Teclis or Tyrion) (Traits = Seafaring, Defender, Arcane)

Heroes:
Spoiler :

Teclis, Loremaster of the White Tower
-Era 1 (requires High Magic tech): On foot model, 1 movement, 3 strength, no metal weapons or tattoos. Arcane class.
Starts with Channeling 1 promotion, High magic 1 promotion, Hero promotion, Heroic resilience promotion. Twincast promotion.
High Elf racial promotion [remember that this gives +1 movement]

Starts with equipment: "The Sword of Teclis". +1 lightning strength. Reduces miscast probability 100%.

Can learn:
Mage
Archmage.
Aerial mount (pegasus)


Tyrion, Champion of the Everqueen
[Requires Horseriding tech]: mounted on elven steed, 2 movement, 4 strength, can use metal weapons. Shock Cavalry class. Mounted promotion. Hero promotion. Heroic resilience promotion. High Elf racial promotion [remember that this gives +1 movement].

Starts with equipment: "Sunfang, Runesword of Tyrion". +1 Holy strength, +25% vs Deamons,

Can learn:
Champion
Lord


Unique Racial bonus:
Island Dwellers +1 food from coast and +1 hammer from Kelp. -1 Happy if not with coastal access.

Unique Buildings:
Asur Civilians: -10% food, -10% milprod, +3 health, +20% GPP.
White Tower: (Wonder) +4 beakers, and +2 xp for new arcane units, and is the requirement for the Aprentice.
Forge of Vaul: (replaces weaponsmith). +10% military production. All new units produced in this city (that are eligible for meteoric iron) get the Ithrilmar armor promotion, if the city has access to the meteoric iron resource.

Unique Units:
Band of shadow warriors (replaces hunter) Strength 4. 2 moves. No metal weapons. Can use wartats. Can see hidden animals. Can build camp and corral. -30% city strength. Better results from tribal villages. +50% vs animals. +50% vs beasts. Starts with 'ambusher' promotion
Band of Shadowwalkers (replaces ranger) Strength 6. 2 moves. No metal weapons. Can use wartats. 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. Starts with 'Ambusher' promotion.
Tiranoc chariot (replaces chariot) Same as normal chariot, but -1 movement point (because it gets +1 movement from high elf promotion)
Chrace War Chariot (replaces war chariot). Same as warchariot, but -1 movement.
Ellyrian reavers (replaces lancer) Same as lancer, but -1 movement
Silver Helms (replaces knight) same as knight but with -1 movement
Dragon prince (Upgrades from level 4 Silver Helm) same as silverhelm, +2 strength, Starts with 'Dragon Armour'
Swordmasters of Hoeth (replace pikemen) Strength 6, can use metal weapons, +25% vs melee, +25% vs shock cavalry.
White Lions (replaces royal guard) Strength 7. Can use bronze/iron/steel/meteoric iron weapons. 'Bodyguard' Promotion. +25% vs melee units, +25 vs beast, +50% vs animal
Phoenix Guard (crusader) Strength 4 +1 holy, +1 Fire, can use metal weapons. +25% vs demon.
Eagles claw (replaces ballista) same as Ballista
Handmaidens (Replaces Longbow) Same as normal Longbowman, but starts with 'Bodyguard' Promotion. +25% vs shock cavalry.
Giant Eagle (replaces troll) strength 5, aircraft fighter, range 5, can airstrike (no collateral), can intercept. Hammer cost 120, builds 50% faster with aerie.
Griffon (replaces giant) Strength 9, 1-2 first strikes, 3 moves, flying. Requires aerie.
Emperor dragon. (Replaces Red Dragon) Same as red dragon, but holy strength instead of fire strength. Requires aerie.

Blocked Units:
No catapult.
No cannons
No crossbow.
No handgunners
No cavalry
No steamtank.

Unique Promotions:
Asur: +1 movement, +1 first strike chance.
Ambusher: unit gains the "Stage ambush" spell and the "Reveal" spell.
Ambushing promotion turns the unit invisible, gives +1 first strike, and is removed after combat 100%.
Ithrilmar armor:+15% strength, +1 first strike.
Dragon Armour: +20% fire resistance, +10% defence.

Unique Spells:
Stage ambush:takes 2 turns to cast (like FFH bloom). Unit gains the "Ambushing" promotion.
Reveal: removes the "Ambushing" promotion. (AI will never cast this spell).



Spoiler Darkelf :

Leaders:
Malekith: (Hero = Morathi) (Traits = Seafearing, Aggressive, Raiders)
Morathi: (Hero = Malekith) (Traits = Arcane, Raiders, Charismatic)

Heroes:
Spoiler :

Morathi the Hag Queen
Requires Dark Magic tech: On foot model, 1 movement, 3+1 unholy strength, no metal weapons or tattoos.
Starts with Channeling 1 promotion, Dark magic 1 promotion, Hero promotion, Heroic resilience promotion. Twincast promotion.
Dark Elf racial promotion.

Starts with equipment: the Amber Amulet. Gives "can heal while moving" and heals +10% per turn.

Can learn:
Mounted. (Cold one)
Aerial mount. (Black pegasus)
Mage
Archmage.


Malekith the Witch King
Requires warfare tech: On foot model, 1 movement, 4 strength, can use metal weapons.
Class: melee
Case fear. Starts with Dark magic 1. (NO channeling). Hero promotion. Heroic resilience promotion. Dark Elf racial promotion. Footman promotion.

Starts with equipment: The Destroyer Blade. Heals 20% (like cannibalize promotion) every time the wielder wins a battle against a living unit.

Can learn:
Mounted. (cold one)
Champion.
Aerial mount. (Black dragon)
Lord.

With Monster bonding, gains:
Dragon promotion.
Collateral damage +10% vs 3 units.


Unique Racial bonus:
Northern Coastal Raiders +1 food from Tundra +1 food from coast

Unique Buildings:
Druchii Civilians: -15% milprod.
The Dark Convenant: (Wonder) +4 beakers, and +2 xp for new arcane units, and is the requirement for the DE adept.
Blast Furnace: (replaces weaponsmith). +10% military production. All new units produced in this city (that are eligible for meteoric iron) get the Adamantite armor promotion, if the city has access to the meteoric iron resource.

Unique Units:
Militia repeater crossbow (replace militia archer). Same as militia archer, but -1 defense strength, and +15% vs melee units and blitz.
Corsairs (replace Militia swordsmen) Same as militia swordsmen, but starts with amphibious promotion, has a base chance to capture enemy units as slaves.
Black guard (replaces royal guard)
Druichii Hunters (replaces hunter) Strength 4. 2 moves. No metal weapons. Can use wartats. Can see hidden animals. Can build camp and corral. -40% city strength. Better results from tribal villages. +50% vs animals. +75% vs beasts. Starts with 'ambusher' promotion
Band of Shades (replaces ranger). Strength 6. 2 moves. No metal weapons. Can use wartats. Can see hidden animals. Can see invisible units. Can build camp and corral. -40% city strength.
Better results from tribal villages. Can move through impassable terrain. +50% vs animals.
+75% vs beasts. Starts with 'Ambusher' promotion.
Cold one chariot (replaces chariot). Same as normal chariot, but -1 movement point (because it gets +1 movement from Dark elf promotion)
Dark riders (replaces lancer) Same as lancer, but -1 movement
Cold One Knights (replaces knight) Same as knight but with -1 movement, -1 strength, causes Fear
Repeater bolt thrower (Replaces Ballista) same as ballista
Repeater crossbows. (replace crossbow). same as crossbow but with Blitz.
Executioner (replace pikemen) Strength 6, can use metal weapons, +25% vs melee, +25% vs shock cavalry.
Witchelves (crusader) Strength 4+2unholy, can use metal weapons. +25% vs disciple class, 'Frenzied' promotion.
Dark Pegasus rider (replace troll) strength 5, aircraft fighter, range 5, can airstrike (no collateral), can intercept . Hammer cost 120, +50% build with aerie.
Harpy (replace giant) strength 7, range 5 fighter, can airstrike (no collateral), can intercept. requires aerie.
Manticore (also giant slot) Strength 8+1 poison, 1-2 first strikes, 3 moves, flying. requires aerie.
Hydra (replace beastmaster) strength 12+2 poison, 1 move, regenerating. Requires breeding grounds. Causes Fear.
Black dragon (replace red dragon) Same as red dragon but half of the fire strength becomes unholy strength. Requires aerie.


Blocked Units:
No catapult.
No cannons
No longbowmen.
No handgunners
No cavalry
No steamtank.
No Warchariot

Unique Promotions:
Druchii: +1 movement, +1 first strike chance. 5% chance to capture enemies as a slave.
Admantite armor:+15% strength, +1 first strike.


 

Spoiler The Empire :

Leaders:
Karl Franz: (Hero = Magnus) (Traits = Organised, Imperialist, Philosophical)
Magnus: (Hero = Karl Franz) (Traits = Charismatic, Imperialist, Spiritual)

Heroes:
Spoiler Empire Heroes :
Karl Franz
On foot model. Requires Warfare tech.
1 movement point. Strength 4, can use metal weapons. Melee class. Footman. Hero promotion. Heroic resilience promotion.
Has a spell "Presence of the Emperor".
Functions like FFH Inspiration spell; creates an "Imperial Residence" building that gives +15% beakers, +25% GPP income. Building removed if he is not present at end of turn.

Starts with equipment item "the Silver Seal". Gives +25% magic resistance, +20% withdraw chance.

Gains for free:
Mounted. (Warhorse model)
Champion.
Lord.
Aerial mount. (Griffon model)


Magnus the Pious
Requires Words of Salvation tech]: On foot model, 1 movement, 3 strength + 1 holy strength, no metal weapons. Disciple class. Inquisitor promotion. Hero promotion. Heroic resilience promotion.

Starts with equipment: "Shroud of Magnus". Gives immune to disease, 100% death resistance, 100% unholy resistance, +25% vs undead. Disciple class.

Can learn:
High priest.
Archpriest.
Mounted. (warhorse model)
Priest of sigmar (warrior priest model)

Unique Buildings:
Imperial War college. National Wonder: 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.

Unique Units: NOTE: more than half the table top units werent even mentioned in your design Ahri. @ Deadliver, what units have you done for the Empire? just these below?
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.
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.
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.
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.

Blocked Units:
No Longbowmen
No horsearcher warband

Blocked Techs:
Flight, Monster Bonding.

Unique Promotions:
Human no special effect.
senior captain randomly applies the 'Moral' promotion to units in the stack.


Spoiler Bretonnia :

Leaders:
Louen Leoncoure: (Hero = Gilles) (Traits = Protective, Spiritual, Horsemen)
Gilles Le Bretton: (Hero = Louen) (Traits = Horsemen, Spiritual, Charismatic)

Heroes:
Spoiler Bretonnian Heroes :

King Louen The Lionhearted
Requires horseback riding tech]: Mounted on horse, 2 movement, 4 strength, can use metal weapons. Shock cavalry class. +25% vs archery units. +25% vs undead. Starts with flanking 1 promotion, starts with medic 1 promotion. Hero promotion. Heroic resilience promotion. Mounted promotion.

Starts with equipment:
The Lion's shield. +30% magic resistance, +20% defense strength. Immune to fear.

Can learn:
Champion
Lord.
Aerial mount. (griffon)

With Lordship/Monarch tech, gains:
Flanking 2 promotion.

King Gilles Le Bretton
Requires horseback riding: Mounted on horse, 2 movement, 4 strength, can use metal weapons. Class: shock cavalry. Mounted promotion. Heroic resilience promotion. Hero promotion.
Can cast "Quell disorder". Ends civil disorder in the city (like implaccable order from FFH, but does NOT remove all unhappiness in the city).
Can cast "Quest for the grail". Adds permanent "questing knight" promotion to all shock cavalry units in the stack (like FFH flame weapons for archery units or enchanted blades for melee), questing knight gives +10% strength.

Starts with equipment: "Sword of the Lady". Gives +25% strength vs copper weapons promotion, +25% vs iron weapons promotion.

Can learn:
Champion.
Lord
Aerial Mount. (Griffon model)


Unique units:
Peasant spearman regiment (replaces militia spearman regiment). Same stats as regular militia spearman. 5-10% cheaper to build.
Peasant Swordsman Regiment (replaces Militia swordsman regiment). Same stats. 5-10% cheaper to build.
Peasant Bowman Regiment (replaces Militia archer regiment). Same stats. 5-10% cheaper to build.
Bretonni swordsmen. (replace axeman warband) Same as axeman warband, but starts with wartatoos.
Bretonni spearmen. (replace spearman warband) Same as Spearman warband, but starts with wartatoos.
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 Lancer). Same stats as light cavalry.
Men at Arms (replaces pikemen) Strength 5/6, can use metal weapons, +25% vs shock cavalry units. +15% vs melee.
Knight errant (replces knight) strength 11/7.
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. stength 7/5+1holy
Grail knight. Requires salvation religion, fanaticism tech. strength 8/6+2holy. upgraded from level 4 questing knight.
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.

Blocked Units:
No Crossbowmen
No War Chariot
No cannons
No handgunner

Blocked Techs:
rifling, steam power, steel, flight, mercenary contracts, Only 3 lores of magic access; beasts, light, life.

Unique Promotions:
Human no special effect.
Horselord mounted units only, +1 move (was there anything else?)



Spoiler Kislev :

Leaders:
Katarin: (Hero = Boris) (Traits = Protective, Expansive, Magic Resistant)
Boris: (Hero = Katarin) (Traits = Defender, Raiders, Imperialist)

Heroes:
Spoiler :

Tzarina Katarin
-Era 1 (warfare tech [Kislev can't research elemental magic]): On foot model, 1 movement, 2 strength +2 cold strength, no metal weapons or tattoos.
Starts with Channeling 1 promotion, Ice mage promotion, Hero promotion, Heroic resilience promotion. Twincast promotion.
Kislev racial promotion (bonus in tundra and ice).

Starts with equipment: ‘Cloak of Winter’ Invisible on Ice and Tundra, damages adjacent enemies by 5% cold damage to a maximum of 10%, like Empryean high priests aura.

Can learn:
Mounted (polar bear)
Ice princess
Ice queen

Ice Magic 1:
------- Frost Bolt – 10% Cold damage to a max or 20%, adds "frozen" promotion, reduces movement rate by 1.
------- Chill land – Temporarily turns the 9 squares adjacent to the caster to tundra for 5 turns.
Ice magic 2:
------- Frozen Gifts – cast in city. Creates a frozen gifts building (removed if caster leaves the city) that gives +3 food.
------- Wall of Ice – summons a wall of ice, strength 0/10, immobile, lasts 1 turn.
Ice Magic 3:
------- Ice Castle – cast in city only. Builds ‘Ice Castle’ building which increases defence by 20%, all units garrisoned inside are immune to cold damage, has a chance to generate a ‘frost bolt’ when enemies are nearby.
------- Blizzard – 30% cold damage to all tiles within 2 squares of caster to a max of 40%, including friendly units. Reduces their movement by 1 temporarily.


Tzar Boris Bokha
-Era 1: On foot model. Requires warfare tech.
2 movement point. Strength 4, can use metal weapons. Melee class. Footman promotion. Kislev racial promotion. Hero promotion. Heroic resilience promotion.
Can cast: Call of the Bear. Summons a bear (1 bear, permanent summon, tied to caster.)

Starts with equipment item "The Paw of Ursun". Grants Blitz, +1 cold strength.

Can learn:
Mounted promotion. (polar bear)
Champion promotion.
Lord promotion.
Bearmaster.


Unique Racial bonus:
Arctic nomads. Gives +1 food from tundra, +1 food from ice.

Unique Units:
Sibyrian Hunter troop (replaces Hunter skirmish troop), 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% Tundra and Ice terrain strength.
Sibyrian Ranger troop (replaces Ranger skirmish 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 and Ice terrain strength.
Kislev Beastmaster. Strength 9. No metal weapons. Can use wartats. 2 moves. Can see invisible units. +25% vs beasts. -20 % city strength. +20% Tundra and ice strength
Hammer cost: 180.
Gospodar Axeman warband (replaces axeman warband) same as axeman warband.
Varjazi Swordsmen regiment (replaces militia swordsman) Same as militia swordsman.
Voevodo Spearmen regiment (replaces militia spearman) same as militia spearmen.
Tysiatski Bowman regiment (replaces militia archers) same as militia archers.
Kislev Pikeman (replaces Pikeman) same as Pikeman.
Kislev War wagon (replaces war wagon). Strength 14, 2 moves, does not get terrain bonuses. Cannot use metal weapons. Armored unit. Gets chariot terrain penalties. 20% withdraw chance. Does NOT have blitz. Hammer cost: 220.
Ungol horsemen (replaces Ancient Cavalry), same as ancient cavalry, but +1 first strike chance.
Winged Lancer regiment (replaces knight). Same as knight, but -1 attack strength, +1 first strike.
Druzhina Regiment (replaces light cavalry), Same as light cavalry but +1 first strike.
Ungol Horsearcher Warband (replaces horsearcher warband) Same as horsearcher, but gains flanking bonus vs melee units, -1 defense.
Gospodar cavalry (replaces cavalry). Same as cavalry, but starts with Shock promotion.
Strzelcy Warband (replaces chariot). Strength 5/3. Missile cavalry unit. 3 moves. Can use metal weapons. Same terrain penalties as light cavalry. +25% vs melee units. Has ranged archery attack like longbowmen (damages only 1 unit, max damage 25%). These are mounted crossbowmen (so use a horse model, not a chariot model). So, they're basically chariots, but with missile cavalry class, and a ranged bombardment (so they can move, bombard, and move again).
Kossar Regiment. (replaces Longbowmen) Archery unit. Strength 5, 1 move, can use metal weapons, 1 first strike, +10% city attack, +10% hills strength, +10% city defense, can get quality bows. Hybrid axemen/bowmen.
Boyar guard (replaces Royal Guard). Same as royal guard.
Priest of Taal. (National UU, limit 3). Requires Fanaticism tech, Monster breeding tech. Strength 8, 2 moves. Cannot use metal weapons. Starts with Lore of Beasts magic I, lore of beast magic 2. No channeling ability (starts with all the magic it needs). Starts with Medic 1.
Mercenary wizard. (national UU, limit 6) Requires: mercenary contracts tech. Strength 4, 1 move. Adept unit. No channeling. Starts with any 2 (at random) of the level 1 elemental magics and lore of x magics, and 1 (at random) level 2 lore of x magic or elemental magic. Costs +1 gold upkeep. Crazed: 2% chance per turn that the unit will turn barbarian. Magic selection code ala Sheim Mobius Witches.
Warhawks of Miksa (replaces troll), strength 4, aircraft fighter, range 6, can bombard (no collateral), can intercept. Hammer cost 120, builds 50% faster with aerie.
Winter wolf pack (replaces giant). Strength 7+2cold, 3 moves, immune to cold, +15% tundra strength. Requires breeding ground.

Blocked Units:
no Handgunner
no pikemen
no war chariot
no crossbowman

Blocked Techs:
Steampower, flight, Steel, Economics, Imperial Roads, raw magic, winds of magic, lores of X.

 

Spoiler Estalia :

Leaders:
Tomás Ojeda: (Hero = Dardelan) (Traits = Spiritual, Conqueror, Aggressive)
Jose paul: (Hero = Tomás Ojeda) (Traits = Protective, Spiritual, Seafaring)

Heroes:
Spoiler :

Tomás Ojeda, Inquisitor General of Estalia
-Era 1: Requires words of salvation tech
On foot, 1 movement, 4 strength + 1 holy strength, no metal weapons. Disciple class. +25% vs undead +25% vs demons. Hero promotion.
Inquisitor

Starts with equipment item "Magickus Rex”
How about +1 fire strength, +25% vs arcane units, +25% vs disciple units.

Can learn:
Mounted (warhorse)
High priest
Archpriest

With Tactics tech:
Flanking 1 promotion.

Dardelan, The Witch Hunter
Requires words of salvation tech
On foot, 1 movement, 3 strength + 1 holy strength, no metal weapons. Disciple class. +25% vs arcane +25% vs demons. Invisible. targets weakest enemy. Hero promotion. Marksmen promotion. Inquisitor.

Starts with equipment item "Torch of the Pure” Increases line of sight by one square, +1 fire strength, Immune to Unholy

Can learn:
High Priest
Archpriest.


Unique Racial bonus:
Religious Fervour Religion spread in borders increases.

Unique Units:
Estalian Hunter troop 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% plains strength. Hammer cost: 50.
Estalian 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. Hammer cost: 140.
Estalian Jinetes (Replaces lancer), Same as lancer, but +1 first strike (thrown javelins).
Estalian knights (replaces knights). Same as regular knights, but extra +1 first strike chance (javelins) Hammer cost: 180
Tercios Pikemen (replaces Pikemen). Regular pikemen, but +1 attack strength. Spanish pikemen were widely renowned. Hammer cost: 120.
Conquistadores (requires Navigation, Advanced Smithing). National UU, limit 5, strength 8/6, 2 moves, uses metals, gets defensive bonuses unlike other cavalry, only gets half of the terrain penalties of other cavalry. +25% vs ranged units. Hammer cost: 170.
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.
Inquisition Pyre (replaces Steamtank) comes at fanaticism tech. strength 0, +4 fire strength, +2 Holy strength. 1 move. can inquisition cities without sacrificing the unit. all friendly units within 2 squares get 'Religious Zeal' promotion. Friendly cities within 2 squares get +1 influence +1 happy, enemy cities within 2 squares get -2 influence +1 unhappy, increased chance to rebel. (basically imagine a giant funeral pyre on a portable altar guarded by Zealous priests wielding flaming torches and the like.)
Great Galleon (replaces Ship of the Line), same as Ship of the Line except 4 cargo space rather than 2. Hammer cost: 144

Blocked Units:
war chariot
ironclad
Dragon
longbowmen

Unique Promotions:
Religious Zeal +10% attack strength, -10% withdraw chance



Spoiler Tilea :

Leaders:
Lucan and Lucinni: (Hero = Borgio) (Traits = Insane, Financial, Agricultural, Pholosophical)
Borgio the Besieger: (Hero = Marie Varusla) (Traits = Besieger, Aggressive, Financial)
Lorenzo: (Hero = Borgio) (Traits = Industrious, Financial, Seafaring)

Heroes:
Spoiler :

Marie Varusla, Pirate Princess of Sartosa
On foot model. Requires fishing tech.
1 movement point. Strength 4, can use metal weapons. Ranged class (gunpowder unit). +10% vs naval units. Buccaneer Promotion (can board and capture enemy ships, +1 gold from combat). Hero promotion. Heroic resilience promotion.
Can enter foreign territory without open borders.

Starts with equipment item "Broach of Sartosa”
Gives Water walking, double moves in coastal tiles.

Can learn:
Champion
Lord

Borgio the Besieger
On foot model with catapult. Requires bronze working tech.
1 movement point. Strength 3, can use metal weapons. Siege class. Hero promotion. Heroic resilience promotion. +25% city attack. +35% withdraw chance. Can bombard city walls 10%.

Starts with equipment item "Borgio's Hand Mortar” increases bombard range by 1. +20% bombard strength, +10% collateral damage. (can give to siege units to enhance thier power and can give to no siege units to give them minor siege benefits.)

Can learn:
Champion
Lord.

With invention tech, gains:
Accuracy 1 promotion (improved wall damage)

With Cannons tech, gains:
Accuracy 2 promotion.


Unique Units:
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.
Tilean Galley (replaces Trireme), strength 3, 3 moves (no galley bonus, doesn’t count as galley for trireme’s bonus), cannot enter ocean. Hammer cost: 54
War Galley (National UU, requires Navigation). Strength 7, 5 moves, requires shipyard, requires copper or iron, cannot enter ocean, can bombard city defences 6%, can barrage unit 20% strength range 1 (no collateral). Hammer cost: 108
Arquebusiers (replaces handgunners). Superior gunners, +1 first strike, starts with Pinch. Hammer cost: 100.
Assassin. Requires fanaticism tech. Strength 6/4 +1poison, 2 moves, no metal weapons or wartats. -50% city strength. 'Marksman'. Hammer cost: 110
Verezzo Crossbowman (replaces crossbowman). Same as regular crossbowman, but +1 first strike. Hammer cost: 99
Bombard (replaces cannon). Same as regular cannon but starts with Accuracy promotion (better city bombard). Hammer cost: same as cannon
Royal bodyguard (replaces Royal Guard). Same as regular Royal Guard but -1 attack strength +2 defense strength. Hammer cost: 145
Condotteri (replaces Mercenary Battalion). Same as regular mercenary, but +1 strength. +1 gold upkeep cost. Hammer cost: 175.
Raider horsemen (National UU). Mounted unit. Strength 5, can use metal weapons, 2 moves. Starts with Hidden Nationality. Starts with Raider promotion as per the raider trait. +1 gold upkeep cost. Hammer cost: 175
Pegasus riders (replace troll). Strength 5, fighter aircraft. Range 4. Can airstrike (no collateral). Can intercept. Hammer cost 120. Builds 50% faster with aerie.
Ogre mercenary (replaces giant). 2 moves, 8 strength, can use metal weapons, hidden nationality. Requires breeding grounds.
Birdmen of Cartazza (replaces gyrocopter): strength 7, range 5 bomber aircraft, can airstrike (10% colleteral to 1 unit), does not require aerie.

Blocked Units:
Horsearcher
Longbowmen
Steamtank
Dragon



Spoiler Dwarves :

Leaders:
Thorgrim Grudgebearer (Hero = Baragor) (Traits = Ingenuity, Magic Resistant, Subterranean, Financial, Industrious)
Baragor (Hero = Thorgrim) (Traits = Ingenuity, Magic Resistant, Subterranean, Aggressive, Expansive)

Heroes:
Spoiler :

High King Thorgrim Grudgebearer
On foot model. Requires bronze working tech.
1 movement point. Strength 4, Can use metal weapons. Melee class. Footman promotion. Hero promotion. Dwarven racial promotion.
Starts with Iron weapons promotion.

Starts with equipment: Hammer of Laihtendrung. +1 Meteoric iron affinity.

Can learn:
Champion promotion.
Lord promotion.

With iron working tech, gains:
Gromril Armor promotion.

With advanced smithing tech, gains:
Mounted on Throne of Power model
Mobility 1 promotion.
Steel weapons promotion.
Promotion “Azamar, the Rune of Eternity". Has a one off Immortal effect. (Alternatively, just give him Heroic Resilience again if he doesn't already have it.)

Baragor the Slayer Lord
On foot model. Requires bronze working tech.
1 movement point. 5 attack strength, 3 defence, Can use metal weapons. Melee class. Footman promotion. Hero promotion. Heroic resilience promotion. Dwarven racial promotion. Slayer promotion (able to choose from a large range of slayer promotions (regular slayers will also have this promotion)

Starts with equipment item "The Slayers Axe" +25% vs Beast units. Ignores terrain defensive modifiers.

Can learn:
Champion promotion.
Lord promotion.


Unique Buildings:
Dwarven Civilians: -10% milproduction (dwarf units are very expensive, but are superior warriors), +5% gold with Gold, Silver, Gems resources.
Runeforge (replaces weaponsmith) Requires Runesmithing tech. +10% milprod. Increase city maintenance costs 10%. All units produced in this city gain the Runearmor promotion: +5% strength, +10% resistance to holy, unholy, fire, lightning, magic, death. Visting units do NOT get a rune. All living units produced in (or visiting) the city gain the Gromril Armor promotion if the city has access to meteoric iron.
Dwarven forge (replaces forge): +10% hammers, +10% hammers with copper, +10% hammers with iron, +10% hammers with coal. +1 Happy with Gold, +1 Happy with silver.

Unique Units:
Mining party (replaces worker) 2 moves, strength 0/3 double moves in hills, can build improvements, +20% work rate.
Dwarven Guerilla Warband (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. Starts with 'Guerilla 1', double move in hills. Hammer cost: 50.
Dwarven Mountaineers 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. Starts with 'Guerilla 1', double move in hills.. Hammer cost: 140.
Warrior warband. (replaces axeman warband). Same as axeman warband, but +10% vs shock cavalry units. Hammer cost: 60
Longbeard regiment (replaces militia swordsman): Same as militia swordsmen but +10% vs shock cavalry units.
Quarreler regiment (replaces crossbowmen). Same as crossbowmen.
Militia Quarreler Regiment (replaces militia archers). Same as militia archers, but -1 defense strength, +25% vs melee units.
Thunderers (replaces Handgunners). Same as Handgunners, but +1 first strike.
Hammerer Guard (replaces royal guard), same as royal guard, but +15% city defense.
Ironbreaker regiment (replaces pikemen) Strength 6, can use metal weapons, +50% vs melee units, +25% vs shock cavalry
Grudge thrower (replaces catapult) Strength 6/2.
Dwarf Cannon (replaces cannon). Same as regular cannon, but requires Invention tech and Alchemy tech, instead of cannons tech. (ie comes earlier in tech tree).
Flame cannon. National UU (limit 3). Requires: Cannons tech. Cannot bombard city. Cannot bombard units as catapult. Causes collateral damage. Strength 5/0 +4 Fire, +25% vs melee units.
Hammer cost: Same as cannon.
Organ gun. National UU(limit 3). Requires: Cannons tech, steam power tech. Siege unit. Cannot bombard. 1-2 first strikes. 1 move. Strength 9. Cannot use metal weapons. Does get bonuses from defensive terrain, and fortification, but not from city defences. Uses Machinegun AI. Hammer cost: same as cannon.
Death roller (Replaces Steamtank) same stats.
Gyrocoptor. Requires flight. National unit (limit 5), requires flight. Strength 7. Functions as bomber (instead of helicopter): Collateral damage, can bombard units, can bombard city defences 10%, can be intercepted. Range 8.
Trollslayer Warband (replaces troll). Strength 6/4, can use metal weapons. 1 move. +25% vs beast units, Upgrades to Giantslayer. Hammer cost: 120
Giantslayer Warband (replaces giant). Strength 9/7, can use metal weapons. 1 move. +40% vs beast units. Upgrades to Daemonslayer Hammer cost: 170
Daemonslayer Warband National unit (limit 3) Strength 11/8, can use metal weapons. 1 move. +50% vs beasts, +25% vs demons. Hammer cost: 220
Runesmith. National UU (limit 5) Requires: priesthood tech, metal casting tech. Divine unit. Upgrades to: Runelord. Strength: 4. 1 move. Can use bronze/iron/steel/meteoric iron weapons.
Starts with: medic 1 promotion. Can cast: repair, Imbue with runes. Can only be cast in a city. Adds one of a list of various rune promotions (at random) to all dwarven units in the stack that do not already have the Runed promotion, and then adds the Runed promotion. (Runed promotion is just a placeholder like mutation, to mark a unit as having already received a rune).
Runelord National UU (limit 3) Requires: fanaticism tech, advanced smithing tech. Divine unit. Strength 6, can use metals weapons. Starts with medic 1 promotion, medic 2 promotion. Starts with: Anvil of Doom promotion. Can cast: repair. Imbue with runes.
Nautilus. (submarine unit). Requires: steam power tech, cannons tech. Hidden. Cannot enter ocean. Strength 7/4. 3 moves. Marksman promotion (targets weakest unit in stack). No bombardment ability, no cargo slots.

Blocked Units:
No militia spearmen
No chariot
No war chariot
No Hedge Wizard
No Wizard
No Battle Wizard
No Archer warband
No Longbowmen
No Spearman warband
No Ancient cavalry
No light cavalry
No knights
No cavalry
No hired assassin
No red dragon
No ship of the line.

Unique Promotions:
Dwarf: +10% hills strength (not double move in hills), double bonus from fortification (like defensive promotion in FFH), 25% poison resistance.
immolated -10% heal rate. 50% chance to wear off each turn.
Gromrilarmor: gives additional +1 strength.
Runearmor 5% strength and 10% resistance to all damage types.
Rune weapons
Anvil of Doom allows the unit to cast offensive elemental rune spells
Runes:
Master Runes have a 2% chance of occuring, all others have a 5(or greater?)% chance.
  • Master Rune of Banishment +25% vs undead, and summoned units
  • Master Rune of Deamon slaying +25% vs Deamon units
  • Master Rune of Dragon slaying +25% vs Dragon units
  • Skalf Blackhammer's Master Rune: +1-2 first strikes
  • Snorri Spanglehels's Master Rune: Ignores enemy first strikes.
  • Alaric the Mad's Master Rune Ignore defencive bonuses.
  • Rune of smiting: -1 strength, +1 Holy strength
  • Rune of Flight: Changes Unit combat to Ranged, can bombard enemy tiles like an archer.
  • Rune of Might Usethe iBetterDefenderThanPercent tag, 15% (if the enemy is stronger than you, you get extra strength equal to this % i think)
  • Rune of Cleaving: +1 attack strength
  • Rune of Fury: randomly apply the 'Frenzied' promotion
  • Rune of Parrying: +15% evasion chance
  • Rune of Striking: +1 first strike chance
  • Rune of Fire: -1 strength +1 Fire strength
  • Master Rune of Adamant: +1 defence strength
  • Master Rune of Fortitude: can heal while moving, +20% poison resistance, immune to disease.
  • Rune of Iron: +10% defence
  • Rune of Resistance: +15% magic resistance, +10% to resistance of all damage types
  • Rune of Spell Eating: Immune to Magic
  • Master Rune of Valaya: Area effect, +50% miscast chace to enemy units adjacent to bearer
  • Master Rune of Groth One-eye: All units in stack are immune to fear.
  • Master Rune of Stromni Redbeard: All units in stack get 'Morale' promotion.
  • Rune of Courage unit is immune to fear
  • Rune of Fear unit causes fear
  • Rune of Slowness Enemies adjacent to the bearer get 15% chance to get -1 move till end of turn
  • Rune of Warding automatically damages enemy summons adjacent to the caster.
  • Rune of Accuracy Ranged units only, +15% bombard rate.
  • Rune of Disguise unit is able to enter rival territory without an open borders treaty.
  • Rune of Forging Siege only. +20% collateral damage
  • Rune of Fortune 1 first strike chance, 10% evasion
  • Rune of Immolation Makes enemies that attack the bearer get the 'immolated' promotion (as with spreading disease after combat)
  • Rune of Penetration Siege only +1 bombard range.
  • Rune of Seeking Siege and ranged only +20% interception.
  • Rune of Burning siege only, +1 fire strength
  • Master Rune of Kingship Causes +1 happy in friendly cities within 3 squares
  • Master Rune of Dismay Causes +1 unhappy in enemy cities within 3 squares
  • Master Rune of Spite may cause enemy cities to rebel. -1 influence in enemy cities within 3 squares
  • Rune of Spellbreaking can be used once (promotion lost once used). Removes channeling 1, 2 and 3 from enemy units adjacent to the caster.
  • Master Rune of Luck One Shot Immortality
  • Rune of Passage ignore terrain movement cost, +1 move.
  • Rune of the Furnace Immune to Fire
Unique Spells:
repair. Instantly heals all siege units in the stack by 10% of their total strength.
Imbue with runes. Can only be cast in a city, costs gold. Adds one of a list of various rune promotions (at random) to all dwarven units in the stack that do not already have the Runed promotion, and then adds the Runed promotion. (Runed promotion is just a placeholder like mutation, to mark a unit as having already received a rune).
 

Spoiler Sylvania :

Leaders:
Vlad von Carstein: (Hero = Mannfred) (Traits = Financial, Aggressive, Arcane)
Mannfred von Carstein: (Hero = Vlad) (Traits = Organised, Arcane, Industrious)

Heroes:
Spoiler :

Vlad von Carstein
On foot model. Requires Eternal Life tech.
1 movement point. Strength 4, can use metal weapons. Melee class. Footman promotion. Vampire Promotion. Hero promotion. Heroic resilience promotion.

Starts with equipment item "The Carstein Ring" Grants immortality like Losha Valas in FfH. Only immortal after they kill a unit.

Can learn:
Lord promotion.
Mage.


Mannfred von Carstein
On foot model. Requires Eternal life tech.
1 movement point. Strength 3 +1 death strength, can use metal weapons. Arcane class. Vampire Promotion. Summoner. Starts with Necromancy 1 promotion. Hero promotion. Heroic resilience promotion.

Starts with equipment item "Sword of Unholy Power" converts defeated enemies into skeletons under wielders control.

Can learn:
Mounted
Mage.
Warlock.
Aerial mount (zombie dragon)



Unique Racial bonus:
Vampire Feeding effect
Spoiler :

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 food, +1 unhappy, -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.
Code:
<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>
Eternal Army
Zombie Horde, Skeletal Warriors, Skeletal horsemen, Grave Guard and Skeletal Archers start with Eternal army promotion.

Unique Buildings:
Boneyard (replaces graveyard) +1 health, +1 happy. Hammer cost: 80 hammers.

Unique units:
Dire Wolves (replaces Skirmisher Warband). Beast. Cannot use metal weapons. Strength 4, 3 moves. +50% vs beasts. +20% withdraw chance. -20% city attack. Cannot pillage.
Crypt Ghouls. (replaces Ranger Warband). Undead. Strength 6. Cannot use metal weapons or wartatoos. 2 moves. Cannibalize (regains health from killing living units). 20% withdraw chance. +50% vs beasts. -10% city attack.
Archer warband Same stats, Human.
Swordsmen warband Same stats, Human.
Spearmen warband. Same stats, Human.
Ancient cavalry. Same stats, Human.
Zombie Horde (replaces Militia Swordsman). 3+2death strength. +10% city attack strength. Can use metal weapons. Undead. Eternal Army. Cannibal. Death does not cause War Weariness. Requires Tyranny tech, Vampire Necromancy 1 tech. Does NOT require iron working tech.
Skeletal Warriors (replaces Militia Spearman) Strength 5. +25% vs shock cavalry units. +10% vs chariot units. Can use bronze/iron/steel/meteoric iron weapons. Undead, Eternal Army, Death does not cause War Weariness. Requires Lordship tech, Vampire Necromancy 1 tech. Does NOT require iron working tech.
skeletal halbardiers. Strength 5/7. +25% vs melee units. +25% vs chariot units. +40% vs shock cavalry units. Can use bronze/iron/steel/meteoric iron weapons.
Grave Guard (replaces Royal Guard). Strength 6 +2 death. 1 move. Bodyguard. Can use metal weapons. Eternal Army.
Skeletal Archers (replaces Militia Archer). Requires Feudalism tech, Vampire necromancy 1 tech. Does NOT require iron working tech. Strength 4/6. Undead, Eternal Army, Death does not cause War Weariness. Can use wartats/quality bows 1-2 First strikes. +40% city defense. +25% hills defense. +25% vs missile cavalry.
Skeletal horsemen (replaces Lancers). Strength 4/2+2 death. 2 moves. Can use metal weapons. Can use bronze/iron/steel/meteoric iron weapons. Can withdraw from combat 25%, +25% vs missile units, +25% vs chariots, +50% vs siege units. Fear.
Black Knights (Replaces Knight) Strength 6/4 +2 death. 2 moves. Can use metal weapons. Requires Horses. Cause fear. Can use bronze/iron/steel/meteoric iron weapons. Can withdraw from combat 15%. 25% vs archers.
Skeletal Chariot (replaces Chariot) Strength 4/3, 2 moves. Can get bronze/iron/steel/meteoric iron weapons. Can withdraw from combat (25% chance). +25% vs melee units. cause fear. Undead.
Black Coach. (replaces war chariot). Strength 9/5, 2 moves, Can get bronze/iron/steel/meteoric iron weapons. Can withdraw from combat (25% chance). +25% vs melee units. cause fear. Undead.
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.
Fell Bats. (Replaces Troll.) Strength 5, range 5, aircraft, can perform recon mission, strafing run, relocate, interception. Requires aerie.
Spirit host (Replaces Giant). 2 moves. 2+4 death. Immortal. +50% physical damage protection. Does not require breeding grounds. Requires monster taming tech (as needed for giant). Requires necromancy tech.
Varghulf. National UU (limit 3). Requires monster bonding tech (as needed for red dragon). Vampire. Beast. Strength 12. 2 moves. Frenzy. Requires Breeding Grounds. Hammer cost: 200 hammers.
Necromancer Same stats as Hedge Wizard. starts with necromancy 1
Necromancer Lord Same Stats as Wizard. starts with necromancy 1, 2
Vampires:
Von Carstein vampire. National limit 3. Vampire. Melee. Strength 7, can use metal weapons. 1 move. Starts with Necromancy 1 promotion (no channeling). Requires: Necromancy tech. Feudalism tech. Temple of Eternal life building. Hammer cost: 140 hammers
Necrarch Vampire.National limit 3. Vampire. Adept unit. Strength 6, cannot use metal weapons. Starts with Channeling 2, Necromancy magic 1, Summoner promotion. Requires Necromancy tech. Requires Literacy tech. Requires coven building. Hammer cost: 140 hammers
Strigoi vampire.National limit 3. 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.
Sylvanian Lord. National limit 3. Cannot be built. Can only be upgraded from a level 6 von Carstein 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 7. Cannot use metal weapons. Requires Arcane Lore tech. Hammer cost: 250 hammers.

Blocked Units:
Handgunners
Longbowmen
Crossbowmen
Cavalry
Horsearcher warband

Unique Promotions:
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. racial 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. racial promotion. +10% strength. Has Vampire feeding effect.



Spoiler Khemri :

Leaders:
Settra: (Hero = Khalida) (Traits = Fallow, Industrious, Imperialist, Spiritual)
Khalida: (Hero = Settra) (Traits = Fallow, Spiritual, Industrious, Charismatic)

Heroes:
Spoiler :

High Queen Khalida Neferher
-Era 1: On foot model. Requires Eternal Life tech.
1 movement point. 3 Strength +1 poison strength, cannot use metal weapons or tats. Melee class. +20% vs melee units. 'Flammable' promotion (-50% Fire resistance), 'undead' promotion.
Immune to poison. Cause terror. Regeneration. Immune to first strike. +1 first strike.
Hero promotion.

can cast 'Blessing of the Asp' (gives Blessing of Asp permanent promotion to ranged units in the stack (like flaming arrows), grants -1 strength +1 poison, +10% strength).

Starts with equipment item "The Venom Staff" summons a 'Venom Bolt' causing 30-40% damage to a single enemy unit, and adds the 'held' promotion to the enemy.

Can learn:
Champion of venom
Venom lord.


Settra the Imperishable
On foot model. Requires Eternal life tech.
1 movement point. Strength 2+2 unholy, no metal weapons. 'Flammable' promotion (-50% Fire resistance), 'undead' promotion. Disciple class. 'heirophant' Promotion (can cast all liche priest incantations, summons get 'strong' promotion). Cause terror. Hero promotion. Heroic resilience promotion.

Starts with equipment item "Armour of Golden Magnificence"
+2 defense strength, allows unit to cast the blinding spell from the Lore of Light magics (I forget the name)

Can learn:
Mounted (bone chariot)
Champion of chaos (yeah, its not chaos, but the effect we want is the same.)
Lord


Unique Racial bonus:
Eternal Army
(as Sylvania)
Curse of Nagash Khemri Units must constantly be controlled by the Liche Priests housed within cities and in the army of Nehekhara. This constant monitoring ensures they reassemble themselves constatly when within their own cultural borders, but as soon as they leave the range of their Heirophants, they become much weaker (see Curse of Nagash promotion)
being outside culture gives -20 attack strength, and being inside culture gives can heal while moving, then:
a) 'Curse of Nagash' promotion added to all tomb king units that are inside borders that gives can heal while moving
b) 'Curse of Nagash' promotion added to all tomb king units that are outside borders that gives -20% attack strength
c) 'Khemri Incantations' promotion added to liche priest units that are outside borders that gives another promotion to tomb king units that gives +20% attack strenth and can heal while moving.

So, while units are inside borders, they will always have can heal while moving.
While units are outside cultural borders, they will not heal and will have -20% attack, UNLESS
While unit are outside borders and in a stack with or adjacent to a liche priest, they will have net 0% strength change and will heal while moving.

Fallow both the civs leaders have the fallow trait and so they do not generate population as normal. instead they use the Scions 'awakened' spawn mechanic (alost exactly but toned down a little. scions are very over powered) in addition when they capture enemy cities to population is reduced to 1 and they spawn a number of awakened equal to half the cities population. several buildings and improvements affect the spawn rate of awakened (listed below).
the Shifting Sands khemri lands slowly turn into desert and then into shifting sands over time. shifting sads features provides an extra hammer to the Tomb Kings.

Unique Buildings:
The Black Pyramid of Nagash (wonder)
The Great Pyramids of Khemri (wonder)
Obalisks (replaces waystones)
Mastaba (effect to be determined)
Necroplois (effect to be determined)
Mortuary (effect to be determined)
Temple of Immortality (effect to be determined)

Blocked buildings:
Granary
harbor
tanner
grocer
theatre
brothel
dungeon
herbalist
sewers
graveyard

Unique units:
Tomb Swarms: (replaces Hunter troop) Beast unit type. Strength 3+ 1 Poison, no metal weapons, immortal, 2 moves, 20% withdrawal chance, no war weariness from death, Can see hidden animals. -30% city strength. +50% vs animals. +20% Desert terrain strength. Invisible in Desert.
Tomb Scorpion (replaces Ranger troop) Beast unit type. 'Construct' racial promotion. Strength 5 +1 Poison. 2 moves. magic resistant (50%) No metal weapons. Can see hidden animals. Can see invisible units. -30% city strength. +50% vs animals. +50% vs beasts. +20% Desert terrain strength. Invisible in Desert.
Nehekhara Archer warband (replaces Archer warband) Same stats, Curse of Nagash, Eternal Army, Death does not cause War Weariness.
Nehekhara Swordsmen warband (replaces Swordsmen warband) Same stats, Curse of Nagash, Eternal Army, Death does not cause War Weariness.
Nehekhara Spearmen warband. (replaces Spearmen warband) Same stats, Curse of Nagash, Eternal Army, Death does not cause War Weariness.
Skeleton Swordsmen (replaces Militia Swordsman). 3+2death strength. +10% city attack strength. Can use metal weapons. Curse of Nagash. Eternal Army. Death does not cause War Weariness.
Skeleton Spearmen(replaces Militia Spearman) Strength 3+2death. +25% vs shock cavalry units. +10% vs chariot units. Can use bronze/iron/steel/meteoric iron weapons. Curse of Nagash, Eternal Army, Death does not cause War Weariness.
Skeleton Archers (replaces Militia Archer). Strength 4/6. Curse of Nagash, Eternal Army, Death does not cause War Weariness. quality bows 1-2 First strikes. +40% city defense. +25% hills defense. +25% vs missile cavalry.
Archers of the Asp (replaces Longbowmen.) Strength 5/7 +1 poison. Curse of Nagash, Eternal Army, Death does not cause War Weariness. Can use meteoric iron/quality bows. 1-2 First strikes. +25% city defense. +25% hills defense. +25% vs missile cavalry.
Ushabti (replaces Pikemen.) Strength 6/7. Death does not cause War Weariness. +25% vs melee units. +25% vs chariot units. +40% vs shock cavalry units. Can use bronze/iron/steel/meteoric iron weapons. +20% Desert terrain strength.
Tomb Guard (replaces Royal guard). Strength 7/9. Curse of Nagash, Eternal Army, Death does not cause War Weariness. Can use bronze/iron/steel/meteoric iron weapons. Bodyguard. +25% vs melee units.
Skeleton Light Horsemen (replaces ancient cavalry) Strength 3+1death, 2 moves. Can use wartats/bronze/iron weapons. Can withdraw from combat 15%. +25% vs chariots, +25% vs missile units, +25% vs missile cavalry. Curse of Nagash, Eternal Army, Death does not cause War Weariness.
Skeleton Heavy Horsemen (Replaces Lancer). Strength 4/2+2death, 3 moves. Can use bronze/iron/steel/meteoric iron weapons. Can withdraw from combat 25%, +25% vs missile units, +25% vs chariots, +50% vs siege units.Curse of Nagash, Eternal Army, Death does not cause War Weariness.
Khemri Chariot (replaces Chariot) Strength 5/3, 2 moves. Can get bronze/iron/steel/meteoric iron weapons. +1 first strike. Can withdraw from combat (30% chance). +25% vs melee units. cause fear. Curse of Nagash
Khemri Warchariot (replaces Warchariot) 10/4, 2 moves. 2 moves. Can get bronze/iron/steel/meteoric iron weapons. +1 first strike. Can withdraw from combat (30% chance). +25% vs melee units. cause fear. Curse of Nagash
Skeleton Horsearchers (Replaces Horsearcher warband.) Strength 7, 3 moves. Can use quality bows, meteoric iron. +25% vs melee units. Flank attack vs siege units. Can withdraw from combat 30%. Curse of Nagash
Carrion. (Replaces Troll) Strength 5, range 5, aircraft, can perform recon mission, strafing run, relocate, interception. builds 50% faster with aerie.
Bone Giant (Replaces Giant). same as Giant but with 'Construct' racial promotion and Death does not cause War Weariness. terror +20% Desert terrain strength.
Sphinx (Replaces Dragon) 'Construct' racial promotion. strength 12+2 death. Stone and Marble affinity +0.5. can cast dominate. terror. aura of immune to magic (extends to adjacent units.) +20% Desert terrain strength.
Liche Priest (UU national cap=8) strength 4, Immortal. Can cast incantations of Khemri. Khemri Incantations
Liche High Priest (UU National cap=4) strength 6, Immortal. Can cast incantations of Khemri. Khemri Incantations.
Liche Arch Priest (UU national cap=1) cannot be built. can only be upgraded from a level 6 Liche High Priest. strength 4+4 Death, Immortal. Casket of Souls promotion. Can cast incantations of Khemri. Khemri Incantations.

Blocked Units:
Cavalry
Handgunners
Crossbowmen

Unique Promotions:
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.
Curse of Nagash racial promotion. as Undead promotion in FFH. double moves in shifting sands, +20% shifting sands strength. can heal while moving within cultural borders. -20% attack strength outside of cultural borders.
Khemri Incantations alows the casting of all Khemri spells. caster EXP gain ala Channeling. When outside borders gives the promotion 'Affected by Djedra's Incantation of Summoning' to all tomb king units adjacent to the unit.
Heriophant requires Khemri Incantations, combat 1-3. caster EXP gain ala Channeling. When outside borders gives the promotion 'Affected by Djedra's Incantation of Summoning' to all tomb king units within 2 squares to the unit.
Affected by Djedra's Incantation of Summoning +20% attack strength and can heal while moving.
Construct racial promotion. Regenerates within cultural borders. Immune to Psychology. Ignore first strikes.
Casket of Souls can cast 'Open Casket' which adds the held promotion to the unit and automatically damages all living units (including frienly units) that can see it (5-10% to a max of 50% death damage). can cast 'Close Casket' which removes held promotion and stops the automatic damage being dealt. ('Open Casket' has a set maximum duration 5 turns and a 3 turn cooldown period)



Spoiler Lhamia :

Leaders:
Neferata: (Hero = Abhorash) (Traits = Maurauders, Conqueror, organised)
Abhorash: (Hero = Neferata) (Traits = Defender, Aggressive, Maurauders)

Unique Racial bonus:
Vampire Feeding effect
(as Sylvania)
Eternal Army
(as Sylvania)
Desert Dwellers: +1 food from desert, +1 hammer from Oasis, -0.25% unhealthy from floodplains (no additional food bonus from floodplains). -1 food from tundra and ice.

Unique Buildings:
Boneyard (replaces graveyard) +1 health, +1 happy. Hammer cost: 80 hammers.

Unique units:
Doom Jackal (replaces Skirmisher Warband). Beast. Cannot use metal weapons. Strength 4, 3 moves. +50% vs beasts. +20% withdraw chance. -20% city attack. Cannot pillage.
Desert Ghuls. (replaces Ranger Warband). Undead. Strength 6. Cannot use metal weapons or wartatoos. 2 moves. Cannibalize (regains health from killing living units). 20% withdraw chance. +50% vs beasts. -10% city attack.
Archer warband Same stats, Human.
Swordsmen warband Same stats, Human.
Spearmen warband. Same stats, Human.
Ancient cavalry. Same stats, Human.
Zombie Horde (replaces Militia Swordsman). 3+2death strength. +10% city attack strength. Can use metal weapons. Undead. Eternal Army. Cannibal. Death does not cause War Weariness. Requires Tyranny tech, Vampire Necromancy 1 tech. Does NOT require iron working tech.
Skeletal Warriors (replaces Militia Spearman) Strength 5. +25% vs shock cavalry units. +10% vs chariot units. Can use bronze/iron/steel/meteoric iron weapons. Undead, Eternal Army, Death does not cause War Weariness. Requires Lordship tech, Vampire Necromancy 1 tech. Does NOT require iron working tech.
Pikemen. Strength 5/7. +25% vs melee units. +25% vs chariot units. +40% vs shock cavalry units. Can use bronze/iron/steel/meteoric iron weapons.
Grave Guard (replaces Royal Guard). Strength 6 +2 death. 1 move. Bodyguard. Can use metal weapons. Eternal Army.
Skeletal Archers (replaces Militia Archer). Requires Feudalism tech, Vampire necromancy 1 tech. Does NOT require iron working tech. Strength 4/6. Undead, Eternal Army, Death does not cause War Weariness. Can use wartats/quality bows 1-2 First strikes. +40% city defense. +25% hills defense. +25% vs missile cavalry.
Skeletal horsemen (replaces Lancers). Strength 4/2+2 death. 2 moves. Can use metal weapons. Can use bronze/iron/steel/meteoric iron weapons. Can withdraw from combat 25%, +25% vs missile units, +25% vs chariots, +50% vs siege units. Fear.
Blood Knights (Replaces Knight) Strength 6/4 +2 death. 2 moves. Can use metal weapons. Cause Terror. Can upgrade to Blood Lord. Hammer cost: 180 hammers.
Skeletal Chariot (replaces Chariot) Strength 4/3, 2 moves. Can get bronze/iron/steel/meteoric iron weapons. Can withdraw from combat (25% chance). +25% vs melee units. cause fear. Undead.
Bone chariot. (replaces war chariot). Strength 7/3+2 death. 2 moves. Cause fear. Can get bronze/iron/steel/meteoric iron weapons. Can withdraw from combat (25% chance). +25% vs melee units. Undead.
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.
Carrion. (Replaces Troll.) Strength 5, range 5, aircraft, can perform recon mission, strafing run, relocate, interception. Requires aerie.
Tomb Banshee. National UU (limit 5). Strength 5+3 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.
Winged Nightmare (replaces red dragon, limit 1). Undead. Strength 12+4 death 3 moves. Flying. Cause fear. Terror. Cargo space 1 (carries heroes). Requires Aerie
Necromancer Same stats as Hedge Wizard. starts with necromancy 1
Necromancer Lord Same Stats as Wizard. starts with necromancy 1, 2
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 magic 1, Summoner promotion. Requires Necromancy tech. Requires Literacy tech. Requires coven building. Hammer cost: 140 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.

Blocked Units:
Handgunners
Longbowmen
Crossbowmen
Cavalry
Horsearcher warband

Unique Promotions:
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. racial 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. racial promotion. +10% strength. Has Vampire feeding effect.
 

Spoiler Beastmen :


Leaders:
Khazrak One-eye (Hero = Morghur) (Forsaken, Aggressive, Organised, Charismatic)
Morghur, Master of Skulls (Hero = Khazrak) (Forsaken, Aggressive, Twisted, Insane)


Unique Buildings:
Herdstone (replaces Waystone) +1 influence, +15% unit production speed, 1 unhealth.
Shaman's Hut (replaces coven) Gives +2 xp to new arcane units. Provides dyes resource locally in the city (locally in the city, not as a global resource) is to guarantee availability of wartatoos in that city.
Bray Council: Chislev style warchief councils (I forget the exact details)

Unique Units:
(Why all the random mutations? it takes the benefit away from the 'tainted' trait.)
Brayherd (replaces Warrior) as warrior, suffers from Animosity, starts with a random Mutation (but not the mutation promotion, so it can be mutated yet again)
Ungor Axe Herd (replaces Axeman warband). Strength 5. No metal weapons, but can use wartats. +25% vs melee units. Animosity. starts with a random Mutation
Ungor Spear Herd (replaces spearman warband). Strength 5. +25% vs shock cavalry units. No metal weapons, but can use wartats. +25% vs chariot units. Animosity. Starts with a random mutation.
Ungor Javelin throwers (replaces archer warband). Strength 4. Can use wartats. Can bombard as archer. +25% city defense. Animosity. Starts with a random mutation.
Warhounds of chaos (Replaces Hunter). no upkeep cost. Beast unit. Strength 4, 3 moves, 10% withdraw chance, -20% city attack. +15% melee. start with the 'Ambusher' promotion.
Gor Herd (replaces Militia Swordsmen). Strength 7, no metal weapons but can use wartats, but starts with a random Mutation.
Bestigor Warband(replaces pikemen) Disciplined. Strength 6. Can use metal weapons. +25% vs melee, +25% city attack.
Truegor warband (replaces royal guard). Same as royal guard, but no bodyguard promotion, and an extra +15% vs melee.
Tuskgor Chariot (replaces War Chariot) Same as warchariot but without the forest penalties.
Centigors (replaces Ancient Cavalry) Same as ancient cavalry, but doesnt' get the forest terrain penalties that normal cavalry get, double moves in forest and ancient forest, only 3 defense strength. 'Drunken'
Minotaur (Replaces Ranger) Strength 8, no metal weapons, can use wartats, 1 move, Bloodgreed promotion. Beast class.
Doombull (Replaces Beastmaster). Strength 9. No metal weapons. Can use wartats. 2 moves. Can see invisible units. +25% vs beasts. -20 % city strength. +20% Forest strength. Bloodgreed promotion. Cannibalism promotion. Beast class. can capture beast units as in FFH. Hammer cost: 180
Brayshaman (replaces chaos sorceror), same as chaos sorceror. But no Exalted sorceror replacement.
Chaos Troll:(replaces Troll) as troll, (causes fear, regenerates, 'stupidity'), but also starts mutated.
Chaos Ogres: (second Troll slot) Same as Ogre but starts Mutated
Chaos Giant: (Replaces Giant) Same as giant but starts mutated.
Dragon Ogre. (Replaces Red Dragon). Strength 14/10+4 lightning strength, 100% lightning resistance, 1 move, can use wartats, cause fear.
Dragon Ogre Shaggoth. (Upgrades from level 5 Dragon Ogre). Strength 16/12+6 lightning strength, 100% lightning resistance, 1 move, can use wartats, cause Terror, immune to psychology,

Blocked Units:
???

Blocked Techs:
literacy, education, steel, flight, meteoric iron, rifling.
Can learn raw magic, winds of magic, lore of beasts, lore of shadow, but no other magic.

Unique Promotions:
Beastman: Double move in forests, +10% forest strength, +20% Ancient forest strength, -50% holy vulnerability, +50% lightning resistance.
Bloodgreed. Adds the "Feasting" promotion at the end of combat.
Feasting : As 'Held', Heals 100% after combat. 100% chance to be removed at end of turn
Drunken: randomly applies 'Suffering from Stupidity' and 'Frenzied' 5% chance of each per turn.
Stupidity: randomly adds the Suffering from Stupidity promotion, 5% chance every turn.
Suffering from Stupidity: -100% withdrawl, can only defend.
Frenzied: +1 attack, -1 defence, -100% withdrawl, +1 first strike chance.
Cannibalism Heals 20% after combat



Spoiler Skaven :

Leaders:
Lord Skrolk, Plaguelord of Clan Pestilens (Hero = Deathmaster Snikch and Ikit Claw) (Traits = Sprawling, Subterranean, Industrious, Expansive)
Ikit Claw, Chief Warlock of Clan Skyre (Hero = Deathmaster Snikch and Lord Skrolk) (Traits = Sprawling, Subterranean, Arcane, Ingenuity)
Deathmaster Snikch, Chief Assassin of Clan Eshin (Hero = Lord Skrolk and Ikit Claw) (Traits = Sprawling, Subterranean, Raiders, Expansive)

Unique Racial bonus:
magic of the horned rat Tech: +1 hammer from villages and towns and +1 food from towns, in addition to providing access to skaven magic.
Swarms of the Underempire Civic: This is a Labor category civic. It requires the Tyranny tech. Medium civic upkeep. Effects: +1 happy per military unit stationed in the city (this doesn&#8217;t stack with Vassalage, which I think should lose that effect anyway). Population only consumes 1.5 food rather than 2 food. Population adds only 0.75 unhealth rather than 1 unhealth.

Unique Buildings:
Skaven Burrows: Acts like Clan Warrens from FFH, but only for some units. Every time you build a non-National military unit (ie anything without a maximum limit, or workers or settlers) , you get a bonus one for free. Hammer cost: 150 hammers.
Warpstone Refinery. Requires Invention tech. +2 health from Warpstone, +1 happy from Warpstone +10% military production. Hammer cost: 160 hammers
Warpstone Reactor. Requires Engineering tech. +25% production. Gains electrical power (for another +25% production) with Warpstone. Hammer cost: 160 hammers
Underempire entrance: +1 trade route in city. Functions as an airport, allowing you to airlift 1 unit per turn between cities. Requires Engineering.
Hammer cost: 200 hammers
Palisade 10% defense city wall, requires masonry tech.
Unique Wonders:
The Underway Network: Provides an underway entrance in every city on the continent. [includes outposts] Requires Advanced Engineering tech.
The Surface Fence: Requires construction tech. Adds a palisade to all your cities on the continent. [includes outposts]
The Temple of the Horned Rat Requires: Skaven palace. Effect: same as the high elf/dark/elf wood elf mage towers; required to build seers.
(Various clan headquarters as National Wonders. They also function like a Chaos temple, in that you can only have one per city: )
Clan Moulder Headquarters All beast units built in this city start with +1xp +2 food, +2 health with sanitation. Required to build Rat Ogres. Allows two citizens to be converted to sages. cost 200 hammers, and require the Masonry tech and the Magic of the Horned Rat tech.
Clan Eshin Headquarters +2 influence. +4 espionage. +2 influence, +4 espionage with currency. All recon units built in this city start with +1xp. Required to build Skaven assassin. Allows two citizens to be converted to spies. cost 200 hammers, and require the Masonry tech and the Magic of the Horned Rat tech.
Clan Skyre Headquarters +2 hammers. +10% hammers with Engineering tech. All siege units in this city start with +1xp. Required to build Warpfire throwers. Allows 2 citizens to be converted to engineers.cost 200 hammers, and require the Masonry tech and the Magic of the Horned Rat tech.
Clan Pestilins Headquarters +1 happiness. With fanaticism tech, gives +1 hammers to all clerics and great clerics. All disciple units built in this city start with +1xp. Required to build Plague monks. Allows 2 citizens to be converted to clerics. cost 200 hammers, and require the Masonry tech and the Magic of the Horned Rat tech.

Unique Units:
Clanrat Warband (replace Axeman warband). Same as axemen, but -1 defence strength, production doubled with Skaven Burrows, 10% withdraw chance. Hammer cost: Same as axeman warband.
Clanrat Spearmen Warband. Same as spearmen warband, but with -1 attack strength, 10% withdraw chance, production doubled with Skaven Burrows. Hammer cost: same as spearman warband.
Black Skaven Regiment. Same as militia swordsmen, but -1 defense strength, 10% withdraw chance, production doubled with skaven burrows. Hammer cost: same as militia swordsman
Black Skaven Spearmen regiment. Same as militia spearmen, but -1 attack strength, 10% withdraw chance, production doubled with skaven burrows.
Stormvermin. (replace pikemen). Melee unit. Strength 6/5, can use metal weapons, +25% vs melee +25% vs shock cavalry.
Night runners. (replaces hunter skirmish troop). Recon unit. Strength 3+1 poison. No metal weapons. 10% withdraw chance. can enter rival territory without open borders. No Hunter-unit terrain bonuses or bonuses vs animals or beasts. 10% cheaper than standard hunter skirmish troop. Production doubled from Skaven burrows.
Gutter Runners (replaces Ranger skirmish troop). Recon unit. Strength 4+2poison, no metal weapons. 30% withdraw chance, Invisible, can enter rival territory without open borders. No Ranger-unit terrain bonuses or bonus vs animal or beasts.
Giant Rats (replaces Troll). Beast unit. Strength 4, no metal weapons, immortal, 2 moves, 20% withdrawal chance, no war weariness from death. (Endless hordes of giant rats)
Rat Ogres (replaces Giant). Same as giant, but national limit 5 rather than 3. Beast unit. Does not require breeding pit structure to build. Requires Clan Moulder HQ.
Warp Lightning cannon (replaces cannon). Same as cannon, but requires Warpstone instead of iron or copper, and no building requirement. -2 strength +2 lightning strength
Flintlock Jezzails. (Replaces Handgunner regiment). Same as handgunner regiment, -1 strength. Gets a longbowman-style bombardment attack.
Poison Wind Globadiers. (replaces crossbowmen). Strength 4+1 death+2poison. 1 First Strike. Cannot use metal weapons. No hills or city strength or melee unit strength bonus (ie loses the vanilla crossbowman bonus). Does collateral damage to 2 units. Hammer cost: same as crossbowmen.
Plague monks. Requires Priesthood. National UU (limit 5). Disciple unit. Strength 5+2 death. No metal weapons. 'Frenzy' and 'Diseased' promotion. Requires Clan Pestilins HQ. Hammer cost: 75 hammers
Skaven assassin. National UU (limit 5). Recon unit. Strength 4/2+1 poison. No metal weapons. 2 moves. -50% city attack. Invisible. Marksman. Requires Clan Eshin HQ. Requires Warfare tech. (deliberately weaker but available earlier than other assassin units). Hammer cost: 70 hammers
Warpfire thrower (replaces catapult). Siege unit. Strength 6/4. cannot use metal weapons. Cannot bombard enemy units. Can bombard city defences 8% per turn. Can withdraw from combat (25%). +25% City attack. Hammer cost: 75 hammers
Doomwheel (replaces war chariot). Strength 6/2 +3 lightning strength. 2 moves. Chariot unit. Cannot use metal weapons. Does collateral damage. Has standard chariot withdraw chance/terrain penalties.
Censor bearers. Requires Fanaticism tech. National UU (limit 5) Disciple unit. Death does not cause war weariness. Strength 6/1+1 poison+1death (for a total of 8/3). Causes fear. Cannot use metal weapons. Collateral damage. Dies at the end of combat. Allows living melee/ranged/recon (not heroes, siege, adept or beast) skaven units in the same stack to cast "add to unit"; this sacrifices the censor bearer, and adds a "hidden censor bearers" promotion to the unit casting the spell.
Hammer cost: 108 hammers.
Engineer (replaces royal guard). Missile unit. Strength 8, 1 move, cannot use metal weapons, warpstone affinity. 1 first strike. Can bombard like a longbowman. No bodyguard ability.
Seer (replaces hedgewizard). Adept unit. Requires: Raw magic tech. Ruined Temple of the Horned rat wonder. Strength 3, 1 move. Starts with channeling 1, magic of the horned rat 1.
Grey Seer (mage). Adept unit. Requires: Raw magic tech, magic of the horned rat tech. Does NOT require Ruined Temple of the Horned Rat (can upgrade anywhere, otherwise AI won't upgrade). Starts with channeling 2, magic of the horned rat 2. Upgrades from Seer, or can be built. Strength 4. 1 move.
Seer Lord (Archmage). Adept unit. Requires: Arcane lore tech, magic of the horned rat tech. Upgrades from level 6 grey seer. Does NOT require Ruined Temple of the Horned Rat (can upgrade anywhere, otherwise AI won't upgrade). Strength 6. Starts with Channeling 3, magic of the horned rat 3.
Screaming Bell (national UU, limit 3, replaces bolth-thrower) Requires Magic of the Horned Rat tech. Requires Constriction tech. strength 5, 1 move. Cannot attack. CAn bombard city defenses 8%. Can cast 'Frenzied Peal', 'Terrifying Peal'.
Blocked Units:
No militia archer
No pikemen
No ancient cavalry
No horsearcher warband,
No light cavalry
No knights

Blocked Techs:
Steampower, flight, winds of magic, elemental magic.

Unique Spells:
Frenzied Peal adds the Frenzied Skaven promotion to all units in the stack.
Terrifying Peal adds afraid promotion to all enemy units in 1 adjacent stack.

Unique Promotions:
Skaven +50% poison resistance and +10% withdraw chance. +20% strength in swamps.
Hidden assassin melee, missile and recon units only, requires Skaven. +25% strength vs heroes.
hidden censor bearers which gives +1 strength and +1 poison strength. This promotion counts towards the national limit; ie if you have 5 bearers and sacrifice 1 in this manner, you can't build another. Code similar to Austrin pegasai in Fall Further mod. can cast a spell to detatch the 'censor bearer'.
Frenzied Skaven wears off at end of turn with 100% chance, gives +20% attack strength -20% withdraw chance.
Afraid wears off at end of turn with 100% chance, gives -10% strength unless the unit is immune to fear.


Spoiler Chaos Dwarves :

Leaders:
Astragoth (Hero = Astragoth) (Traits = Arcane, Besieger, Industrious)
Rykarth the Unbreakable (Hero = Zhatan the Black) (Traits = Forsaken, Unbreakable, Industrious, Charismatic)
Heroes:
Spoiler :

Astragoth
Infantry model, 1 move. requires warfare tech.
Strength 3, can use metal weapons.
Arcane class.
Starts with channeling 1. Starts with heroic resilience.
Chaos dwarf racial promotion.
gold magic 1.
bright magic 1.

The Rod of obsidian sounds very hard to code. I suggest something else.

Can automatically learn:
Mage promotion
Sorceror promotion

With iron working tech: changes to mechanical walker model.

Zhatan the Black
1 movement point. Strength 4, Can use metal weapons. melee class. causes Fear, Hero promotion, Heroic resilience promotion. Chaos Dwarf racial promotion.

Starts with equipment: The Hammer of Zharr. ignores all defensive modifiers, ignores walls etc.

Can learn:
Champion
Lord

With with corruption of chaos tech, gains:
Touch of Immortality1, can be used once, 5 strongest units in the stack gain the Immortal promotion

With chaos incursion tech, gains:
Touch of Immortality2, can be used once, 5 strongest units in the stack gain the Immortal promotion



Unique Racial bonus:
Children of Hashut. Gives +1 Hammer from Lava (or more). Gives +2(or more?) Hammer from Volcanoes.

Unique Buildings:
Dawi Zharr Civilians: -10% food, +2 hammers, +1 beaker.
Forge of Hashut: (replaces forge) +2 unhealth, +10% hammers, +10% hammers with copper, +10% hammers with iron, +10% hammers with warpstone, +10% hammers with coal, +1 happy with gold, +1 happy with silver.
Citadel of the Dawi Zharr. (Wonder, Requires engineering tech.) Requires Chaos Dwarf palace. can work the third city Ring (like city of 1000 slums) +20% hammers, +1 great engineer GPP per turn, and allows 2 citizens to be converted to engineer. Cost 400 hammers, +25% build with iron, +25% build with warpstone.
Temple of Hashut (Replaces all chaos temples) required to build Druj, Aeshma, Baalzebub, AziDahaka, Ahriman. Turns Desert in fat cross into lava, Turns peaks in fat cross into Volcanoes. +1 happy from Insense, +1 Happy from Iron. all units built get 'Mark of hashut' promotion.

Unique Units:
Hobgoblin hunters Goblin race Strength 4. No metal weapons. Can use wartats. 2 moves. Better results from tribal villages. +50% vs beasts. +30% withdraw chance. +15% hill strength. Hammer cost: 50.
Sneaky gitz warband (replaces ranger) Goblin race. 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.
Hobgoblin warrior (Replaces warrior) no warweariness from death.
Hobgoblin Axemen Warband (Replaces Axeman Warband) no warweariness from death.
Hobgoblin wolf riders (replaces ancient cavalry) no warweariness from death.
Hobgoblin archer warband (same as archer warband) no warweariness from death.
Black Orks (Pikemen UU) Same as orks unit.
Dawi Zharr Swordsmen (replace militia swordsmen) Same as militia swordsmen but +10% vs shock cavalry.
Dawi Zharr Warrior Squad (replaces Militia axeman warband) Same as Militia axeman warband but +10% vs shock cavalry unit.
Dawi Zharr Gunners. (replaces militia bowmen) Same as militia bowmen, +25% vs melee units.
Blunderbuss Squad(replaces handgunners) Same as Handgunners but +15% bonus vs melee.
Rocket troopers (Replaces crossbowman) Bazooka-armed dwarven infantry. Same as crossbowmen, but 10% larger damage limit on their bombardment, collateral damage to 1 unit.
Infernal (replaces Royal Guard). Dwarf/robot hybrid. Strength 12. No metal weapons. Golem. (No experience gain, immune to mind effecting spells, fear, etc.) Like Luchirpp FFH golems.
Bull centaur (replaces knight) -1 strength
Lammasu (requires monster bonding) National UU, limit 3, Strength 13, 3 moves, flying, Immune to magic, Cause fear.
Icarii (replaces Troll) Dwarf in demon armor with wings. Recon class. 2 moves, flying, strength 6. No metal weapons.
Great Taurus (replaces giant) Strength, 8+2 fire, 3 moves, flying . 100% fire resistance.
Juggernaut (replaces steamtank) Some kind of clockwork monstrosity, Same as Steamtank
Earthshaker (replaces cannon) Same as Empire Great Cannon
Death rocket (replaces catapult) Strength 3. Can barrage units with a 30% max damage cap within 2 squares.
Swivel gun (replaces ballista/bolt thrower) Strength 7, 2 first strikes, can only defend, doesn't get defensive bonuses (like machinegun).
Sorceror of Hashut (replaces Chaos sorceror) same stats
Exalted sorceror of Hashut (Replaces Exalted Chaos sorceror)same stats
Ironclad. Requires steam power tech. Naval unit. Strength 14, 3 moves, cannot enter ocean. Bombardment as ship of the line.
Druj (Replaces Daemonettes) same stats, same tech requirements
Aeshma (replaces Bloodletters) same stats, same tech requirements
Baalzebub (Replaces plaguebearers)same stats, same tech requirements
AziDahaka (Replaces screamers)same stats, same tech requirements
Ahriman (replaces Demon Prince)same stats, same tech requirements

Blocked Units:
No spearman warband
No Chariot
No warchariot
No dragon

Unique Promotions:
Chaos Dwarf: double bonus from fortification (like defensive promotion in FFH), 50% Fire resistance.
Mark of hashut: +25% Fire Resistance

 

Spoiler Norsca :

Leaders:
Ragnar Lodbrok (Hero = Haargroth, Feytor, Styrkaar or Melekh) (Traits = Forsaken, Aggressive, Raiders, Seafaring)
Archaeon (Hero = Haargroth, Feytor, Styrkaar or Melekh) (Traits = Forsaken, Arcane, Raiders, maurauders.

Unique Racial bonus:
Chosen of Chaos: +1 food from Chaos Wastes. all units start with the Chaos Tribesman racial promo (not beasts, siege or naval)
Northern Warriors +1 food from Tundra

Unique Buildings:


Unique Units:
Chaos warhounds (Replaces Hunter troop) Strength 4 no metal wepons or wartats, 3 moves, beast unit class, cannot pillage, 15% withdraw chance. Can see hidden animals. -30% city strength. +50% vs animals. +20% tundra and chaos terrain strength.
Norsca Ranger troop (Replaces 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.
Axeman Raiders (Replaces Axeman warband). Same stats but +10% city attack, -10% city defence.
Spearman Raiders(Replaces Spearman warband). Same stats but +10% city attack, -10% city defence.
Norsca berserker (Replaces Militia Swordsman). Same stats, but +1 attack -1 defense, 10% collateral damage to 2 units.
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.
Champions of Chaos (Replaces Royal guard). Same stats but starts &#8216;Mutated&#8217;
Javelin thrower warband (Replaces Archer warband). Same stats but +1 attack -1 defense, can&#8217;t use quality bows.
Axe thrower warband (Replaces Militia archers). Same stats but +1 attack -1 defense, can&#8217;t use quality bows.
Tribal Raiders (Replaces Ancient cavalry). Same Stats but can use enemy Roads
Marauder horsemen (Replaces Lancers). Same Stats but can use enemy Roads
Chaos Knights (Replaces Knights). Same stats, but can use enemy Roads and requires corruption of chaos religion.
Chaos Chariot (Replaces Chariot) Same Stats
Longship (replace Trireme). Stats to be determined
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

Blocked Units:
No Militia Spearman
No Crossbowmen
No Longbowmen
No Handgunners
No Horsearcher warband
No Cavalry
No Warchariot

Unique Promotions:
Chaos Tribesman: (Racial Promo) +10% strength, +8% heal rate on all Chaos Terrains.



Spoiler Kurgan :

Leaders:
Crom the Conqueror (Hero = Haargroth, Feytor, Styrkaar or Melekh) (Traits = Forsaken, Marauders, aggressive, Conqueror)
Archaeon (Hero = Haargroth, Feytor, Styrkaar or Melekh) (Traits = Forsaken, Arcane, Raiders, maurauders.)

Unique Racial bonus:
Chosen of Chaos: +1 food from Chaos Wastes. all units start with the Chaos Tribesman racial promo (not beasts, siege or naval)
Northern Warriors +1 food from Tundra

Unique Buildings:


Unique Units:
Chaos warhounds (Replaces Hunter troop) Strength 4 no metal wepons or wartats, 3 moves, beast unit class, cannot pillage, 15% withdraw chance. Can see hidden animals. -30% city strength. +50% vs animals. +20% tundra and chaos terrain strength.
Kurgan Ranger troop (Replaces 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.
Axeman Raiders (Replaces Axeman warband). Same stats but +10% city attack, -10% city defence.
Spearman Raiders(Replaces Spearman warband). Same stats but +10% city attack, -10% city defence.Chaos Marauder (Replaces Militia Swordsman). Same stats, but +1 attack -1 defense.
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.
Champions of Chaos (Replaces Royal guard). Same stats but starts &#8216;Mutated&#8217;
Javelin thrower warband (Replaces Archer warband). Same stats but +1 attack -1 defense, can&#8217;t use quality bows.
Axe thrower warband (Replaces Militia archers). Same stats but +1 attack -1 defense, can&#8217;t use quality bows.
Tribal Raiders (Replaces Ancient cavalry). Same Stats but can use enemy Roads
Marauder horsemen (Replaces Lancers). Same Stats but can use enemy Roads
Chaos Knights (Replaces Knights). Same stats, but can use enemy Roads and requires corruption of chaos religion.
Chaos Chariot (Replaces Chariot) Same Stats
Tribal Horsearchers (replace horsearcher warband). Same as regular horsearcher warband, but no access to quality bows, and only 20% withdraw chance.
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

Blocked Units:
No Militia Spearman
No Crossbowmen
No Longbowmen
No Handgunners
No Cavalry
No Warchariot

Unique Promotions:
Chaos Tribesman: (Racial Promo) +10% strength, +8% heal rate on all Chaos Terrains.





Spoiler Hung :

Leaders:
Leung-Kwok (Hero = Haargroth, Feytor, Styrkaar or Melekh) (Traits = Forsaken, Marauders, horsemen, Agricultural)
Archaeon (Hero = Haargroth, Feytor, Styrkaar or Melekh) (Traits = Forsaken, Arcane, Raiders, maurauders.)

Unique Racial bonus:
Chosen of Chaos: +1 food from Chaos Wastes. all units start with the Chaos Tribesman racial promo (not beasts, siege or naval)

Unique Buildings:


Unique Units:
Chaos warhounds (Replaces Hunter troop) Strength 4 no metal wepons or wartats, 3 moves, beast unit class, cannot pillage, 15% withdraw chance. Can see hidden animals. -30% city strength. +50% vs animals. +20% tundra and chaos terrain strength.
Kurgan Ranger troop (Replaces 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.
Axeman Raiders (Replaces Axeman warband). Same stats but +10% city attack, -10% city defence.
Spearman Raiders(Replaces Spearman warband). Same stats but +10% city attack, -10% city defence.Chaos Marauder (Replaces Militia Swordsman). Same stats, but +1 attack -1 defense.
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.
Champions of Chaos (Replaces Royal guard). Same stats but starts &#8216;Mutated&#8217;
Tribal Archers (Replaces Archer warband). Same stats but does +10% collateral damage to 2 units.
Recurve Militia (Replaces Militia archers). Same stats but does +10% collateral damage to 2 units.
Compound Bowmen (Replaces Longbowmen). Same stats but does +10% collateral damage to 2 units.
Tribal Raiders (Replaces Ancient cavalry). Same Stats but can use enemy Roads
Marauder horsemen (Replaces Lancers). Same Stats but can use enemy Roads
Chaos Knights (Replaces Knights). Same stats, but can use enemy Roads and requires corruption of chaos religion.
Chaos Chariot (Replaces Chariot) Same Stats
Keshik warband( replace Horsearcher warband). Same as horsearcher warband, but does +10% collateral damage to 2 units.
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

Blocked Units:
No Militia Spearman
No Crossbowmen
No Handgunners
No Cavalry
No Warchariot

Unique Promotions:
Chaos Tribesman: (Racial Promo) +10% strength, +8% heal rate on all Chaos Terrains.





Chaos Heroes:
Kurgan/Norsca/Hung Share 4 heroes. Each may only have 1 of the 4 heroes, and there may only be one copy of each hero, and if they die the hero is gone. So if Kurgan builds the Khorne champion, then Norsca can build any of the other three.
Spoiler Heroes of the Chaos Tribes :

Haargroth, the Blooded One
On foot model. Requires corruption of chaos tech.
2 movement point. 5 attack strength, 3 defense, Can use metal weapons. Melee class. +20% vs Melee units. Hero promotion. Heroic resilience promotion. Cause fear. Starts with Blitz.
Starts with equipment item "The Axe of Khorne" +20% heal after battle, ignores defensive terrain modifiers.

Can learn:
Champion of chaos
Favored of chaos


Feytor the Tainted

On foot model. Requires Corruption of Chaos tech.
1 movement point. 3 strength +2 poison. Melee class. +20% vs Melee units. Hero promotion. Heroic resilience promotion.
Immune to poison. Immune to disease.

Starts with equipment item "Censer of Nurgle" all adjacent enemy units have a chance to become diseased and a VERY small chance of becoming plagued.

Can learn:
Champion of venom.
Venom lord.


Styrkaar of the Sortsvinaer
-Era 1: On foot model. Requires Corruption of Chaos tech.
1 movement point. 3 attack strength, 5 defence, Cannot use metal weapons, can use wartattoos. ranged class. Hero promotion. Heroic resilience promotion.Can enter foreign territory without open borders.
Can cast "Cult of Slaanesh" spell. Creates "cult of slaanesh" building in the city that lasts as long as Strykaar is present (ie standard building create spell). The Cult building gives -50% influence -10% hammers and +1 unhappy.
Can bombard as longbowmen.

Starts with equipment item "Crown of Slaanesh" 20% chance to convert defeated enemies to the bearers team.

Can learn
Champion of chaos
Favorered of chaos.

Promotion 1 (with slaanesh's pleasures tech):
Champion of chaos

Promotion 2:(with Chaos incursion tech)
Mounted on Steed of Slaanesh model
Mobility 1
Favored of chaos
+20% vs melee.
Change to missile cavalry class.
Change to demon race


Melekh the Changer
On foot model. Requires corruption of chaos tech.
1 movement point. 3 strength, Cannot use metal weapons. arcane class. Hero promotion. Heroic resilience promotion.Channeling 1 promotion. Twincast promotion. Tzeentch magic 1 promotion.

Starts with equipment item "Familar of Tzeentch"
Allows caster to use FFH "Wonder" spell, suitably altered to cast Warhammer spells.

Can learn:
Aerial mount (disk of tzeentch)
Mage
Sorceror
 
http://www.freewebs.com/whfb_easternrealms/easternrealmsind.htm

Spoiler Ind :

Leaders:
Akabar: (Hero = Asta Rathel with chaotic alignment, Shaktidhar with Lawful alignment)(Traits = Adaptive, Organised, Spiritual, Agricultural) Selectable Alignment (lawful or chaotic. no neutral)
Asta Rathel (Hero = Asta Rathel) (Traits = Charismatic, Spiritual, Maurauders) Chaotic
Shaktidhar (Hero = Shaktidhar) (Traits = Protective, Spiritual, Agricultural) Lawful

Heroes:
Spoiler :


Asta Rathel
"Travelling through Ind in search of enemies for his blade, he came to realise that the god the Indish worshipped as Sek was none other than his own god, Malal, the Renegade god of Chaos. Seeking allies in his war against the Khureshi, Rathel joined, and rapidly rose through the ranks of, the impromptu Indish army. Finally he seized control of the city and proclaimed the truth about his god. Though the people were at first sceptical, Rathel's ability to summon daemons of Malal spoke for the truth of his word. At a stroke, worship of Sek was replaced throughout Ind by Malal."

Requires Raw Magic tech.
On foot model. 1 movement point. Strength 4, can use bronze/iron weapons. Arcane class. Starts with Channeling 1 promotion, can get Chaos Marks to cast chaos magic. Hero promotion. Heroic resilience promotion.
Has a spell "Convert to Malal".
can be resisted, cast on enemy disciple units, turns the unit into a Priest of Malal (or other UU variant) if successful.

Starts with equipment item "Tomb of Malal". Can Summon permanent Deamons of Malal with the appropriate techs. +25% vs Deamons
Allows summon permanent Chaos Furies
Allows summon permanent Yakshas (with Mark of Slaanesh promotion)
Allows summon permanent Rakshasas (with Mark of Nurgle promotion)
Allows summon permanent Virabhadra (with Mark of Tzeentch promotion)
Allows summon permanent Vetala (with Mark of Khorne promotion)

Gains for free:
Warlock
Sorceror



Shaktidhar
"Shaktidhar became infused with the power of Karana and, the night before the battle, a curious change came upon him. His eyes began to glow with holy fire, he swelled to well over his normal size, and his skin turned blue. With the blessing of their god, the Old Indish were able to drive the Malalites back the following day."

Requires Philosophy tech
On foot, strength 3 +1 holy, 2 move, blitz, can use bronze/iron/steel/meteoric iron weapons. Causes Fear. Hero promotion. Heroic resilience promotion.

Starts with equipment item "???&#8221; ..............

Can learn:
High Priest
Archpriest



Unique Buildings:
Temple of Karana (Replaces Temple of Spirituality)+ 1 influence, +1 happy, applies the 'Follower of Karana' promotion to units built in the city.
Temple of Malal (Replaces all Temples of Chaos) + 1 influence, +1 happy, applies the 'Mark of Malal' promotion to units built in the city. alows Virabhadra, Rakshasas, Vetala and Yakshas to be built.

Unique units:
Psiloi Hunters (replaces Hunter troop)Strength 4. 2 moves. No metal weapons. Can use wartats. Can see hidden animals. Can build camp and corral. -30% city strength. Better results from tribal villages. +50% vs animals. +50% vs beasts. +20% jungle terrain strength. Hammer cost: 50.
Psiloi Skirmishers (replaces Ranger troop) Strength 6. 2 moves. No metal weapons. Can use wartats. 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% jungle terrain strength. Hammer cost: 140.
Ind Swordsmen (replaces Axeman warband.) same stats, no upkeep cost.
Ind Spearman (replaces Spearman warband.) same stats, no upkeep cost.
Ind Archers (repalces Archer warband.) same stats, no upkeep cost.
Ind longbowmen (repalces Longbowmen.) Strength 6/8. Can use meteoric iron/quality bows. 1-2 First strikes. +25% city defense. +25% hills defense. +25% vs missile cavalry.
Warriors of the Tiger. Strength 6. +25% vs melee units. +25% vs chariot units. +40% vs shock cavalry units. Can use bronze/iron/steel/meteoric iron weapons.
Bodyguard of the Mah&#257;r&#257;ja (replaces Royal Guard) Same stats
Ind Jezzails (Replaces Handgunners:) same stats, -1 strength +1 first strike.
Mahrattas (Replaces Ancient cavalry). Strength 4, 2 moves. Can use wartats/bronze/iron weapons. Can withdraw from combat 20%. +30% vs chariots, +30% vs missile units, +30% vs missile cavalry.
Elephant Rider (replaces Lancers). Beast class. Strength 6, 2 moves. Can use bronze/iron/weapons. +25% vs melee units, +25% vs shock cavalry units, no normal Lancers terrain penalties. Ignores terrain movement costs.
Elephant Knights (replaces Knights). Beast class. Strength 10/8. 2 moves. Can use bronze/ironweapons. +25% vs shock cavalry units, no normal Knights terrain penalties. Ignores terrain movement costs.
Ind Chariot (replaces Chariot) Strength 5/3, 2 moves. +1 first strike. Can get bronze/iron/steel/meteoric iron weapons. Can withdraw from combat (25% chance). +25% vs melee units.
Ind Tiger Chariot (replaces Warchariot). 10/4, 2 moves. +1 first strike. Can get bronze/iron/steel/meteoric iron weapons. Can withdraw from combat (25% chance). +25% vs melee units.
Mahratta Archers (Replaces Horsearcher warband). Strength 7, 3 moves. Can use quality bows, meteoric iron. +30% vs melee units. Flank attack vs siege units. Can withdraw from combat 35%.
Elementalist Initiate same stats. Requires Spirituality State Religion. only access to Earth and Fire elemental magics
Elementalistsame stats. Requires Spirituality State Religion. only access to Earth and Fire elemental magics
Master Elementalistsame stats. Requires Spirituality State Religion. only access to Earth and Fire elemental magics
Chaos Sorcerer Same stats. Requires Chaos State Religion.
Exalted Chaos sorceror Same stats. Requires Chaos State Religion.
Tiger Handlers (Replaces Troll) Strength 6, no metal weapons, 2 moves, +20% Jungle and forest strength. double moves in jungle. Can summon a permanent Tiger.
Vimana (replaces Gyrocoptor, national limit 1). Requires Flight. Strength 6, cargo space 2. Moves 4, can teleport 6 tiles in any direction. Can relocate between cities (with cargo loaded moving with it).
Jettis (replaces Giant) requires spirituality religion. Same as Giant but starts with 'Follower of Karana' promotion, can use wartats/bronze/iron/steel/meteoric iron weapons.
Eshwar, Avatar of Karana (Replaces Dragon) requires spirituality religion. Starts with 'Follower of Karana' promotion. 12+4 holy strength, 2 move, blitz, can use wartats/bronze/iron/steel/meteoric iron weapons. Causes Terror.
Yakshas (Replaces Daemonettes) 2 movement, no metal weapons, strength 7. Enemy cities within 3 squares get -2 gold and -1 influence, friendly cities get +2 gold and +1 influence. can cause unrest in enemy cities. 20% withdrawl chance.
Vetala (replaces Bloodletters) 1 movement, no metal weapons, strength 8, starts with Vampire promotion, and Mark of Malal.
Rakshasas (Replaces plaguebearers) 1 movement, no metal weapons, strength 6+1 death +1 unholy ressurects defeated enemies as 'Trapped Souls' starts with Mark of Malal.
Trapped Souls (cannot be built) 1 +3 unholy strength, Ethereal promotion. can be consumed by, demons to heal them.
Virabhadra (Replaces screamers) Strength 7, 2 moves, no metal weapons. Flying. immune to Magic, Aura of Miscast promotion
Asavar Kul (Replaces Deamon Prince) (National limit 1) Requires Chaos Incursion. Requires Corruption of Chaos state religion. Strength 12+4unholy, demon, 2 moves, Channeling 2, can get Chaos Marks to cast chaos magic. Looks like 8 armed sword-wielding naga-woman. Like one of the cool incarnations of Shiva.

Blocked Units:
No Cavalry
No Crossbowmen

Unique Promotions:
Mark of Malal: (Chaos state Religion Only) Immune to Psychology, +15% vs deamons (malal is the Renegade Chaos God and so knows the secrets of chaos and thus their weaknesses)
Follower of Karana: (Spirituality state Religion Only) -1 strength +1 holy???


Spoiler Araby :

Leaders:
Jaffar: (Hero = Mulhaed) (Traits = Spiritual, Philosophical, Arcane)
Mulhaed al-Quyat: (Hero = Jaffar) (Traits = Spiritual, Aggressive, Raiders)

Heroes:
Spoiler :

Sultan Jaffar
Requires Elemental Magic tech
On foot, 1 movement, 4 strength, no metal weapons. Arcane class. Hero promotion. Starts with Channeling 1 promotion, Elemental Fire magic 1 promotion, Elemental Air magic 1 promotion, Hero promotion. Heroic resilience promotion.

Starts with equipment item The Djinni Lamp
Allows summon permanent Dao
Allows summon permanent Djinn (with Elementalist promotion)
Allows summon permanent efreet (with Elemental master promotion)
See http://forums.civfanatics.com/showthread.php?t=290972 for stats.

Can learn:
Elementalist
Elemental master
Aerial mount (flying carpet)


Mulhaed al-Quyat
Requires Philosophy tech
On foot, 1 movement, 3 strength + 1 holy strength, cannot use metal weapons. Disciple class.
Can cause inquisition without sacrificing himself. Hero promotion. Heroic resilience promotion. Medic 1, Can cast Cure Disease.

Starts with equipment item "Flaming Scimitar of Ormzad&#8221; +1 fire strength, +20% desert strength

Can learn:
High Priest
Archpriest


Unique Racial bonus:
Desert Dwellers: +1 food from desert, +1 hammer from Oasis, -0.25% unhealthy from floodplains (no additional food bonus from floodplains). -1 food from tundra and ice.

Unique Buildings:
Harem (replaces Brothel) +2 Happy, -1 health. +1 happy from silk, +1 happy from Incense. Allows 2 citizen to be converted to noble. Requires currency.
Slave Market requires Slavery Civic. +10% building production, +10% city maintenance. can sacrifice slaves for Gold and hammers.
Summoning chamber (replaces breeding pit) +3 xp for newly created beast units. +2 beakers. Requires monster breeding tech. required to build Dao, Djinn and Efreeti.

Unique units:
all units have the 'Desert warrior' racial promotion unless otherwise stated.
Tuareg Skirmishers (replaces Hunter troop) Strength 4. 2 moves. No metal weapons. Can use wartats. Can see hidden animals. Can build camp and corral. -30% city strength. Better results from tribal villages. +50% vs animals. +50% vs beasts. +10% Desert terrain strength. Hammer cost: 50.
Tuareg Guerilla (replaces Ranger troop) Strength 6. 2 moves. No metal weapons. Can use wartats. 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. +10% Desert terrain strength. Hammer cost: 140.
Axeman warband. same stats
Spearman warband. same stats
Militia Swordsman. same stats.
Militia Spearman. same stats
Slaver. (replaces Pikeman) Strength 7/6. +50% vs melee units. Can use bronze/iron/steel/meteoric iron weapons. always captures defeated enemies as slaves.
Hareem Guard (replaces Royal Guard) Strength 8. Can use bronze/iron/steel/meteoric iron weapons. Bodyguard, +25% vs melee units, +25% city defence. -10% city maintenance to the city it is occupied in.
Archer warband. same stats
Militia archers. same stats
Arabyan jezzails (replaces handgunner) same stats, -1 strength, +1 first strike.
Desert Raiders (Replaces Ancient cavalry.) same stats
Camel riders. (Replaces lancers.) Strength 6/4, 3 moves. Can use bronze/iron/steel/meteoric iron weapons. Can withdraw from combat 25%, +25% vs shock cavalry units, +25% vs missile cavalry units, +25% vs chariots, +50% vs siege units. treat desert as roads.
Mameluk Heavy Cavalary (replaces Knight). Strength 8/6. 2 moves. Can use bronze/iron/steel/meteoric iron weapons. Can withdraw from combat 15%. 25% vs archers, +20% vs melee units, +10% withdraw chance, +25% desert strength..
Arabyan Knights (replaces Chariot and Warchariot) (model is mounted on flying carpet). Requires Tournaments, Master of Air. 3 moves, flying. Strength 10/8 can use metal weapons.
Arabyan Horsearcher warband. (replaces horsearcher Warband) Same Stats. but +1 first strike.
Camel Gunners. (Replaces Cavalry) Strength 10/8. 2 moves. Can use meteoric iron. +25% vs mounted units. Can withdraw from combat 30%.
Dao (replaces Troll). strength 6, 1 move, starts with Earth 1. Elemental racial promotion. ethereal promotion.
Djinni (replaces Giant). Strength 7+2 electrical, 3 moves, flying, cannot enter ocean, requires summoning chamber. Starts with Air1 promotion (can&#8217;t learn higher air magic). Elemental racial promotion. ethereal promotion.
Efreeti (requires Monster bonding) National UU, limit 3. Beastl unit class. Strength 10+2 fire, 3 moves, cannot enter ocean, flying, requires summoning chamber. Starts with Fire1, Fire2 promotions (can&#8217;t learn higher fire magic) Elemental racial promotion. ethereal promotion.


Blocked Units:
No Chariot
No Warchariot
No Longbowmen
No Crossbowmen
No Dragon

Unique Promotions:
Desert warrior: double moves in desert, +20% desert strength, -20% tundra strength, -20% snow/ice terrain strength.
Elemental Immune to psychology, immune to death, and poison damage.
Ethereal can teleport short distances., -25% strength vs deamons +15% physical damage resistance.





Spoiler Cathay :

Leaders:
Xen Huong: (Hero = Wu) (Traits = Organised, Industrious, Expansive)
Wu: (Hero = Xen Huong) (Traits = Defender, Agricultural, Imperialist)

Heroes:
Spoiler :

Emperor Wu
Requires ??? tech
on foot, Strength 4, 1 move. can use metal weapons. Has the Highborn promotion. All cities within 5 squares get +2 happy, -20% maintenance. Hero promotion. Heroic resilience promotion.

Starts with equipment item "???" ..........

Can learn:
Mounted (horse)
Champion
Lord



General Xen Huong
Requires Philosophy tech
On foot, 1 movement, 4 strength, Can use bronze/iron/steel/meteoric iron weapons. Recon class. Footman. Ignores terrain movement penalties. Hero promotion. Heroic resilience promotion.

Starts with equipment item "???&#8221; ........

Can learn:
Mounted (White Tiger)
Champion
Lord



Unique Buildings:
Celestial Temple Replaces temple of Spirituality. +1 happy. +1 influence. can train disciple units up to 10EXP. Disciple units start with Lore of Light 1, Lore of Shadow 1.
Farmers Market Replaces Granary. Stores 33% of food. +1 health and happy from Rice, Wheat and Corn.
Fish Market Requires Harbour. +1 unhealth. +1 Happy from clam, crab, fish.

Unique units:
Lowborn Skirmishers (replaces Skirmisher warband) Strength 4. 2 moves. has the Lowborn promotion. No metal weapons. Can use wartats. Better results from tribal villages. +50% vs beasts. +25% withdraw chance. -20% city attack. Hammer cost: 50.
Living Shadows (Replaces Ranger warband) Strength 6. 2 moves. No metal weapons. Can use wartats. Can see invisible units. Can build camp and corral. Better results from tribal villages. +50% vs beasts. +40% withdraw chance. -10% city attack. Hammer cost: 140.
Lowborn Archer (replaces Militia Archer). Same as militia archer but has the Lowborn promotion.
Lowborn Swordsman (replaces Militia Swordsman). Same as militia Swordsmanbut has the Lowborn promotion.
Lowborn Spearman (replaces Militia Spearman). Same as militia Spearmanbut has the Lowborn promotion.
Celestial Spears (replaces pikemen) Strength 5/7. +25% vs melee units. +25% vs chariot units. +40% vs shock cavalry units. Can use bronze/iron/steel/meteoric iron weapons.
Emperor's Guard. (replaces bodyguard) Strength 7/9. Has the Highborn promotion. Can use bronze/iron/steel/meteoric iron weapons. Bodyguard, Can See Invisible. +25% disciple, +25% vs Recon.
Cathayan Chu Ko No. (Replaces Crossbow) Strength 7. Can use meteoric iron/quality bows. 1 First strike. +20% city defense. +20% hills defence. +40% vs melee units.
Cathayan Longbowmen (replace Longbows). Strength 6/8. Can use meteoric iron/quality bows. 1-2 First strikes. immune to first strikes. +25% city defense. +25% hills defense. +25% vs missile cavalry.
Cathayan Artificer (Replace Handgunners (picture firework-missiles :D Kaboom!): Strength 8/7. Can use meteoric iron. Can NOT use bronze/iron weapons. Collateral damage to 3 units. +25% vs melee units, +25% city attack.
lowborn Horsemen. (replaces ancient cavalry). Same as ancient cavalry but has the Lowborn promotion.
Wind Wraiths (replaces Lancers). Strength 6/4, 3 moves. Can use bronze/iron/steel/meteoric iron weapons. Can withdraw from combat 35%, +25% vs missile units, +25% vs chariots, +25% vs siege units.
Celestial Knights (replaces Knights.) Strength 10/7. 2 moves. Can use bronze/iron/steel/meteoric iron weapons. Can withdraw from combat 15%. 25% vs archers. Highborne.
lowborn Horsearchers. (Replaces Horsearcher warband). Same as Horsearcher warband but has the Lowborn promotion.
Magistrate. National UU (limit 5). Strength 4, can use metal weapons. Has the Highborn promotion. All cities within 3 squares get +1 happy, -15% maintenance. Requires Lordship tech.
Thunder Drakes (Replaces troll ). strength 2+2 lightning, aircraft fighter, range 6, can bombard (no collateral), can intercept. Hammer cost 120, builds 50% faster with aerie.
Foo Statue. (Replaces Giant, limit 10). Melee class. Golem race. Requires construction. Strength 8, no weapon bonuses, 1 move, death does not cause war weariness, cannot earn experience. (Think Luchirp golems). Starts with Stoneskin. Regains stoneskin at the start of every turn (but still loses it after the first combat of every turn). Hammer cost: 100
Phoenix (Replaces Dragon) starts with Elemental Fire 1, Elemental fire 2, strength 4+4 fire, 3 moves, flying, immortal, can cast Crown of Brilliance (a la Chalid Astrakan in FFH), Immune to Fire. Hammer cost: 320
Celestial Dragon (Second Dragon slot) Same as dragon but holy strength instead of fire, -3 strength

Blocked Units:
No Handgunners
No Chariot
No Warchariot
No Cavalry

Unique Promotions:
Lowborn: -10% strength. Units with lowborn promotion are 10% cheaper to build than their counterparts.
Highborn: gives +15% strength to all lowborn in the same stack.



Spoiler Nippon :

Leaders:
Takagura (Hero = Tomoe) (Traits = Financial, Agricultural, Organised)
Lord Hirotishu (Hero = Takagura) (Traits = Protective, Imperialist, Charismatic)
Empress Tomoe (Hero = Lord Hirotishu) (Traits = Spiritual, Arcane, Imperialist)


Heroes:
Spoiler :

Empress Tomoe
Requires ??? tech
on foot, Strength 3+1 holy, Disciple unit. 1 move. cannot use metal weapons. +3 vision, can summon 'Floating Eye' ala Tzeentch. starts with Chenneling 1. Hero promotion. Heroic resilience promotion.

Starts with equipment item "Rod of the Oracle" allows the unit to see into enemy cities within 2 squares as if they were owned by the player. can conduct tech theiving missions in rival cities with reduced chance of declaring war.

Can learn:
High Priest
Archpriest


Shogun Takagura
Requires ??? tech
on foot, Strength 4, Melee unit. 1 move. Can use bronze/iron/steel/meteoric iron weapons. 1-2 first strikes, Footman, Hero promotion. Heroic resilience promotion.

Starts with equipment item "The Sun Blade" Immune to psychology, applies the temporarily blinded promotion to units in enemy stacks if the unit attack, when it kills one of the units in that stack.

Can learn:
Champion
Lord

Lord Hirotishu
Requires ??? tech
on foot, Strength 4, Melee unit. 1 move. Can use bronze/iron/steel/meteoric iron weapons. Automatically applies the 'Morale' promotion to units in his stack, Footman, Hero promotion. Heroic resilience promotion.

Starts with equipment item "The Katana of Tomoe" ignore enemy first strikes, +1-2 first strikes.

Can learn:
Mounted. (Horse)
Champion.
Aerial mount. (Li Bin the dragon)
Lord.

With Monster bonding, gains:
Dragon promotion.
Collateral damage +10% vs 3 units.


Unique Racial bonus:
Island Dwellers +1 food from coast and +1 hammer from Kelp. -1 Happy if not with coastal access.

Unique Buildings:
Temple of the Kami Replaces temple of Spirituality. +0.2 happy from forest, jungle and Peak. +1 influence. Disciple units built get the 'Guardian Spirit' Promotion. Spawns a single 'Temple Dog' guardian upon completion.

Unique units:
Wakato Skirmisher (replaces Skirmisher warband) Strength 4. 2 moves. No metal weapons. Can use wartats. Better results from tribal villages. +30% vs beasts. +20% withdraw chance. -10% city attack. Hammer cost: 50.
Ronin Skirmishers (replaces Ranger warband) Strength 6. 2 moves. No metal weapons. Can use wartats. Can see invisible units. Can build camp and corral. Better results from tribal villages. +20% vs beasts. +30% vs melee. +30% withdraw chance. Hammer cost: 140.
Ninja (replaces hired assassin). Same as hired assassin, but -20% city attack rather than -50%.
Axeman warband. Same stats
Spearman warband. Same stats
Archer warband. Same stats
Samurai Warrior(replaces Militia Swordsman). Strength 5. Can use bronze/iron/steel/meteoric iron weapons. +35% vs melee units, +10% city attack. 1 move.
Ashigaru Spearman (replaces Militia Spearman). Strength 4. +60% vs shock cavalry units. +25% vs chariot units. Can use bronze/iron. 1 move. 15% lower hammer cost than normal militia spearmen.
Wakato Bowmen (replaces Militia archers). Strength 4/6. Can use wartats/quality bows 1-3 First strikes. +40% city defense. +25% hills defense. +25% vs missile cavalry.
Samurai master (replaces pikemen). Strength 6. +50% vs melee units. Can use bronze/iron/steel/meteoric iron weapons. 1 move
Daimyo Guard Strength 8. Can use bronze/iron/steel/meteoric iron weapons. Bodyguard. +25% vs melee units.
Yabusame Bowmen (replaces longbow). Strength 6/8. Can use meteoric iron/quality bows. 1-3 First strikes. +25% city defense. +25% hills defense. +25% vs missile cavalry.
Handgunners: Strength 7/9. Can use meteoric iron. Can NOT use bronze/iron weapons. 1-2 first strikes. +25% vs melee units, +25% hills defense. +25% vs missile cavalry.
Ancient cavalry. Strength 4, 2 moves. Can use wartats/bronze/iron weapons. Can withdraw from combat 15%. +25% vs chariots, +25% vs missile units, +25% vs missile cavalry.
Yari cavalry (replaces Lancer) Strength 6/4, 3 moves. Can use bronze/iron/steel/meteoric iron weapons. Can withdraw from combat 25%, +25% vs missile units, +25% vs chariots, +50% vs siege units.
Samurai heavy cavalry (replaces knight) Strength 9/6. 2 moves. Can use bronze/iron/steel/meteoric iron weapons. +20% vs melee units. 25% vs archers. normal knight terrain penalties.
Temple Dog (UU) Strength 6, 0 movement. held. immune to psychology. causes fear. Golem Racial promotion. no upkeep cost. +1 happy in the city it is fortified.
Oni (Replaces troll ). Strength 6, can use metals, 1 move. No regeneration. builds 50% faster with breeding ground.
Oni Mage (Replaces Giant, limit 10). Requires breeding grounds. Strength 8, can use metals. Starts with 2 random level 1 elemental magic promotions. Can't learn higher level magics. 2 moves.
Ryu (Serpent Dragon) (Replaces Dragon) Same as dragon, but cannot fly, -4 strength, double move in hills, can cross impassable terrain (ie peaks)
Ki-Rin (Second Dragon slot) 12+4 Fire strength, 2 moves, Guardsman promotion. ignores terain movement penalties, Water Walking.

Blocked Units:
No Crossbowmen
No Handgunners
No Cavalry
No Warchariot
No Chariot
No Horsearcher warband

Unique Promotions:
Nipponese Honour: racial promotion, unit cannot be captured, turn barbarian (or be raised as undead?)
Guardian Spirit acts like stone skin but just gives 0-2 first strikes.

 

Spoiler Lizardmen :

Leaders:
Mazdamundi: (Hero = Tehenhauin) (Traits = Industrious, spiritual, arcane, ingenuity)
Tehenhauin: (Hero = Mazdamundi) (Traits = Charismatic, spiritual, expansive, ingenuity)
Gor-Rok the White: (Hero = Gor-Rok the White) (Traits = Aggressive, Charismatic, Defender, Ingenuity)

Heroes:
Spoiler :

Mazdamundi
Requires Words of the Old Ones tech: On foot model, 1 movement, 3 strength, no metal weapons or tattoos.
Starts with Channeling 1 promotion, 1 free promotion, Hero promotion, Heroic resilience promotion.
'2nd Generation Slann' racial promotion.

Starts with equipment: The Sunburst Standard of Hexoatl: automatically damages enemies adjacent to the bearer 5% fire damage to a max of 10%. +100% interception chance vs Flying, alows units in the bearers stack to attack flying units.

Can learn:
Channeling 1, 2 promotions, All 8 Winds of Magic and Slann Disaster spells.

Jade 1 and 2nd Generation Slann:
Ruination of Cities &#8211; reduces city defences by 10-20%, has a very small chance to destroy a building. 1 turn cooldown.
Jade 2 and 2nd Generation Slann:
Earthline &#8211; Damages strongest enemy stack. 15% to a max of 100% physical damage (can kill) can be resisted. 1 turn cooldown.
Jade 3 and 2nd Generation Slann:
ove the Mountains &#8211; Turn Hill into Flatlands, and Summons a Rock Giant. 4 turns to cast. 2 turn cooldown.

Rock Giant Strength 8/6, 1 moves, summoned duration 3 turns, collateral damage to 3 units. when it dies or when its duration ends it turns the tile it was on into a Hill. If it was already on a hill the tile becomes a peak.

With Monster bonding, gains:
Stegadon promotion
+1 movement, Causes Fear, +20% defence, +1 first Strike. Shock Cavalry Class.


Tehenhauin
Requires Words of the Old Ones tech: On foot model, 1 movement, 3/4 strength +1 poison, no metal weapons, can use war tattoos. +15% magic resistance
Starts with Hero promotion, Heroic resilience promotion. +15% defence, +15% magic resistance
Skink racial promotion.

Starts with equipment: Totem of Sotek: Can summon 2 permanent jungle swarms, +50% vs Skaven.

Can learn:
High Priest
Archpriest


Unique Racial bonus:
Spoiler :

  • Unique Feature Synergy:

    The Lizardmen see themselves as the guardians of the Warhammer World and as the defenders of the sacred places left by the Old Ones. They have a close link with Unique Features, ESPECIALLY those directly related to the Old Ones:
    Lizardmen start being able to see all unique features on the map like the Elohim in FfH

    Marks of the Old Ones: 6 Unique features that always appear on the map if Lizardmen are in the game (we should be able to code this easily using python, editing the map generation scripts). They provide mana-like 'Old One tablets' which will enable special wonders to be built if they are linked up by a road. these wonders give the Slann Mage-Priests an additional spell depending on what tablets they get, they will also grant affinity to Slann, so the lizards will really, really want to get access to all the monuments.
    Additional mechanics could be:

    some unique events can pop up when a lizardman unit steps on the unique feature ie one could spawn a Settler and 2 skink Braves, or a Temple Guard if the appropriate tech has been researched.

    The 'Old One Tablets' are only revealed by the 'Magic of the Old Ones tech' to both Lizardmen and Amazonians.

    Spoiler Marks of the Old Ones :

    • Monument of the Sun
      • tile yields 2 gold +1 happiness in nearby cities. +3 line of sight.
      • provides &#8216;Tablet of the Sun&#8217; resource (affinity = Holy strength), Allows the construction of the 'Altar of the Sun' Wonder.
    • Monument of the Moon
      • tile yields 1 gold 1 hammer. Allows units to air lift up to 3 squares away.
      • provides &#8216;Tablet of the Moon&#8217; resource (affinity = Unholy strength), Allows the construction of the 'Altar of the Moon' Wonder.
    • Obsidian Column
      • tile yields 2 Hammers. +33% defence to all units within 3 squares.
      • provides &#8216;Tablet of the Earth&#8217; resource (affinity = poison strength), Allows the construction of the 'Altar of the Earth' Wonder.
    • Temple of Constelations
      • tile yields 2 gold. Units within 3 squares have the 'Hasted' promotion. (OR Explorable Master Lair if that wont work)
      • provides &#8216;Tablet of the Stars&#8217; resource (affinity = Lightning strength), Allows the construction of the 'Altar of the Stars' Wonder.
    • Mirror Pools of Tepok
      • tile yields 2 Food. Cures disease, plague etc. +100% heal rate.
      • provides &#8216;Tablet of the World Pond&#8217; resource (affinity = Cold strength), Allows the construction of the 'Altar of the World Pond' Wonder.
    • Smoking Caverns
      • tile yields 2 Hammers. Explorable Master Lair.
      • provides &#8216;Tablet of Flame&#8217; resource (affinity = Fire strength), Allows the construction of the 'Altar of Flame' Wonder.

  • Unit Spawn mechanic:
    &#8220;Every Lizardman city has its sacred ponds and expanses of marsh where the spawning occur. Skinks and kroxigor tend to spawn in ponds and swamps open to the sky, whereas Saurus are usually spawned in dank subterranean caverns. Pyramid temples are frequently built over the top of the entrances to such caverns and outlying swamps are sometimes made into rectangular sacred ponds. Some days after the spawn have been laid it hatches into tadpoles which grow larger and more powerful by the day, feeding on the enormous number of tropical insects that hover above the waters. When the lizardmen are fully developed they emerge onto dry land in enormous numbers.

    The interval between spawning can be very long and usually a spawning will not recur in the same pond within the lifetime of the last generation to be spawned there. Thus each city is surrounded with ponds which spawn at different times, so that a particular pond will be given a name such as &#8216;sacred pond of the first generation&#8217; referring to the first spawning of a new cycle of spawnings. Since generations emerge from different ponds at different intervals of time, there are always several age-groups of lizardmen living in the population of a city at any time. The mage priests keep detailed records of the spawning but can still be taken by surprise by sudden spawning occurring in ruined cities where the records have been lost to antiquity!&#8221;

    To represent this, a unique method of unit production should be available:

    First of all, they should have several UBs:
    • Lizardman Palace
    • Sacred Spawning Ponds
    • Skink Barrio
    • Saurus Spawning Chambers
    • Hatchery

    Secondly they should have several unique Rituals which they can build in their cities which spawn X number of a particular unit type (mentioned below) at once. These should be quite expensive, but the build speed of these rituals increases with the presence of Sacred Spawning Pond, Skink Barrio, Saurus Spawning Chambers, and Hatchery.

    The Units spawned are basic warrior units which can be upgraded to different units (described below)

    It could be an interesting idea to increase the cost of the spawning rituals each time they are completed, and to have a specific one off ritual somewhere along the arcane tech line that resets the ritual costs.
    • Skink Shaman Spawning
    • Saurus Spawning
    • Kroxigor Spawning
    • Beast Spawning

    Only Directly Buildable military Units:
    • Skink Skirmisher (tech=???)-> Chamelion Skinks (tech=???)
    • Skink Axeman Warband(tech=???)
    • Skink Spearman Warband (tech=???)
    • Skink Javelin Warband (tech=???)

    Spawned Units and Upgrade Paths:

    Saurus Braves starts with Lizardman racial promo. Strength 5, move 1.
    Upgrades to:
    • Saurus Warrior
    • Temple Guard
    • Saurus Cold One Riders(if in a city with a Hatchery)
    • Carnosaur Rider(if in a city with a Hatchery)

    Kroxigor starts with Lizardman racial promo. Strength 6. Move 1.
    Upgrades to:
    • Kroxigor Guard
    • Kroxigor Bersearker

    Skink Shaman starts with Skink racial promo. Strength 3, move 1.
    Upgrades to:
    • Skink Mage-Priest

    Hatchling starts with Lizardman racial promo. Strength 3, move 1.
    Upgrades to:
    • Jungle Swarms
    • Skink Raptor Raiders (if in a city with a Hatchery)
    • Terradon Riders (if in a city with a Hatchery)
    • Razordon Hunting Pack
    • Salamander Hunting Pack
    • Carnosaur
    • Stegadon
  • Slann Spawn mechanic:
    Slann are different again to the rest of the lizardmen in that they spawn much more rarely than any other. It may take thoushands of years for a single slann tadpole to mature enough to leave its spawning pond, and the thousands of more years till it becomes a fully fledged Slann. In addition, after each Slann Spawning, the time till the next spawn increases. In the warhamemr world there have only ever been 5 Spawnings of Slann, and the oldest that remain is Mazdamundi, the only remaining second generation Slann.

    To represent this we should use the Archos Spider Spawning mechanic. the number of Slann that spawn is relative to the number of Slann in existance, and it is adjusted with buildigns such as the spawning pools etc.

    Slann Mage-Priest: Strength 3, 1 moves, starts with channelling 1. Can learn any wind of magic. Tablet of the Sun, Moon, Earth, Stars, World Pond and Flame Affinity +0.5. Automatically acquires the Mage promotions from the Education tech, Automatically acquires the Archmage promotions from the Arcane lore tech.

    In addition, the Slann should auto acquire promotions at specific age intervals, so represent the spawning generations:
    • Slann Hatchling
    • Young Slann
    • Mature Slann
    • Slann Eldar
    • Ancient Slann

Unique Buildings:
Lizardman Palace: automatically builds a Sacred Spawning Pond in every lizardman city on top of other palace benefits. Slann spawn only from Lizardman palace. Base chance per turn of spawn = x% (tweaked from Archos Spider Spawn chance). Chance of spawning a new Slann drops by y% (tweaked from Archos Spider Spawn chance) for each Slann you already have, down to 0% if you control 5 Slann.
Sacred Spawning Ponds: requires ancient lore tech. +10% Ritual construction speed. Allows the construction of all the various Spawning rituals that are unlocked at the appropriate techs. -10% building production speed. Affects Slann Spawn Chance.
Skink Barrio: (Replaces barracks) Requires warfare tech. +2 xp for newly created melee, ranged units. -10% building construction speed, +5% Ritual construction speed.
Saurus Spawning Chambers: Requires tactics tech. +5% Ritual construction speed. +1 Happy, +1 health, -10% building production speed. Affects Slann Spawn Chance.
Hatchery: Requires monster taming tech. +5% Ritual construction speed. +1 Happy, +1 health, -10% building production speed. Affects Slann Spawn Chance.
Sacrificial Pit of Sotek: Slaves can be sacrificed to provide +1 Happy for x turns, and/or +15 Beakers.

Unique Wonders:
The Obsidian Pyramid: (Wonder) provides 1 stone to the civ, +25% city defence for all cities, +20% hammers. can turn 2 citizens into engineers.
Quetzhyl's Orchard (Wonder) Provides 1 Dyes to the civ, +1 Happy from Jungle, Can turn 2 citizens into Lords.
Altar of the Sun (Wonder). Requires &#8216;Tablet of the Sun&#8217; resource. +15% GPP, +15% hammers. +5% beakers +10% Ritual construction speed. Gives all Slann Units the 'Solar Flare' Spell (should be doable directly through python)
Altar of the Moon (Wonder). Requires &#8216;Tablet of the Moon&#8217; resource. +15% GPP, +15% hammers. +5% beakers +10% Ritual construction speed. Gives all Slann Units the 'Eclipse' Spell (should be doable directly through python)
Altar of the Earth (Wonder). Requires &#8216;Tablet of the Earth&#8217; resource. +15% GPP, +15% hammers. +5% beakers +10% Ritual construction speed. Gives all Slann Units the 'Earthquake' Spell (should be doable directly through python)
Altar of the Stars (Wonder). Requires &#8216;Tablet of the Stars&#8217; resource. +15% GPP, +15% hammers. +5% beakers +10% Ritual construction speed. Gives all Slann Units the 'Meteor' Spell (should be doable directly through python)
Altar of the World Pond (Wonder). requires &#8216;Tablet of the World Pond&#8217; resource. +15% GPP, +15% hammers. +5% beakers +10% Ritual construction speed. Gives all Slann Units the 'Tsunami' Spell (should be doable directly through python)
Altar of Flame (Wonder). requires &#8216;Tablet of Flame&#8217; resource. +15% GPP, +15% hammers. +5% beakers +10% Ritual construction speed. Gives all Slann Units the 'Eruption' Spell (should be doable directly through python))

Unique Rituals:
Skink Shaman Spawning: requires &#8216;Skink Barrio&#8217;, &#8216;Temple of the Old Ones&#8217;, and &#8216;Sacred Spawning Ponds&#8217;, Spawns 1-3 Skink Shamen up to a national cap of 10. Requires magic of the old ones tech, and winds of magic tech. Cost???
Saurus Spawning: requires &#8216;Saurus Spawning Chambers&#8217; and &#8216;Sacred Spawning Ponds&#8217;, Spawns 3-5 Saurus Braves. Requires tactics Tech. Cost (4x (axeman cost + (pikemen cost -axeman cost)/2)
Kroxigor Spawning: requires &#8216;Saurus Spawning Chambers&#8217;, &#8216;Skink Barrio&#8217; and &#8216;Sacred Spawning Ponds&#8217;, Spawns 1-3 Kroxigors. Requires military tradition Tech. Cost (2x pikemen cost)
Beast Spawning: requires &#8216;Hatchery&#8217; and &#8216;Sacred Spawning Ponds&#8217;, Spawns 1-3 hatchlings. Requires monster taming tech. Cost???

Unique Units:
Skink Braves (Replaces Warrior) starts with Skink racial promo.
Saurus Braves starts with Lizardman racial promo. Strength 5, move 1.
Hatchling starts with Lizardman racial promo. Strength 3, move 1.
Skink Skirmisher, (replaces Hunter troop) Strength 3 +1 poison. 2 moves. Skink racial promotion. No metal weapons. Can use wartats. Can see hidden animals. Can build camp and corral. -30% city strength. Better results from tribal villages. +50% vs animals. +50% vs beasts. +20% Jungle and Swamp terrain strength. Hammer cost: 50.
Chamelion Skinks (replaces Ranger troop) Strength 3 +2 poison. 2 moves. Skink racial promotion. No metal weapons. Can use wartats. Can see hidden animals. Invisible, can enter rival territory without open borders, 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% jungle and swamp terrain strength. Hammer cost: 140.
Skink Axeman warband (Replaces Axeman warband). Strength 3/2 +1 poison, Skink racial promotion. cannot use bronze/iron weapons, can use wartats and Obsidian Weapons. +25% vs melee units, +10% city attack.
Skink Spearman warband (replaces Spearman warband). Strength 2/3 +1 poison. Skink racial promotion. cannot use bronze/iron weapons, can use wartats and Obsidian Weapons. +25% vs shock cavalry units, 10% vs chariot units.
Skink Javelin Warband (replaces Archer warband). Strength 2/4 +1 poison. Skink racial promotion. can use wartats, +25% city defence, can use wartats and Obsidian Weapons. +25% hill defense. 1 First Strike. +25% vs missile cavalry.
Saurus Warrior (replaces Militia Swordsman). Strength 6/5. Can use Obsidian weapons. +25% vs melee units, +10% vs Shock Cavalry, +10% city attack.
Kroxigor Guard: (replaces Pikeman) Strength 7. +25% vs melee units. +25% vs chariot units. +40% vs shock cavalry units. Can use Obsidian Weapons. can bombard adjacent tiles like longbowmen.
Kroxigor Bersearker: (UU requires Tech???) Strength 9/5. 2 moves, blitz +25% vs melee units. Can use Obsidian Weapons.
Temple Guard (replaces Royal guard). Diciple, Strength 8/9. Can use Obsidian weapons. 'Sacred Duty' Promotion. +25% vs melee units.
Skink Raptor Raiders (replaces Ancient cavalry). Strength 4, 2 moves. Can use wartats/obsidian weapons. Can withdraw from combat 20%. +15% vs chariots, +15% vs missile units, +15% vs missile cavalry. no penalty in jungle and swamp.
Terradon Riders (replace Horsearcher warband) Strength 7, 3 moves, can use tattoos, flying, Can bombard units as standard longbowmen. 30% withdrawl chance. Requires aerie.
Saurus Cold One Riders (replaces Lancer). Strength 6/4, 2 moves. Can use Obsidian weapons. Can withdraw from combat 25%, +25% vs missile units, +25% vs chariots, +50% vs siege units. Causes Fear, Stupid. no penalty in jungle and swamp, double moves in jungle and swamp.
Carnosaur Rider (replaces knights) Strength 10/7. 2 moves. Can use Obsidian weapons. Can withdraw from combat 15%. 25% vs archers. Causes Fear, Stupid. no penalty in jungle and swamp. double moves in jungle and swamp.
Skink Shaman: strength 4, 1 moves, Skink Racial Promotion. starts with channelling 1. can learn any wind of magic. Tablet of the Sun, Moon, Earth, Stars, World Pond or Flame Affinity +0.2.
Skink Mage-Priest: strength 6, 1 moves, Skink Racial Promotion. starts with channelling 1. can learn any wind of magic. Tablet of the Sun, Moon, Earth, Stars, World Pond or Flame Affinity +0.3.
Slann Mage-Priest: Strength 3, 1 moves, Slann racial promotion. starts with channelling 1. Can learn any wind of magic. Automatically acquires the Mage promotions from the Education tech, Auto- acquires the Archmage promotions from the Arcane lore tech. Auto-acquire Slann age specific promotions.
Jungle Swarms: (Replace Troll.) Strength 1+ 3 Poison, no metal weapons, immortal, 2 moves, 20% withdrawal chance, no war weariness from death, +20% Jungle and Swamp terrain strength.
Skink Razordon Hunting Pack (Replaces Giant) Strength 8/6, 2 moves +25% vs missile cavalry, +25% vs Chariot, +25% vs melee, Can bombard adjacent tiles like longbowmen, (shoots Barbs).
Skink Salamander Hunting Pack (Second Giant Slot) strength 5+4 poison unit that does collateral damage to 2 units like a Giant, and has a catapult's *wall* bombardment ability, but not their ranged attack bombardment ability.
Stegadon (replaces Dragon) Strength 16+4 Poison, 1 move. Terror, Stubborn, immune to psychology, +25% vs missile Cavalry, +25% vs archers.
Engine of the Gods (Replaces Steam Tank) (World Unit) Requires 4 of: Tablet of the Sun, Moon, Earth, Stars, World Pond or Flame. Strength 16, 1 move, Can Cast all Slann Spells, Can Cast 'Close the Warp Gates'.

Blocked Units:
No Militia Spearman
No Militia archers
No Crossbowmen
No Longbowmen
No Handgunners
No Chariot
No Warchariot
No Cavalry
No Siege.

Unique Promotions:
Lizardman: +15% strength in Jungle, 50% vulnerability to cold
Skink: Amphibious, can travel in coastal water squares, +15% strength in Jungle and swamp. 50% vulnerability to cold
Slann +15% strength in Jungle, 50% vulnerability to cold. Tablet of the Sun, Moon, Earth, Stars, World Pond and Flame Affinity +0.4.
Second Generation Slann (racial promotion for Mazdamundi) +15% strength in Jungle, 50% vulnerability to cold. Tablet of the Sun, Moon, Earth, Stars, World Pond or Flame Affinity +0.5.
Obsidian weapons: automatically granted if the civ has access to stone resource. +15% strength, stacks with wartats.
Sacred Duty: +15% city Defence, +15% strength when 2 squares from a Unique Feature.
Slann Hatchling: Auto acquired at age 15, -5% spell damage, +5% Misscast chance.
Young Slann: (replaces Slann Hatchling) Auto acquired at age 50, +5% spell damage, -5% Misscast chance.
Mature Slann: (replaces Young Slann) Auto acquired at age 125, +10% spell damage, -10% Misscast chance. increases caster EXP gain. Can Cast &#8216;Reanimate Ruins,&#8217; turns City Ruins into a Lizardman city, does not sacrifice the caster. Takes 5 turns to cast.
Slann Eldar: (replaces Mature Slann) Auto acquired at age 200, +1 spell range, +20% spell damage, -20% Misscast chance. increases caster EXP gain. Can Cast &#8216;Reanimate Ruins,&#8217; turns City Ruins into a Lizardman city, does not sacrifice the caster. Takes 5 turns to cast.
Ancient Slann: (replaces Slann Eldar) Auto acquired at age 400, +1 spell range, +50% spell damage, -50% Misscast chance. increases caster EXP gain. Can Cast &#8216;Reanimate Ruins,&#8217; turns City Ruins into a Lizardman city, does not sacrifice the caster. Takes 5 turns to cast.


Unique Spells:
Close the Warp Gates a World Spell to begin Banishing Chaos Wastes (slowly turns Chaos Wastes to Normal terrain) Damages all Deamons in the world. stops winds of magic Counter from increasing.
Solar Flare: All enemy units within 10 squares (subject to change) gain the &#8216;Temporarily blinded&#8217; promotion, and deals minor holy damage to all enemy units. takes 3 turns to cast, 10 turn cool global down period.
Eclipse: All Friendly units within 10 squares (subject to change) gain the &#8216;Eclipsed&#8217; promotion which makes them invisible in forest and jungle and have hidden nationality, they are also 25% resistant to all damage types and magic. removed after combat or 25% chance each turn whatever comes first. takes 3 turns to cast, 10 turn cool global down period.
Earthquake As the spell in Gods of Old. 3 turn casting time, 10 turn cool global down period.
Meteor: As the spell in Gods of Old. 3 turn casting time, 10 turn cool global down period.
Tsunami: As the spell in Gods of Old. 3 turn casting time, 10 turn cool global down period.
Eruption: Turns peaks adjacent to caster to a volcano and destroys all improvements around its base, and damaging cities enemy units like earthquake. castable only in neutral and enemy territory. 3 turn casting time, 10 turn cool global down period.



Spoiler Amazonia :

Leaders:
Kalith, Mother of All Amazonians: (Hero = Kalith) (Traits = Wildborne, Spiritual, Aggressive, Philosophical)
Anakonda: (Hero = Anakonda) (Traits = Wildborne, Marauders, Charismatic, Financial)
Spoiler :

Kalith, Mother of All Amazonians
Requires Words of the Old Ones tech: On foot model, 1 movement, 3+1 Poison strength, no metal weapons or tattoos.
Starts with Channeling 1 promotion, Lore of the Serpent 1 promotion, Hero promotion, Heroic resilience promotion.
Amazonian racial promotion.

Starts with equipment: The Amulet of the Moon. +0.5 affinity with each of the 6 Old Ones Tablets resources, Immune to Magic.

Can learn:
High Priest
Archpriest

With Monster bonding, gains:
Couatl promotion
+2 movement, flying, +15% spell damage, Twincast. Beast class.


Anakonda
Requires warfare tech: On foot model, 1 movement, 4 strength, can use wartats/Obsidian weapons. slave capture chance (50%)
Class: melee
Lore of the Serpent 1 promotion. (NO channeling). Hero promotion. Heroic resilience promotion. Amazonian racial promotion.

Starts with equipment: Blade of the Ancients: +1 attack strength, +20% Magic Resistance, can summon a fireball.

Can learn:
Venom Champion
Venom Lord


Unique Racial bonus:
Jungle Children: +1 food from Jungle, +1 hammer from swamps, +0.5 health from jungle and swamps.

Unique Buildings:
Royal Palace of the Sisterhood acts like the Elven white towers, Required to build 'Serpent Priestess' to be built. +5% beakers from each of the Old One tablet resources. requires palace.
Shrine of Rigg (Replaces Waystone) +10% milprod -10% building production, on top of other waystone effects.
Temple of Karra (Replaces Temple of the Old Ones) +1 happy, +1 influence, +10% mil prod, +2 xp for arcane.-10% building production. Required to build Jungle Swarms, Naga and Couatl.
Fountain of Eternal youth (Replaces Sewer) +1 health for every 3 population (if possible) -20% food storage.
The Obsidian Pyramid: (Wonder, Req Masonry) provides 1 stone to the civ, +25% city defence for all cities, +20% hammers. can turn 2 citizens into engineers.
Quetzhyl's Orchard (Wonder, Req Irrigation) Provides 1 Dyes to the civ, +1 Happy from Jungle, Can turn 2 citizens into Lords.

Unique Units:
Amazonian Hunteress troop (replaces Hunter troop) Strength 4. 2 moves. No metal weapons. Can use wartats. Can see hidden animals. Can build camp and corral. -30% city strength. Better results from tribal villages. +50% vs animals. +50% vs beasts. +20% Jungle and Swamp terrain strength. Hammer cost: 50.
Amazonian Ranger troop (replaces Ranger troop)Strength 6. 2 moves. No metal weapons. Can use wartats. 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% Jungle and Swamp terrain strength. Hammer cost: 140.
Amazonian Beastmistress Strength 9. No metal weapons. Can use wartats. 2 moves. Can see invisible units. +25% vs beasts. -20 % city strength. +20% Jungle and Swamp terrain strength. Hammer cost: 180.
Prowler (requires tactics tech and tracking techs, recon class. National limit 5) Strength 7/6 2 moves, double moves in jungle and marsh, +20% Jungle and Swamp terrain strength, invisible in jungle and marsh. Can see hidden animals. Can see invisible units. +25% city attack, ignores walls.
Pygmy Warrior. 2/1 +1 Poison and starts with Cannibal
Pygmy Axeman warband. (replaces Axeman warband.) Strength 3/2 +1 Poison, can use wartats/obsidian weapons. +25% vs melee units, +10% city attack. Starts with Cannibal.
Pygmy Spearman warband (replaces Spearman warband). Strength 2/3+1 Poison. Can use wartats/Obsidian weapons. +25% vs shock cavalry units, 10% vs chariot units. Starts with Cannibal
Pygmy Blowguners. (replaces Archer warband). Strength 3+1 poison. Can use wartats, +25% city defence. +25% hill defense. 1 First Strike. +25% vs missile cavalry. Starts with Cannibal
Amazonian Swordswoman (replaces Militia Swordsman). Strength 5. Can use wartats/Obsidian weapons. +25% vs melee units, +10% city attack.
Amazonian Spearwoman (replaces Militia Spearman). Strength 5. Can use wartats/Obsidian weapons. +25% vs shock cavalry units. +10% vs chariot units.
Amazonian Archers (replaces Militia archers). Strength 4/6. Can use wartats/quality bows 1-2 First strikes. +40% city defense. +25% hills defense. +25% vs missile cavalry.
Handmaidens(replaces Pikeman). Strength 5/7. +25% vs melee units. +25% vs chariot units. +40% vs shock cavalry units. Can use wartats/Obsidian weapons.
Valkyrie(replaces Royal Guard). Strength 7/5 +1 holy. Can use Obsidian weapons. immortal.
Panther Riders (replaces Ancient cavalry). Strength 4, 2 moves. Can use wartats/obsidian weapons. Can withdraw from combat 15%. +25% vs chariots, +25% vs missile units, +25% vs missile cavalry. no penalties from jungle and swamp.
Cold One Chargers. (replaces lancers) Strength 6/4, 2 moves. Can use Obsidian weapons. Can withdraw from combat 25%, +25% vs missile units, +25% vs chariots, +50% vs siege units. no penalties from jungle and swamp. causes Fear. Stupid.
Valkyrie Knights(replaces Knight)Strength 8/5 +2 Holy. 2 moves. Can use Obsidian weapons. Can withdraw from combat 15%. +25% vs chariots, +25% vs missile units, +25% vs missile cavalry. no penalties from jungle and swamp.
Serpent Priestess (replaces hedgewizard) same stats but starts with 'Channeling 1', 'Lore of the Serpent 1',
Serpent High Preistess (Replaces Wizard) same stats but starts with 'Channeling 1 2', 'Lore of the Serpent 1 2',
Sisterhood Matriarch (Replaces Battlewizard) same stats but +0.5 affinities with the 6 old ones resources. starts with 'Channeling 1 2 3', 'Lore of the Serpent 1 2 3',
Jungle Swarms: (Replace Troll.) Strength 3+1 poison, no metal weapons, immortal, 2 moves, 20% withdrawal chance, no war weariness from death, +20% Jungle and Swamp terrain strength.
Naga (Replace Giant.) strength 5/6+2 poison, and 2 moves, double move in swamps, amphibious, can cross coastal water. can bombard adjacent tiles like a longbowman.
Couatl (replaces Dragon) National limit 3. Strength 10, +0.5 affinities with the 6 old ones resources. 3 moves, flying. Beast unit. Starts with Jade magic 1, 2, 3. No channeling.

Blocked Units:
No Crossbowmen
No Longbowmen
No Handgunners
No Knights
No Chariot
No Warchariot
No Horsearcher warband
No Cavalry
No Siege

Unique Promotions:
Amazonian: +25% strength in Jungle and Swamp, 5% chance to capture defeated enemies as Slaves.
Obsidian weapons: automatically granted if the civ has access to stone resource. +15% strength, stacks with wartats.
Cannibalize heals 20% after combat
Lore of the Serpent 1, 2, 3 Enables 8 unique amazon spells. requires Words of the Old Ones tech.

 

Spoiler Ironclaw Orcs :

Leaders:
Azhag the Slaughterer: (Hero = Grimgore) (Traits = Greenskin, Expansive, marauders, raiders)
Grimgore ironhide: (Hero = Azhag) (Traits = Greenskin, organised, aggressive, raiders)

Heroes:
Spoiler :

Azhag the Slaughterer
On foot model. Requires Warfare tech.
1 movement point. 5 attack strength, 3 defense, Can use metal weapons. Melee class. Footman promotion. Hero promotion. Heroic resilience promotion. Discipline promotion (quells animosity).

Starts with equipment item ???

Can learn:
Champion
Mounted (warboar)
Aerial mount
Lord.

With Monster monding tech, gains:
Cause terror.

Grimgor Ironhide
-Era 1: On foot model. Requires Warfare tech.
1 movement point. 5 attack strength, 3 defence, Can use metal weapons. Melee class. Footman promotion. Hero promotion. Heroic resilience promotion. Quell animosity. +20% withdraw chance [much cleaner than the alternative implementation of bodyguards]

Starts with equipment item "Gitsnik the Foe Killer" . immune to first strikes, +1 first strike

Can learn:
Champion
Lord.

Unique Racial bonus:
Animosity. all units (unless stated otherwise) start with the animosity promotion. NOTE: MORE UNITS NEED DISCIPLINED!
Warboss' All Greenskin civs get access to the unique grea General UU, the Warboss! Warboss' has the disciplined promotion, and can be added to a unit as a FFH great general, giving that unit +1 strength, +1 xp from combat. Units they're added to also gets the 'Warboss' promotion which allows the unit to cast the 'War Cry' spell from the WAAAGH!! magic which turns nearby barbarian greenskins to your team, and also acts as Disciplined. Warbosses can be sepparated from units and moved around.
Science from Conquests Greenskins are dumb. theres no doubt about that. to represent this the Greenskin trait has -10% beakers to all cities. however, Greenskins are notorious theives and steal and pillage anything and everything from conquored cities. to represent this any city conquored by greenskins will produce 25 beakers for every population point (minus 1) that city had, and will reduce the city to pop 1.
Bigguns all Orc units have access to the 'Bigguns' promotion.

Unique Buildings:
Orc population: +10% military production, -10% research, +5% food, -50% war weariness.
Fighting Pit Replaces Bloodbowl Arena. +20% influence, +1 happy. +0.15 Exp Gain for Melee units. 2 units can challenge each other to provide 1 happy to the city and -100% war wearyness for 5 turns. there is a chance that one of the units dies, and there is another chance that both units get EXP and are damaged. Requires Tyranny and construction.
Da Shouty Rock Replaces Library. (imagine an orc shaman shouting 'educational' stuff to the rest of da mob) Allows 1 citizen to be converted to sage. +10% beakers. -10% war wearyness. Requires writing.
Da Shiney Place. Replaces bank (weaker). +15% gold, Allows 1 citizen to be converted to merchant. +2% gold from Gold, Silver and Gems. Requires banking.
Da Filth Pit Replaces Sewers. +2 health. Requires sanitation.
Interpretive dance studio (needs a name obviously) replaces theatre. +1 Happy. +1 happy / 20% influence slider. -10% war weariness. Requires literacy.
Breeding Hut (Replaces Brothel) +1 happy, +5% food.

Unique Units:
Orc Scout: basic Scout, starts with Orc Racial promo.
Orc Warrior Band: basic Warrior, starts with Orc Racial promo
Orc Skirmishers (replace Skirmisher warband) Strength 4. 2 moves. starts with Orc Racial promo. Strength 4. No metal weapons. Can use wartats. 2 moves.
Better results from tribal villages. +50% vs beasts. +10% withdraw chance. -10% city attack.Hammer cost: 50.
Sneaky gitz warband(replaces Ranger troop) Strength 6. No metal weapons. Can use wartats. 2 moves. starts with Orc Racial promo. 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.
Orc Boyz (replaces Axeman warband). Same stats but starts with Orc Racial promo. +10% city attack.
Orc Spearboyz (Replaces Spearman warband). Same stats but starts with Orc Racial promo. +10% vs melee units.
Orc Arrer Boys (replaces Archer warband). Same stats but starts with Orc Racial promo.
Savage Orc Boyz (Replaces Militia Swordsman). Same stats but starts with Orc Racial promo. +10% city attack.
Savage Orc Spearboyz (Replaces Militia Spearman). Same stats but starts with Orc Racial promo. +10% vs melee units.
Savage Orc Arrer Boys (Replaces Militia archers) Same stats but starts with Orc Racial promo.
Black Orc 'Leet (Replaces Royal Guard). Strength 8. starts with Orc Racial Promo. Can use bronze/iron/steel/meteoric iron weapons. Disciplined promo. +50% vs melee units. +25% city attack. Units in stack automatically gain Morale promo. Can cast 'War Cry' spell
Black Ork 'Ed Bashers, Strength 6/5, 1 move, starts with Orc Racial Promo. can use metal weapons, +25% vs melee, +25% city attack.
Black Orc Arrer Boys (Replaces Longbowman) Same stats but starts with Orc Racial promo.
Orc Boarboyz (replaces Ancient Cavalry) same stats, no withdrawl. starts with Orc Racial Promo, no terrain penatly from marsh or forest.
Savage Orc Boarboyz (replaces Lancer) same stats, no withdrawl. starts with Orc Racial Promo, no terrain penatly from marsh or forest.
Black Orc Boarboyz (replaces Knights) same stats, no withdrawl. -1 strength, starts with Orc Racial Promo, no terrain penatly from marsh or forest.
Orc Boar Chariot (replaces Chariot) same stats, starts with Orc Racial Promo,
Black Orc Boar chariot (Replaces War chariot) same stats, starts with Orc Racial Promo,
Orc Shaman (UU, limit 10) Requires WAAGH! tech. Requires Warfare tech. Strength 5. 1 move. Arcane unit. Little WAAAGH! promotion (spells not yet coded). No channeling. higher misscast chance than any other casters
Savage Orc Shaman. (UU limit 6). Requires Archane Mastery tech, requires Military tradition tech. Strength 6. Little WAAAGH! (can learn Big WAAAGH! (spells not yet coded). higher misscast chance than any other casters
River Troll: (replaces Troll (national limit 3)) Strength 7, 1 move, starts with 'Troll' Racial promo. no river crossing penalty, regeneration, +10% strength in marsh. can travel in coastal water squares.
Stone Troll: (Second Troll slot (national limit 3)) strength 7, 1 move, starts with 'Troll' Racial promo. regeneration, can cross peaks, +10% hill strength. can move impassable (ie can cross mountains)
Giant as is.
Green Wyvern. same as dragon but Reduce to 12+4 poison strength. Reduce cost to 230 hammers. Increase national limit to 3.
Spear Chukka (replaces Bolt Thower). Same as bolt-thrower , but less city bombardment, more unit bombardment.
Rock Lobba. (replaces Catapult) Same as catapult, but more city bombardment, less unit bombardment.

Blocked Units:
No Crossbowmen
No Handgunners
No Horsearcher warband
No Cavalry
No Pikemen

Unique Promotions:
Animosity: Unit suffers from the effects of Animosity
Disciplined: Quells Animosity in units in its stack.
Orc: Racial promo. no effect :(
Bigguns: requires Combat 5, Orc. +1 EXP from combat. -10% withdrawl chance.

Unique Spells:
War Cry: has a 20-50% chance to turn nearby barbarian units with the Orc or goblin promotions to the casters team.





Spoiler Badmoon Goblins :

Leaders:
Skarsnik: (Hero = Grom) (Traits = Greenskin, Spiritual OR Arcane, Organized, Raiders)
Grom the Paunch: (Hero = Skarsnik) (Traits = Greenskin, Expansive, Aggressive, Marauders)

Heroes:
Spoiler :

Skarsnik, Warlord of the Eight Peaks
-Era 1: On foot model. Requires nature lore tech.
1 movement point. 4 strength, Cannot use metal weapons. Recon class. Hero promotion. Heroic resilience promotion. Goblin race. Discipline (Quell animosity).
Can enter foreign territory without open borders. Can use spy espionage abilities.
The trap sounds very complex to code, problematic for the AI and very spammable.

Starts with equipment item "Skarsnik's Prodder" +25% vs shock Cavalry, +25% vs Beast units, +1 poison strength.

Can learn:
Champion of venom
Venom lord.
Mounted (squig)
Shaman


Grom the Paunch
Mounted on Wolf. Requires horseback riding tech.
2 movement point. 4 strength, Can use metal weapons. Shock Cavalry class. Hero promotion. Heroic resilience promotion. Mounted promotion. Discipline (quells animosity). Goblin race. permanent regeneration.

Starts with equipment item "Elf-Biter" +25% vs high elf, wood elf, dark elf. Gives +10% collateral damage vs 2 units.

Can learn:
Champion
Lord.

Unique Racial bonus:
Animosity. all units (unless stated otherwise) start with the animosity promotion. NOTE: MORE UNITS NEED DISCIPLINED!
Warboss' All Greenskin civs get access to the unique grea General UU, the Warboss! Warboss' has the disciplined promotion, and can be added to a unit as a FFH great general, giving that unit +1 strength, +1 xp from combat. Units they're added to also gets the 'Warboss' promotion which allows the unit to cast the 'War Cry' spell from the WAAAGH!! magic which turns nearby barbarian greenskins to your team, and also acts as Disciplined. Warbosses can be sepparated from units and moved around.
Science from Conquests Greenskins are dumb. theres no doubt about that. to represent this the Greenskin trait has -10% beakers to all cities. however, Greenskins are notorious theives and steal and pillage anything and everything from conquored cities. to represent this any city conquored by greenskins will produce 25 beakers for every population point (minus 1) that city had, and will reduce the city to pop 1.
Terraced farm can build on hills, +1 food has a chance of discovering mushrooms.

Unique Buildings:
Goblin Population: +20% military production, -10% research, +5% food, -50% war weariness.
Goblin Dump pile: Replaces Forge. +15 % hammer, +15 % research, -1 health -50% unit upgrade cost.
Goblin Mess Hall Replaces Granary. Same effects, but +1 happy with mushrooms
Goblin Fungus Farm UB (tech?). Stores 15% of food. +1 health from mushrooms. (maybe we can make +1 free specialist from a special gobling improvement that only goes on mushrooms?)
Da Shouty Rock Replaces Library. (imagine a goblin shaman shouting 'educational' stuff to the rest of da mob) Allows 1 citizen to be converted to sage. +10% beakers. -10% war wearyness. Requires writing.
Da Shiney Place. Replaces bank (weaker). +15% gold, Allows 1 citizen to be converted to merchant. +2% gold from Gold, Silver and Gems. Requires banking.
Da Filth Pit Replaces Sewers. +2 health. Requires sanitation.
Interprative dance studio (needs a name obviously) replaces theatre. +1 Happy. +1 happy / 20% influence slider. -10% war weariness. Requires literacy.
Breeding Hut Replaces Brothel. +2 Happy, +30-40% military unit production. -10% war wearyness. (???). Requires another tech to currency i think....

Unique Units:
Gobbo Scout: basic Scout, starts with Goblin Racial promo, +10% vs animals.
Gobbo Warrior Band: basic Warrior, starts with Goblin Racial promo, +15% city defence (on top of usual)
Night Gobbo Skirmishers (replace Skirmisher warband) Strength 4. 2 moves. starts with Night Goblin Racial promo. No metal weapons. Can use wartats. Better results from tribal villages. +50% vs beasts. +20% withdraw chance. -20% city attack +10% hill strength +25% poison resistance. Hammer cost: 50.
Night Gobbo Ranger (replaces Ranger warband) Strength 6. 2 moves. starts with Night Goblin Racial promo. No metal weapons. Can use wartats. Can see invisible units. Can build camp and corral. Better results from tribal villages. +50% vs beasts. +30% withdraw chance. -25% city attack. Hammer cost: 140.
Forest Gobbo Netters(UU at Ranger Tech) Strength 5, 1 move. starts with Forest Goblin Racial promo. No metal weapons. Can use wartats. +15% vs melee and Recon units. defeated units captured as slaves. Passes on 1 turn 'Held' promotion when defeated (units trapped in nets). can cast 'Entangle' Spell. Hammer cost: 140.
Forest Gobbo Mob (replaces Axeman warband). Same stats but starts with Forest Goblin Racial promo.
Forest Gobbo Spear Boys (Replaces Spearman warband). starts with Forest Goblin Racial promo, -1 attack strength, available at hunting tech
Night Gobbo Arrer Boys (replaces Archer warband). Same stats but starts with Night Goblin Racial promo.
Forest Gobbo Regiment (Replaces Militia Swordsman). Same stats but starts with Forest Goblin Racial promo.
Forest Gobbo Spear Horde (Replaces Militia Spearman). Same stats but starts with Forest Goblin Racial promo.
Night Gobbo Blowguns. (Replaces Militia archers) Same stats but starts with Night Goblin Racial promo. forest and jungle defense bonus instead of city and hills defense bonus
Wolf Riders (replaces Ancient Cavalry) same stats, starts with Goblin Racial Promo, +vs melee not ranged. (dosnt obsolete) no terrain penatly from forest.
Forest Gobbo Spider Riders (replaces lancer) Strength 4/3 +2 poison, 2 moves starts with Goblin Racial promo. Can use war tats and metal promotions. Can withdraw from combat 15%, +15% vs missile units, +15% vs chariots, +30% vs siege units ignores terrain defense bonuses, ignores terrain movement penalties, doesnt get normal mounted unit terrain penalties, doesn't get no defensive bonuses, no metal weapons.
Night Gobbo Squig Hoppers (Replace Knights). Strength 8/5. 2 moves. starts with Night Goblin Racial promo. Can use bronze/iron/steel/meteoric iron weapons. Can withdraw from combat 15%. 25% vs archers. ignores terrain defenses, ignores terrain movement penalties, +20% vs melee units.
Night Gobbo Fanatics (UU) Requires fanaticism tech. Strength 10/4. No metal weapons. Night Goblin racial promotion. Does at most 90% damage. 50% withdraw chance. Death does not cause war weariness.
Wolf chariot (replaces Chariot) same stats, starts with Goblin Racial Promo, +vs melee not ranged. (from wolves) (dosnt obsolete)
Snotling Pump wagon (Replaces War chariot) starts with Goblin Racial Promo. Strength 12/8. Cannot use metal weapons. 1 move. +25% vs melee units. Standard chariot terrain penalties.
Gobbo Shaman (UU, limit 6) Requires WAAGH! tech. Requires Warfare tech. Strength 4. 1 move. Arcane unit. Little WAAAGH! promotion (spells not yet coded). No channeling.
Night Gobbo Shaman. (UU limit 4). Requires Archane Mastery tech, requires Military tradition tech. Strength 5. Disciplined. Little WAAAGH! and Big WAAGH! promotions (spells not yet coded).
River Troll: (replaces Troll (national limit 3)) Strength 7, 1 move, starts with 'Troll' Racial promo. no river crossing penalty, regeneration, +10% strength in marsh. can travel in coastal water squares.
Stone Troll: (Second Troll slot (national limit 3)) strength 7, 1 move, starts with 'Troll' Racial promo. regeneration, can cross peaks, +10% hill strength. can move impassable (ie can cross mountains)
Giant as is.
Green Wyvern. same as dragon but Reduce to 12+4 poison strength. Reduce cost to 230 hammers. Increase national limit to 3.
Spear Chukka (replaces Bolt Thower). Same as bolt-thrower , but less city bombardment, more unit bombardment.
Rock Lobba. (replaces Catapult) Same as catapult, but more city bombardment, less unit bombardment.
Gobbo Doom Divers (replaces Cannon) Strength 3/1. Can barrage adjacent units with a 30% max damage cap.

Blocked Units:
No Crossbowmen
No Longbowmen
No Handgunners
No Horsearcher warband
No Cavalry
No Pikemen

Unique Promotions:
Animosity: Unit suffers from the effects of Animosity
Disciplined: Quells Animosity in units in its stack.
Goblin: Racial promo. -10% strength, +10% withdrawal chance,
Night Goblin: Racial promo. -10% strength, +10% withdrawal chance, -1 strength +1 poison strength, can move impassable (ie can cross mountains)
Forest Goblin: Racial promo. -10% strength, +10% withdrawal chance, +10% forest strength, +10% Ancient forest strength,
Troll Racial promo. +10% magic resistance, +10% poison vulnerability, +10% fire vulnerability

Unique Spells:
Entangle: Immobalises strongest adjacent enemy unit (like FfH charm Person.)
 
(<--Click)
Spoiler Hobgoblins :

Leaders:
Hobgobla-Khan: (Hero = ???) (Traits = Greenskin, Charismatic, Marauders, Raiders)

Unique Racial bonus: NOTE: this is just a preliminary design, mostly pulled from my bum :p so im still not really happy with it (especially unit names and such)
Greenskin Distrust The hobgoblins have earnt the enmity of the other green-skinned races who deeply distrust them to this day (click the hobgoblin flag for info) and so the Orc and Goblin civs should always refuse contact with the Hobgoblins.
Backstabbing Hobgoblins are known for being the most traitorous creatures in the world. They should have a high rate of backstabbery, recon and stealth.
Advaned Greenskins Hobgoblins are the most advanced goblins in the Warhammer world in terms of technology. they get a few more siege and techy type units than other greenskins.
Mobile cavalry Hobgoblins are based loosely on the Mongols, so id like them to get better cavalry, but i dont want them to step on bretonnias toes in this regard. perhaps more mobile but slightly weaker?

Unique Buildings:


Unique Units:
Hobgoblin Spy (replaces Skirmisher warband) Strength 4. 2 moves. starts with Goblin Racial Promo. No metal weapons. Can use wartats. Better results from tribal villages. +50% vs beasts. +20% withdraw chance. -20% city attack. Can enter rival Territory. Hammer cost: 50.
Hobgoblin Infiltrator (Replaces Ranger warband) Strength 6. 2 moves. starts with Goblin Racial Promo. No metal weapons. Can use wartats. Can see invisible units. Can build camp and corral. Better results from tribal villages. +50% vs beasts. +30% withdraw chance. -10% city attack. Invisible. Can enter rival Territory. Hammer cost: 140.
Hobgoblin Knife-throwers (replaces Axeman warband). same stats, starts with Goblin Racial Promo. -10% city attack, +1 first strike chance.
Hobgoblin Harriers(replaces Spearman warband.) same stats, starts with Goblin Racial Promo.
Hobgoblin Cutthroats (replaces Militia Swordsman.) same stats, starts with Goblin Racial Promo. can enter rival territory.
Hobgoblin Backstabbers (replaces Militia Spearman.) same stats, starts with Goblin Racial Promo. can enter rival territory.
Hobgoblin Sneaky Gitz (replaces Pikemen.) requires ranger tech. Recon. Strength 6. starts with Goblin Racial Promo. ignores city defences. can enter rival territory. +25% vs melee units. +30% withdraw chance. Can use bronze/iron/steel/meteoric iron weapons
Hobgoblin Bodyguard (replaces Royal guard). Strength 8. Can use bronze/iron/steel/meteoric iron weapons. Bodyguard. +25% vs melee units. can see invisible.
Hobgoblin Recurve Archers (replaces Archer warband). same stats, starts with Goblin Racial Promo. +1 first strike chances. +10% withdrawl.
Hobgoblin Compound Archers (replaces Crossbowman) same stats, starts with Goblin Racial Promo. +10% vs Melee. +10% withdrawl.
Hobgoblin Grenadiers (Replaces Handgunners) Strength 8. Can use meteoric iron. Can NOT use bronze/iron weapons. 1 first strikes. +50% vs melee units, +25% hills defense. 15% collateral damage to 2 units.
Wolf Riders(replaces Ancient Cavalry) same stats, starts with Goblin Racial Promo, +vs melee not ranged. +1 move (dosnt obsolete) no terrain penatly from forest.
Warg Lancers (replaces lancers) same stats, starts with Goblin Racial Promo, +vs melee not ranged. +1 move (dosnt obsolete) no terrain penatly from forest. flanking bonus agains siege.
Wolf Chariot (replaces Chariot) same stats, starts with Goblin Racial Promo, +vs melee not ranged.
Warg Chariot (Replaces Warchariot). same stats, starts with Goblin Racial Promo.
Hobgoblin Wolf-archers (Replaces Horsearcher warband). same stats, starts with Goblin Racial Promo. +1 move, +1 first strike chances. +10% withdrawl. no terrain penatly from forest.
Hobgoblin Warg-archers (Replaces Cavalry). same stats, starts with Goblin Racial Promo. +1 move, +1 first strike chances. +10% withdrawl. no terrain penatly from forest.
bolt thrower) same stats, but less city bombardment, more collateral damage to units.
Suicide Bombers (replaces Catapult) same stats but death dosnt cause war wearyness, explodes on death like FfH 'Pyre Zombies'.
Hobgoblin Engineers (replaces Cannon) Strength 3/1. can reduce city defence. can cast 'construct Rock-lobba', 'Construct spear-chukka'.
Spear Chukka (replaces Bolt Thower). Same as bolt-thrower , but less city bombardment, more unit bombardment.
Rock Lobba. (replaces Catapult) Same as catapult, but more city bombardment, less unit bombardment.
River Troll: (replaces Troll (national limit 3)) Strength 7, 1 move, starts with 'Troll' Racial promo. no river crossing penalty, regeneration, +10% strength in marsh. can travel in coastal water squares.
Stone Troll: (Second Troll slot (national limit 3)) strength 7, 1 move, starts with 'Troll' Racial promo. regeneration, can cross peaks, +10% hill strength. can move impassable (ie can cross mountains)
Slavegiant (Replaces Giant) same stats, -1 strength, +15% withdraw chance. but can build all improvements at 300%.
Ashena, Mother Wolf (replaces Dragon.) 16 strength, 2 move. defeated enemies are converted into wearwolves, (using the same mechanisms as baron Duin Halfmorn, but with slightly weaker wearwolves.)

Blocked Units:
No Militia Archers
No Longbowmen
No Knights

Unique Promotions:
Caltrops +20% vs shock cavalry and missile cavalry.

Unique Spells:
Construct Rock-lobba can only be cast in forest. removes forest. 2 turns to cast. costs gold. Summons a permanent Rock-Lobba.
Construct spear-chukka can only be cast in forest. removes forest. 2 turns to cast. costs gold. Summons a permanent spear-chukka.


Spoiler Ogre Kingdom :

Leaders:
Greaseus Goldtooth: (Hero = Greaseus Goldtooth) (Traits = Aggressive, Financial, Raiders)

Heroes:
Spoiler :

Greaseus Goldtooth
Carried by horde of Gnoblars. Requires ??? tech.
ALWAYS 1 movement point. does not benefit from roads or any movement adjusting abilities. 5 attack strength, Can use metal weapons. Melee class. Ogre Promotion. Hero promotion. Heroic resilience promotion. 'Aura of Obedience' promotion (all units adjacent to the unit are immune to animosity and psychology.)

Starts with equipment item 'Scepter of the Titans'. +20% collateral damage to 2 units, +1 strength. (supposed to make Greasus stronger than a Bloodthirster daemon)

Can learn:
Champion
Lord.

With Tyranny tech, gains:
'Aura of stupidity' (enemy units adjacent to the bearer get the promotion 'suffering from stupidity')

Unique Racial bonus:
Uber-Ogres the Ogre Kingdoms Armies are centered on the Ogre Elite. there are a few things we can do here to represent this (@ Ahri, i suspect all of these together will be overpowering... just ideas we can work off of) :
  • like FfH Vampires, Units with the Ogre promotion can sacrifice units in their stack with the Gnoblar promotion, and city population, to gain Exp. (2 unique spells tied into racial promotion)
  • Ogre units feed off the corpses of those they kill. (they heal 15% after every combat. tied into racial promotion) this isnt really needed with the consume spell i suppose.
  • Ogres cost double the usual maintenance of other units (+1 maintenance costs tied into racial promotion)
  • Ogres are much bigger and stronger than other races and so deal a small ammount of collateral damage. (10% collateral damage to 1 unit. tied into racial promo)
  • Ogres live in the mountains and hills west of Cathay and so are used to travelling in them. (+10% hill strength. Can move impassable (can cross peaks). tied into racial promotion) actually, now i think about it that could be really exploitable on such potentially powerful units
  • Ogres are few in numbers compared to most races. all Ogre units should have a national cap. they should also be more expensive and be buildable with hammers as well as food.
Gnoblar Core Gnoblars should make up the mass of the Ogre army, with weak hordes of disposable Gnoblars supporting the few elite Ogres. (Gnoblars have either no support cost and/or dont cause war-wearyness from death.) Gnoblars can be Consumed by any Ogre unit to recharge their health (the Calabim Feed spell.)
Gnoblar Animosity being distant relatives of goblins these small runts squabble and fight at every opportunity. all Gnoblar units suffer from Animosity (possibly worked into the Gnoblar promo) and all Ogres should have Disciplined worked into their racial promo.
Food From Combat When a Gnoblar unit wins combat they have a small chance to generate a slave, which they must transport to a city to sacrifice for food. in addition to this, the Corpse Pile Building automatically generates free food whenever a unit dies attacking or definging the city.
Slavers Ogres are notorious slavers. All recon units have a small chance of capturing defeated enemies as slaves. they get a few buildings that enhance the slavery civic.

Unique Buildings:
Maw Pit Replaces Temple of Destruction. required to build Butchers and slaughtermasters. +1 happy, -1 food, +3 beakers, +15% influence, can sacrifice slaves for an instant +25 beakers (blessings from the Great maw) +1 happy per extra food resource? (like a corporation, but for happiness?)
Gnogla
Slaughterhouse Replaces Smokehouse. Stores 33% of food. +1 health from Pig, Cow and Sheep. +2 Exp to Arcane units. (Requires a much earlyer tech than guilds).
Gargantuan Larder (UB) Requires Animal Handling tech. Stores 20% food on city growth, gives +1 unhealth, +1 food. Acts like a corporation: consumes extra cow, pig, sheep, deer, horse resources, providing +0.5 food per extra resource consumed (like General Mills or Sid's Sushi) Slaves can be sacrificed in a city with a Larder for an instant +25 food.
Halfling Slavekitchens (replaces Grocer) Requires marketplace. +25% gold. Can convert 1 citizen into merchant. +1 health from spices, tea, +1 happy from sugar, banana, olives. + 1 angry, +1 food, stores 10%, +1 happy from Pipeweed. Requires guilds.
Gnoblar Trash Heap (replaces graveyard) +1 gold, -10% upkeep, +1 unhealth

Unique Units:
Gnoblar Scout: basic Scout, starts with Gnoblar Racial promo. +10% vs animals.
Gnoblar Fighters: basic Warrior, starts with Gnoblar Racial promo. +15% city defence (on top of usual)
Gnoblar Trappers (replaces Hunter troop) Strength 4. 2 moves. starts with Gnoblar Racial promo. No metal weapons. Can use wartats. Can see hidden animals. Can build camp and corral. -30% city strength. Better results from tribal villages. +50% vs animals. +50% vs beasts. +20% hill terrain strength. small chance of capturing enemy units as slaves. Starts with ambusher promotion. Hammer cost: 50.
Ogre Huntsman(replaces Ranger troop) Strength 6. 2 moves. starts with Ogre Racial promo. No metal weapons. Can use wartats. 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% hill and peak (if possible) terrain strength. small chance of capturing enemy units as slaves. Starts with ambusher promotion. Hammer cost: 140.
Gnoblar Groinbiters (replaces Axeman warband). Same stats but starts with Gnoblar Racial promo.
Gnoblar Spearlings (Replaces Spearman warband). Same stats but starts with Gnoblar Racial promo. -1 attack strength, available at hunting tech
Gnoblar Slingers (replaces Archer warband). Same stats but starts with Gnoblar Racial promo. -1 first strike chance.
Gnoblar Trashpickers (replaces Militia Archer). Same stats but starts with Gnoblar Racial promo. -1 first strike.
Ogre Bull Ironguts (Replaces Militia Swordsman). Same stats but starts with Ogre Racial promo.
Ogre Bull Lancers (Replaces Militia Spearman). Same stats but starts with Ogre Racial promo.
Maneaters (Replaces Royal Guard). Strength 8. starts with Ogre Racial promo. Can use bronze/iron/steel/meteoric iron weapons. +25% vs melee units. +30% vs Humans, Elves, Dwarves.
Ogre Bruisers (Replaces Pikemen) Strength 6. starts with Ogre Racial promo. +40% vs chariot units. +40% vs shock cavalry units. Can use bronze/iron/steel/meteoric iron weapons.
Leadbelchers (Replaces handgunners). Same stats but starts with Ogre Racial promo. Can bombard City Defences.
Ogre Tyrant: (UU, upgrade from any Ogre Unit, national limit = 3) Requires: banking tech and military tradition tech and tyranny tech. Strength 12, 2 moves, melee unit, can use metal weapons, starts with blitz promotion.
Gnoblar Sabertusk Riders (replaces Ancient Cavalry) Same stats but starts with Gnoblar Racial promo. No Terrain panlaties from Forest. (agile)
Rhinox Riders (replaces Lancer) same stats, but starts with Ogre Racial Promo. +10% collateral damage. -1 move. no withdrawl. No Terrain panlaties from Forest. (tramples trees)
Bull Rhinox Chargers (replaces Knights) same stats, but starts with Ogre Racial Promo. +10% collateral damage. no withdrawl. No Terrain panlaties from Forest. (tramples trees)
Butcher (UU, limit 8) Requires Insatiable Hunger tech. Requires Warfare tech. Strength 5. 1 move. Arcane unit. starts with Ogre Racial promo. Gastromancy promotion (spells not yet coded). No channeling. spells cost food? (not sure how to code, will see)
Slaughtermaster (UU limit 4). Requires Archane Mastery tech, requires Military tradition tech. Strength 6. Arcane unit. starts with Ogre Racial promo. Gastromancy promotion (spells not yet coded). No channeling. spells cost food? (not sure how to code, will see)
Yhetee: (replaces Troll) 7/6 strength, 1 moves. can move impassable. treat all terrain as roads. 100% cold resistance, starts with wintercraft 1, wintercraft 2.
Slavegiant (Replaces Giant) same stats, -1 strength, +15% withdraw chance. but can build all improvements at 300%.
Gorger Pack (replaces Dragon, National limit = 3) Requires monster bonding tech. Requires Warpstone. beast class 14 strength, 2 moves, starts with Ogre Racial promo, Starts with Bloodgreed promotion. flanking bonus against siege.
Gnoblar Scraplauncher (replaces Catapult) Same as catapult, but more unit bombardment, less city bombardment.

Blocked Units:
No Militia archers
No Longbowman
No Chariot
No War Chariot
No Horsearcher warband
No Cavalry

Unique Promotions:
Ogre: Racial promo. 10% collateral damage to 1 unit. +1 unit support cost (more expensive to maintain.) acts as disciplined. grants Consume and Devour spells
Gnoblar: Racial promo. -10% strength +10% withdrawal chance. No War Wearyness from death. suffers from animosity. +10% chance to capture defeated enemies as slaves.
Gastromancy Ogre unique magic. (instead of being called gut magic.
Gnoblar Netter: Requires Ogre AND Combat 3 Promotions. +10% change to capture defeated enemies as slaves
Greater Gutplate Requires Ogre promotion AND, Iron Weapons, OR meteoric iron Weapons promotions. +1 defence strength.
Bloodgreed. Adds the "Feasting" promotion at the end of combat.
Feasting : As 'Held', Heals 100% after combat. 100% chance to be removed at end of turn
Suffering from Stupidity: -100% withdrawl, can only defend, wears off after combat.
Canibalize (already made) Ogre promotion is an OR requirement, so Ogres can learn to heal after combat as they level up.

Unique Spells:
Consume. requires Ogre promotion. Can only cast if a unit with the 'Gnoblar' promotion is in the stack. kills the weakest unit with the Gnoblar promotion to fully heal the Ogre.
Devour requires Ogre promotion. Can only cast if in a city with Pop of 2 or more. unit gains EXP at a cost of population and unrest.
 
Ive reordered the thread. you might want to have a quick browse.

Spoiler :

Spoiler Traits :

NOTE: {#} indicates how many leaders have that trait.
NOTE: not all trait effects are listed, there will be more to come.

Adaptive {2}
One trait can be changed every x turns (not exactly sure on the time). leaders with Adaptive have a 'Permanent Trait' which can never be changed. Some traits are unable to be selected via Adaptive (Greenskin, Conqueror etc)
Aggressive {16}
Provides the Combat 1 promotion to all: Melee, Ranged, Shock Cavalry, Ranged Cavalry units
50% faster Great General generation
Agnostic {0}
Cannot adopt any state religion, religions spread slower through your cities.
Agricultural {5}
1 extra food on tiles that already provide 4 food.
Arcane {10}
Provides the &#8216;Potent&#8217; promotion to all: Arcane units
+2 turns summon duration.
+10% Research
Besieger {1}
Provides the &#8216;City Raider 1&#8217; promotion to all: Melee and Siege units
Charismatic {10}
+1 Happy in all cities, Units require 25% less EXP to level up.
Conqueror {3}
As per FF
Defender {4}
Provides the &#8216;Homeland&#8217; promotion to all: Melee, Ranged, Recon, Shock Cavalry, Ranged Cavalry, Arcane, Divine units.
Expansive {9}
+2 Health
Fallow {ii
Cities Ignore Food production
Forsaken {6}
Civilization is at Peace with the Daemons of Chaos civilization (Barbarians)
-10% Research?
Financial {11}
1 extra gold on tiles that already provide 2 gold.
Greenskin {5}
Civilization is at Peace with the Greenskin Hordes civlization (Barbarians)
-10% Research
Horsemen {3}
Provides the &#8216;Mobility 1&#8217; promotion to all: Shock Cavalry, Ranged Cavalry units.
Imperialist {7}
Cities Provide +1 Influence
-50% unit Upkeep
50% faster Great General generation
Industrious {10}
1 extra Hammer on tiles that already provide 3 Hammers.
Ingenuity {4}
Starts with 50 extra gold
-50% Upgrade Cost
Insane {3}
Traits are selected randomly every x turns.
Magic Resistant {3}
Provides the &#8216;Magic Resistance&#8217; promotion to all: Melee, Ranged, Recon, Shock Cavalry, Ranged Cavalry, Arcane, Divine units.
Maurauders {10}
Provides the &#8216;City Raider 1&#8217; promotion to all: Melee, Shock Cavalry, Ranged Cavalry units.
+1 free EXP gained from combat
Can use enemy Roads
Organized {9}
-50% unit Upkeep costs
Philosophical {4}
+100% Great person point generation
Preservationist
Provides the &#8216;Empowered 1&#8217; promotion to all: Recon and Beast units.
Protective {7}
Provides the &#8216;City Garrison 1&#8217; and &#8216;Drill 1&#8217; promotion to all: Ranged units.
Raiders {13}
+100% gold from pillaging,
All Units Auto Pillage enemy improvements.
Seafearing {6}
Provides the &#8216;Navigation 1&#8217; and &#8216;Sentry 1&#8217; and &#8216;Combat 1&#8217;promotion to all: Naval units.
Spiritual {15}
No Anarchy
Provides the &#8216;Spirit Guide&#8217; and &#8216;Healer&#8217; promotions to all: Divine units
Sprawling {4}
+2 health +2 Happiness
Cities can work the third ring. Number of cities aloud scales with map size.
Cities Generate +1 Culture
Subterranean {5}
Can only build cities on Hills.
Twisted {1}
Provides the &#8216;Mutated&#8217; promotion to all units (excluding Heroes, Workers and Settlers)
Unbreakable
Provides the &#8216;Unbreakable&#8217; promotion (immune to fear, -10% withdrawl rate) to all Melee, Ranged, Recon, Shock Cavalry, Ranged Cavalry, Arcane, Divine units.
Wildborne {5}
Can only build cities in Forests or Jungle

Spoiler Religions :

Spoiler Salvation :

Salvation

Spoiler Corruption :

Corruption

Spoiler Elven Gods :

Elven Gods

Spoiler Ancestor Gods :

Ancestor Gods

Spoiler Spirituality :

Spirituality

Spoiler Destruction :

Destruction

Spoiler Words of the Old Ones :

Words of the Old Ones
Lizardmen:

Amazonians:
Religious UUs:
Kalim (Requires Priesthood tech)
Strength 5+1 holy. 1 move. Immune to mind spells. Immune to fear. Can cast cure disease. Medic 1. March. 50% death resistance.

Kalim Devout (Requires Fanaticism tech)
Strength 5+1 holy +2 lightning (power weapons)
1 move. Immune to mind spells. Immune to fear. Can cast cure disease. Medic 1. March. 50% death resistance.


Spoiler Immortality :

Words of the Old Ones


Spoiler Techs :

none as of yet

Spoiler Civics :

none as of yet

Spoiler Buildings :

  • Waystone
    +1 Influence, +1 Influence with Mysticism civic. Requires Mysticism tech.
  • Elder Council
    +2 beakers. Allows 1 citizen to be converted to sage. Requires ancient lore.
  • Granary
    Stores 33% of food. +1 health from Rice, Wheat and Corn. Require agriculture.
  • Smokehouse
    Stores 33% of food. +1 health from Pig, Cow and Sheep. Requires guilds.
  • Harbor.
    Water tiles +1 food, +1 health from clam, crab, fish. Coastal city only. Requires fishing.
  • Market
    Allows 1 citizen to be converted to merchant. +20% Gold. +5% gold from banana, olives, spices, sugar. +1 happy from Ivory pearl and Whale. Requires trade.
  • Tanner
    +1 unhealth. +5% gold with fur, deer, Cow, Horse. +10% military production. Requires animal handling.
  • Grocer
    Requires marketplace. +25% gold. Can convert 1 citizen into merchant. +1 health from spices, tea, +1 happy from sugar, banana, olives. Requires guilds.
  • Inn
    Requires crafting tech. Adds +1 trade route. Adds +25% trade route yield. Adds +3 espionage. Can convert 1 citizen to merchant. +1 Happy with Barley, Wine. Requires brewing.
  • Bank
    +35% gold, Allows 2 citizen to be converted to merchant. +5% gold from Gold, Silver and Gems. Requires banking.
  • Lighthouse:
    +1 trade route. +50% trade route yield. Coastal city only. Requires sailing.
  • Customhouse. +100% foreign trade route yield. Coastal city only. Requires naviation.
  • Bloodbowl Stadium
    +20% influence, +1 happy. +0.15 Exp Gain for Melee units. Can make Melee units fight each other for Exp at a chance of death, increases happiness for a short time. Requires Tyranny and construction.
  • Theatre:
    +1 Happy. +5% gold from cotton and Dye. +1 happy / 20% influence slider. Requires literacy.
  • Brothel:
    +2 Happy, -1 health, -10% military unit production. +1 happy from silk. Requires currency.
  • Temple
    +1 happy, +1 influence, religion-specific bonus. Requires appropriate religious tech.
  • Library
    Allows 1 citizen to be converted to sage. +25% beakers. Requires writing.
  • University.
    Requires library. +2 beakers, +25% GPP rate. Allows 2 citizens to be converted to sage. +25% beakers. Requires education.
  • Coven
    +1 unhappy. Exp gain till 10 for arcane units, +0.25 xp gain for arcane units.. +1 happy with mysticism civic.
    Production Buildings:
  • Forge
    +20% hammers, -1 health. Allows 1 citizen to be converted to Engineer. +5% hammers from Copper, Iron and coal. Requires metal casting.
  • Blacksmith
    15% military production, -1 health. Allows 1 citizen to be converted to Engineer. Requires iron working.
  • Master smith
    +10% military production. -1 health Allows meteoric iron promotion (with meteoric iron resource). Allows steel weapons promotion (with steel tech, with iron resource). Requires advanced smithing tech.
    Defences and Order:
  • Walls (1)
    +25% Defense (Gives archers and siege fortified in the city a promotion which increases their Bombard damage/ limit, which is removed when not in a city). Requires Masonry.
  • High Walls (2)
    +50% Defense (Gives archers and siege fortified in the city a promotion which increases their Bombard damage/ limit, which is removed when not in a city) (upgrade from Walls, replaces walls). Requires engineering.
  • Castle (1)
    +1 Influence, +25% Influence, +15% Defense, +3 Espionage. -15% maintenance from distance from palace. Requires Lordship.
  • Citadel (2)
    +2 Influence, +50% Influence, +30% Defence, +6 Espionage, -25% maintenance from distance from palace. (upgrade from castle, replaces castle). Requires engineering.
  • Dungeon
    -25% war weariness. +4 espionage. Can turn 2 citizens into spy. -50% anger from sacrificing population. Require tyranny.
  • Courthouse
    -25% maintenance, +10% influence. Requires civil service.
  • Monument
    +1 Happy, +15% influence +1 Influence. +1 Happy with Marble. Requires lordship.
    Health Buildings:
  • Herbalist:
    +1 heath, +1 health with pipeweed. +5% gold with tea. Heals units extra +10% per turn. Requires nature lore.
  • Sewers
    +3 health. Requires sanitation.
    Military Buildings:
  • Barracks
    +2 xp for newly created melee, ranged units. Requires warfare tech.
  • Archery Range
    +0.25 Exp Gain for ranged units, missile cavalry units (up to 10), +5% defense. Requires barracks. Requires archery tech.
  • Bowyers. Requires archery range. Gives quality bows promotion to newly created ranged units (except gunpowder ones). Requires bowyers tech.
  • Training Yard
    +0.25 Exp Gain for Melee units (up to 10). Requires barracks. Requires military discipline tech.
  • Hunting Lodge
    +2 xp for new recon units. +0.25 Exp Gain for Recon units, +1 Health from Deer, Fur. Requires nature lore tech.
  • Breeding pit
    +3 xp for newly created beast units. +1 unhappy. Requires monster breeding tech.
  • Stables
    +1 Influence, +2 xp for newly created shock cavalry, missile cavalry units. Requires horseback riding.
  • Hippodrome (2)
    +0.25 Exp Gain for Mounted, Chariot units (up to 10), +1 Happy from Horses. Requires stirrups.
  • Siege Workshop (1)
    +2 xp for newly created siege units and Armor units, +1 influence. Requires construction.
  • Machinists Workshop (2)
    Exp gain till 10 for siege Units, +0.25 Exp Gain for Siege units. +5% Defence. Requires invention.
  • Ship Yard (1)
    +1 Influence, +2 xp for newly created naval units. Requires navigation tech.
  • Dry Dock (2)
    +0.25 Exp Gain for Naval Units (up to 10). +1 Unhealth, +25% production of Naval Units. Requires steel tech.

Spoiler Wonders :

none as of yet

Spoiler Unit Classes :

<Class>UNITCLASS_WARRIOR</Class>
<Class>UNITCLASS_AXEMAN</Class>
<Class>UNITCLASS_SPEARMAN_WARBAND</Class>
<Class>UNITCLASS_MILITIA_SWORDSMAN</Class>
<Class>UNITCLASS_MILITIA_SPEARMAN</Class>
<Class>UNITCLASS_PIKEMAN</Class>
<Class>UNITCLASS_ROYAL_GUARD</Class>
<Class>UNITCLASS_ARCHER</Class>
<Class>UNITCLASS_MILITIA_ARCHER</Class>
<Class>UNITCLASS_CROSSBOWMAN</Class>
<Class>UNITCLASS_ANCIENT_CAVALRY</Class>
<Class>UNITCLASS_LANCER</Class>
<Class>UNITCLASS_CHARIOT</Class>
<Class>UNITCLASS_HORSE_ARCHER</Class>
<Class>UNITCLASS_RED_DRAGON</Class>
<Class>UNITCLASS_TROLL</Class>
<Class>UNITCLASS_GIANT</Class>
<Class>UNITCLASS_HEDGEWIZARD</Class>

Spoiler Units :

Core Units:
Spoiler Core Units :

Non Military Units:
Worker
Settler
Workboat
Great Sage
Great Engineer
Great Cleric
Great Lord
Great Bard

Recon Units:
Skirmisher warband Strength 4. 2 moves. No metal weapons. Can use wartats. Better results from tribal villages. +50% vs beasts. +20% withdraw chance. -20% city attack. Hammer cost: 50.
Ranger warband Strength 6. 2 moves. No metal weapons. Can use wartats. 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.
Hunter troop Strength 4. 2 moves. No metal weapons. Can use wartats. Can see hidden animals. Can build camp and corral. -30% city strength. Better results from tribal villages. +50% vs animals. +50% vs beasts. +20% ___terrain strength. Hammer cost: 50.
Ranger troop Strength 6. 2 moves. No metal weapons. Can use wartats. 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% ____ terrain strength. Hammer cost: 140.

Melee line:
Axeman warband. Strength 4, can use wartats/bronze/iron weapons. +25% vs melee units, +10% city attack.
Spearman warband. Strength 4. Can use wartats/bronze/iron weapons. +25% vs shock cavalry units, 10% vs chariot units.
Militia Swordsman. Strength 5. Can use bronze/iron/steel/meteoric iron weapons. +25% vs melee units, +10% city attack.
Militia Spearman. Strength 5. +25% vs shock cavalry units. +10% vs chariot units. Can use bronze/iron/steel/meteoric iron weapons.
Pikemen. Strength 5/7. +25% vs melee units. +25% vs chariot units. +40% vs shock cavalry units. Can use bronze/iron/steel/meteoric iron weapons.
Royal guard. Strength 8. Can use bronze/iron/steel/meteoric iron weapons. Bodyguard. +25% vs melee units.

Archery line:
All can bombard (as current).
Archer warband. Strength 3/5. Can use wartats, quality bows. +25% city defence. +25% hill defense. 1 First Strike. +25% vs missile cavalry.
Militia archers. Strength 4/6. Can use wartats/quality bows 1-2 First strikes. +40% city defense. +25% hills defense. +25% vs missile cavalry.
Crossbowmen. Strength 7. Can use meteoric iron/quality bows. 1 First strike. +20% city defense. +20% hills defence. +40% vs melee units.
Longbowmen. Strength 6/8. Can use meteoric iron/quality bows. 1-2 First strikes. +25% city defense. +25% hills defense. +25% vs missile cavalry.
Handgunners: Strength 7/9. Can use meteoric iron. Can NOT use bronze/iron weapons. 1-2 first strikes. +25% vs melee units, +25% hills defense. +25% vs missile cavalry.

Shock cavalry line:
All units have terrain penalties as current. -25% forest/ancientforest/jungle/deepjungle/wetland/marsh attack, -25% forest/ancientforest/jungle/deepjungle/wetland/marsh defense, does not get defensive bonuses.
Ancient cavalry. Strength 4, 2 moves. Can use wartats/bronze/iron weapons. Can withdraw from combat 15%. +25% vs chariots, +25% vs missile units, +25% vs missile cavalry.
Lancers. Strength 6/4, 3 moves. Can use bronze/iron/steel/meteoric iron weapons. Can withdraw from combat 25%, +25% vs missile units, +25% vs chariots, +50% vs siege units.
Knights. Strength 10/7. 2 moves. Can use bronze/iron/steel/meteoric iron weapons. Can withdraw from combat 15%. 25% vs archers.

Chariots:
All units have terrain penalties as current. Cannot enter marsh, jungle. -25% wetland attack/wetland defense. -50% forest/ancientforest/deepjungle attack, -50% forest/ancientforest/jungle/deepjungle defense
Chariot Strength 5/3, 2 moves. Can get bronze/iron/steel/meteoric iron weapons. Can withdraw from combat (25% chance). +25% vs melee units.
Warchariot. 10/4, 2 moves. Can get bronze/iron/steel/meteoric iron weapons. Can withdraw from combat (25% chance). +25% vs melee units.

Missile cavalry line:
All units have terrain penalties as current. -25% forest/ancientforest/jungle/deepjungle/wetland/marsh attack, -25% forest/ancientforest/jungle/deepjungle/wetland/marsh defense, does not get defensive bonuses.
Horsearcher warband. Strength 7, 3 moves. Can use quality bows, meteoric iron. +25% vs melee units. Flank attack vs siege units. Can withdraw from combat 30%.
(some horsearchers UUs will get flank attack vs melee units as well).
Cavalry. Strength 10/8. 2 moves. Can use meteoric iron. +25% vs melee units. Can withdraw from combat 30%. Flank attack vs siege units.

Spoiler Unique Units :

Spoiler Woodelf :

empty

Spoiler Highelf :

empty

Spoiler Darkelf :

empty



Spoiler Hero Promotions :

Hero Promotions:
  • Heroic resilience. When this unit is killed, it respawns in the capital city (as immortality) and the promotion is removed. Requires tech: nil. Heroes start with this promotion.
  • Champion: +2 strength. Requires tech: Feudalism.
  • Lord: +3 strength. Requires tech: Military tradition.
  • High Priest: +1 strength, +1 holy strength Requires tech: Tactics (priesthood is too early).
  • Archpriest: +2 strength, +1 holy strength. Requires tech: fanaticism
  • Footman. Gives +20% vs melee. Requires tech: nil, some heroes will start with this.
  • Mounted: +1 movement, shock cavalry class, +20% vs archer, REMOVES Footman. Requires tech: Stirrups.
  • Aerial mount. +2 movement, flying, +1 first strike. Beast class. REMOVES Mounted, Removes Footman. Requires tech: Monster bonding.
  • Champion of venom. +1 strength, +1 poison strength. Requires tech: feudalism
  • Venom lord. +2 strength, +3 poison strength. Requires tech: Military tradition.
  • Summoner. Summoned units start with the Strong promotion. Requires tech: nil, some heroes start with this.
  • Champion of chaos. +1 strength, +1 unholy strength. Requires tech: Feudalism.
  • Favored of chaos. +2 strength, +1 unholy strength. Becomes Demon race. Requires tech: Chaos incursion.
  • Inquisitor promotion. Can inquisition cities without sacrificing self. Requires tech: nil (some heroes start with this).
  • Defender of the forests promotion: acts as immortality, but revives the unit ONLY if it dies within friendly cultural borders. Requires tech: tracking.
  • Mage. +2 strength. Requires Education tech.
  • Archmage +2 strength. Requires Arcane lore tech.
  • Warlock +2 strength. Requires Arcane mastery tech.
  • Sorceror +2 strength. Requires Chaos incursion tech.
  • Elementalist +2 strength. Requires Elemental magic tech.
  • Elemental master. +2 strength. Requires elemental mastery tech.
  • Shaman +2 strength. Requires WAAAGH! tech.
  • Sigmar priest. Gives sigmar spells. Requires priesthood tech.
  • Liche priest. Gives khemri spells. Requires necromancy tech.
  • Ice mage. Can cast level 1 ice spells. Requires: nil.
  • Ice princess. +2 strength. Can cast level 2 ice spells. Requilres Education tech.
  • Ice Queen. +2 strength. Can cast level 3 ice spells. Requires military tradition tech.
  • Bearmaster promotion. Can cast the polar call, summons a permanent polar bear. (1 bear, permanent summon, tied to caster). Requires monster breeding tech.
  • Tactician 1. Requires [Footman OR mounted]. All units in the stack gain +5% strength and 1 first strike chance.
  • Tactician 2. Requires Tactician 1 AND [Champion OR champion of chaos OR venom champion]. All units in the stack gain +5% strength and +5% withdraw chance.
  • Tactician 3. Requires Tactician 2 AND Lord. All units in the stack gain +5% strength and 1 first strike chance and +5% withdraw chance.
  • Administration 1. Requires: [Champion OR High priest OR champion of venom]. Gives +1 happiness, +15% hammers, +1 health to cities in range 1.
  • Administration 2. Requires: [Champion] AND Administration 1. Gives +1 happiness, +15% hammers, +1 health to cities in range 5.
  • Administration 3. Requires Lord AND Administration 2. Gives +1 happiness, +15% hammers, +1 health to cities in your empire.
  • Siegecraft 1. Requires: [Footman OR Champion OR Champion of chaos OR venom champion] Gives +5% city attack, +5% city defense to all units in the stack, increase bombardment of all units in the stack that already have bombardment +5%.
  • Siegecraft 2. Requires Siegecraft 1 AND [Lord OR Dwarf or Chaos dwarf]. +5% city attack, +5% city defense to all units in the stack, increase bombardment of all units in the stack that already have bombardment +5%.
  • Siegecraft 3. Requires Siegecraft 2 AND [Dwarf or Chaos Dwarf]. All units in the stack ignore city walls.
  • Weaponmaster 1. +15% strength. Requires [Footman OR Champion OR Champion of chaos OR venom champion OR high priest]
  • Weaponmaster 2 +15% strength. Requires [Champion OR Champion of chaos OR venom champion] AND Weaponmaster 1
  • Weaponmaster 3 +1 strength. Requires [Lord OR Favored of Chaos OR venom lord] AND Weaponmaster 2
  • Healer. Requires [High Priest OR Archpriest]. Gives +25% heal rate to units in the stack.
  • Swoop attack. Requires Aerial mount. Gives 1-2 first strikes.
  • Heroic charge Requires Mounted AND [Champion OR Champion of chaos OR venom champion]. Gives +10% attack strength, +10% withdraw chance.
  • Summoner. Requires [Archmage OR Warlock OR Sorceror]. And some heroes start with this. Summoned creatures start with Strong promotion.

Spoiler Magic promotions :

none as of yet

Spoiler Spells :

none as of yet

Spoiler Improvements :

none as of yet

Spoiler Explorable Dungeons/Goodies :

none as of yet

Spoiler Unique Features :

none as of yet

Spoiler Events :

none as of yet

 
(Mispost)
 
Yeah, yeah, don't post in the thread... but its much cleaner if I post this here.

Further previous discussion, please edit the changes below into this thread.

http://forums.civfanatics.com/showthread.php?p=8852523&highlight=sacred+band#post8852523

Estalia:
Sacred Band. Replaces spearman warband. Same as spearman warband, except -1 strength, +1 holy strength, +20% plains defense.

Instead of "Estalian hunters" have "Cabosian slingers", who are a "skirmisher" type recon unit with an extra withdraw chance.
Strength 4. No metal weapons. Can use wartats. 2 moves. Better results from tribal villages. +50% vs beasts. +30% withdraw chance. -20% city attack.
(from Los Cabos, like earth Balearic slingers)

Change name "Estalian Jinetes" to just "Jinetes".
Change "Estalian knights" to "Magrittan knights".

Tilea
Legion. (replaces swordsman warband). Same as swordsman warband, but with 1 first strike chance (pilums).

Equites. (replaces ancient/light cavalry) Same as ancient cavalry, but +10% vs melee units, no gold upkeep cost, and national limit 5. (limited patrician cavalry who provide their own superior equipment)

Brettonnia
Peasant spearmen, swordsmen and bowmen build with food as well as hammers.

Mounted yeomen are a lancer replacement but with an extra +10% grassland attack.

The Empire
Levy Swordsmen. (replaces swordsmen warband). No upkeep cost. National limit 10.
Levy Spearmen. (replaces spearman warband). No upkeep cost. National limit 10.
 
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