Ahriman
Tyrant
Ah79 A ton of issues:
Breeding pit building mislabeled hunting lodge.
***
Tech High Magic should require Tech Magical Talent (and Ancient Lore).
Tech Dark Magic should require Tech Magical Talent (and Ancient Lore)
Tech Mysteries of Athel Loren should require Tech Magical Talent (and Nature Lore)
* * *
Units that need tech changes.
[all college/elven mages will need their wonder requirements added once the wonders exist. College mages and elven hedgewizards/adepts should require the appropriate tower/wonder. College archmages and elven mages/archmages should NOT.]
Building requirements for upgrades is a bad idea, it is just annoying micromanagement and hard for the AI.
Adept. Should require High Magic tech.
Archmage unit should require Arcane Lore tech (not magical talent), should not require coven building.
Mage unit. Should require High Magic tech and Literacy tech (not magical talent tech). Should not require coven building.
etc. for other elven casters (dark magic, mysteries of athel loren. Only difference is that wood elf mage should need tracking, not literacy.)
Militia swordsmen (and all UUs) should require Tactics and iron working, not feudalism and iron working. Should not require barracks.
Militia spearmen (and UUs) should require Feudalism and tactics, not just feudalism. Should not require barracks.
Axeman warband (and all UUs) should require Warfare tech and bronze working tech. Should not require barracks.
Ballista (and UUs) should require Intention tech.
There are 2 copies of Band of Shades. one should be removed. (One seems to be the Ranger unit class??)
Bloodletters should be strength 9, not 9/19.
Cannon should require Cannons tech.
Cavalry should not require archery tech. If you want a second tech requirement, add stirrups. (Rifling and stirrups).
Chameleon skinks are mis-spelled "Chamelion".
They should be 4 strength +2 poison, not 3+2 poison. They should not be able to use metal weapons.
Chaos furies should not have +50% vs animals. They should require the aerie resource however.
Cold one knights should require horses, not "horses OR iron".
Dark pegasus riders should be strength 0 (aircraft), not 0/7. (I'm open to discussion on this if this was deliberate).
They should build 50% faster with Aerie resource.
They should not be +50% with animals.
Lancer (and all Lancer UUs) should require horse, not (horse or copper)
Dryad should be 6/5 not 6/7. should not be +50% vs animals.
Crossbow (and all UUs) should not be able to use metal weapons. Should require Invention and Advanced Archery tech, not just invention.
Pikemen (and all uus) should require Military tradition, as well as advanced smithing.
Red Dragon should require Aerie resource. Forest dragon should require Aerie resource (check other dragons too).
Giant eagle should be strength 0 (aircraft) not strength 0/7.
Should not be +50% vs animals.
Similar for other units in this slot.
Horsearcher (and UUs) should not require stables.
Knight (and UUs) should not require hippodrome (it can require stables).
Longbowmen (and UUs) should require Advanced Archery and Military tradition, not Invention.
Militia archer (and UUs) should require bowyers tech and tactics tech, not feudalism and archery.
Spearman warband (and UUS) should require warfare tech and crafting tech, not hunting and bronze working.
Silver Helms upgrade to dragon princes. Require stable not hippodrome.
Dragon princes require no building.
Treekin should require breeding grounds resource. Should not require breeding pit building (currently mislabled hunting lodge). And similar for the unit slot.
Treeman should require breeding grounds resource.
Warhawk riders should not require stirrups tech or archery tech or stables building. Should require aerie resource, tournaments tech and monster breeding tech.
I've probably missed plenty, but this is a good start.
I can make some of these (though probably not all) if someone points me towards the right file.
Breeding pit building mislabeled hunting lodge.
***
Tech High Magic should require Tech Magical Talent (and Ancient Lore).
Tech Dark Magic should require Tech Magical Talent (and Ancient Lore)
Tech Mysteries of Athel Loren should require Tech Magical Talent (and Nature Lore)
* * *
Units that need tech changes.
[all college/elven mages will need their wonder requirements added once the wonders exist. College mages and elven hedgewizards/adepts should require the appropriate tower/wonder. College archmages and elven mages/archmages should NOT.]
Building requirements for upgrades is a bad idea, it is just annoying micromanagement and hard for the AI.
Adept. Should require High Magic tech.
Archmage unit should require Arcane Lore tech (not magical talent), should not require coven building.
Mage unit. Should require High Magic tech and Literacy tech (not magical talent tech). Should not require coven building.
etc. for other elven casters (dark magic, mysteries of athel loren. Only difference is that wood elf mage should need tracking, not literacy.)
Militia swordsmen (and all UUs) should require Tactics and iron working, not feudalism and iron working. Should not require barracks.
Militia spearmen (and UUs) should require Feudalism and tactics, not just feudalism. Should not require barracks.
Axeman warband (and all UUs) should require Warfare tech and bronze working tech. Should not require barracks.
Ballista (and UUs) should require Intention tech.
There are 2 copies of Band of Shades. one should be removed. (One seems to be the Ranger unit class??)
Bloodletters should be strength 9, not 9/19.
Cannon should require Cannons tech.
Cavalry should not require archery tech. If you want a second tech requirement, add stirrups. (Rifling and stirrups).
Chameleon skinks are mis-spelled "Chamelion".
They should be 4 strength +2 poison, not 3+2 poison. They should not be able to use metal weapons.
Chaos furies should not have +50% vs animals. They should require the aerie resource however.
Cold one knights should require horses, not "horses OR iron".
Dark pegasus riders should be strength 0 (aircraft), not 0/7. (I'm open to discussion on this if this was deliberate).
They should build 50% faster with Aerie resource.
They should not be +50% with animals.
Lancer (and all Lancer UUs) should require horse, not (horse or copper)
Dryad should be 6/5 not 6/7. should not be +50% vs animals.
Crossbow (and all UUs) should not be able to use metal weapons. Should require Invention and Advanced Archery tech, not just invention.
Pikemen (and all uus) should require Military tradition, as well as advanced smithing.
Red Dragon should require Aerie resource. Forest dragon should require Aerie resource (check other dragons too).
Giant eagle should be strength 0 (aircraft) not strength 0/7.
Should not be +50% vs animals.
Similar for other units in this slot.
Horsearcher (and UUs) should not require stables.
Knight (and UUs) should not require hippodrome (it can require stables).
Longbowmen (and UUs) should require Advanced Archery and Military tradition, not Invention.
Militia archer (and UUs) should require bowyers tech and tactics tech, not feudalism and archery.
Spearman warband (and UUS) should require warfare tech and crafting tech, not hunting and bronze working.
Silver Helms upgrade to dragon princes. Require stable not hippodrome.
Dragon princes require no building.
Treekin should require breeding grounds resource. Should not require breeding pit building (currently mislabled hunting lodge). And similar for the unit slot.
Treeman should require breeding grounds resource.
Warhawk riders should not require stirrups tech or archery tech or stables building. Should require aerie resource, tournaments tech and monster breeding tech.
I've probably missed plenty, but this is a good start.
I can make some of these (though probably not all) if someone points me towards the right file.