A number of civilizations in FfH are supposed to be highly nomadic, with many of their people living outside their cities, but sadly lack appropriate units to convey this. Enter the War Camp... a mobile unit that performs some of the functions of a city.
All War Camp units are civ-specific World Units. They all start with the Medic 1 promotion. They all count as a city with all buildings for upgrading purposes... any unit capable of being upgraded can be upgraded at the War Camp. Each War Camp is also capable of producing a certain unit, once per turn, at a cost equal to that of rushing it at a city.
As per Nikis-Knight's suggestion, they are made by joining three specific units together.
Specific Units
Bandit Camp (Hippus, Mounted)
Requires Horseback Riding, Horses
Produced with 2 Raiders and a Hippus Scout
Str 4, Move 4, Cargo 1
Starts with Defensive
Produces Raiders
Steals 1 Gold / Turn while in Foreign Territory
Barbarian Horde (Clan of Embers or Barbarian State, Melee)
Requires Bronze Working, Copper
Produced with a Goblin, and 2 Orc Axemen
Str 4, Move 1
Starts with Enraged, Orcish
Produces Orc Axemen
Hidden Nationality (units produced by the Barbarian Horde also have hidden nationality)
(Perhaps spawn a Barbarian Horde with Orcus?)
Grand Carnival (Balseraph, Recon)
Requires Festivals and Hunting
Produced with an Acrobat, a Gypsy Wagon, and a Merryman
Str 4, Move 1, Cargo 2
Starts with Defensive
Produces Acrobats
Can Explore Rival Territory
Acts as a Gypsy Wagon
Hunter Clan (Doviello, Recon)
No Requirements
Produced with a Beastman and 2 Tuurngait
Str 3, Move 2, Cargo 1
Starts with Subdue Animal
Produces Tuurngait
Nomadic Camp (Malakim, Recon)
Requires Bronze Working, Copper
Produced with 2 Malakim Swordsmen and a Worker
Str 4, Move 2
Starts with Sentry, Nomad
Produces Malakim Swordsman
Automatically transports any unowned or Malakim-owned resource
it's standing on to the Malakim capital, with or without proper improvements.
Pirate Armada (Lanun, Naval)
Requires Optics
Produced with 3 Pirates
Str 6, Move 3, Cargo 6
Starts with Sentry
Produces Pirates
Ships may change crews here
Thoughts?
All War Camp units are civ-specific World Units. They all start with the Medic 1 promotion. They all count as a city with all buildings for upgrading purposes... any unit capable of being upgraded can be upgraded at the War Camp. Each War Camp is also capable of producing a certain unit, once per turn, at a cost equal to that of rushing it at a city.
As per Nikis-Knight's suggestion, they are made by joining three specific units together.
Specific Units
Bandit Camp (Hippus, Mounted)
Requires Horseback Riding, Horses
Produced with 2 Raiders and a Hippus Scout
Str 4, Move 4, Cargo 1
Starts with Defensive
Produces Raiders
Steals 1 Gold / Turn while in Foreign Territory
Barbarian Horde (Clan of Embers or Barbarian State, Melee)
Requires Bronze Working, Copper
Produced with a Goblin, and 2 Orc Axemen
Str 4, Move 1
Starts with Enraged, Orcish
Produces Orc Axemen
Hidden Nationality (units produced by the Barbarian Horde also have hidden nationality)
(Perhaps spawn a Barbarian Horde with Orcus?)
Grand Carnival (Balseraph, Recon)
Requires Festivals and Hunting
Produced with an Acrobat, a Gypsy Wagon, and a Merryman
Str 4, Move 1, Cargo 2
Starts with Defensive
Produces Acrobats
Can Explore Rival Territory
Acts as a Gypsy Wagon
Hunter Clan (Doviello, Recon)
No Requirements
Produced with a Beastman and 2 Tuurngait
Str 3, Move 2, Cargo 1
Starts with Subdue Animal
Produces Tuurngait
Nomadic Camp (Malakim, Recon)
Requires Bronze Working, Copper
Produced with 2 Malakim Swordsmen and a Worker
Str 4, Move 2
Starts with Sentry, Nomad
Produces Malakim Swordsman
Automatically transports any unowned or Malakim-owned resource
it's standing on to the Malakim capital, with or without proper improvements.
Pirate Armada (Lanun, Naval)
Requires Optics
Produced with 3 Pirates
Str 6, Move 3, Cargo 6
Starts with Sentry
Produces Pirates
Ships may change crews here
Thoughts?