Ahriman
Tyrant
Some leader traits are clearly stronger or weaker than others.
Also, AI performance is massively dependent on a) start position (floodplains = good) and b) traits. In particular, leaders with industrious and financial do very very well. Lorenzo Lupo (with both) tends to dominate every game he is in.
Raiders is weak; it needs to have the Fall Further raiders style implemented as well as the bonus cash; so melee, recon and mounted units automatically pillage tiles they move onto in the borders of civs they are at war with.
Ingenuity is a bit weak particularly for dwarves who don't have wizards, which are the main gold-expensive upgrades that you do. Maybe just increase the starting cash a little (its mostly there because of the dwarven vault), and think of a building that it can increase production of?
Magic resistant could possibly be a dwarven racial trait rather than taking up a leader trait slot - maybe dwarves should get defensive or protective instead?
Besieger is pathetically weak; to make it much more useful, maybe it should give the mobility 1 promotion to all siege units?
Or at the very least, combat 1 and city raider 1.
Azhag's expansive trait doesn't seem to give the 25% worker build speed bonus that expansive trait gives on other leaders?
Maybe defender should also double production speed of bowyers?
Horseman should maybe also double production speed of Joust.
Summoner should also give double production of coven and elemental sanctum, and maybe spell extension 1 to all arcane units.
Arcane is pretty weak; maybe it should also give combat 1 to all arcane units.
Or switch these, so summoner gives +2 summoning duration and combat 1 to all arcane units, and arcane gives arcane promotion and spell extension 1 promotion to all arcane units, and both double production of coven and elemental sanctum.
Imperialistic is very strong; reduce its civic upkeep reduction to 25% at the minimum; compare it to organized, already a very good trait.
Industrious is insanely strong; industrious AI civs always do massively better than others.
Make it +1 hammer on tiles with 4 hammers, double speed for forge, and maybe +25% wonder production.
Other issues:
I don't think chaos dwarves (astragoth) should be sprawling; lets leave that to just Skaven.
Katarin needs to lose Summoner and Arcane and get something else; kislev won't be getting any summonable units. Or maybe eliminate her as a leader entirely and just keep her as a hero. An arcane hero just doesn't really make sense for a low-magic Kislev.
Summoner doesn't make sense for Settra; tomb king magic isn't summoning magic, so its pretty useless.
Also, AI performance is massively dependent on a) start position (floodplains = good) and b) traits. In particular, leaders with industrious and financial do very very well. Lorenzo Lupo (with both) tends to dominate every game he is in.
Raiders is weak; it needs to have the Fall Further raiders style implemented as well as the bonus cash; so melee, recon and mounted units automatically pillage tiles they move onto in the borders of civs they are at war with.
Ingenuity is a bit weak particularly for dwarves who don't have wizards, which are the main gold-expensive upgrades that you do. Maybe just increase the starting cash a little (its mostly there because of the dwarven vault), and think of a building that it can increase production of?
Magic resistant could possibly be a dwarven racial trait rather than taking up a leader trait slot - maybe dwarves should get defensive or protective instead?
Besieger is pathetically weak; to make it much more useful, maybe it should give the mobility 1 promotion to all siege units?
Or at the very least, combat 1 and city raider 1.
Azhag's expansive trait doesn't seem to give the 25% worker build speed bonus that expansive trait gives on other leaders?
Maybe defender should also double production speed of bowyers?
Horseman should maybe also double production speed of Joust.
Summoner should also give double production of coven and elemental sanctum, and maybe spell extension 1 to all arcane units.
Arcane is pretty weak; maybe it should also give combat 1 to all arcane units.
Or switch these, so summoner gives +2 summoning duration and combat 1 to all arcane units, and arcane gives arcane promotion and spell extension 1 promotion to all arcane units, and both double production of coven and elemental sanctum.
Imperialistic is very strong; reduce its civic upkeep reduction to 25% at the minimum; compare it to organized, already a very good trait.
Industrious is insanely strong; industrious AI civs always do massively better than others.
Make it +1 hammer on tiles with 4 hammers, double speed for forge, and maybe +25% wonder production.
Other issues:
I don't think chaos dwarves (astragoth) should be sprawling; lets leave that to just Skaven.
Katarin needs to lose Summoner and Arcane and get something else; kislev won't be getting any summonable units. Or maybe eliminate her as a leader entirely and just keep her as a hero. An arcane hero just doesn't really make sense for a low-magic Kislev.
Summoner doesn't make sense for Settra; tomb king magic isn't summoning magic, so its pretty useless.