Ahriman
Tyrant
Thought I would post some ideas to help fill out some units for the various human factions. I've never played tabletop and so don't know any of the actual "official" units, but my impression is that none of these guys ever had their own armybooks and that there was very little "official" canon for the civs, so most of this is drawn from implementing the general theme into this mod. Some of the names can definitely be changed to something with more flavour.
Most of these are high-tech units, it would be nice to see some more factional variation at lower levels too.
Unfortunately the art requirements for all this will be pretty high, but that’s inevitable really.
To start with, consider the Empire.
Handgunners (10)
Cavalry (10)
Knights (10)
Griffon (3)
Pegasus (5)
Halbardiers (unlim, strength 6, 1 first strike, 25 melee 50 mounted)
Great cannon (5)
Ironclad (3)
War chariot (5)
Crossbowmen (10)
Longbowmen (10)
Mercenary (5)
Hired Assasin (3)
Inqusitor (5)
Steamtank (3)
Greatswords (3)
Access to all 8 colleges.
Actually I think the Empire needs a UU knight. Maybe Reiksguard, give them a bonus to melee units or something.
Estalia (theme: reconquista Spain)
Tilean Estates (theme: Machiavellian Rennaisance Italy)
For Ind and Araby purposes for magical flying units, change Flight tech so that it requires Advanced Engineering OR Master of Winds. So elemental magic units with a magical flying unit can get this without pursuing an engineering tech path.
Ind (theme: India)
Araby (theme: crusades-era Mameluks/Arabia, Arabian Nights)
Cathay (theme: fantasy Imperial china)
Nippon (theme: Feudal Shogunate Japan)
*Edit* Fixed Ogre mage.
*Edit2* Also, I think the Empire Halberd should probably be limited to 10, like Pikemen for other factions, given how much it dominates Militia Spearmen and Swordsmen. There are 2 versions of it at the moment that show up in the tech screens (both identical).
*Edit3* Changed Araby monsters.
Most of these are high-tech units, it would be nice to see some more factional variation at lower levels too.
Unfortunately the art requirements for all this will be pretty high, but that’s inevitable really.
To start with, consider the Empire.
Handgunners (10)
Cavalry (10)
Knights (10)
Griffon (3)
Pegasus (5)
Halbardiers (unlim, strength 6, 1 first strike, 25 melee 50 mounted)
Great cannon (5)
Ironclad (3)
War chariot (5)
Crossbowmen (10)
Longbowmen (10)
Mercenary (5)
Hired Assasin (3)
Inqusitor (5)
Steamtank (3)
Greatswords (3)
Access to all 8 colleges.
Actually I think the Empire needs a UU knight. Maybe Reiksguard, give them a bonus to melee units or something.
Estalia (theme: reconquista Spain)
Spoiler :
Estalian Inquisitor (replaces Inquisitor). Strength 7, move 1, starts with Lore of Fire 1 (can’t learn higher level, no channeling). 50% death resistance. Burn the heretics!
Fanatic warrior (National UU, limit 5, requires Fanaticism. Strength 6/3, no metals improvement, no war weariness incurred by death, cost 25 hammers. Very very cheap mediocre assault unit.
Estalian Jinetes (Replaces Horsearcher Warband), Strength 5/5 with metals improvement, 3 moves, normal cavalry terrain penalties, +25% vs melee units, 1 first strike, +50% vs siege weapons, flank attack, +10% vs chariots. Javelin armed light cavalry.
Estalian knights (replaces knights). Same as regular knights, but extra +1 first strike (javelins) – Reconquista armies focused around cavalry.
Great Galleon (replaces Ship of the Line, same as Ship of the Line except 4 cargo space rather than 2). Think Spanish armada.
Tercios Pikemen (replaces Pikemen). Regular pikemen, but +1 strength. Spanish pikemen were widely renowned.
Conquistadores (requires Navigation, Advanced Smithing). National UU, limit 5, strength 7/6, 2 moves, uses metals, gets defensive bonuses unlike other cavalry, +50% vs siege units.
Access to: handgunners, cavalry, knights, royal guard, cannon, crossbowmen, mercenary, hired assassin, wind magic colleges.
Can’t think of any obvious monster replacement or war chariot replacement.
Fanatic warrior (National UU, limit 5, requires Fanaticism. Strength 6/3, no metals improvement, no war weariness incurred by death, cost 25 hammers. Very very cheap mediocre assault unit.
Estalian Jinetes (Replaces Horsearcher Warband), Strength 5/5 with metals improvement, 3 moves, normal cavalry terrain penalties, +25% vs melee units, 1 first strike, +50% vs siege weapons, flank attack, +10% vs chariots. Javelin armed light cavalry.
Estalian knights (replaces knights). Same as regular knights, but extra +1 first strike (javelins) – Reconquista armies focused around cavalry.
Great Galleon (replaces Ship of the Line, same as Ship of the Line except 4 cargo space rather than 2). Think Spanish armada.
Tercios Pikemen (replaces Pikemen). Regular pikemen, but +1 strength. Spanish pikemen were widely renowned.
Conquistadores (requires Navigation, Advanced Smithing). National UU, limit 5, strength 7/6, 2 moves, uses metals, gets defensive bonuses unlike other cavalry, +50% vs siege units.
Access to: handgunners, cavalry, knights, royal guard, cannon, crossbowmen, mercenary, hired assassin, wind magic colleges.
Can’t think of any obvious monster replacement or war chariot replacement.
Tilean Estates (theme: Machiavellian Rennaisance Italy)
Spoiler :
Tilean Galley (replaces Trireme), strength 3, 3 moves (no galley bonus, doesn’t count as galley for trireme’s bonus), cannot enter ocean.
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).
Arquebusiers (replaces handgunners). Superior gunners, +1 first strike, starts with Pinch.
Assassin (same as Dark Elf buildable assassin).
Verezzo Crossbowman (replaces crossbowman). Same as regular crossbowman, but +1 first strike (think Genovese Crossbowmen).
Bombard (replaces cannon). Same as regular cannon but starts with Accuracy promotion.
Royal bodyguard (replaces Royal Guard). Same as regular Royal Guard but +2 defence strength. All those assassination attempts mean they develop better guardsman.
Access to knights, mercenary, hired assassin, cavalry, war chariot, wind magic colleges. No access to Horsearcher.
No obvious monster replacements.
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).
Arquebusiers (replaces handgunners). Superior gunners, +1 first strike, starts with Pinch.
Assassin (same as Dark Elf buildable assassin).
Verezzo Crossbowman (replaces crossbowman). Same as regular crossbowman, but +1 first strike (think Genovese Crossbowmen).
Bombard (replaces cannon). Same as regular cannon but starts with Accuracy promotion.
Royal bodyguard (replaces Royal Guard). Same as regular Royal Guard but +2 defence strength. All those assassination attempts mean they develop better guardsman.
Access to knights, mercenary, hired assassin, cavalry, war chariot, wind magic colleges. No access to Horsearcher.
No obvious monster replacements.
For Ind and Araby purposes for magical flying units, change Flight tech so that it requires Advanced Engineering OR Master of Winds. So elemental magic units with a magical flying unit can get this without pursuing an engineering tech path.
Ind (theme: India)
Spoiler :
War elephants (requires Stirrups) National UU, limit 10. Strength 8, no metal bonus, move 1, +50% vs mounted units, +25% vs chariot, +10% vs melee. Standard mounted terrain penalties.
Elephant knights (requires monster bonding, tournaments) Cannot be built, upgraded from a level 4+ knight or war elephant. Stats same as regular knight, except +50% vs mounted units.
Ind War Chariot. Same as regular War chariot but +1 first strike.
Vimana (replaces Gyrocoptor). Requires Flight. Same as gyrocoptor, but no bonus vs armored units, no ability to bombard city defences, but +25% vs melee units. (Mythical flying chariot)
Someone who knows something about Hindu mythology can probably find some interesting monsters (high level Ind should be more monstery, less techy than western factions). Some kinds of demony monsters? Can Ind go chaos? Maybe they should have the choice to go either way (doesn’t the fluff have a big 2 factions of Ind, one Chaos the other anti-Chaos)?
Access to knights, mercenary, hired assassin, war chariot, longbowmen (not crossbowmen), royal guard, elemental magic. No access to handgunners, cavalry. Maybe boltthrowers rather than cannons.
Elephant knights (requires monster bonding, tournaments) Cannot be built, upgraded from a level 4+ knight or war elephant. Stats same as regular knight, except +50% vs mounted units.
Ind War Chariot. Same as regular War chariot but +1 first strike.
Vimana (replaces Gyrocoptor). Requires Flight. Same as gyrocoptor, but no bonus vs armored units, no ability to bombard city defences, but +25% vs melee units. (Mythical flying chariot)
Someone who knows something about Hindu mythology can probably find some interesting monsters (high level Ind should be more monstery, less techy than western factions). Some kinds of demony monsters? Can Ind go chaos? Maybe they should have the choice to go either way (doesn’t the fluff have a big 2 factions of Ind, one Chaos the other anti-Chaos)?
Access to knights, mercenary, hired assassin, war chariot, longbowmen (not crossbowmen), royal guard, elemental magic. No access to handgunners, cavalry. Maybe boltthrowers rather than cannons.
Araby (theme: crusades-era Mameluks/Arabia, Arabian Nights)
Spoiler :
Camel riders. Replaces Light Cavalry Same as light cavalry, except +25% vs mounted units, 25% desert strength, treat desert as roads, but only 2 moves.
Ghazi fanatics. (National UU, limit 5, requires fanaticism). Strength 6/3, no metal bonus, moves 1, death doesn’t cause war weariness, cost 25 hammers. Very cheap throwaways.
Summoning chamber, Unique building (replaces Breeding Pit). +1 unhealth, +1 unhappy, +3 research. (Dealing with elemental spirits helps you learn their secrets).
Dao (replaces pegasus, limit 5). Bestial unit, strength 5, 1 move, starts with Earth 1.
Djinni (replaces griffon, limit 3). Bestial unit, Strength 7+2 electrical, 3 moves, flying, cannot enter ocean, requires summoning chamber. Starts with Air1 promotion (can’t learn higher air magic).
Efreeti (requires Monster bonding) National UU, limit 3. Bestial unit. Strength 10+2 fire, 3 moves, cannot enter ocean, flying, requires summoning chamber. Starts with Fire2 promotion (can’t learn higher fire magic)
Magic carpet knights (ok, this needs a new name). Requires Tournaments, Flight. National UU (limit 4). Cannot be built, upgrades from level 4+ unit (knight). Requires joust. Knight with 3 moves, flying, +1 strength.
Dhow (replaces trireme). Same as trireme, but 2 cargo space rather than 0.
Access to handgunners, cannons, cavalry, mercenary, hired assassin, royal guard, longbowmen (no crossbowmen), war chariot, knight, elemental magic.
Ghazi fanatics. (National UU, limit 5, requires fanaticism). Strength 6/3, no metal bonus, moves 1, death doesn’t cause war weariness, cost 25 hammers. Very cheap throwaways.
Summoning chamber, Unique building (replaces Breeding Pit). +1 unhealth, +1 unhappy, +3 research. (Dealing with elemental spirits helps you learn their secrets).
Dao (replaces pegasus, limit 5). Bestial unit, strength 5, 1 move, starts with Earth 1.
Djinni (replaces griffon, limit 3). Bestial unit, Strength 7+2 electrical, 3 moves, flying, cannot enter ocean, requires summoning chamber. Starts with Air1 promotion (can’t learn higher air magic).
Efreeti (requires Monster bonding) National UU, limit 3. Bestial unit. Strength 10+2 fire, 3 moves, cannot enter ocean, flying, requires summoning chamber. Starts with Fire2 promotion (can’t learn higher fire magic)
Magic carpet knights (ok, this needs a new name). Requires Tournaments, Flight. National UU (limit 4). Cannot be built, upgrades from level 4+ unit (knight). Requires joust. Knight with 3 moves, flying, +1 strength.
Dhow (replaces trireme). Same as trireme, but 2 cargo space rather than 0.
Access to handgunners, cannons, cavalry, mercenary, hired assassin, royal guard, longbowmen (no crossbowmen), war chariot, knight, elemental magic.
Cathay (theme: fantasy Imperial china)
Spoiler :
Eastern dragon (replaces red dragon, requires Aerie, requires breeding pit). Same as red dragon but no flying.
Eastern Ogre (replaces troll). Requires Breeding Grounds (troll doesn’t). Strength 6, can use metals, 1 move. No regeneration.
Ogre Mage (replaces griffon, limit 3). Requires breeding grounds, requires breeding pit. Strength 8, can use metals. Starts with Earth1, Fire1, Air1. Can't learn higher level magics.
Shaolin monk. Natioanl UU (limit 5) Requires Priesthood. 6 strength, 1 move, no metal bonuses, +25% vs melee units.
Junk (replaces galley). Same as galley, but can enter ocean. Think early Chinese explorers. Might need to enable barbarian naval units or have sea monsters generated as part of map scripts (like in early FFH builds) for this to be feasible, so that exploration is still very risky and you’re going to lose the unit as soon as a monster finds it).
Army of Clay. (National UU, limit 10). Requires Master of the Earth, construction. Strength 8, no weapon bonuses, 1 move, death does not cause war weariness, cannot earn experience. (Think Luuchirp golems).
Cathay Crossbows. (Replaces Crossbow, limit 10) Same as regular crossbow, but inflicts collateral damage either in combat, barrage or both.
Cathay Longbowmen (replace Longbows, limit 10). Same as regular crossbow, but immune to first strikes. Song dynasty Longbowmen wore 30kg of armor!! Craziness, considering western archers were almost always unarmored or lightly armored.
Access to Knight, Cannon, Handgunner, pikemen elemental magic. War chariot doesn’t feel in flavor.
No access to Cavalry.
Eastern Ogre (replaces troll). Requires Breeding Grounds (troll doesn’t). Strength 6, can use metals, 1 move. No regeneration.
Ogre Mage (replaces griffon, limit 3). Requires breeding grounds, requires breeding pit. Strength 8, can use metals. Starts with Earth1, Fire1, Air1. Can't learn higher level magics.
Shaolin monk. Natioanl UU (limit 5) Requires Priesthood. 6 strength, 1 move, no metal bonuses, +25% vs melee units.
Junk (replaces galley). Same as galley, but can enter ocean. Think early Chinese explorers. Might need to enable barbarian naval units or have sea monsters generated as part of map scripts (like in early FFH builds) for this to be feasible, so that exploration is still very risky and you’re going to lose the unit as soon as a monster finds it).
Army of Clay. (National UU, limit 10). Requires Master of the Earth, construction. Strength 8, no weapon bonuses, 1 move, death does not cause war weariness, cannot earn experience. (Think Luuchirp golems).
Cathay Crossbows. (Replaces Crossbow, limit 10) Same as regular crossbow, but inflicts collateral damage either in combat, barrage or both.
Cathay Longbowmen (replace Longbows, limit 10). Same as regular crossbow, but immune to first strikes. Song dynasty Longbowmen wore 30kg of armor!! Craziness, considering western archers were almost always unarmored or lightly armored.
Access to Knight, Cannon, Handgunner, pikemen elemental magic. War chariot doesn’t feel in flavor.
No access to Cavalry.
Nippon (theme: Feudal Shogunate Japan)
Spoiler :
Ninja (replaces hired assassin). Same as hired assassin, but -20% city attack rather than -50%. (Note, I think all assassins need -1 strength relative to where they are now).
Samurai (replaces Royal guard), limit 5 not 3. Strength 8/9, gains metal bonus, +25% vs melee.
Ashigaru spearmen (replaces Militia Spearman). Same as regular spearmen, but +100% vs mounted units rather than +50%. Improved spearmen, but no access to pikeman.
Kensai. Unique National UU, limit 3, requires Advanced Smithing. Strength 4, can use metals, 1 move, +100% vs hero, +50% vs beast units.
Brain tired, can’t think of any more right now.
Access to handgunners, cannon, cavalry, longbowmen, elemental magic.
No access to Horsearcher, crossbow, war chariot., pikemen.
Samurai (replaces Royal guard), limit 5 not 3. Strength 8/9, gains metal bonus, +25% vs melee.
Ashigaru spearmen (replaces Militia Spearman). Same as regular spearmen, but +100% vs mounted units rather than +50%. Improved spearmen, but no access to pikeman.
Kensai. Unique National UU, limit 3, requires Advanced Smithing. Strength 4, can use metals, 1 move, +100% vs hero, +50% vs beast units.
Brain tired, can’t think of any more right now.
Access to handgunners, cannon, cavalry, longbowmen, elemental magic.
No access to Horsearcher, crossbow, war chariot., pikemen.
*Edit* Fixed Ogre mage.
*Edit2* Also, I think the Empire Halberd should probably be limited to 10, like Pikemen for other factions, given how much it dominates Militia Spearmen and Swordsmen. There are 2 versions of it at the moment that show up in the tech screens (both identical).
*Edit3* Changed Araby monsters.