Hi
@Xalarak , so glad you made it to the forum! Welcome!
Great point about the Komando, will make adjustments, and possibly bump up their stats or give them a possibile upgrade.
Sneaky Gits should not be 10 shields, should be somewhere between 50-70. Great catch, will fix for next version!
Thanks for pointing out the colors of the races. Pink is very distinct and helps differentiate the beastmen from other races. Since there are several races (Iirc) that have a brownish color, I didn't want border lines hard to differentiate if race borders were adjacent. But I'll take a look at this!
The Champion graphic, as small as it is, could look like a green-skinned lizard, I never noticed space-marine-ness. Let me check on this one and see if there's a replacement graphic.
We'll update nightbringer description, thanks!
Let me check the color for night elves vs dark elves, thanks for the call-out!
Thanks for the suggestionns on artillery pieces/coastal fortress. You make a good point and we'll review this!
Balrog might just be upgraded for the next version, thanks again. Will have to check their ratings/shield efficiency vs Cave Trolls and similar units.
For the upgraded Quarreler's, I'm seeing that range stays at 2. Where are you seeing that it decreased?
For Dark Elves and Chaos Dwarves, current city design is already somewhat 'dark' in my opinion, albiet not as evil as the burning legion or undead, for instance. Our goal was to ensure that there was a more even distribution of city graphics. If if there's 5 city graphics, the amount of races with each type of graphic should be (almost) equal, so that maps aren't populated with all of the same city graphic type. I'll have to check on the distribution for this, thanks for bringing this up!
In version 3.0, there will also be unique 'citizens' on the city selection screen (where you choose what to build), and that is also limited to 5 total and aligns with city graphics type. So like undead citizens will actually look like undead citizens and not humans. So we might have to find a happy medium here regarding the city graphics.
Yes, there is a plan for new units for the existing races, although probably not for all races (at least not in the next version 3.0 yet... but soon after that version most likely).
Nordic faction is an interesting idea, and may come later! You're right, lots of graphics available. The 2 new races for the upcoming version 3.0 (probably 6-12 months away from being completed) will be the Gnolls and the Nation of Rohem (militaristic but good hearted humans). Unique traits for the new races are not 100% decided yet, but there are some things that we've already been working on. For example, the Gnolls will be the only race that can build Scent Trails (upgraded roads similar to railroads) to allow them to move faster and gain more from irrigation/mines.
Heroes will most likely only be present in version 3.0 in the Azura Map scenario or the mission (storyline) scenarios (mission 1, mission 2, etc). On the Azura Map, Heros will be able to level up, and each race will only have one. These storyline missions might have different gamplay than regular games, and some missions will have a more RPG feel (talk to NPC's, etc.). In the mission scenarios, they might have different abilities such as summoning spells. In missions, most games will fail if your heroe(s) dies.
The Azura World map will be an alternate gameplay mode to the standard random map mode. It will feature a full 'globe' of the world of Azura, with landscape that matches storyline elements. Great Wonders on the Azura map will only be able to be built in one location, not any city like in random map mode. For instance, Hope's Temple is a Hobbit Wonder, so only the tile on or near where the Hobbits start the game on the Azura map will be eligible to build Hope's Temple. We are also considering implementing other unique features on the Azura map, including Heroes and possibly Caravans (bringing a trade caravan to a certain location will net you additional gold), but not 100% sure about this yet. On the Azura map, we are also considering adding ship-traversable rivers. So basically wider rivers that Ships can actually go through, with Bridges at certain points so that land units can cross the wider rivers.
Yes, we are able to make our own units, but most units are conversions from non-civ games. For instance, the Water Elemental you see in the game is one we manually converted from Warcraft, and then created a unique attack animation for it. If you are interested in learning more about unit creation, let me know. It is quite tedious, to be honest.
Thanks again for all your great suggestions. One thing you will notice is that most players' suggestions do indeed find a way to make it onto the mod. This mod is a group effort, and everyone's input is valuable in shaping subsequent updates for this mod. Thanks so much! I'm sure we will keep sharing ideas back and forth!