Ahriman
Tyrant
It occurs to me that we never really got a very clear High Elf/Dark elf design.
This post is designed to update the bits and pieces we had into the current design structure.
High Elves
Racial building (present in all cities). -10% food, -10% military production, +3 health, +20% GPP.
Racial promotion (present on all units except siege and beasts). High elven (asur), gives +1 movement, +1 first strike chance.
"Ambusher" promotion; unit gains the "Stage ambush" spell and the "Reveal" spell.
"Ambushing" promotion turns the unit invisible, gives +1 first strike, and is removed after combat 100%.
"Stage ambush" spell: takes 2 turns to cast (like FFH bloom). Unit gains the "Ambushing" promotion.
"Reveal" spell: removes the "Ambushing" promotion. (AI will never cast this spell).
Unique building:
Forge of Vaul (replaces weaponsmith). +10% military production. All new units produced in this city (that are eligible for meteoric iron) get the Ithrilmar armor promotion, if the city has access to the meteoric iron resource.
Ithrilmar armor gives +15% strength, +1 first strike. (As opposed to meteoric iron which gives +10% strength and 1 first strike chance, and gromrilarmor which gives +1 strength).
Unit roster:
Warrior
Scout
Axeman warband
Spearman warband
Horseman warband (=ancient cavalry)
Militia archer
Militia swordsmen
Militia spearmen
Phoenix Guard (replaces royal guard)
Band of shadow warriors (replaces hunter)
Strength 4. No metal weapons. Can use wartats. 2 moves. Can see hidden animals. Can build camp and corral. -30% city strength. Better results from tribal villages. +50% vs animals. +50% vs beasts. Starts with ambusher promotion
Hammer cost: 50.
Band of Shadowwalkers (replaces ranger).
Strength 6. No metal weapons. Can use wartats. 2 moves.
Can see hidden animals. Can see invisible units Can build camp and corral. -30% city strength.
Better results from tribal villages. Can move through impassable terrain. +50% vs animals.
+50% vs beasts. Starts with Ambusher promotion.
Hammer cost: 140.
Tiranoc chariot (replaces chariot). Same as normal chariot, but -1 movement point (because it gets +1 movement from high elf promotion)
Chrace War Chariot (replaces war chariot). Same as warchariot, but -1 movement.
Giant Eagle (replaces troll): strength 5, aircraft fighter, range 5, can airstrike (no collateral), can intercept. Hammer cost 120, builds 50% faster with aerie. Beast class.
Griffon (replaces giant). Strength 9, 1-2 first strikes, 3 moves, flying. Requires aerie.
Emperor dragon. Same as red dragon, but holy strength instead of fire strength. Requires aerie.
Ellyrian reavers (replaces lancer). Same as lancer, but -1 movement (because it gets +1 movement from high elf promotion)
Silver Helms (replaces knight, standard knight but with -1 movement because of high elf promotion)
Dragon prince. Upgrades from level 4 knight, same as silver helm but
No access to catapult.
Eagle claw (replaces ballista). Same as ballista.
No access to cannons
No crossbow.
Longbowmen
Swordmasters of Hoeth (replace pikemen). Strength 6, can use metal weapons, +25% vs melee, +25% vs shock cavalry.
(Doesn't require palace, this is an unncessary restriction).
White Lions (crusader). Require fanaticism tech. Strength 4+2holy, can use metal weapons. +25% vs demon.
(Doesn't require palace, this is an unncessary restriction).
No handgunners
No cavalry
No steamtank.
Dark Elves.
Racial building (present in all cities). -15% military production.
Racial promotion (present on all units except siege and beasts). Dark elven (druichii), gives +1 movement, +1 first strike chance.
Blast Furnace (replaces weaponsmith). +10% military production. All new units produced in this city (that are eligible for meteoric iron) get the Adamantite armor promotion, if the city has access to the meteoric iron resource.
Admantite armor gives +15% strength, +1 first strike. (As opposed to meteoric iron which gives +10% strength and 1 first strike chance, and gromrilarmor which gives +1 strength).
Warrior
Scout
Axeman warband
Spearman warband
Horseman warband (=ancient cavalry)
Militia repeater crossbow (replace militia archer). Same as militia archer, but -1 defense strength and +25% vs melee units.
Corsairs (replace Militia swordsmen) Same as militia swordsmen, but starts with amphibious promotion.
Militia spearmen
Black guard (replaces royal guard)
Druichii Hunters (replaces hunter)
Strength 4. No metal weapons. Can use wartats. 2 moves. Can see hidden animals. Can build camp and corral. -30% city strength. Better results from tribal villages. +50% vs animals. +50% vs beasts. Starts with ambusher promotion
Hammer cost: 50.
Band of Shades (replaces ranger).
Strength 6. No metal weapons. Can use wartats. 2 moves.
Can see hidden animals. Can see invisible units Can build camp and corral. -30% city strength.
Better results from tribal villages. Can move through impassable terrain. +50% vs animals.
+50% vs beasts. Starts with Ambusher promotion.
Hammer cost: 140.
Cold one chariot (replaces chariot). Same as normal chariot, but -1 movement point (because it gets +1 movement from high elf promotion)
No access to warchariot.
Dark Pegasus rider (replace troll): strength 5, aircraft fighter, range 5, can airstrike (no collateral), can intercept . Hammer cost 120, +50% build with aerie.
Harpy (replace giant): strength 7, range 5 fighter, can airstrike (no collateral), can intercept. requires aerie.
Manticore (also giant slot): Strength 8+1 poison, 1-2 first strikes, 3 moves, flying.
Hydra (replace beastmaster): strength 12+2 poison, 1 move, regenerating. Requires breeding grounds.
Black dragon (replace red dragon). Same as red dragon.
Dark riders (replaces lancer). Same as lancer, but -1 movement (because it gets +1 movement from dark elf promotion)
Cold One Knights (replaces knight, standard knight but with -1 movement because of dark elf promotion, -1 strength, cause fear)
No access to catapult.
Repeater bolt thrower. Same as ballista.
No access to cannons
No access to longbowmen.
Repeater crossbows. (replace crossbow). Same as crossbow.
Executioner (replace pikemen). Strength 6, can use metal weapons, +25% vs melee, +25% vs shock cavalry.
(Doesn't require palace, this is an unncessary restriction).
Witchelves (crusader). Require fanaticism tech. Strength 4+2unholy, can use metal weapons. +25% vs disciple class.
(Doesn't require palace, this is an unncessary restriction).
No handgunners
No cavalry
No steamtank.
Note that while many infantry units are "vanilla", these units are significantly superior to basic core units because of the extra movement from the racial trait.
Mage units as in the old version.
Suggestions, comments, alternatives welcome.
This post is designed to update the bits and pieces we had into the current design structure.
High Elves
Spoiler :
Racial building (present in all cities). -10% food, -10% military production, +3 health, +20% GPP.
Racial promotion (present on all units except siege and beasts). High elven (asur), gives +1 movement, +1 first strike chance.
"Ambusher" promotion; unit gains the "Stage ambush" spell and the "Reveal" spell.
"Ambushing" promotion turns the unit invisible, gives +1 first strike, and is removed after combat 100%.
"Stage ambush" spell: takes 2 turns to cast (like FFH bloom). Unit gains the "Ambushing" promotion.
"Reveal" spell: removes the "Ambushing" promotion. (AI will never cast this spell).
Unique building:
Forge of Vaul (replaces weaponsmith). +10% military production. All new units produced in this city (that are eligible for meteoric iron) get the Ithrilmar armor promotion, if the city has access to the meteoric iron resource.
Ithrilmar armor gives +15% strength, +1 first strike. (As opposed to meteoric iron which gives +10% strength and 1 first strike chance, and gromrilarmor which gives +1 strength).
Unit roster:
Warrior
Scout
Axeman warband
Spearman warband
Horseman warband (=ancient cavalry)
Militia archer
Militia swordsmen
Militia spearmen
Phoenix Guard (replaces royal guard)
Band of shadow warriors (replaces hunter)
Strength 4. No metal weapons. Can use wartats. 2 moves. Can see hidden animals. Can build camp and corral. -30% city strength. Better results from tribal villages. +50% vs animals. +50% vs beasts. Starts with ambusher promotion
Hammer cost: 50.
Band of Shadowwalkers (replaces ranger).
Strength 6. No metal weapons. Can use wartats. 2 moves.
Can see hidden animals. Can see invisible units Can build camp and corral. -30% city strength.
Better results from tribal villages. Can move through impassable terrain. +50% vs animals.
+50% vs beasts. Starts with Ambusher promotion.
Hammer cost: 140.
Tiranoc chariot (replaces chariot). Same as normal chariot, but -1 movement point (because it gets +1 movement from high elf promotion)
Chrace War Chariot (replaces war chariot). Same as warchariot, but -1 movement.
Giant Eagle (replaces troll): strength 5, aircraft fighter, range 5, can airstrike (no collateral), can intercept. Hammer cost 120, builds 50% faster with aerie. Beast class.
Griffon (replaces giant). Strength 9, 1-2 first strikes, 3 moves, flying. Requires aerie.
Emperor dragon. Same as red dragon, but holy strength instead of fire strength. Requires aerie.
Ellyrian reavers (replaces lancer). Same as lancer, but -1 movement (because it gets +1 movement from high elf promotion)
Silver Helms (replaces knight, standard knight but with -1 movement because of high elf promotion)
Dragon prince. Upgrades from level 4 knight, same as silver helm but
No access to catapult.
Eagle claw (replaces ballista). Same as ballista.
No access to cannons
No crossbow.
Longbowmen
Swordmasters of Hoeth (replace pikemen). Strength 6, can use metal weapons, +25% vs melee, +25% vs shock cavalry.
(Doesn't require palace, this is an unncessary restriction).
White Lions (crusader). Require fanaticism tech. Strength 4+2holy, can use metal weapons. +25% vs demon.
(Doesn't require palace, this is an unncessary restriction).
No handgunners
No cavalry
No steamtank.
Dark Elves.
Spoiler :
Racial building (present in all cities). -15% military production.
Racial promotion (present on all units except siege and beasts). Dark elven (druichii), gives +1 movement, +1 first strike chance.
Blast Furnace (replaces weaponsmith). +10% military production. All new units produced in this city (that are eligible for meteoric iron) get the Adamantite armor promotion, if the city has access to the meteoric iron resource.
Admantite armor gives +15% strength, +1 first strike. (As opposed to meteoric iron which gives +10% strength and 1 first strike chance, and gromrilarmor which gives +1 strength).
Warrior
Scout
Axeman warband
Spearman warband
Horseman warband (=ancient cavalry)
Militia repeater crossbow (replace militia archer). Same as militia archer, but -1 defense strength and +25% vs melee units.
Corsairs (replace Militia swordsmen) Same as militia swordsmen, but starts with amphibious promotion.
Militia spearmen
Black guard (replaces royal guard)
Druichii Hunters (replaces hunter)
Strength 4. No metal weapons. Can use wartats. 2 moves. Can see hidden animals. Can build camp and corral. -30% city strength. Better results from tribal villages. +50% vs animals. +50% vs beasts. Starts with ambusher promotion
Hammer cost: 50.
Band of Shades (replaces ranger).
Strength 6. No metal weapons. Can use wartats. 2 moves.
Can see hidden animals. Can see invisible units Can build camp and corral. -30% city strength.
Better results from tribal villages. Can move through impassable terrain. +50% vs animals.
+50% vs beasts. Starts with Ambusher promotion.
Hammer cost: 140.
Cold one chariot (replaces chariot). Same as normal chariot, but -1 movement point (because it gets +1 movement from high elf promotion)
No access to warchariot.
Dark Pegasus rider (replace troll): strength 5, aircraft fighter, range 5, can airstrike (no collateral), can intercept . Hammer cost 120, +50% build with aerie.
Harpy (replace giant): strength 7, range 5 fighter, can airstrike (no collateral), can intercept. requires aerie.
Manticore (also giant slot): Strength 8+1 poison, 1-2 first strikes, 3 moves, flying.
Hydra (replace beastmaster): strength 12+2 poison, 1 move, regenerating. Requires breeding grounds.
Black dragon (replace red dragon). Same as red dragon.
Dark riders (replaces lancer). Same as lancer, but -1 movement (because it gets +1 movement from dark elf promotion)
Cold One Knights (replaces knight, standard knight but with -1 movement because of dark elf promotion, -1 strength, cause fear)
No access to catapult.
Repeater bolt thrower. Same as ballista.
No access to cannons
No access to longbowmen.
Repeater crossbows. (replace crossbow). Same as crossbow.
Executioner (replace pikemen). Strength 6, can use metal weapons, +25% vs melee, +25% vs shock cavalry.
(Doesn't require palace, this is an unncessary restriction).
Witchelves (crusader). Require fanaticism tech. Strength 4+2unholy, can use metal weapons. +25% vs disciple class.
(Doesn't require palace, this is an unncessary restriction).
No handgunners
No cavalry
No steamtank.
Note that while many infantry units are "vanilla", these units are significantly superior to basic core units because of the extra movement from the racial trait.
Mage units as in the old version.
Suggestions, comments, alternatives welcome.