Chandrasekhar
Determined
Alright, seems like there's no specific locale to discuss dragons here, and everyone knows that dragons are cool, so I've decided to make a thread to discuss the implementation of these awesome creatures.
Now, dragons are known to, especially in a dark fantasy setting, generally go about rampaging and stuff, not really controlled by anyone, but feared by all. Therefore, I propose that we use dragons as barbarian UUs to replace the units which really don't fit common defenitions of "barbarian." So, no chariots or marksmen for the barbs. I think that dragons should begin to replace tier 3 and 4 units, and should probably be stronger than units of that same tier, if not by much. The Clan of Embers also probably shouldn't get them. I know this is all speculation at this point, but I've decided to write down some ideas here, even if the team decides to go with something different. On to the lists!
Tier 3 Dragons:
Base Unit: Chariot
Draconic Unit: White Dragon
Strength: 7
Movement: 2
Abilities: Ignores movement costs
Starting Promotions: Vulnerable to fire
Comments: Little more than glorified beasts, the white dragons are smaller, weaker, and stupider than their other draconic cousins. Still, they are a force to be reckoned with. <Perhaps when ice spells are introduced, the white dragon might be able to cast a simple spell.
Base Unit: Horse Archer
Draconic Unit: Blue Dragon
Strength: 6
Movement: 3
Abilities: Withdraw 20% chance, ignores movement costs, 1-2 first strikes
Starting Promotions: Vulnerable to water/ice (if implemented)
Comments: The Malakim have learned that not all winged shadows on the desert sands are birds. The blue dragons blend in perfectly with the hot sky, and will call down heat lighting before engaging in melee combat. <If electricity spells are implemented, these should get some. If not, maybe a sun spell or two could be appropriate.>
Base Unit: Ranger
Draconic Unit: Black Dragon
Strength: 8
Movement: 2
Abilities: Ignore movement costs, +25% jungle defense
Starting Promotions: Diseased, water walking, amphibious, sorcery, death I, death II, entropy II
Comments: From the dark swamps come the putrid and hideous black dragons. These bestial yet cunning creatures boast some spellcasting ability aside from their brute strength.
Base Unit: Longbowman
Draconic Unit: Green Dragon
Strength: 6
Movement: 3
Abilities: Ignore movement costs, +50% forest attack, +50% jungle attack, +25% hills attack, 2 first strikes
Starting Promotions: Sorcery, Mind I, sentry I
Comments: No matter where you hide, the green dragon can find you. It's known for it's ability to remain unhindered by the terrain that a person is hiding in, and can move and see far enough to reach its targets unerringly.
Base Unit: Maceman
Draconic Unit: Red Dragon
Strength: 9
Movement: 3
Abilities: Causes collateral damage (10%), ignores movement costs, +25% city attack
Starting Promotions: Medic I, march, divine, fire II
Comments: Mightiest of the dragons, the red dragon excells in the fine art of destruction. It's spellcasting abilities and proficiency at attacking cities make it a force to be feared.
Tier 4 Dragons
Base Unit: War Chariot
Draconic Unit: White Wyrm
Strength: 13
Movement: 2
Abilities: Ignores movement costs, can move through impassable terrain
Starting Promotions: Vulnerable to fire, magic resistant, (maybe sorcery and a higher ice spell, if implemented)
Comments: The few white dragons that have survived the merciless test of time have become something greater. These more mature dragons are stronger than any of their younger cousins, though still weaker than their ancient brethren.
Base Unit: Camel Archer
Draconic Unit: Blue Wyrm
Strength: 12
Movement: 3
Abilities: Withdraw 50% chance, ignores movement costs, 2-3 first strikes
Starting Promotions: Vulnerable to water/ice (if implemented), magic resistant, march
Comments: A wise man would rather see a dust storm closing around him than a blue wyrm miles away. These predators are mighty, and have the irritating habit of fleeing before dying, meaning that they often live to terrorize their prey again.
Base Unit: Beastmaster
Draconic Unit: Black Wyrm
Strength: 15
Movement: 2
Abilities: Ignore movement costs, +25% jungle defense, 20% withdraw chance
Starting Promotions: Diseased, water walking, amphibious, sorcery, fear, death I, death II, entropy II, entropy III, earth II, magic resistant
Comments: Some consider the black wyrm to be the foulest creature on earth. It's certainly one of the most deadly. Its spellcasting abilities are supplemented by a high strength, and it uses both to deadly effect.
Base Unit: Marksman
Draconic Unit: Green Wyrm
Strength: 12
Movement: 4
Abilities: Can see stealth, ignores movement costs, +50% forest attack, +50% jungle attack, +25% hills attack, can move through impassable terrain, 3 first strikes
Starting Promotions: Marksman, magic resistant, sorcery, mind I, mind III, blitz, sentry I
Comments: By far the most cunning, resourceful, and malevolent of the dragons, the green wyrms are not to be trifled with. They are far more formidable than their lower (by draconic standards) strength would suggest.
Base Unit: Immortal
Draconic Unit: Red Wyrm
Strength: 16
Movement: 3
Abilities: Causes collateral damage (15%), ignores movement costs, +50% city attack, can bombard defenses (-25% per turn)
Starting Promotions: Medic I, march, fear, divine, fire II, fire III
Comments: The red wyrm is truly a terror to behold. They command the respect of even other dragons. A city targeted by one had best flee or prepare to die with honor, as red wyrms are the toughest non-unique units to beat.
So, that's it for the list as far as I was thinking when I started this thread. Please feel free to make modifications or suggestions if you think anything here could be made better. Also, feel free to make suggestions for other types of dragons. There's still units out there that the barbarians could get replaced!
Now, dragons are known to, especially in a dark fantasy setting, generally go about rampaging and stuff, not really controlled by anyone, but feared by all. Therefore, I propose that we use dragons as barbarian UUs to replace the units which really don't fit common defenitions of "barbarian." So, no chariots or marksmen for the barbs. I think that dragons should begin to replace tier 3 and 4 units, and should probably be stronger than units of that same tier, if not by much. The Clan of Embers also probably shouldn't get them. I know this is all speculation at this point, but I've decided to write down some ideas here, even if the team decides to go with something different. On to the lists!
Tier 3 Dragons:
Base Unit: Chariot
Draconic Unit: White Dragon
Strength: 7
Movement: 2
Abilities: Ignores movement costs
Starting Promotions: Vulnerable to fire
Comments: Little more than glorified beasts, the white dragons are smaller, weaker, and stupider than their other draconic cousins. Still, they are a force to be reckoned with. <Perhaps when ice spells are introduced, the white dragon might be able to cast a simple spell.
Base Unit: Horse Archer
Draconic Unit: Blue Dragon
Strength: 6
Movement: 3
Abilities: Withdraw 20% chance, ignores movement costs, 1-2 first strikes
Starting Promotions: Vulnerable to water/ice (if implemented)
Comments: The Malakim have learned that not all winged shadows on the desert sands are birds. The blue dragons blend in perfectly with the hot sky, and will call down heat lighting before engaging in melee combat. <If electricity spells are implemented, these should get some. If not, maybe a sun spell or two could be appropriate.>
Base Unit: Ranger
Draconic Unit: Black Dragon
Strength: 8
Movement: 2
Abilities: Ignore movement costs, +25% jungle defense
Starting Promotions: Diseased, water walking, amphibious, sorcery, death I, death II, entropy II
Comments: From the dark swamps come the putrid and hideous black dragons. These bestial yet cunning creatures boast some spellcasting ability aside from their brute strength.
Base Unit: Longbowman
Draconic Unit: Green Dragon
Strength: 6
Movement: 3
Abilities: Ignore movement costs, +50% forest attack, +50% jungle attack, +25% hills attack, 2 first strikes
Starting Promotions: Sorcery, Mind I, sentry I
Comments: No matter where you hide, the green dragon can find you. It's known for it's ability to remain unhindered by the terrain that a person is hiding in, and can move and see far enough to reach its targets unerringly.
Base Unit: Maceman
Draconic Unit: Red Dragon
Strength: 9
Movement: 3
Abilities: Causes collateral damage (10%), ignores movement costs, +25% city attack
Starting Promotions: Medic I, march, divine, fire II
Comments: Mightiest of the dragons, the red dragon excells in the fine art of destruction. It's spellcasting abilities and proficiency at attacking cities make it a force to be feared.
Tier 4 Dragons
Base Unit: War Chariot
Draconic Unit: White Wyrm
Strength: 13
Movement: 2
Abilities: Ignores movement costs, can move through impassable terrain
Starting Promotions: Vulnerable to fire, magic resistant, (maybe sorcery and a higher ice spell, if implemented)
Comments: The few white dragons that have survived the merciless test of time have become something greater. These more mature dragons are stronger than any of their younger cousins, though still weaker than their ancient brethren.
Base Unit: Camel Archer
Draconic Unit: Blue Wyrm
Strength: 12
Movement: 3
Abilities: Withdraw 50% chance, ignores movement costs, 2-3 first strikes
Starting Promotions: Vulnerable to water/ice (if implemented), magic resistant, march
Comments: A wise man would rather see a dust storm closing around him than a blue wyrm miles away. These predators are mighty, and have the irritating habit of fleeing before dying, meaning that they often live to terrorize their prey again.
Base Unit: Beastmaster
Draconic Unit: Black Wyrm
Strength: 15
Movement: 2
Abilities: Ignore movement costs, +25% jungle defense, 20% withdraw chance
Starting Promotions: Diseased, water walking, amphibious, sorcery, fear, death I, death II, entropy II, entropy III, earth II, magic resistant
Comments: Some consider the black wyrm to be the foulest creature on earth. It's certainly one of the most deadly. Its spellcasting abilities are supplemented by a high strength, and it uses both to deadly effect.
Base Unit: Marksman
Draconic Unit: Green Wyrm
Strength: 12
Movement: 4
Abilities: Can see stealth, ignores movement costs, +50% forest attack, +50% jungle attack, +25% hills attack, can move through impassable terrain, 3 first strikes
Starting Promotions: Marksman, magic resistant, sorcery, mind I, mind III, blitz, sentry I
Comments: By far the most cunning, resourceful, and malevolent of the dragons, the green wyrms are not to be trifled with. They are far more formidable than their lower (by draconic standards) strength would suggest.
Base Unit: Immortal
Draconic Unit: Red Wyrm
Strength: 16
Movement: 3
Abilities: Causes collateral damage (15%), ignores movement costs, +50% city attack, can bombard defenses (-25% per turn)
Starting Promotions: Medic I, march, fear, divine, fire II, fire III
Comments: The red wyrm is truly a terror to behold. They command the respect of even other dragons. A city targeted by one had best flee or prepare to die with honor, as red wyrms are the toughest non-unique units to beat.
So, that's it for the list as far as I was thinking when I started this thread. Please feel free to make modifications or suggestions if you think anything here could be made better. Also, feel free to make suggestions for other types of dragons. There's still units out there that the barbarians could get replaced!