Perhaps 'spears' can be implemented as an option that can be bought for x units (or x% of total units) (in effect upgrading them to a new unittype).
Purchasing upgrades is just a bad idea given the civ engine. Lots of warhammer players have suggested it because they want to mimic the tabletop mechanics, but it just won't work with the engine; the AI knows how to build units and upgrade them, but it will never understand how to intelligently purchase upgrades for gold.
We can just create a tier1 clanrate spearman unit, but not give them them a tier2 spearman unit (stormvermin are a tier2 halbardier, which is less effective than spearmen against cav, though more effective against melee)
Skaven's defenses against cavalry are sheer numbers and withdrawal chance.
Seers, grey seers, seer lords are born prophets of the Horned rat and this magic is chaotic in nature (laced with strife and corruption) Ingestion of warpstone gives them access to raw power.
So, lets just make Seer a hedgewizard replacement, grey seer a mage replacement, and seer lords an archmage replacement.
Make Magic of the Horned Rate a researchable tech (not one they start with for free) that requires Raw magic, but is fairly expensive.
Seer requires Raw Magic tech, starts with channeling 1 and skaven magic 1 promotions.
Grey Seer requires Magic of the Horned Rat, starts with channeling 2 and skaven magic 2 promotions.
Seer Lord requires Magic of the Horned Rat and Arcane Lore, starts with channeling 3 and skaven magic 3 promotions. Possibly give it lower base strength and warpstone affinity?
Allow Skaven to research Winds of Magic, and Lore of Shadows magic. Add an OR requirement to Shadow Magic 1 promotion as works with elven magic and winds magic.
Don't be offended by my slews of suggestions:
My methodus operandi is to suggest a lot of ideas and possible mechanisms for all kinds of stuff, and usually several conflicting ideas at once.
I am absolutely fine with this; criticisms and more suggestions are the only way a mod gets better. But don't be offended if/when I recommend against many/most of them as not particularly workable. I think controlling feature creep is one of my prime functions on the team.
Mini-mods worked before to test out rival or unconventional concepts.
I don't think we really have enough coders/time to create a bunch of unusual "whatif" features. It is much better IMO to focus on core mod features - like actually getting Skaven implemented as a playable faction.
I think that we would be able to do this once we pin down the combat system changes (ie greater unit specialisation) and tech tree changes.
The design of Skaven seems fairly complete.
What are your thoughts on the implementation in the design of the various Skaven units?
How do you feel about:
a) the sprawling trait (limiting Skaven to a few megacities)
b) The skaven warrens, unique civic, improved cottages, and extra industry buildings to compensate for this (without these, Kuriotates fail in FFH)
c) the Clan HQ national wonders