Psychic_Llamas
Wizard in the Making
PERFECT FOR A SKYRE SKAVEN LEADERHEAD OMFG!
genius epic find orlanth... are there any more like that???
genius epic find orlanth... are there any more like that???
I don't know about warrens. or how HQs are now implemented.
..how about skavenMaxCities is a number based on mapsize, while a city containing a clan HQ is free (or raises skavenMaxCities by one)
...HQs could be created by 'chieftain' units in owned towns.
...these chieftains (national unit?) could require several promotions to gain the FoundClanHQ ability.
What exactly would an undercity do?Do skaven still have the option of creating undercities in enemy towns?
Screaming bell is a siegeweapon imo.
replacement for catapult, but has national unit limit.
can be tolled to enchant skaven (in 1 range? frenzy.)
can be used against cities to bombard defences and maybe unfortify units as their ears bleed.
can crack (detonate!) if tolled too often.

critical failure modes is what skaven tecnolodjie is all about IMHO.
almost every skaven weapon or magic has an option to use it harder and harder untill it explodes in your face.


lots of ideas and most of them superfluous. 
thanks lol - I flipped through an art site a few weeks back and saved any pics potentially WH-appropriate, though there weren't other skaven I'll attach the zip and maybe some of them could work for buttons or other misc art.PERFECT FOR A SKYRE SKAVEN LEADERHEAD OMFG!
genius epic find orlanth... are there any more like that???
Perhaps an experimentation event where the effects aren't apparent for a good ~40 turns or so.. defintely infuriating, possibly fun? You have founded a new city, please choose a Clan to lead it:
-Skyre
-Eschin
-Pestilens
-The-other-one-that-i-always-forget
"reload game when unit goes boom" syndrome should be avoided at all cost.
The warpcannon takes the cannon slot...
Is it not too easy to build? should require skryre hq.
where does this leave the rattlinggun? a warpstone-free skaven cannon?
or jezzails... miniature cannons actually, does alot of damage with first volley, but are slow to reload. can use poisoned (warpstone) bullets.
poisonwind globadiers? I would not make these into a selfcontained unit....but
unit support, antisiege. can be promotion available to rank&file units only in skryreHQ. unit gains area-effect spell "poisoncloud". can scatter, disperses after 1-2 turns.
....I have a suspicion I had this argument before...
I see they lose all city defence boni. this is odd: it is still easier to throw downhill than otherwise.
gameplay mechanisms for plague cencerbearers (and goblin fanatics) ?
as a hidden unit that (somehow) intercepts the first attack the unit (stack) suffers during an enemy turn?
High attack strength, immunity from first strikes. immune to poison. only 1-3 models.
Unit dies after combat has been resolved.
assasins. an unit-ability to first strike or a +50% vs heroes? Or a seperate hidden unit that can perform assasination spy actions versus fortified units and cities?
I see that steampower is ruled out.
I had assumed the doomwheel was the steam-tank equivalent... it however runs on warplightning and rats ... obviously.![]()
I don't understand what you mean by "partizan". Unless you mean like partisans from civ2 generated when a city dies? Seems like an annoying new mechanic.partizan unit: rat swarm?
Free slaves.
(I read the burrows text wrongly, at first thought it gave a free unit every unit built)
maybe can be conscripted by warlords from warren cities, halving their population and adding a big stack of upkeep-free slave units. who do not add to war-weariness
black skaven: axemen elite melee troops. (Less armoured then stormvermin.)
kinda like black orcs.
stormvermin could be an upgrade possibility of blackskaven at level 5 or so, maybe even national unit (max10).
Don't understand the pestilens unit(s)...are you suggesting only a special priest-type unit?
Half the skaven armies are made up of plaguemonks in the 'current time' warhammer world remember. There really should be a deseased, but tough plaguemonk unit available only at pestilensHQ in lieu of clanrat units.
Maybe Jezzails could get +1 poison and extra firststrike chance with less base strength to represent the strong 1st volley with terrible reload.
Perhaps an experimentation event where the effects aren't apparent for a good ~40 turns or so.. defintely infuriating, possibly fun?
What are yalls ideas re the Warpstone resource? Skaven are meant to be constantly searching for more but with the Civ4 system once they get access to one source they're pretty much set
IIRC all resources dry up eventually, the frequency is somewhere in the XML.
So I suggest a very high rate of warpstone use-uppage, with the event
Remember that the AI might not build all the HQs - and on smaller maps, you *can't* build all the hqs because you can't get 4 cities.
The rattlinggun seemed unnecessary - its role is basically that of the warplightning cannon and the jezzails. So I left it out.
More an oversized musket than a minature cannon - I think they fit fine in the handgunner slot (remember that only a few factions get anything in this slot, most can't research rifling).
same...Really? These seem to be a separate unit in the Skaven things I've seen, including the latest catalogs.
What is a doomwheel? I'd be fine with giving them steampower if there was a unit that fit the role.

The Giant Rat (troll replacement) was designed to be the rat swarm; immortality seems to suit; throw the rat swarm at an enemy unit to weaken it a little, it dies and reappears in your capital. Rinse and repeat.
Each rat isn't immortal, but the swarm as a whole is.
And have both clanrats, and both black skaven (but not Stormvermin), duplicated by the Skaven Burrows building.
I think this could be adequately driven by giving their heroes and maybe their archmage, and maybe the engineer, warpstone affinity. So they increase strength with more warpstone resources.
That way the faction is weak with no warpstone, good with 1 warpstone, and gets a little bit stonger with each extra, but doesn't get imba if you happen to get access to lots.
Plus, the AI (which won't understand the value of extra warpstone) won't get screwed by having only 1.
Bad idea I think, this would tend to just screw the AI.
all skaven units should duplicate but national limits still cap at the same number.
Skaven should get a mine upgrade "Warpstone Shaft" which has a higher than normal chance of discovering warpstone every turn (and an extra hammer).
perhaps a skaven spell which can be cast on a warpstone source removing it (worker only? requires a lot of turns?), to turn it into an item such as 'Refined Warpstone' can be moved to a true city and sacrificed to build a 'Warpstone Refinary', which brings back the concept of 'Power' ala nuclear power plants in Vanilla civ granting additional hammers and unit mutation rates.
The point of the mechanic is to create huge swarms of core units, not help them field tons of specialists. We want huge mobs of weak clanrates, not tons of elite units everywhere.
I think the extra hammer would be too much (on top of the bonus for skaven cottages). But I wouldn't mind skaven mines having a slightly higher warpstone discovery rate (maybe double?).
I also think its better to have some of these bonuses come from unique Skaven techs, rather than from different improvements. So if you really wanted +1hammers, just give them +1 hammers from mines from a tech, rather than creating a new improvement that does the same thing as a mine. This way, enemies who capture Skaven cities (or who culturally conquer Skaven territory) don't somehow get superior improvements.
Don't know if its possible for a tech to increase the spawn rate, but if so that would be good.
It would be hard to get the AI to understand something which required bringing a resource back to a city.

it wont make tonnes of rare units because the caps are the same. still only 10 pikemen equivilents. the warren just means they can build to the cap faster. the core units like basic warriors would have no cap though. so in theory massive armies or cannon fodder.
thats also true, though i still want Warpstone refinary to provide power ala Vanilla civ
I kind of like that harvest idea, I think if you gave it UNITAI_CITYDEFENSE it would automatically move back to the city and autocreate its building like that Crown in FfH. Affinity though would also work fine.
when a clan is chosen an automatic wonder is built in that city ie 'Skyre HQ', each HQ would have different unit bonuses and attributes (NOTE: NOT unit requirements, just boosts)
The point of the mechanic is to shift production away from the specialists towards the bulk/mass units. You want it to sometimes be worth building the core/fodder units rather than just building the elite one. If the warrens doubles only core units, you get this effect. If the warrens doubles all units, there is no such relative change.
What is the differential effect between a building getting +25% with power and power coming from warpstone, and getting +25% bonus from warpstone? None.
Unless you want to create separate buildings; both a factory and a powerplant. I don't really see any need for this.
The power mechanic is slightly different in vanilla because there are many different power plants you can build. Not so here, so I don't see the point of getting a separate power plant.
True, it seems possible. But it still seems like needless micromanagement busywork. When there is warpstone on a tile and my citizens are working it, they are carving up warpstone and carrying it back to my city. But I don't have to micromanage them doing it.
The only point in having something spawn and have to be carried back home is if it spawns a long distance from where it needs to go, and so is vulnerable on the way (like treasure chests in Colonisation or alien artifacts in SMAC). If it spawns in friendly territory, then having to carry it home is just an extra few mouseclicks to no strategic purpose.
I prefer the National Wonder route. If the HQs give any kind of bonus research or culture or whatever, we definitely don't want them available for free to newly founded cities. That would be too strong in the early game. Its better to make the player have to spend some time and hammers investing in their construction. If we make them fairly cheap, the AI WILL build them, but not until the city has developed some. The AI is pretty good at building wonders.
I do also like the idea of an HQ unit requirement for the speciality units of each clan.