Continued...
Next comes the bad guys!
Starting with the powerful
Warlock faction, who just like in HoMM2 favour the dark volcanic wastelands. These starting lands give them a harder start than the other factions, so they will need to rely on the fertile river lands while cultivating the volcanic lands. Where the Warlock's really excel is in powerful flying* units, so if they can survive their rough start and establish a good economy then they will be able to quickly expand and overwhelm their neighbours. If they survive long enough to reach the deadliest unit in the game, their mighty Black dragon, the world will be theirs! They also start quite near the legendary Dragon City which if conquered offers great rewards.
Next comes the
Barbarian faction, who normally occupied desert, cracked and dirt/plains areas of HoMM2 however since those terrain types are used by other factions and the Barbarian castle screen has more of a cold tundra look I've given them lands that are a mix of cold snow, damp swamp, dirt/plains and grasslands. Similar to the Knights the Barbarians lack flying* units and special abilities, however their lands are quite fertile and their units are cheap, so quick growth and a strong economy will allow them to field large numbers of their strongest units like the Cyclops.
Then comes the last of the original 6 factions, the evil
Necromancer faction. The Necromancer's live in the dark swamp regions where many an unfortunate soul has wandered into and never returned. While their castle screen looks more volcanic I felt they'd better suit the swamps on the map due to it's dead trees and graveyards! The Necromancer's starting units are not the strongest however it's lands are quite large so if they can survive long enough to get to their multiple high tier flying* units like the Bone Dragon then they will become a force to be reckoned with.
Lastly comes our special bonus 7th Civ, the
Neutrals faction. The Neutrals are an alliance of previously unaligned creatures that the other expanding factions have pushed out of their homelands into the hostile desert regions. While seemingly an odd match-up of creatures they are united in their cause of pushing back against the other factions and reclaiming their homes. The neutrals are in a rather central location on the map meaning they're surrounded by other factions which can make them tough to play as. However if you survive off the fertile rivers & oasis's while you work the lands into something better and start to expand out into the even wilder savage desert lands to the south, then you can build up a large empire that can hold it's ground until you gain access to their deadly flying* top tier Genie unit!
As previously posted, this special 7th bonus faction is heavily inspired by the desert Dervish faction in the utterly brilliant
Succession Wars mod for Heroes of Might & Magic 3 that converts HoMM3 into a HoMM2 like experience but also adds cool new factions containing many of the neutral creatures from HoMM2, all with a HoMM2 art style. The Neutrals Anglo Saxon style hero comes from the excellent
Palm Kingdoms 2 PC & Mobile game that is very HoMM2 like! Many thanks to both the SW (Dervish castle & village map graphics as well as their gorgeous desert Dervish castle screen graphics for the city window background) and PK2 teams (custom Heroes) for allowing us use of their graphics!
Note: As previously mentioned sadly Civ2 MGE does not allow access to the 7th city castle map graphic slot so they will not appear like this in-game (this will be fixed in a later ToT version) unless you manually swap the Barbarian & Neutrals art slots around.
(* Note flying creatures in this mod do not use the Civ2 flight mechanic which is reserved for magic spells. Instead flying units have increased movement and treat all squares as roads special ability.)