I've just had a bunch of ideas for the Illians so I thought I would post them here while their fresh in my head.
Illians have access to only one type of mana - ICE MANA - which is unique to them and available with knowledge of the ether and they get access to a Disciple of Mulcarn instead of Adepts - the disciple can build Ice nodes on existing nodes and each node gives xp bonuses to winterborn units.
The Illians can't research other sorcery techs or religious techs and can't adopt religions because they worship Mulcarn - sounds pretty restrictive eh?
BUT
The Ice nodes allow them to spawn Ice beasties such as Frostlings (yay!) and Ice Afinity units such as yhettis/ snow behemoths/ mammoths etc in a similar way to planar gates for Shiem
The disciples of Mulcarn upgrade to ice shamans and they double up as mages and priests and have access to a large range of Ice spells (Ice is supposed to be the strongest sphere according to the blurb).
If they get to 8 ice nodes (they start with 3 for their palace) and they have Divine Essence they can bring back Mulcarn and he counts as a national unit (cap 1 obviously) which means you can rebuild him when he dies.
If they get to 12 ice nodes and Divine Essence they can build a wonder to win the game (to replace Tower of Mastery) as this allows Mulcarn to regain his powers completely to create another Age of Ice.
The nodes for Mulcarn and winning would probably need to scale up/down depending on map size.
I thought these ideas were very flavourful so that they distinguish the Illians from all the other races.
If anyone has any thoughts on these suggestions or wants to make some other suggestions for how to make the Illians cool, unique, and fun to play then let's post em here and come up with a pool of ideas.
Illians have access to only one type of mana - ICE MANA - which is unique to them and available with knowledge of the ether and they get access to a Disciple of Mulcarn instead of Adepts - the disciple can build Ice nodes on existing nodes and each node gives xp bonuses to winterborn units.
The Illians can't research other sorcery techs or religious techs and can't adopt religions because they worship Mulcarn - sounds pretty restrictive eh?
BUT
The Ice nodes allow them to spawn Ice beasties such as Frostlings (yay!) and Ice Afinity units such as yhettis/ snow behemoths/ mammoths etc in a similar way to planar gates for Shiem
The disciples of Mulcarn upgrade to ice shamans and they double up as mages and priests and have access to a large range of Ice spells (Ice is supposed to be the strongest sphere according to the blurb).
If they get to 8 ice nodes (they start with 3 for their palace) and they have Divine Essence they can bring back Mulcarn and he counts as a national unit (cap 1 obviously) which means you can rebuild him when he dies.
If they get to 12 ice nodes and Divine Essence they can build a wonder to win the game (to replace Tower of Mastery) as this allows Mulcarn to regain his powers completely to create another Age of Ice.
The nodes for Mulcarn and winning would probably need to scale up/down depending on map size.
I thought these ideas were very flavourful so that they distinguish the Illians from all the other races.
If anyone has any thoughts on these suggestions or wants to make some other suggestions for how to make the Illians cool, unique, and fun to play then let's post em here and come up with a pool of ideas.