I'm not quite sure (going back to equipment), but are you saying that you build a "Peasant" or "Apprentice" or whatever, but then you can upgrade it by giving a weapon/armor/magic promotion that can be gotten only from the city, and that you can change the unit by giving it an overwriting promotion? Or is it that you build the unit, say an archer, with the archer promotion, and can be given other promotions, like the pike, to become something different, but at a penalty because it's not properly trained? Or niether. Or maybe some of both. Or do you not want to explain it because you havent fully worked it out or something? Or am I just wasting more space in this thread by continually asking you a neverending river of questions that you have answered already? ... Oh, and I have a second paragraph (dont worry, there aren't nearly as many questions, just suggestions)
Some special units for civs/religions (some when used together)
Say you are doing 20 civs. Say that each one has a major leaning religion, and a minor one. It gets huge bonuses/special units for the major one, and smaller bonuses but the generic units for the minor.
Major Religion: Veil
Civ 1: Minor-Runes (evil dwarf worshippers)
Civ 2: Minor-Leaves (dark elf worshippers)
Civ 3: Minor-Overlords (naga/sea demons)
Civ 4: Minor-Viel (this civ has the most powerful Viel spell (raise dead))
Major Religion: Kilmorph
Civ 5: Minor-Veil (evil dwarf, but more dwarf)
Civ 6: Minor-Leaves ("Ancients" worshippers, follow the old testament types, like myself. Sort of Tibetan atmosphere though, do not reject other new religions, but dont believe them either. I see them as, peaceful followers of an old religion that the rest of the world forgot)
Civ 7: Minor-Runes (these get the biggest bonus, but do not cope well with other religions.
Civ 8: Minor-Order (i know you have one for this, it's got a hero and all....)
Major Religion: Leaves
Civ 9: Minor-Veil (dark elves, or maybe Satyrs....)
Civ 10: Minor-Runes ("Ancients")
Civ 11: Minor-Ordler ("These share some of the beliefs of the order, but mostly the Fellowship
Civ 12: Minor-None (open to all religions, but not getting the great bonuses, or maybe not units, or whatever. Neutral)
Major Religion: Order
Civ 13: Minor Elves
Civ 14: Minor Dwarf
Civ 15: Minor None
Civ 16: Minor Order
Major Religion: Overlords
Civ 17 Minor Leaves-all units get elfslaying promotion to start, and certain spells more effective on leaves. Also, for flavor, slaves are elves and have elf abilities.
Civ 18 Minor Runes-same as leaves, but for dwarves (both are considered to be barbarians for their practice in worship)
Civ 19 Minor Veil-Seademons
Civ 20 Minor Order-Has powerful spell that allows for the coversion of an enemy or friendly non-capital city (planting seeds in governers minds, etc.) without war. Would have to be limited or something, perhaps requiring powerful reagents... or a spy/demon to mind staple/possess the powerful leader...?
Anyway, for civs 1, 2, & 3, I'm thinking vampires, werewolves, and "Unrest"
You could build on this, or not (i am not a huge fan of completeness either. IMO, if you play one way with all the civs, you should only win with one. Each civ should allow, if not force, a different style of gameplay.)
Just thought I'd throw this out there, while I'm working on my other ideas...
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