Ahriman
Tyrant
Hi Sid, thanks for the suggestions. Check out this thread for the most current Skaven design:
http://forums.civfanatics.com/showthread.php?t=290972
Something like this is too powerful in the very early game. Skaven WILL get an Underways Access building that functions like a planar gate/airport and lets you instantly shift units around your empire using the airlift functionality, but that will require a fairly late-game tech (probably engineering).
Because this would have the opposite effect. We want Skaven to have a few massive super-city powerhouses. Hence they get lots of unique buildings (and clan hqs) to support these metropolises, and a civic to help make these cities truly huge.
Whereas lower city upkeep would have exactly the opposite effect; it would encourage large numbers of small cities everywhere, which isn't really how skaven work.
I'm a bit skeptical about this because its hard to make the AI know how to use such things - they can't use the ship options.
What do you imagine would be the different effects between Regular vs Underground?
Thats a good idea. We could consider this as an alternative to immortality for the rat swarm (and up the strength a little).
The AI isn't going to understand any effect like this - it won't know that it needs to move its caster units to the warpstone tile, and its better to stay away from any features that only the human player can use.
This mod is easy enough as it is
But there's an awful lot the civ AI can't understand
I liked the idea (it might have been yours?) of making Hidden Assassin a promotion available to melee and recon units for skaven, dark elf, and tilea that gave +40% strength bonus vs hero units.
http://forums.civfanatics.com/showthread.php?t=290972
Why not give the Skaven something like the Planar gate in FFH2 to start
Something like this is too powerful in the very early game. Skaven WILL get an Underways Access building that functions like a planar gate/airport and lets you instantly shift units around your empire using the airlift functionality, but that will require a fairly late-game tech (probably engineering).
2.) Instead of making them a sprawling team like the Kuriotates in FFH, why not instead simply decrease the city upkeep cost of an early and massive empire expansion.
Because this would have the opposite effect. We want Skaven to have a few massive super-city powerhouses. Hence they get lots of unique buildings (and clan hqs) to support these metropolises, and a civic to help make these cities truly huge.
Whereas lower city upkeep would have exactly the opposite effect; it would encourage large numbers of small cities everywhere, which isn't really how skaven work.
Maybe an option similar to FFH with the ship options, i.e. skeleton crew, privateer etc. This option would be different you could have, A.) Regular unit, B.) Underground/Invisible, and C.) ... I'll think on C...
I'm a bit skeptical about this because its hard to make the AI know how to use such things - they can't use the ship options.
What do you imagine would be the different effects between Regular vs Underground?
I was also wondering if the Skaven or 'some' other team/units could split like the Tar demon does/did in FFH when defeated.
Thats a good idea. We could consider this as an alternative to immortality for the rat swarm (and up the strength a little).
How about allowing skaven casters to cast a super special spell when they are on a warpstone resource. Make it a one time only cast.
The AI isn't going to understand any effect like this - it won't know that it needs to move its caster units to the warpstone tile, and its better to stay away from any features that only the human player can use.
This mod is easy enough as it is

there is very little that the civ engine cant do.
But there's an awful lot the civ AI can't understand

*hidden assasins still need to be designed. Any ideas to how to make this work are welcome. One idea is a 50% chance of removing the hero promotion from an opposing unit, but this would be odd with individual hero units. else maybe remove a random 'command group' promotion. also add a single first strike in combat, but is lost on first combat. (assasins don't last very long on the battlefield)
I liked the idea (it might have been yours?) of making Hidden Assassin a promotion available to melee and recon units for skaven, dark elf, and tilea that gave +40% strength bonus vs hero units.