Psychic_Llamas
Wizard in the Making
very good ideas there. i like the pilferers guild a lot. we could use the gypsy wagon mechanics from FfH to implement this.
are really unbalanced, but what is it in fact? In fact it is just an ability "can explore rival territory", and I agree that skaven should have a bunch of units with this ability.Aitomatic open borders
Well, my idea of vermin sewers was about building it in RIVAL's cities. And you can make it this way: the ratmen immigrants can build vermin sewers only if the rival already made the Sewers building there (so you should decide, to build sewers to make your city more clean but to get a danger of being spied on by the ratmen in it, or just don't build sewers at all).
better to give it as a racial-bonus
...which I thnk is a promotion and not a tech..or is it both?
anyhow, it would be cool to have (bonuses like mushrooms and blackcorn) that only these civs can use for food.
while the others may get negative bonus from it.
fungus : (forest/hills)
goblinoid: +happy, +2 food in tile, goblin-worker can build squig-farm.
human: -health in nearby city. -1food (herbalist-shop give one extra + for mushrooms, but can that be made local only?)
maybe req. tech-naturelore to make possible poisoned-weapon equipment/promotion.
Maybe this sort of thing is already in...haven't played with orks yet.
Here is an idea for skaven city growth. How about when they invade a city they get an option to instead of raizing or capturing it enslaving some people, the city looses one pop and all skaven cities gain X food for X turns? Then if you defeated all the defenders of a large city you could move lots of units 'into' it and gain lots of food, to help those mountain dwelling cities?