LizardmenRule! said:
why would the tunnel require warpstone?
Well, it was to encourage Skavens to seek out Warpstone asap, but I agree that it doesn't make much sense. A bad idea so just ignore the part about Tunnels requiring Warpstone.
I have been doing some more thinking - so I am afraid this is going to be another long post with a lot of suggestions.
...
New suggestion for Skaven start techs:
-
Chaos
-
Meteoric Iron
-
Under-Empire (new Skaven only tech)
Suggestions for other new techs:
Warpstone Refining
Req. Adv.:
Under-Empire and
Magic
Allows:
Clan Skryre (details further down)
This should be required for Skavens to advance to next age - and located at same spot as
Monoliths and
Vampirism in the tech overview.
Cult of the Horned Rat
Grants Immunity to Disease
Req. Adv.:
Under-Empire and
Religion
Allows:
Clan Pestilens (details further down)
This should be required for Skavens to advance to next age - and located at same spot as
Monasticism in the tech overview.
Scavenging
Makes an invisible bonus resource 'appear' on map. Resource is +1/+1/+1 and can exist on all land based and coastal tiles.
Req. Adv.:
Under-Empire and
Crop Rotation
Not required for age advancement. Located at the same spot as
Deforestation in the tech overview.
...
Since the Skaven live mostly underground (and prefer it that way) that should be reflected by them being denied access to certain 'overlander' improvements. This means no clearing Forests, no Sawmills, no Windmills and no coastal improvements (they will be compensated for this loss of course).
To accomplish this they should not start with
Wood Working and
Harbor,
Shipwright's Guild,
Seafarer's Guild and
Wind Mill should go obsolete with the
Under-Empire tech as well as flagging both
Tunnel and
Harbor to "Replace All Imp. with this flag".
To reduce the effects of this loss I first suggest removing "requirement for age advancement" from
Seafaring and the
Wind Mill requirement for
Engineer's Guild.
...
Following revised and new improvement suggestions will ALL have these requirements (unless otherwise specified) to make sure they are only available to the Skaven:
Req. Adv.:
Under-Empire
Req. Gov.:
Chaos
Obs. with:
Wood Working
Tunnel
Regular Improvement with "Allows Air Trade" and "Act as General Telepad" flags. Doesn't generate culture and maintenance is -2gp.
Pillar of Commandments
Great Wonder that gives a
Tunnel in all cities. Also with "Reduces Corruption" in city flag. Culture +2 and maintenance -5gp (Warpstone Tithe).
Req. Imp.:
Palace
Req. Res.:
Warpstone (not necessarily in city radius)
There has been a few people talking about how (and if) to include the various Skaven clans in one way or another, and I think I have found a good way to accomplish this and at the same time help compensate for the restrictions I have just suggested. There are 5 clans that I find worthy enough to be included and my suggestion is that they will all be included as small wonders that each act like a
Forbidden Palace as well as having "Reduces Corruption" in city and "Resistant to Propaganda" flags - and 1 more benefit. They are as follows:
Clan Mors (Warrior Clan)
Produce a <insert appropriate unit>(Storm Vermin?) every 5 turns (or so).
Req. Imp.:
Barracks
Req. Res.:
Iron (must be in city radius)
Clan Skryre (Seer/Warlock Clan)
Science production in city is doubled
Req. Adv.:
Warpstone Refining
Req. Imp.:
Wizard's Guild
Req. Res.:
Warpstone (must be in city radius)
Clan Pestilence (Monk/Priest Clan)
Allow healing in enemy territory
Req. Adv.:
Cult of the Horned Rat
Req. Imp.:
Temple
Req. Res.:
Incense (must be in city radius)
Clan Eshin (Spy/Assassin Clan)
Gain any advances owned by 2 civs
Req. Imp.:
The Underways
Req. Res.:
Pipeweed and
Wine (doesn't necessarily have to be in city radius)
Clan Moulder (Beastmaster Clan)
Produce a <insert appropriate unit> (Rat Ogre?) every 10 turns.
Req. Adv.:
Creature Control
Req. Res.:
Elephants (must be in city radius)
Even though a total of 5 Forbidden Palaces seems like a lot then don't forget that it would be to compensate for the loss of 25-50% shield increase - not counting loss of shields from water. Some playtesting might be required though - heh heh.
Phew, well that's it from me for now. I am sure I messed up or left out something important, rest assure I will be back to correct that later
Btw, as mentioned earlier then Skaven are not naturally navaly inclined, but they will nevertheless be needing some ships. I found a few that might prove usefull at
this link 