LizardmenRule! said:
wolves are good, but i was thinking of a new rat resource that every race can have, but it is only useful to the skaven.
it decreases food in the tile the resource is on, coz the rats eat the food. this would be a problem for all races, but the skaven need it to build giant rats, rat swarms and clan moulder. just a thought, whaddya think?
A Rat resource is a good idea (how about naming it
Giant Rats?), however I think they should only be visible to Skavens, only appear on mountain/hill tiles (consider them to be underground) and they should add food (+2) rather than reduce it (Skavens actually breed rats not only for cannon fodder in wars, but also to eat them if other food sources are scarce - think of it as underground 'pig' farms

).
This solution would make a lot of sense and help them in regard to their loss of food from sea. Also, the Skaven would now have more reason to build near mountains and would often be able to sustain decent sized cities where other nations would starve.
Since strategic resources never appear in large clumps(on random maps) this would avoid this resource being to powerfull a benefit for the Skavens, but it should have the highest possible appearence ratio (wont be that common even so).
Giant Rats could be a required resource to build units like
Rat Swarm and
Doomwheel.
Regarding
Wolves then perhaps the Wolf Rats could merely be a unit made available to the Skaven with
Creature Control and require the
Giant Rats,
Wolves and
Warpstone resources to build?
...
New suggestions as well as revisions to prior ones - in relation to the
Giant Rats resource - following:
Giant Rats
Strategic resource that can appear on mountain and hill tiles and has +2/0/0
(high appearence rate and never disappears)
Req. Adv.:
Under-Empire
Rat Mill
Regular improvement that increase production in city by 25%.
Req. Adv.:
Gearworks
Req. Gov.:
Chaos
Req. Res.:
Giant Rats (must be in city radius)
Obs. with:
Wood Working
While the
Rat Mill would only be a Skaven version of the
Saw Mill it might reduce the need for all Clans to function like
Forbidden Palaces as I previously suggested, so I looked into what would be an appropriate amount.
Currently
Cathay has acces to 2
Forbidden Palace type buildings as well as being
Commercial (apart from extra trade then the trait essentially also functions like a build in FP). That effectively makes the current max of FPs possible in the mod = 3.
Considering that the requirements for building each suggested Clan wont allow them to be build whereever you want them(and on some random map - nowhere at all), I don't think allowing Skavens access to at least the same amount of FP style buildings would be unreasonable or overpowering.
However, of the 5 Clans I previously suggested only
Clan Mors is and never really was as powerfull a Clan as the 4 others. So I can only recommend that only
Clan Mors should not function as a FP (but retaining all other previously suggested attributes).
This leaves 4 FP type buildings which many people still find to powerfull - so how about this compromise to punish the Skavens for this edge:
Skaven won't be able to build
Sewers at all, instead the 5 Clans (4 FP and 1 non FP) will have the "Allows City Size Level 3" flag as well as the other previous suggested attributes. This would certainly fit well with the Feudal nature of the Skaven society with many smaller 'nests' surrounding the few big ones.
As result of this idea I have made a couple changes for the suggested Clans - as follows.
Clan Mors
Small wonder with "Reduces Corruption" in city, "Resistant to Propaganda" and "Allows City Size Level 3" flags as well as producing a
Storm Vermin(?) unit every 5 turns (or so).
Req. Adv.:
Under-Empire
Req. Imp.:
Barracks
Req. Res.:
Iron and
Gems (must be within city radius)
Clan Skryre
Small wonder that functions like previously suggested - but now also with "Allows City Size Level 3" flag.
Req. Adv.:
Warpstone Refining
Req. Imp.:
Wizard's Guild
Req. Res.:
Brightstone and
Warpstone (must be within city radius)
Clan Pestilens
Small wonder that functions like previously suggested - but now also with "Allows City Size Level 3" flag.
Req. Adv.:
Cult of the Horned Rat
Req. Imp.:
Temple
Req. Res.:
Incense and
Warpstone (must be within city radius)
Clan Eshin
Small wonder that functions as a FP with "Reduces Corruption" in city, "Resistant to Propaganda" and "Allows City Size Level 3" flags as well as allowing Espionage Missions.
Req. Adv.:
Assassination
Req. Gov.:
Chaos
Req. Res.:
Pipeweed and
Wine (doesn't necessarily have to be in city radius)
Obs. with:
Wood Working
Clan Moulder
Small wonder that functions like previously suggested - but now also with "Allows City Size Level 3" flag.
Req. Adv.:
Creature Control
Req. Gov.:
Chaos
Req. Imp.:
Rat Mill
Req. Res.:
Elephants and
Warpstone (must be within city radius)
Obs. with:
Wood Working
As a further result the following buildings currently in game would have to go obsolete with
Under-Empire:
-
Palace Fortress
-
Sewers
-
The Underways
Another long post - sorry for the spam, heh
EDIT: Oops, made a blunder with Clan Moulder - they are going to be very hard to build now =)