Thought I'd put those down. I'm playing FFH from time to time and I like it, and I also heard some complaints of people about the Amurites being too much dependant of Govannon and rather dull, so... I'd like to put up two suggestions:
1. Give adepts the ability to upgrade into other kinds of units (Horsemen, Axes/Warriors, Archers, Hunters). This would give most of the Amurite units the ability to cast lv1 spells (not that gamebreaking, maybe except the skeleton where you could give some city attack minus...) and would be very good for flavor/uniqueness. (Yes, the Childs of Kylorin inspired me) If there are too much exploits with caves, free promotion etc, you could create a UU for the Amurites (Battle Adept, replacing nothing, 4 str/1 mov, starts w/ channeling, perhaps unaffected by caves or limited to three different spell spheres, I dunno) that has the upgradeability into the other unit types but not mages obviously. I'm having no idea for Govannon however.
2. A UB, situated at Sorcery (perhaps replacing Alchemist's lab or not, being rather expensive however), called the Spellstaff Maker (or something). It allows you to buy a staff (Spellstaff promotion - the one-time extra cast) for Mages/Archmages for some price (80 gold perhaps, or higher). The mage UU of the Amurites should be deleted then.
Well, that are just my ideas on how to give the amurites some extra flavor. Feel free to discuss.
1. Give adepts the ability to upgrade into other kinds of units (Horsemen, Axes/Warriors, Archers, Hunters). This would give most of the Amurite units the ability to cast lv1 spells (not that gamebreaking, maybe except the skeleton where you could give some city attack minus...) and would be very good for flavor/uniqueness. (Yes, the Childs of Kylorin inspired me) If there are too much exploits with caves, free promotion etc, you could create a UU for the Amurites (Battle Adept, replacing nothing, 4 str/1 mov, starts w/ channeling, perhaps unaffected by caves or limited to three different spell spheres, I dunno) that has the upgradeability into the other unit types but not mages obviously. I'm having no idea for Govannon however.
2. A UB, situated at Sorcery (perhaps replacing Alchemist's lab or not, being rather expensive however), called the Spellstaff Maker (or something). It allows you to buy a staff (Spellstaff promotion - the one-time extra cast) for Mages/Archmages for some price (80 gold perhaps, or higher). The mage UU of the Amurites should be deleted then.
Well, that are just my ideas on how to give the amurites some extra flavor. Feel free to discuss.