Hello all, I've been following the development of this mod for a couple years now and figured it was about time to contribute something instead of just enjoying all of your hard work.
Now, I realize that a lot of my ideas would only really work in a scenario setting (ideally a rhye's typed one), but hopefully there will be something in my ramblings that you can use.
Dark Elves
Black Arks: The dark elves should start with these. They are floating cities that were ripped from the land of Naggarythe at the time of the Sundering.
I picture them as being a super transport of sorts, able to carry a very large invasion force. They should also be virtually unsinkable. I would propose 0 attack, 24 defense, 24 cargo capacity, and 3 movement. Would also be nice if you could dock ships on them as well. This would go a long way towards countering Nagaroth's isolated position.
Slaves: The druchii culture is almost entirely facilitated by the toil of slaves. An interesting way of representing this may be to allow them to add slaves as great people that grant +1 hammer and/or +1 food. This would help to counter the inherently poor resources of their homeland. This should only be allowed under the slavery civic, and any 'great slaves' should be removed if the civic is ever left. This could potentially be very overpowering if the dark elves have a settlement in a fertile/resoure rich area. Perhaps there could be a hefty gold cost to the slaves ability to attach to a city.
Historic Victory Goals: Possibly conquering Ulthuan, collecting 100 slaves, not sure about a third one.
Greenskins
One Civilization: I would say that Orcs and Goblins, for the purpose of civilizations, should be considered as one culture. The greenskins as a "civilization" is already a bit of a stretch. Most unified periods in greenskin history last for as long as a Waaagh!'s leader lives. Thus, greenskin city's would likely represent areas where a given goblin or orc tribe have gained a foothold.
Da Waaagh!: I'm not sure if there is a way to code it, but perhaps orcs could suffer from inverse war weariness. i.e. the longer they aren't at war, the angrier they get.
Gatherin' da boyz: I think there should be barbarian greenskins (as well as beastmen, and chaos humans). To represent a warboss 'convincing' them to join his tribe, there could be a 50% chance to capture any enemy greenskin. This may also be a good way to deal with units that rebel through animosity.
Research: Greenskins should be somewhat inhibited when it comes to traditional research. Most of their technological advancements come from aping the achievements of other cultures. To represent this, they should have a subatantial percentage-based research penalty, but be able to either get a small research bonus from defeated units, or be able to steal a tech when conquering an enemy city. They should also be very limited in their ability to build research structures, say elder council being their limit?
Command: Perhaps allow a Great General only promotion that would make all units in the same tile immune to animosity.
Black Orcs: Where are they?!?
Historic Victory Goals: Conquer and hold 3 Dwarf cities, raze 5 other cities, control all of the Badlands.
Dwarfs
The Vault: I really like this mechanic from FfH, put I don't really think it fits the dwarves of warhammer that well.
Cavalry: The dwarves shouldn't really have any.
Mountains: The dwarves are creatures of the mountains, is there any way to allow them to settle, and/or move across and work mountain tiles.
The Underway: Perhaps dwarf workers could build special roads on (more accurately, under) mountain tiles.
Historic Victory Goals: Drive the High Elves from the Old World (yeah, it's vague); found 3 cities in the World's Edge Mountains, 1 in the Black Mountains, 1 in the Vaults, and 1 in the Grey Mountains; and never lose a stronghold to greenskins, skaven, or barbarians.
Skaven
Warpstone Dependancy: Due to their strond connection to warpstone, perhaps it could be coded that they can only settle on, or maybe adjacent to, a warpstone resource. This would, of course, require them to start with the tech to see warpstone.
Masters of Stealth: Similair to my 'underway' idea above, skaven workers could be eble to build tunnles. These could function as roads that, as long as they stayed on them, could allow skaven to cross borders and make them invisible. They would aso be buildable in enemy borders.
Survivalists: The skaven seem to be able to eek out a living anywhere. Perhaps they could be able to get some food and maybe some production from tiles that would normally offer none. This would allow Skavenblight to be viable in the heart of the Blighted Marshes... but only for Skaven.
Chaos
Not too many suggestions for the civilization as a whole, but some that I think could reflect it's insidious nature.
Cult of Chaos: This could be represented as a guild like the Cult of the Dragon in FfH. It could be founded in a city by a random event and spread the same way. The effects of the cult could be a minor influence penalty and maybe an unhappy citizen, but if left unchecked for a while it could establish a secret temple that would incur a much steeper influence penalty and more unhappiness. If the city's influence ever reaches negative, it will rebel and go barbarian.
Chaos Incursions: To reflect the Warhammer World's history of sporadic, massive invasions of Chaos, how about instituting a mechanic similair to FfH's Armagedon Counter? It could be raised a point every time a unit is killed, maybe three when a city is conquered, perhaps five when a city is razed. At set points on the counter, certain events would have a percentage chance of occurring, for example, at 20 a beastman warband (5-10 units) could appear and start rampaging through your lands, at 40 an orc waagh of 15-20 units could appear somewhere, etc, up to 100 when a full blown chaos incursion would start trashing everything in it's path. At each point on these points on the counter the given event has a chance of occurring, and if it does, it resets the counter to 0. I think that this would represent pretty well the way that the forces of chaos tend to attack when there is more conflict in the world.
Tech Tree
I'm not sure exactly what to say here, a lot of it just feels kind of... clunky. For example, I don't think sailing should come after trade, and comes too late in general. I'd say Fishing and Crafting should be it's prereqs.
Well, I'm getting tired. So, I'll wrap this up for now. Let me know what you guys think.
Now, I realize that a lot of my ideas would only really work in a scenario setting (ideally a rhye's typed one), but hopefully there will be something in my ramblings that you can use.
Dark Elves
Black Arks: The dark elves should start with these. They are floating cities that were ripped from the land of Naggarythe at the time of the Sundering.
I picture them as being a super transport of sorts, able to carry a very large invasion force. They should also be virtually unsinkable. I would propose 0 attack, 24 defense, 24 cargo capacity, and 3 movement. Would also be nice if you could dock ships on them as well. This would go a long way towards countering Nagaroth's isolated position.
Slaves: The druchii culture is almost entirely facilitated by the toil of slaves. An interesting way of representing this may be to allow them to add slaves as great people that grant +1 hammer and/or +1 food. This would help to counter the inherently poor resources of their homeland. This should only be allowed under the slavery civic, and any 'great slaves' should be removed if the civic is ever left. This could potentially be very overpowering if the dark elves have a settlement in a fertile/resoure rich area. Perhaps there could be a hefty gold cost to the slaves ability to attach to a city.
Historic Victory Goals: Possibly conquering Ulthuan, collecting 100 slaves, not sure about a third one.
Greenskins
One Civilization: I would say that Orcs and Goblins, for the purpose of civilizations, should be considered as one culture. The greenskins as a "civilization" is already a bit of a stretch. Most unified periods in greenskin history last for as long as a Waaagh!'s leader lives. Thus, greenskin city's would likely represent areas where a given goblin or orc tribe have gained a foothold.
Da Waaagh!: I'm not sure if there is a way to code it, but perhaps orcs could suffer from inverse war weariness. i.e. the longer they aren't at war, the angrier they get.
Gatherin' da boyz: I think there should be barbarian greenskins (as well as beastmen, and chaos humans). To represent a warboss 'convincing' them to join his tribe, there could be a 50% chance to capture any enemy greenskin. This may also be a good way to deal with units that rebel through animosity.
Research: Greenskins should be somewhat inhibited when it comes to traditional research. Most of their technological advancements come from aping the achievements of other cultures. To represent this, they should have a subatantial percentage-based research penalty, but be able to either get a small research bonus from defeated units, or be able to steal a tech when conquering an enemy city. They should also be very limited in their ability to build research structures, say elder council being their limit?
Command: Perhaps allow a Great General only promotion that would make all units in the same tile immune to animosity.
Black Orcs: Where are they?!?
Historic Victory Goals: Conquer and hold 3 Dwarf cities, raze 5 other cities, control all of the Badlands.
Dwarfs
The Vault: I really like this mechanic from FfH, put I don't really think it fits the dwarves of warhammer that well.
Cavalry: The dwarves shouldn't really have any.
Mountains: The dwarves are creatures of the mountains, is there any way to allow them to settle, and/or move across and work mountain tiles.
The Underway: Perhaps dwarf workers could build special roads on (more accurately, under) mountain tiles.
Historic Victory Goals: Drive the High Elves from the Old World (yeah, it's vague); found 3 cities in the World's Edge Mountains, 1 in the Black Mountains, 1 in the Vaults, and 1 in the Grey Mountains; and never lose a stronghold to greenskins, skaven, or barbarians.
Skaven
Warpstone Dependancy: Due to their strond connection to warpstone, perhaps it could be coded that they can only settle on, or maybe adjacent to, a warpstone resource. This would, of course, require them to start with the tech to see warpstone.
Masters of Stealth: Similair to my 'underway' idea above, skaven workers could be eble to build tunnles. These could function as roads that, as long as they stayed on them, could allow skaven to cross borders and make them invisible. They would aso be buildable in enemy borders.
Survivalists: The skaven seem to be able to eek out a living anywhere. Perhaps they could be able to get some food and maybe some production from tiles that would normally offer none. This would allow Skavenblight to be viable in the heart of the Blighted Marshes... but only for Skaven.
Chaos
Not too many suggestions for the civilization as a whole, but some that I think could reflect it's insidious nature.
Cult of Chaos: This could be represented as a guild like the Cult of the Dragon in FfH. It could be founded in a city by a random event and spread the same way. The effects of the cult could be a minor influence penalty and maybe an unhappy citizen, but if left unchecked for a while it could establish a secret temple that would incur a much steeper influence penalty and more unhappiness. If the city's influence ever reaches negative, it will rebel and go barbarian.
Chaos Incursions: To reflect the Warhammer World's history of sporadic, massive invasions of Chaos, how about instituting a mechanic similair to FfH's Armagedon Counter? It could be raised a point every time a unit is killed, maybe three when a city is conquered, perhaps five when a city is razed. At set points on the counter, certain events would have a percentage chance of occurring, for example, at 20 a beastman warband (5-10 units) could appear and start rampaging through your lands, at 40 an orc waagh of 15-20 units could appear somewhere, etc, up to 100 when a full blown chaos incursion would start trashing everything in it's path. At each point on these points on the counter the given event has a chance of occurring, and if it does, it resets the counter to 0. I think that this would represent pretty well the way that the forces of chaos tend to attack when there is more conflict in the world.
Tech Tree
I'm not sure exactly what to say here, a lot of it just feels kind of... clunky. For example, I don't think sailing should come after trade, and comes too late in general. I'd say Fishing and Crafting should be it's prereqs.
Well, I'm getting tired. So, I'll wrap this up for now. Let me know what you guys think.