Psychic_Llamas
Wizard in the Making
Im rely excited about unique features from FfH, and im even more excited about how we are going to incorporate it into WH, so i thought id make a start with a bit of brainstorming.
--- Nagashizzar can replace the Broken Sepulcher unique feature.
-Unconquorable (ie cultural boarders wrap around it, but dosnt engulf it)
-spawns the Nagash special unit who, when killed, is ressurected at Nagashzzar a random number of turns later with all his previous promotions still in tact. i will need to do a bit of reading to find out how many times Nagash has come back alive, but we could make it after you kill Nagash x times, Nagashizar stands empty and becomes controlable
-when you take it, Nagashizzar provides 3 warpstone.
---"Mount Arachnos"
-Spawns the Spider Queen (or something) special unit who stays in Mount Aracnos and produces more Giant and baby spiders who run around being destructive.
-when the Spider Queen is destroyed and you link Mount Aracnos up to a road, the city with Mnt Aracnos in its cultural boarder should be able to build Giant Spiders.
---Oasis of 1001 cammels
-provides 1 camel resourse
-cannot attack units standing on this unique feature.
-provides extra gold and trade routes.
---Springs of eternal life
-only created with in a large desert.
-units next to the springs of eternal life have a chance of being converted into a barbarian skeleton each turn. does not affect undead.
---Pools of Despare strange mirages which torture the viewer with luxurious oasises which do not exist
-only created with in a large desert.
-units which see the pools of despare have a chance of going 'mad' and each turn they are 'mad' they think the desert sands to be glorious water and suffocate themselves by 'drinking' the sands. does not affect undead.
---crater of the Walking Dead
-spawns barbarian skeletons which do not leave the confines of its boarder (2 square radius?) and attack any unit that enters the boundary. cannot be destroyed or removed.
-spawns a limited number of skeletons at any one time.
---The Great Maw
-special Ogre Lord unique feature. could be part of a long series of Ogre Lord quests? founds a religion when linked by road?
---The Great Maelstrom
-Same as FfH
---The Shifting Isles-isles are surrounded by fog which cause any ship to entre them to become lost.
-a lost ship has a chance of sinking and the crew drowning, the ship crashing on a moving island leaving the crew stranded, a chance of the crew going 'mad' and losing EXP of a strength point or whatever, or of safely finding their way through the fogs.
---The Boiling Sea (multiple starting points along Western naggaroth coast line.)
-spawns the 'Sea Dragon' and 'helldrake' barbarian units. the Sea dragon is used by Dark elves to hold collossal spired castles atop their backs. Helldrakes are also used by Darkelves, and are controlled by specially trained crews of beast handlers.
-these sea monsters are always spawned, but quite rarely. if a Boiling Sea 'square' is in the boarders of a Dark Elf city all monstrous ships they build get extra EXP and are built faster. also, monsters spawned from the Boiling Sea has a chance of being spawned for the Darkelves rather than Barbs.
---The Underworld Sea (multiple starting Points as shown on Naggaroth Map)
- allows city with an Underword Sea 'entrance' to build the 'Underways Gate' building. cities with the Underways gate building can 'airlift' units to any other city with an underways gate.
-provides alot of extra production.
---Umbra Chaotica
-the Chaos Void, The Chaos civiliazation starts knowing where it is.
-Chaos deamons of varying ferocity are spawned from the Umbra Chaotica.
-Chaos wastes are spread by the umbra Chaotica, and echa turn there is a chance that it converts a few of the nearest squares to Chaos Waste. the furthur fron the Umbra Chaotica the less likly the conversion will be.
---The Moot
-City with the Moot linked with a road is able to build Halfling Units.
-provides extra gold, happyness and less food (due to all the fat little hobbises eating all the 'taters)
Please post your own ideas
--- Nagashizzar can replace the Broken Sepulcher unique feature.
-Unconquorable (ie cultural boarders wrap around it, but dosnt engulf it)
-spawns the Nagash special unit who, when killed, is ressurected at Nagashzzar a random number of turns later with all his previous promotions still in tact. i will need to do a bit of reading to find out how many times Nagash has come back alive, but we could make it after you kill Nagash x times, Nagashizar stands empty and becomes controlable
-when you take it, Nagashizzar provides 3 warpstone.
---"Mount Arachnos"
-Spawns the Spider Queen (or something) special unit who stays in Mount Aracnos and produces more Giant and baby spiders who run around being destructive.
-when the Spider Queen is destroyed and you link Mount Aracnos up to a road, the city with Mnt Aracnos in its cultural boarder should be able to build Giant Spiders.
---Oasis of 1001 cammels
-provides 1 camel resourse
-cannot attack units standing on this unique feature.
-provides extra gold and trade routes.
---Springs of eternal life
-only created with in a large desert.
-units next to the springs of eternal life have a chance of being converted into a barbarian skeleton each turn. does not affect undead.
---Pools of Despare strange mirages which torture the viewer with luxurious oasises which do not exist
-only created with in a large desert.
-units which see the pools of despare have a chance of going 'mad' and each turn they are 'mad' they think the desert sands to be glorious water and suffocate themselves by 'drinking' the sands. does not affect undead.
---crater of the Walking Dead
-spawns barbarian skeletons which do not leave the confines of its boarder (2 square radius?) and attack any unit that enters the boundary. cannot be destroyed or removed.
-spawns a limited number of skeletons at any one time.
---The Great Maw
-special Ogre Lord unique feature. could be part of a long series of Ogre Lord quests? founds a religion when linked by road?
---The Great Maelstrom
-Same as FfH
---The Shifting Isles-isles are surrounded by fog which cause any ship to entre them to become lost.
-a lost ship has a chance of sinking and the crew drowning, the ship crashing on a moving island leaving the crew stranded, a chance of the crew going 'mad' and losing EXP of a strength point or whatever, or of safely finding their way through the fogs.
---The Boiling Sea (multiple starting points along Western naggaroth coast line.)
-spawns the 'Sea Dragon' and 'helldrake' barbarian units. the Sea dragon is used by Dark elves to hold collossal spired castles atop their backs. Helldrakes are also used by Darkelves, and are controlled by specially trained crews of beast handlers.
-these sea monsters are always spawned, but quite rarely. if a Boiling Sea 'square' is in the boarders of a Dark Elf city all monstrous ships they build get extra EXP and are built faster. also, monsters spawned from the Boiling Sea has a chance of being spawned for the Darkelves rather than Barbs.
---The Underworld Sea (multiple starting Points as shown on Naggaroth Map)
- allows city with an Underword Sea 'entrance' to build the 'Underways Gate' building. cities with the Underways gate building can 'airlift' units to any other city with an underways gate.
-provides alot of extra production.
---Umbra Chaotica
-the Chaos Void, The Chaos civiliazation starts knowing where it is.
-Chaos deamons of varying ferocity are spawned from the Umbra Chaotica.
-Chaos wastes are spread by the umbra Chaotica, and echa turn there is a chance that it converts a few of the nearest squares to Chaos Waste. the furthur fron the Umbra Chaotica the less likly the conversion will be.
---The Moot
-City with the Moot linked with a road is able to build Halfling Units.
-provides extra gold, happyness and less food (due to all the fat little hobbises eating all the 'taters)
Please post your own ideas
