Agricultural civs get bonus on breweries, aqueducts, sewers and vineyards which is good.
I have never seen a normal scout in WH, and thought the exp-civs have some extra bonus.
Regarding the flying it is fully understandable. It is me who never play with flying units in normal civ who forgot how it worked. It was just so dissapointing when my Terradon couldn't cross water.
Regarding the Religious one, is it only Lahmia who can benefit from the goc-change, since they are religious and may turn into an undead state.
Also I first thought - Why isn't the skink Chameleon invisible like the submarines, since that is an option in the rules. But regarding to playability it would'nt work I guess.
Too bad you can't decide which units can and cannot settle on different terrain (since that is an option on the terrain itself). Dwarfs should be able to settle on mountains like the indians in the Conquests (and thereby also make heavy defendable forts). Lizardmen should be able to settle in swamps. But that can't be fixed
Now I am really looking forward to the Skavens and the Chaos dwarves
How are the units/graphics going aaglo?
I thought it could be room for making the hobgobs a civ of their own. They were independent in the early Warhammer, so they could break loose from the Chaos dwarves in the mod as well. You have made several hobgoblin units, even a settler.
How would Hobgobla Khan look like? I always painted my hobgobs orange. What about changing their colour to make them look different from orcs&goblins.
Since there is place for 5 more civs. Who should the rest be?
I have never seen a normal scout in WH, and thought the exp-civs have some extra bonus.
Regarding the flying it is fully understandable. It is me who never play with flying units in normal civ who forgot how it worked. It was just so dissapointing when my Terradon couldn't cross water.
Regarding the Religious one, is it only Lahmia who can benefit from the goc-change, since they are religious and may turn into an undead state.
Also I first thought - Why isn't the skink Chameleon invisible like the submarines, since that is an option in the rules. But regarding to playability it would'nt work I guess.
Too bad you can't decide which units can and cannot settle on different terrain (since that is an option on the terrain itself). Dwarfs should be able to settle on mountains like the indians in the Conquests (and thereby also make heavy defendable forts). Lizardmen should be able to settle in swamps. But that can't be fixed

Now I am really looking forward to the Skavens and the Chaos dwarves

How are the units/graphics going aaglo?
I thought it could be room for making the hobgobs a civ of their own. They were independent in the early Warhammer, so they could break loose from the Chaos dwarves in the mod as well. You have made several hobgoblin units, even a settler.
How would Hobgobla Khan look like? I always painted my hobgobs orange. What about changing their colour to make them look different from orcs&goblins.
Since there is place for 5 more civs. Who should the rest be?