dugfromthearth said:
I would want Chaos to be a powerful fearsome civ that does not expand in power as much as everyone else so it needs to aggressively destroy its opponents or conquer them before it falls behind.
The problem with this is that in a game of civ, this is a contradiction. Civsthatexpand=Powerfulfearsome civ. Civthatneverexpands=weakpathetic civ.
dugfromthearth said:
The first city starts with a broken warp gate as its palace. You can build a demon summoning altar only in a city with a broken warp gate - so only in the one city. Chaos therefore gets a powerful unit on a regular basis, but this power does not expand as Chaos gets bigger.
This can't happen. However, it can be a wonder that requires chaos tech, a "Broken Warp Gate" resource in the radius and the palace to have been built beforehand.
dugfromthearth said:
Have a demon summoning altar for each of the 4 chaos gods - but make them replace each other. So you can only have one at a time. Khorne produces really strong battle unit. Tzeentch produces a flying unit with a powerful bombard (magic). Nurgle is really tough, has zone of control (slime trail and cloud of flies) and enslaves into plaguebearers (which enslave into more plaguebearers). Slaaneesh enslaves into pink horrors (which enslave into blue horrors).
As has been said, this would help the player, but hinder the development of the AI. A good way you
could do this is have 1 wonder requireing the palace, and the other 3 requireing 3 seperate 2nd palaces (so no city could build 2 of them).
dugfromthearth said:
Chaos cannot build workers. So it cannot on its own develop territory. But its units can capture enemies and turn them into cultists - cultists are weak military units and can function as workers. So basically chaos needs to capture slaves.
At least give their regular offensive units the ability to build roads!
dugfromthearth said:
Herdstones require a beastman resource within the city limits. The herdstone produces beastmen units at a regular basis. This makes getting control of lots of beastmen resources a priority - Chaos has a goal to how it spreads.
Again, this sounds too much of a human advantage. Besides, the Beastmen are becoming a seperate civ in 2.5!
dugfromthearth said:
Chaos has high corruption level - so as chaos spreads its cities from the center they become less valuable. Chaos does not increase in power by having lots of cities, it increases in power by enslaving its enemies and enlisting beastmen.
Actually, Communal corruption would be better, because the further Chaos has influence, the better for it.
dugfromthearth said:
Chaos can build lesser altars in each city. One for each of the 4 gods but again only one per city (they replace each other). All add culture and reduce corruption. Khorne adds to defense. Nurgle adds to production? Tzeentch adds to knowledge. Slaaneesh adds to happiness. This allows Chaos to tailor its cities somewhat and make up for the high corruption.
I don't have an oppinon on this one. Again, I'd say it would be a human-related change.
That's my 2p. I hope I didn't offend you!