• Unit Name: Demon Prince of Chaos.
• Requirements: Corruption of Chaos state religion. Chaos incursion tech (or End Times tech). World unit; only one may exist.
• Background:
• Unit Class: Beast.
Race: demon
• Statistics:
Strength 12+6 unholy, 2 movement.
• Unique items:
None
• Other Bonuses:
Cause fear
Terror.
Aura of flame (as for Meshabbar of Dis from FFH).
Raider (auto-pillages any enemy tile he moves into)
Sentry (+1 visibility).
• Art: Hyborem.
Hammer cost: 320
Greater demons:
personally i would still like to see all 4 greater demons, but i guess for this early stage one is enough (i mean the other can be added later and its nothing that important. i guess unit art is missing too?).
if i remember it right you have all 4 demon "ways/marks/techs" (nurgle/tzench/khorne/slanesh) in the mod or? and temples for each of the 4. and demons are spawned and not builded or i think there was something with a "chaos armageddon counter" too or?
(or are they builded too as they seem to have hammer costs. maybe both.. builded and spawned.)
so why not make it thats its a higher chance to spawn a greater demon of the temples "demon way" then the others?
(i.e. nurgle temple in town -> you get a greater demon in that town -> 50% change that its a nurgle greater demon and 16/16/16% chance that it is a khorne/slannesh/tzench greater demon)
maybe greater demons could have something like "changes land to chaos waste". (i think you had some mechanic planed to turn the whole planet into some chaos land (i think it was linked with the armageddon counter and some win game condition?, similar to the FFH hell terrain spreading. i think khemri has something similar too or (atleast for their area)? something shifting sands?))
so maybe a chance to turn one of the 9 fields around the demon into chaos waste? maybe chance increasing with "higher armageddon counter"?
but i think even without its ok... i mean that greater demons dont spread that and are more for combat. (compared to some khemri priest who might be more intrested into "more sand" then combat...)
Raider promotion sounds a bit weird... i mean demons+plundering for money. but yeah its ok for the game mechanics hehe. (or maybe just "destroys improvements" with no gold plunder?)
hmm just see you planed it as world unit (1), so you want to use it "like a dragon"/"some awsome strong creature but just one avaiable".
i guess that would eliminate 4 greater demons again... exept you plan (i guess you dont atm) to create one greater demon but it can be a khorne/tzench/slanesh/nurgle one, depending on what temples the down has or maybe what temples are build most in your cities (i.e. 4 khorne temples and 5 nurgle = the one greater demon would be a nurgle one as that is the strongest "affinity").
i think even multiple greater demons could be possible... its a whole world afterall and
not some "little" warhammer tabletop battle.
but yeah, it might be too overpowered if you have 10 greater demons on one field and attacking enemys. (i mean how to defend against 10 demons?)
maybe limit it to number of towns and the armageddon counter somehow... that you maybe can have just one greater demon for 4 or 5 of your towns and not more then "armageddon counter%/10" demons.
(i.e. when you have 50 towns you could have 10 demons... but when the armageddon counter is at 20% you can just have 2.... on the other hand: you have 15 towns and armageddon counter is on 50% then you can build 3 demons.)
maybe also something like "just one greater demon per terrain field" or even "not 2 demons of different demon lores next to eachother" (as i think they dont like each other... but i guess these limits would get troubblesome with the AI.)
so afterall... i guess for now it will stay at one khorne demon... i guess i need to play around and see if its ok, (i hope i can get one of the next more stable mod version started)
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Ideas for improving old world human factions.
do you have thought about the
britonia lady´s blessing some units can get? (atlast i didnt found anything for that atm. but maybe i searched at the wrong area)
something like:
-must be "devoted?/knightly?" unit (atleast "peasants" dont get the blessing).
-if in town (with maybe a temple) unit gets blessing promotion.
-mages grant blessing to one random unblessed unit in their stack per turn.
-if unit is standing still for 5 turns and has not fought for 5 turns = unit gets blessing.
-if blessed unit defends = loses blessing. (as retreat is not possible without withdraw chance).
-blessing would give some attack boni? +1 attack holy? +20% against demons? no idea (dont have that AB)
Particularly focusing on improving their "ancient" counterparts to feel more like roman-era Europe, and adding more flavorful names.
somehow i dont like this much.
must every unit have some unique name?
somehow it might feels "out of warhammer lore/fluff/flavor" if every unit has some "normal" reallife unitname.
i mean, "swordmen" are swordmen... do they realy have to be callled "xyz legion" instead?
i dont know the empire armybook stories but i think "swordmen" are most of the time "swordmen", maybe they are "<xx townname> swordmen" i.e. altdorf swordmen, but i think they are not realy called "<xyz reallife-ish name> swordmen"
hmm that brings me some idea:
unitnames linked to townnames.
maybe its more in flavor if units are named by default after the towns they were build in?
i.e. all units build in Altdorf are called "Altdorf Swordsmen" "Altdorf Archers" "Alrdorf Knights" "Altdorf sigma priest". and units build in an other town are called after that town. instead of every swordmen unit called "levy legion" or "levy swordsmen".
i think this would be "more fitting" somehow, it might look nicer if "the altdorf army units group up with the army of another town to fight the evil chaos tribes to the west"... or something like that.
(atleast you cant distinguish units with their cloths color (each empire town has its own cloth color army sheme) in civ4 (it would require a horsehockeyload of unitart, if not some randomizer/automatic is there (i.e. on town creation the game adds a random first and second color to that town that are not used in that combination yet. and then units have "placeholder colors" that then use the town colors... to all units created from one town have the same color sheme.) so why not make it with names instead?)
so when you look at the empire design quote a bit below not all same units would be named "Averland Swordsmen Regiment", "Hochman Archer Regiment", "Ostermark Spearmen Regiment" i doubt all spearmen are from "ostermark".
ofcourse i have no idea IF civ4 allows somehow unitnames with some townname placeholder so each unit is "renamed on creation" into "<townname> <unittype>".
if this doesnt work the names are fine ofcourse. (i.e. "Ostermark Spearmen Regiment")
this might even be nice for some nonhuman races i.e.:
there was once a goblin discussion in here somewhere if xy or zz goblin tribes should be in the mod (forestgoblins and something else i think).
so why not name all goblin towns like:
"Forest goblin tribe"
"Stone goblin tribe"
....
so instead of townnames they are more the gathering of tribes.
so with the mechanic above with the town names you can have "Forest tribe goblin archers" or "Stone tribe goblin archers"...
etc.
it might even work for orks. (townnames are tribe names)
or lizardmen something like "generation" or "breeding pool xyz" or "blue skin breeding pool" (but i guess they have more town names as town names then breedingpool or generation names.)
it could might work fine for nearly all civilizations... i mean a "har ganeth hydra" and a "naggarond hydra" doesnt sound that bad either... or "hag graef executioners" or "ghrond witchelves"
ok maybe it should be used mostly for these "lower unimportent units" like the current "warbands/hordes".
atleast not all units would be "the same simple swordmen warband unit", i think this is what you try to change.
but it might be worth a try? (if its possible to rename units like this on creation) so maybe try it out with one civ (i.e. empire) and if its ok then keep it and maybe add it to other civs where it fits (i.e. the goblin example above) or remove it again and go on with your "ancient reallife unitnames".
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more empire:
How about "Levy swordsmen" and "levy spearmen" units that are swordsmen and spearman warband units with no upkeep cost and national limit 10?
So its not superior military strength, but it helps preserve the Empire player economy to push them faster into their later era stuff?
Fits in with ancient feudal levies.
why do you want to create a new "minor fighting unit" when empire has
detachments?
this might fit with "ancient feudal levies" but might not "fit" with "empire warhammer lore"? (dont know it exactly, but i guess trying to get reallive stuff into the warhammer armies when you dont even have similar warhammer units from that army in the mod is a bit weird.)
currently in the design thread:
Leaders:
Karl Franz: (Hero = Magnus) (Traits = Organised, Imperialist, Philosophical)
Magnus: (Hero = Karl Franz) (Traits = Charismatic, Imperialist, Spiritual)
Heroes:
Spoiler for Empire Heroes:
Karl Franz
On foot model. Requires Warfare tech.
1 movement point. Strength 4, can use metal weapons. Melee class. Footman. Hero promotion. Heroic resilience promotion.
Has a spell "Presence of the Emperor".
Functions like FFH Inspiration spell; creates an "Imperial Residence" building that gives +15% beakers, +25% GPP income. Building removed if he is not present at end of turn.
Starts with equipment item "the Silver Seal". Gives +25% magic resistance, +20% withdraw chance.
Gains for free:
Mounted. (Warhorse model)
Champion.
Lord.
Aerial mount. (Griffon model)
Magnus the Pious
Requires Words of Salvation tech]: On foot model, 1 movement, 3 strength + 1 holy strength, no metal weapons. Disciple class. Inquisitor promotion. Hero promotion. Heroic resilience promotion.
Starts with equipment: "Shroud of Magnus". Gives immune to disease, 100% death resistance, 100% unholy resistance, +25% vs undead. Disciple class.
Can learn:
High priest.
Archpriest.
Mounted. (warhorse model)
Priest of sigmar (warrior priest model)
Unique Buildings:
Imperial War college. National Wonder: Requires: Military tradition, unit of level 5+. All units built in this city gain the standard-bearer promotion for free. Cost: 200 hammers, double speed with marble.
Unique Units: NOTE: more than half the table top units werent even mentioned in your design Ahri. @ Deadliver, what units have you done for the Empire? just these below?
Averland Swordsmen Regiment (replaces Militia swordsmen) Same stats as Militia Swordsmen, but starts with 'senior captain' promotion.
Ostermark Spearmen Regiment (replaces Militia spearmen). Same stats as militia spearman, but starts with 'senior captain' promotion.
Hochman Archer Regiment (replaces Militia archer regiment). Same stats as militia archer, but starts with 'senior captain' promotion.
Skirmisher warband Strength 4. No metal weapons. Can use wartats. 2 moves. Better results from tribal villages. +50% vs beasts. +20% withdraw chance. -20% city attack. Hammer cost: 50.
Ranger warband. Strength 6. No metal weapons. Can use wartats. 2 moves. Can see invisible units Can build camp and corral. Better results from tribal villages. +50% vs beasts. +30% withdraw chance. -10% city attack. Hammer cost: 140.
Outriders (replaces cavalry). Same stats as cavalry, except starts with sentry 1, and has +10% withdraw chance.
Imperial War Wagon (replaces War chariot). Strength 8/6, can use metal weapons, 2 moves, can carry 1 cargo. 10% cheaper. Otherwise identical to war chariot.
Steam tank 16 strength, 2 moves. armored unit. Requires steam power tech.
Mastiff Warhounds (replaces troll): strength 6, 2 moves, 20% withdraw chance. 120 hammers. Builds 50% faster with breeding grounds.
Griffon (replaces giant). Strength 9, 1-2 first strikes, 3 moves, flying, requires aerie.
Blocked Units:
No Longbowmen
No horsearcher warband
Blocked Techs:
Flight, Monster Bonding.
Unique Promotions:
Human no special effect.
senior captain randomly applies the 'Moral' promotion to units in the stack.
so why not use detachments as this?
i.e. you could make each "with your current tech buildable infantry type" a possible detachment.
maybe they can build a "detachments building" that spawns one free detachment per town and maybe a town garrison detachment.
the first would be a free unit that gets created after 10 turns and when it dies after 10 turns a new one will be trained.
the detachment would be a random unittype of what you can currently build as infantry. (so maybe its first an archer detechment and when it dies the next might be a halberdier detechment.)
detechments would have the detachment promotion: no upkeep and have maybe -10% strength.
the garrison would be a free detachment that has the garrison promotion (+10% town defence, cant leave the town square (but can attack nearby enemys)... hmmm wasnt there a promotion in FFH that makes a unit always as "first defender" in a stack? maybe use that too for the garrison.)
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maybe i should make a list of all armybook empire units (armybuilder):
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one thing i noticed while makeing that list above was the core unit "free company".
just use this instead of some levy unit.
so you could give one "free company" after 10 turns when you build a barracks. and when this unit dies you get a new free unit after 10 turns.
so one free unit per barracks.
maybe later you could give a free garrison unit too like i wrote above.
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and detachments could be something else again... not sure what through...some unit promotion? some unit that can be bought as upgrade in towns and attached to a unit like great commanders?