Is that the "thrall" graphic bug? If someone can fix that then please chime in
I won't be changing the costs or atatck values of units right now, but I won't rule it out for later either. There are many, many changes I would make from my own experience, personally, so if I start I dunno where I'll finish!
I forgot we had a Hobgoblin settler unit, I'll definitely put that in for both the goblins and orcs. Hobgoblin worker though... hmm... I think the regular goblin worker is fine in that role for Orcs, Goblins and Chaos Dwarfs- the Hobgoblins were put in charge of their greenskin cousins, so it would fit that the goblins get to do the lowliest of work for the Chaos Dwarfs, as opposed to the Hobgoblins.
To reiterate, the add-on will have:
1) Chaos Dwarf civ added (with appropriate leaderhead, I hope)
2) All suitable new units
3) Slight tech tree re-work, primarily for the undead
4) Ogre and Beastman resources added
5) Ogre tech added
Other suggestions are welcomed as long as they're not too much work or too outlandish. If you have already playtested such modifications yourself, then that's even better! For example, I will hereby suggest the following:
6) New unique tech for the Wood Elves that lets them research a suitable tech that lets them build Treemen (Dryads being available where Treemen once were, along the regular research path), and a new Great Wonder, "Oak of Ages".
(I may also modify/ add similar unique wonders, for the Dwarfs/ Chaos Dwarfs- but to do this I'll have to take away the Dwarfs' free tech Mining, so I'm in two minds about it)