Duke van Frost
Lunatic Killer Robot
Don´t let us anbalance units too much, or else Woodelven units would have to be made so expensive that it would take 30 turns to produce a simple Warrior.
They can move faster in forests as soon they get 2 experience! I think this really is enough and if Kael finished the code for hidden I think they get some sort of invisibility in their own territory. As Duke said this is in danger of getting unbalanced. I don't want to add much more to them right now.Psychic_Llamas said:well, could we make hidden give woodelf units a trait called (insert name here) which makes them move through forests faster, and is also a prerequisite for a promotion called 'stalker' which is unique to woodelves, and is only avaliable after the unit has 'combat 3' and '(insert name here)' and makes the unit invisible in forests?
so the units dont start with the forest invisibility, but are able to gain it after much fighting.
I like many of this ideas except Chaos they need science since they will need many magic techs. Also I think we need a thread for promtions to discuss this in more detail. We also should start threads for Dwarf, undead and Chaos design soon. I will consider this suggestions in more debt after releaseEl Loco Mono said:-some of these are really more Race boni rather than leaderhead boni but 'meeh'-
Maybe give the Empire/Imperialist +happiness for number of cities, then you have to move against maintance vs happiness
Chaos - reduce science but create a chance that a unit just built from a nieghbouring civ spawns in your capital under your control and with a choas spawn promotion. So in theroy you don't need to research all the units, but it's risky to rely on random spawning. Maybe also, boni for produced units from polluted tiles, so cities stay low but units are stong
Dark Elves/Slavers - Notorious slavers, so maybe a trait to bonus to rush production from slavery, or allow a small XP for capturing slaves / workers
Undead/War hungry - something that reduces War Weariness by 100% but reduces some othr good bonus. Undead really shouldn't be bothered by dying
Dwarves/Mountain Folk - Miners, increase chance of resource spawning from mines. -1 food from forest, +1 food form hills.
Human/Trader - small +% on trade route gold
Regimental - give Flagbearer/Standard promtion instead of the combat 1 promotion as free. Give a flat bonus if number of units in a stack above a certian size
Skirmisher - Give units (or a class of units) a bonus withdrawal %
Healer - give medic promotion free, + production on certain health buildings
Magic hunter/hater - promtion against magic users/magic resitance, negative bonus with building magic buildings so they take more to buld opr produce +unhappy people
Horsemen - give horse units defensive bonus but do something detrimental for other units