xienwolf
Deity
Well, I am not certain that I will go completely wild and crazy about DLL changes on my first shot. Not so easy to test everything trial-by-fire style when you have to wait on a re-compile each time.
I was actually thinking that if I move the WorkRate into Promotions that I can completely get rid of Dwarven, Orcish and Elven Workers, instead making the Racial Promotions all have modifiers to the Workrate of their own. That will help to reduce the number of units in the game a bit and maybe make the entire thing attractive enough for Kael to put it into the DLL himself
However, making Promotions allow build orders is a VERY attractive idea, as I can then create Build Orders to allow mines or farms or something in the desert for Nomad, and to allow Quarries and Windmills or something in the Tundra for Winterborn. Plus I could make it so that there are non-tree removing copies of the build orders which are available with Elven, and maybe even a Hill-buildable Farm for Dwarven. Of course, this would mean that captured workers are a source of unique Build capabilities once again. Maybe I can also allow Mana Nodes with Arcane (and have the Trait Arcane apply that promotion to Workers as well as Arcane Units)
All of these are pretty nice potential additions. But the Promotions proposed so far are going to be available for everyone. I might try to think up some other promotions which fit those Civs for whom it isn't quite appropriate to have unique Build Orders, but I believe that there are plenty of potential Builds available for each Civ to have a couple.
And I do not feel that the Worker Promotions steal from Mud Golems at all. It makes Mud Golems the equivalent of a level 8 Human Worker right out of the box, and they can still get Fireball and build without Food.
EDIT: I'll try it out, but I am not sure I even have to change the DLL to add Build Orders to the Promotions... Main reason I have to do it with the Workrate is so that it will add the 2 fields I think. It already allows me to place the line in there.
I was actually thinking that if I move the WorkRate into Promotions that I can completely get rid of Dwarven, Orcish and Elven Workers, instead making the Racial Promotions all have modifiers to the Workrate of their own. That will help to reduce the number of units in the game a bit and maybe make the entire thing attractive enough for Kael to put it into the DLL himself

However, making Promotions allow build orders is a VERY attractive idea, as I can then create Build Orders to allow mines or farms or something in the desert for Nomad, and to allow Quarries and Windmills or something in the Tundra for Winterborn. Plus I could make it so that there are non-tree removing copies of the build orders which are available with Elven, and maybe even a Hill-buildable Farm for Dwarven. Of course, this would mean that captured workers are a source of unique Build capabilities once again. Maybe I can also allow Mana Nodes with Arcane (and have the Trait Arcane apply that promotion to Workers as well as Arcane Units)
All of these are pretty nice potential additions. But the Promotions proposed so far are going to be available for everyone. I might try to think up some other promotions which fit those Civs for whom it isn't quite appropriate to have unique Build Orders, but I believe that there are plenty of potential Builds available for each Civ to have a couple.
And I do not feel that the Worker Promotions steal from Mud Golems at all. It makes Mud Golems the equivalent of a level 8 Human Worker right out of the box, and they can still get Fireball and build without Food.
EDIT: I'll try it out, but I am not sure I even have to change the DLL to add Build Orders to the Promotions... Main reason I have to do it with the Workrate is so that it will add the 2 fields I think. It already allows me to place the line in there.