I have not played Kingdoms yet (though I plan to get it especially for this mod if it comes out) so please excuse my newbiness.
I was wondering, how does the "culture" system work? Is it like religion, with every faction having a different culture? Can there still be culture alongside religion? Does culture affect anything other than unit availability (such as population growth and income?)
If the answer to any or all of the above questions is yes, then here's some ideas.
Elven culture can be stable, only starting to grow when the Elves build a special optional line of buildings in their settlements. This would be good as it would allow the elves to choose their units: a high mannish culture would give them quick-spawning units and a higher population growth, whereas a high elven culture would make the settlement's population decline, but give the Elves access to their best units. If controlled by the AI, the Elves would do what they did in the book, decrease in numbers, defend their key settlements and keep their populations as stable as possible. After all, the Elves are fading and also leaving to Valinor, thus decreasing in power and numbers.
Of course, it is all up to the team whether or not they want to implement this, but it would make the Elves a highly unique faction, and also probably make them stronger in the early game! How's that for a Total War game?
The culture list could be
"Mannish" (giving the factions access to low-level soldiers of men but increasing population growth),
"Elvish" (decreasing population growth but increasing income and allowing good factions to call in skilled Elven units),
"Dwarvish" (neither increasing nor decreasing population growth and increasing build speeds and income for both good and evil factions, this culture increases only slowly even when controlled by the Dwarves) and
"Orcish" (allowing evil factions to spawn orcs quickest and increasing their population growth a lot, while decreasing public order for good factions).
also possibly:
"Numenorean" (this culture decreases very slowly over time and cannot be replenished, but gives quicker building times, strong "pure" units, more elite units for Gondor and Rohan and it decreases public order for evil factions)
I posted this as a thread because I wanted some feedback from you guys, so don't you say I'm spamming another thread.
Faction Hope/Despair coupled with unique cultures = one helluva good TW mod.