As topic , i want this thread to talk about what kind of units are area recruitable only , now you guys help me here XD
As for the second half of the topic , i want to discuss how elves and dwarves are able to recruit , as in the books and movies portrait they are dieing races
What i have in mind for them :
A) dwarves and elves can recruit their original roaster units in settlements with resource (elves culture / dwarve culture) , without these preset resources they cant recruit original roaster units.
B) additional Area only units added , units like guards of Kazar dum for dwarves when they have moria back etc
C) But when these two factions (actually 3 as theres two elves faction) capture a non dwarve / elves settlement :
1) If its a "good faction settlement" , lets say they took a gondor city , they will have to "build their own culture to re populate the area , so auxiliary buildings need to be build to assimilate the "re population movement" , so multiple buildings needs to be built before the dwarves can recruit thier original roasters in these settlements. But since most of these settlements wont have mines (dwarves not likely to move there) , so the roaster only stays with low and mid ters units
For elves they will have some kind of levy unit , i was thinking a sub race where like the book says the elves that choice to be mortal when they are descendants between elve and men , although there are only a few of these cases in the book , but at least its LORE and it shows there is such possibility
So these "half elves" (need to come up with a better name XD help me guys) , are less powerful than their original ancestors as they cant live forever and collect thier EXP XD but they will have a lower upkeep and buying price then normal evles unit
2) If its a orchish / evil settlement , elves cant recruit anything while dwarves will have mercenaries
for dwarves , mercenaries such as dale mercs and blah blahblah XD you guys fill in the gaps for me , but Iron guards should be build able there http://oz.games-workshop.com/storefr...016&orignav=16
SO in these evil settlements these two races can not repopulate because of the evil origin (elves and dwarves really hate orchish stuff) and thus they can only recruit in such a manner i mention
(also since these settlements wont let you build too much cultural buildings , the decent rate for it should be high , forcing the player to garassion more in these kind of settlements)
D) Also when these two culture capture a evil based settlement , an event will pop up the next turn saying they killed all the original population (orcs etc) and the effect show in game where the population is down to the minimum (using the plague feature)
So how about other factions ? any specific you guys have in mind ?
What i have is :
1) For All human based factions , when they take a dwarves or elve settlement , they get maybe one or two "mercs " from them , for dwarves its easier as you can always bribe them to work , but for elve i was thinking an slave like unit >< they will be forced to fight
2) All orchist based factions can recruit in any settlement (they can easily repopulate) unless its a elves one , they will not be able toe recruit there (too holy LOL)
3) Gondor and Rohan when at war and take each others settlements , they can have crossed units , when gondor take rohans land they can have some auxiliary rohan calvary, for roahn taking gondor city , they can have more armored infantry
4) Same for all orchish based factions ,when they take other orchish cities , if theres a building from that original faction (such as armory , where orcs of misty moutian will lack) , they get new units . example when Isanguard takes on lands that has troll resoruce (will be either mordor or Misty moutains) , they get armored trolls
http://www.games-workshop.com/gws/ca...Id=prod1080092
another example is when mordor gets isengards setltments they cna have uraks




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