The size on them has been discussed and tweaked. we're not sure about the sweet spot, since they're much weaker than the other flyers, being just horses with wings and not big scary monsters, but they're still really really powerful cycle charging being flyers. Too small makes them weak, but too big makes them the ultimate cav.
Not sure, they work for some people. If it's holding up a campaign, then just autoresolve battles with them, for now. You can even enter "auto_win attacker" when you're attacking so the autoresolve doesn't screw you too badly. Any changes we could try for you wouldn't be save game compatible.
This will take a lot of work to fix, but it's eventually going to be done.
That's a mapping issue that'll also likely eventually be fixed, but also a lot of work.
Good heads up on that, that might be it. Thanks
Yup, they definitely need more than 1 turn recruitment, especially since they're elites.
Irondrakes do need a lot of work to find the sweet spot.
Beastmen are actually a large bulk of Chaos' forces in the lore. In the tabletop the 3 armies, Beasts, Warriors, and Daemons of Chaos got separated, but they used to be united, and the Beasts were their version of Chaos Dwarfs' Greenskins. Currently Undivided's Beastsmen represent those in the forests as well. But look at this:
Araby and Estalia are currently non playable factions, not passive empty nothingness like rebels usually are. They can and will defend themselves and attack you.
As for removing some Empire factions to add others, that's something I'd love to see in a sub-submod, making a Unified Empire, but that's not what we've built the game around in this vision. Other peoples' visions are totally welcome in their own sub-submods.
Norse as a playable faction are gone, replaced with Wood Elves. I think that's a good tradeoff, since playable Norscans are what Chaos Marauders are.