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@Jyggalag Grimvar will retain recruitment of all units for the race. The new factions will have bonuses towards certain units, but I'm not sure if I want to flat out restrict units altogether. For example: Grau will buff beasts/wilds, Invireth will buff undead, etc. Something like a faction-wide buff to upkeep or stats to encourage certain types of units (like Ungrim with slayers). As the factions develop they may begin to have more distinct separation, going from units, to buildings, even into the tech tree. I tend to build thematic armies myself, so I'll probably come up with skills and mechanics that encourage that type of play. Thanks for the suggestion!
@BeatAsser I agree that the long turn timer and tunneling make it easy to maintain the win streak, but that's by design to overcome the poor growth in the early game and help the faction snowball. This also assumes that you never get an army wiped out and lose the bonus entirely. I'll keep an eye on bloodletting for balance, thanks for the suggestion!
-Ballista - low tier anti large artillery
-Crude Ballista - trash tier anti large artillery
-Catapult - low tier anti-infantry artillery
-Crude Catapult - trash tier anti-infantry artillery
-Falcon Warcast - low tier flying harasser
-Sun Bears - anti-large war beasts
-Duskgleam Lions - anti-infantry war beasts
-Warhawks - armor piercing flying war beasts
-Golden Plains Griffon - single entity flying war beast
-Updated unit cards to not steal from vanilla for all units
Next steps will be to play through the mod a few times and review all current content, adjusting as needed.
On the horizon: Experimenting with a few faction mechanics around the pooled resource. RoR additions as I have time to work on them. Separate factions for all LLs. Incorporation into TOW on hold for now.