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cloud lords get cloud people builders
cultists get hybrid builders
yknow stuff like that
I've expanded the miner's rituals for level 2 and 3 with the next update:
Level 2: Build Ruby/Sapphine/Diamond/Emerald Mine.
All mines have to be build on desert terrain and have to be three squares away from other gem deposits. The mine generate a small amount of gems and gold.
Level 3: Build Deep Earth Ruby/Sapphine/Diamond/Emerald Mine.
All mines have to be build on rock ground terrain, which can be only found in the underground and have to be five squares away from other deep earth gem deposits. The mine generate a high amount of gems and some gold.
Because a level 3 Miner is able to enter water terrain, i have added additional rituals for deep sea gem deposits.
Level 3: Build Deep Sea Ruby/Sapphine/Diamond/Emerald Mine.
All mines have to be build on deep sea terrain and have to be five squares away from other deep sea gem deposits. The mine generate a small amount of gems and gold.
What should be unique?
The appearance or something else?
Keep in mind that the abilities of all units must remain the same for all factions to avoid any advantage or disadvantage.
Consider support units as mercenaries who offer their services to a faction in exchange for payment.
It depends on the load order. Mine is 9, the last possible number. But if another mod has the same number, there could be a conflict.
You can check for yourself by opening the Workshop folder (\Steam\SteamApps\workshop\content\1606340) and checking the .c5m file in every folder.
The load order (called "modprio") number is usually at the top of the file contents.