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There's not really any lore on the Drackla Coven, but they are led by a Lore of Beasts Sorceress, Beastmen are very common in their starting area in the lore, and one of the big landmark mods (I forget which) has a dark elf landmark there that lets you recruit beastmen.
I'm thinking of replacing their recruitment buildings with landmarks, but I need to see how feasible that is.
But, I also want to allow ogres to migrate from one region to another, so my typical sub-faction formula won’t work. I can definitely include it in my unit caps mod (I.e. giant unit cap only increases in mountain regions), but I’m not sure how to make it work as a sub-faction mod. I’ll think about it and update the list if I come up with a solution.
1) Mountain Tribes (Focuses mostly on Giants and Ogres...no Gnobblars)
2) Plains Tribes (Pretty much vanilla Ogre factions with no Giants)
3) Migrating Tribes (Horde faction that cannot take settlements)
very excited to see how far you've come man, keep the good stuff coming I've enabled every subfactions mod you released so far because the flavor is so good
I probably won't get to the Empire for a while, but it helps a lot to have this stuff figured out ahead of time.
I have some vague ideas for Bretonnia already. I want add some unchivalrous units like Men-at-Arms Crossbows and maybe a cannon. I feel like imperial knights are somewhat redundant, I’m thinking of giving crusaders easier access to Bretonnian knights (recruitable at a lower tier, head start on vows). Maybe I can also give them some imperial units that cost chivalry.
@Mr.Horakhty I haven’t checked, but the Cult of Slaanesh should be fine. I didn’t change Morathi much, I was mostly bringing the other cultist factions in line with her.