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Also, im playing with Orcs at the moment, its fun having a goblin army, kind of suicide units yet with so many of them and no maintenance cost its worth it.
Going to play the pirates later today, so I may post tomorow the the pirates post my opinion ;)
nordic clans[]snow elves[]naga[]tridents[]grey steel order (holy knights)[]black thorn order(unholy knights)[]swamp people[]warrior monks[]magi[]desert nomads[]blood elves[]satyr[]minotuar[]xenobeast[]ents[]dyrads[]mountan orcs[]highlanders[]sealanders[]mainlanders[]farlanders[]a liken faction[]vampires[]vampire hunters[]liken hunters[]goblins[]colonist[]bandits
alright that is it btw if you use any of these pls tell me i can tell you the backstorys uniqe things if that is a a problem
INSERT INTO Building_TerrainYieldChanges (BuildingType , TerrainType , YieldType , Yield )
VALUES ('BUILDING_ORC_TOTEM','TERRAIN_GRASS','YIELD_FOOD','-2');
INSERT INTO Building_FeatureYieldChanges (BuildingType , ResourceType , YieldType , Yield )
VALUES ('BUILDING_ORC_TOTEM','FEATURE_MARSH','YIELD_FOOD','3')
, ('BUILDING_ORC_TOTEM','FEATURE_JUNGLE','YIELD_FOOD','3');
insert into BuildFeatures ('BuildType' , 'FeatureType' ,'PrereqTech', 'Time')
values ('BUILD_REMOVE_MARSH','FEATURE_MARSH','TECH_AGRICULTURE','100'),
values ('BUILD_REMOVE_JUNGLE','FEATURE_JUNGLE','TECH_AGRICULTURE','100');
Perhaps they should get food only from marsh and jungle (nothing from grassland) to keep them bottled up in particular arreas?
Maybe a wonder or building that gives extra food from marsh.
Give them a starting location afinity with marsh ?
Would replacing their workers with ooze be in keeping with the theme ?
I know what it needs - their oozes terraform grassland into marsh