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Occupied Hell Pit
- 10/8/6/4/2 growth in all provinces (factionwide), perhaps halved, to simulate colonization
- 7/6/5/4/3 public order, no one, not even a Dwarf should WANT to live in Hell Pit
+ 4%/8%/12%/16%/20% income from trade (factionwide)
+ 8/16/24/32/40 diplomatic relations with Kislev and Imperial Provinces
+ 7/14/21/28/35 exotic animals produced each turn.
+ 1/2/3/4/5 unit recruit rank for spikegunners and rocksplitters (regionwide)
+ 3/5/8/10/13 leadership when fighting Skaven (factionwide)
+ 50%/40%/30%/20%/10% skaven corruption (regionwide) to keep things interesting
+ 3%/6%/9%/12%/15% reload reduction time for spikegunners and rocksplitters (factionwide)
Names?
level 1 Surface Colony
level 2 Cavern Outpost
level 3 Forlorn Hold
level 4 Sleepless City,
level 5 Kazad Drek (Fortress of great enterprise, Fortress of the great distance)
or Karag Zan (Mount Blood) or some other dwarfen name in honor of "fully" colonizing Hell Pit, though it's important a little bit of Skaven corruption and public unhappiness remain to keep it from ever fully being a "nice" place.
This is just what I came up with in about an hour-ish after looking up a bit about Hell Pit and thinking of how and what would work best with Kraka Drak's specific roster and map position. Just some suggestions but I think there's some potential there to make it seem really cool. Something to make it look like Hell Pit is more than just another city to conquer and colonize like any other, after all, it's literally supposed to be THE most horrible place among the Skaven under-empire, with the furthest depths of the city proper being mostly made of living flesh and countless mutated slave monsters stalking shadowy tunnels. All on top of major geo-thermal vents that produce semi-noxious gas. Seems like a place that should feel like a major challenge for even Dwarfs to conquer (considering even Chaos/Beastmen together in the lore were slaughtered in an attempt to conquer Hell Pit in the lore) but also one that should have serious rewards as well.