Okay, The Divison's free weekend is over for me at least, and HoI4 TfV Can wait a day or so, as it's not going anywhere.
Locking Ghostlems in as your civilisation... And I have to say, this is going to be
very interesting... Especially as they are the two with the most divergent tech trees... and for something even more interesting, they also pretty much cover each others weaknesses.
Each Race has a Primary, Secondary and Tertiary Stat, and a Greater and Lesser Flaw stat. Primaries get the largest boost, Tertiaries' the least. Greater flaws give a large penalty, Lesser Flaws, not so much...
And well... You guys kinda covered each races Flaws with the other's Primary and Secondary...
Constructs:
Primary - Economic
Secondary - Learning
Tertiary - Martial
Base - Cultural
Lesser Flaw - Intrigue
Greater Flaw - Piety
Spirits:
Primary - Piety
Secondary - Intrigue
Tertiary - Martial
Base - Cultural
Lesser Flaw - Learning
Greater Flaw - Economic
So yeah... Interesting times ahead... Means you don't gain as big a boost in the action slots.. but you also don't suffer
any negatives... meaning you'll always have at the very least the base amount of slots for each action...
On the other hand, no going to town with double or triple the base action slots...
For example, Orcs+Drow would basically mean whilst you are a non-stop pain train for everything around you, you need it to obtain the slaves necessary to not make your economy suck. Well, that's one possible method of unsuckifying the economy. And you won't be great at research. But you'll also be able to loot everyone
else's research too. But the biggest flaw would be the fact that if you guys
lost a major war, you'd most likely have
multiple civil wars to deal with. And lots of assassinations. Also, your culture would involve a bit of 'cultural appropriation' of your neighbours culture, and forget about diplomacy with anyone who's not extremely chaotic evil... and maybe a few lawful evil types.
If alignments were actually a serious part of this game. They'll probably make an appearance, but it'll most likely just affect how likely you are to get certain developments and who's friendliest with you.
You guys also have the most non-conventional population growth mechanics. In other words, you'd better get as many resources, and in the greatest quantity possible, whilst leaving the environment as pristine as possible. So no barren and desolate wastelands for you guys.
And as a reward for waiting, here's a short description of the two races core heroic units. You can get other Heroic Units, but these are the ones you are guaranteed to have.
Spirits:
Tree Father - Brought to the cause by elaborate and lengthy ceremonies in the oldest thickets of a forest, care must be taken for if the ceremonies go wrong, the Tree Father make awaken, but enraged at everything around them. On the battlefield, it casts magic to heal it's allies and strengthen them, whilst weakening the enemy and causing the very plants to attack it's foe. But do not hold the mistaken belief that this means that a Tree Father is weak up close, for it's blows have the strength of an entire forest behind them, and it is easier to kill a primeval forest than slay one with mundane blades. And usually the first sign of the enemy having summoned a Tree Father is when the tamed lands of your civilisation suddenly become as wild, or wilder than in their ancient history, as the Tree Father reawakens the true spirits of the wild, turning tamed marshland into miasma spewing bogs and safe forest into something from which no one leaves unchanged.
Mountainheart - A Mountainheart is easier to bring to the cause for unlike a Tree Father, if the wakening ceremonies go wrong, usually the most that happens is the being falls into a deeper sleep, though tales tell of a handful of times when something truly wrong happened and instead the entire mountain awoke, spewing ash and fire across the horizon. A Mountainheart on the battlefield is dangerous because it's magics allow it to manipulate the very ground itself. A cavalry charge seemingly doomed due to running across swampy terrain will find the land solidifying beneath their feet, their armour and weapons strengthened as the being imparts a fraction of a fraction of their strength into the material they are made of. And that is not including the harm the Heart of a Mountain personified can do with it's own physical might. Thankfully, they do suffer in offensive magics, though what few offensive magics the Mountainhearts have are no less devastating for how infrequent they are used. Your first warning of an enemy Mountainheart is often when a city is consumed as the very land it is built on, rises up and razes everything.
Constructs:
Forge Titan - A Forge Titan is a mighty being, crafted in a legendary forge, by legendary smiths and golem-makers with mythical materials. And the result of all this talent, effort and cost? A giant of impenetrable metal skin, with magma for blood and the mind of impossible genius. When a Forge Titan strides onto the battlefield, it's allies find their weapons striking truer, their armour holding longer just as the enemy discovers the opposite. And when the Forge Titan joins the battle itself, it strikes with unstoppable weight, breathing clouds of molten metal. However, they do lack the large scale magics of other Heroic units, but what does that matter, when with the wave of it's hand it can animate golems from the ground and the cooled metal of it's breath. Off the battlefield, the Forge Titan is less noticeable than many other Heroic Units, for it can not by itself cause devastation to the enemy's people and lands. But what does personal strength matter, when the final gift, and mastery, of it's makers reveals itself? For each Forge Titan contains the skill of
all it's makers, and can craft unparalleled artefacts through which it, and it's allies, can wreck havoc upon the foe. Or perhaps it just crafts lesser weapons and armour, through with to arm it's army. Many an army has been annihilated by an enemy entirely clad in legendary armour and wielding legendary blades due to the industriousness of it's Forge Titan.
Storm Titan: Whereas a Forge Titan demonstrates mastery of crafting, a Storm Titan demonstrates the mastery of Magic, for it takes the form of a giant, living storm crafted into a humanoid shape. This however, does come at the cost of
extremely rare and expensive reagents, lengthy rituals, and immense risk if anything go wrong during the crafting process, for it's makers are attempting to tame the fury of a mythical storm. On the battlefield it is pure destruction, manipulating the weather to bring woe to it's foes, and aid it's allies. And it is no less destructive using magic of a lesser scale. Off the battlefield, the story is no different, with the first signs one has been crafted of it's enemies lands being swept by storms of legendary might.
So there you have it. A look at the 4 Heroic Units you guys will always have able to be unlocked. Just, don't expect to see them for a while. I wasn't kidding when I said they are
extremely hard to get, and ridiculously expensive. Not to mention dangerous if you mess up enough when craft/summoning/blessing/taming/training/etc them to actually
get them. As you might not just lose the materials and cost needed to obtain them.
On the other hand, they are immensely powerful both on the battlefield and off it, as they can either help you, or hinder the enemy on the strategic scale. For example, whilst the Tree Father can reawaken the wild in enemy lands, it can also revitalise and strengthen your lands. Or the Storm Titan can bring perfect weather to your realm, instead of cursing the enemy with the worst non-
actually supernatural weather ever.
And don't worry. The effort needed to obtain a Heroic Unit means you'll always know if someone else is trying to obtain one. Conversely,
everyone else will know if
you are trying to get one. That's almost a casus belli right there...
Oh, and thanks for those of you who voted in the poll. Still up for two days, and every answer helps me.