Inspired by the orcs from smake, here some ideas...
Elves - no digging, no woodcutting, no metals => no constructions.
- Army of pets and treants
- Special plants that produce lots of stuff
- Special way to get wood, ironbark and steeloak
- Good bows, spears and knives.
BuildingsDruids Circle (Magic)
Druids Hut (druid transformation)
Rangers Outlook (ranger transformation, like ranged legion dwarf)
Warriors Circle (combat training)
Big Archery (ranged training)
Enting (Spawns treants)
Tree (1x1 tree deco)
Herbalist (creates more plants/items)
Treesinger (creates more wood types/items)
Smokehut (upgrades, temp. buffs)
Elven Craftsman (to replace the dwarf version)
Problem with these two: Items will be "foreign"
Bowmaker (makes bows)
Fletchery (Makes special arrows)Humans - no digging => aboveground fortress
- Quarry and Blockproduction
- System based on prayer (?)
- Heavily trap and ranged unit dependant
- No steel (?)
- Guns
- No pet trainers. Only domestic animals allowed.
BuildingsGunsmith (guns)
Ammo Mint (bullets)
Quarry (produces boulders)
Mine (produces ore)
Supply Workshop/Human Craftsman (quarry and mining supplies)
Altar (praying, minor magic)
Church (praying, medium magic)
Cathedral (praying, higher magic)
Monestary (monk transformation, unarmed melee mage)
Holy order (paladin transformation, like legion dwarf)
Engineer (special trapcomps)
These two maybe, or plate armor by default for heavy bar costs
Weaponry (weapon upgrades)
Armory (armor upgrades)Drow - digging, but no smelting
- Metal only bloodsteel and ironbone
- System based on kills/bodyparts
- Can summon dark helpers
- Fast moving
- Cant have many good/normal things
- No aboveground farming (can this be done?)
BuildingsBonecrafter (bone stuff)
Bloodworks (blood stuff)
Bloodsteel Forge (produces bloodsteel)
Ironbone Forge (produces ironbone)
Summoning Circle (summons minions)
Great butchery (makes stuff from bodyparts)
Dark temple (magic, mage transformation)
thrall pit (pet upgrades... evil ones)
Shadowdancers guild (fast melee caste, like legion dwarf)
necromancers guild (necromancers and spawn skeletons, IF the entire system can be made to work)
Now, criticism please
Or better names, more ideas for buildings and game mechanics, and so on. Currently elves should live on the surface, have no walls/moats, and fight mostly with giant pet-armys and some soldiers clad in metal-grade wooden armor. Economy based on farming, most adv. products will be made from special plants, like thornbushes that replace barbed wire, or menacing spikes. They can spawn living trees (friendly unit, but no pet) and have some kind of Druid-Mage.
Humans should stay on the surface as well, but have access to both stone and ore, can make constructions, big castles, engineer eloberate traps, defenses and guns, and do a lot of holy prayer. They would have very hard to build high end building, cathedral, monestary and holy order, to allow people to join one caste of special soldiers, but only after a lot of prayers have been done. Food comes from animals and farming, and essentially everyone lives in a fortress and prays a lot. Then you unlock the castes and be ready to defend better. (Maybe I can make a mining pick an ultra-high-end item, so after your fortress is awesome and you are done, you might be able to descent into the darkness below. Any thoughts on that ?)
Drow are evil and underground. They have access to stone, but have no smelters for normal metal. You need to butcher animals, hunt and kill to gain blood, meat, bone and bodyparts, that they can then use to create better gear. Which then results in more stuff killed. After a while you should be able to start some dark magic, if you have enough bodyparts left
The thrall pit should mutate/transform normal animals you buy into twisted, evil counterparts that help you hunting. OR give more bodyparts when butchered.
If anyone knows of more interesting game-mechanics, or new races, please go ahead and post them. For new races, please use the same system I did for the three above. Makes it easier for me to compare them.