Hippiemancers, yo.
I used to think that hippiemancers were useless, but then IPTSF and Haffaton proved that hippiemancy + rhyme-o-mancy = world domination.
Might not be brainstorming for a while, i've got a research paper to write, but first a thing about natural allies.
Natural allies are sides, usually non-man tribes, that have no capital, cities, or leaders. As they have no source of income, they must sustain themselves via agriculture, mining, or forming semi-permanant alliances with actual sides. However, they don't actually have the ability to keep a purse of shmuckers, and such must convert any shmuckers given into promotions, rations, or new units.
When natural allies form alliances with a side, they take upkeep from their allies the same as normal units. Natural allies are also, apparently, the only units that can be popped entirely with shmuckers, as they have no cities to pop from. This suggests a form of natural moneymancy.
natural allies have several advantages over popped units, having either superior fighting ability (hobgobwins, mountain giants), special abilities that one side may not have access to (marbits, gobwins), have a natural ability to cast (witches, elves) or possibly a lowered upkeep.
The last notable thing about them would be that certain NA's will not ally with a side allied with certain other NA's. (i.e. Marbits or elves will not ally with a side that allies with hobgobwins, gobwins, witches, or daemons)
In-game the issue would be the chance of finding a tribe of NA's. You would obviously have to look around in areas that they would frequent (Forests for elves, tunnels for gobwins, etc.) and also have the treasury necessary to support their upkeep. Because of the insanely huge advantage of finding NA's (they are helpful enough to be game changers), either the chance of finding a tribe will have to be very low (maybe 5% per hex they can be found), or I can gen some tribes at the beginning of the game and hide them well.
If I have a system w/ a chance of finding a tribe, it could be small (again, 3-5%) with an option to search for tribes in a single hex (maybe for penalty, i.e. shmucker penalty or percentage loss?). Additionally, a findamancy spell, either through a 'mancer or through a purchased scroll, could increase the chances of finding a tribe (depending on strength, maybe by 10-20%?)
If there's a system with pre-genned tribe, tribe strength could vary depending on how well they've fared scavenging/mining/making a living. Findamancy spells could give a general location, with the location getting more specific down to the hex with higher caster levels/scroll strength.
Another interesting thing to consider is alignment. We could go simple (good/neut/evil) or traditional (law/neut/chao and good/neut/evil). I'm considering having traditional D&D alignment because of the ways it can play out (lawful alignments only allowed to be with their alignment, wither lawful or whatever morality, for example).
I would really like to get some feedback on this one. However, I just spent way too much time on this, and need to get to work on papa writan. Maybe another post this weekend, if I can manage.