Doo-doo-doo~
Sorry Maharadja, but that was simply too tempting for me to pass up, regardless of how I wanted to go about fulfilling my Wincons. Those floodplains should make an excellent addition to my nation.
Sidenote: So, I'm wanting to edit the ruleset for my Asian based game, but I can't create new graphics to represent Wood, Metal, or Void Mana, unfortunately. I can probably replace pegasi with elephants or somesuch fairly easily, but...I dunno.
I'd also like to know if there's a way I can create a building that acts as a unit during assaults on the city, and affects the behaviour of units besides itself, as well as the unit itself starting/staying only one tile in front of the rest of the units(I want to change the way Walls work, okay?). Ways to have magic/buffs that cancel each other out passively, or units that get big buffs against certain other kinds of units...knowing what all the specials do exactly would be nice as well(what does Charge and Chargebreak actually do?)). I think I can see how to make new buffs, but what are buff modifiers? I remember Vanigo mentioning them when he was talking about the order in which things resolve.
For the wall thing: Impossible without editing the source code.
For buffs that cancel each other out: Easily possible. Some buffs are higher priority then others (eg. blessing 2 overrides blessing 1). You could use this to create buffs that negate hostile buffs, or remove negative auras on your units.
You can make positive/negative auras and attack modifiers that only effect certain unit types, but there is currently no way to make attacks hurt a specific unit type more.
Buff Modifiers: Not quite what you mean by them, if you link Vanigo's post talking about them I'll try to explain what he means better.
Literally the only useful thing I can suggest do other than say that some of that will require access the source code, is what I think charge/break does. If a charging unit has moved before attacking, it gains a bonus to its Attack relative to it's Charge value. If a chargebreak unit is charged it both negates some or all of the charge bonus and I believe it also deals out of turn damage to the charging unit.
It'd be really nice to know how the attack/defense calculations worked, too, since I see all these 'but did no damage' or 1 or 2 damage, and then suddenly, like, 8.
A attack deals 1d'attack'-1d'defense' damage. If defense is equal to or greater then attack a attack deals no damage. This means that many attacks deal no damage and then can suddenly deal a huge amount of damage if both a high attack roll and very low defense roll is rolled at the same time. Magical attacks use magic attack and magic defense stats instead.