With humans coming next update, we have elves, goblins and necromancers left. Necromancers are a ton of work and very complex to write, so I'm putting them off a bit.
For elves I had the idea of seasonal workshops, the buildings change with the seasons and offer different abilities depending on the time of year. That would be a unique game mechanism for them.
But I can't figure out how to make goblins interesting. All I can come up with is a mix of kobolds, succubi and orcs:
- Mass-production of low-quality gear.
- Large amount of goblin units.
- Lots of infighting, combat training due to fights, etc.
- Kidnapping other civ-units for slavery.
- Torture room for positive toughts.
- Demon-summoning.
- Slave auction to sell kidnapped civ-units.
- Troll pet system with upgrades.
- Poisons
- Lots of obsidian/magma for that dark-tower feel.
- Sacrificial pit
- food production through farming vermin/hives
- Barghest/Beak dog/warg pets.
- mercenary workshop that hires ettins, ogres, minotaurs, giants, etc.
Thats pretty much it... I mean, yeah, they do have some unique atmosphere and I think they can be fun for succession forts, but there are no new game mechanics that would make them unique to play. Still good?