Been giving this much deep thought and pondering, and I think I have a solution that will work nicely.
1) Core buildings. These are mutually exclusive, and a required element for recruiting your own races troops. This would be represented by a critical building....say, for Dwarves.... Dwarf Hold, or for Orcs, and 'Orc Camp'. This would function like the old town-hall type buildings. To begin making your units in a captured town, you would need to demolish the old building, and put up your own. this would represent 'naturalising' the settlement.
2) Barracks etc. These bui;ldings would also be required to build units other than the most basic militia types. They would be needed in conjunction with the core building.
3) Skills based trees. Things like a blacksmith would be needed to build better units. Once you have a blacksmith, you can build a farrier, armourer and Weaponsmith.
A farrier would be needed to build anything but hte lightest mounted units, and so on.
There would also be hidden or special resources. Tomb Kings could only recruit basic units from a Core Building. this would allow them to raise certain low level dead units outside their core towns. It would be a 'temple' for them where they could store the bones of their warriors. A special resource would be needed for the real war-troops. This would be 'great pyramid' or some such. Those races that would not naturally be all that mobile will have similar options. Very basic units available from the core building...and special resources for advnaced or exotic ones.
Need to work out the fine details, but this is the broad approach I plan.
Thoughts and suggestions welcome
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