Quote Originally Posted by Sundjata Keita
Yeah I'm with Zharakov on this one, magic and muskets/clash in time period just imbalance the game too much. Nomadic kind of tribes sound good to me as long as the storyline is good enough.
Magic and Muskets go perfect together! Have you played Arcanum Of Steamworks and Magic Obscura? I know how crazy this sounds but stick with me a second.

Imagine three major types of factions...

Faction type one has muskets, cannons, very heavily ranged, very imperial age oriented. Stuck without any major melee fighters and all low defense but good stamina and guns, and good siege weapons.

Faction type two more swords and shield infantry, knights and crusaders, royalist type with bows instead of guns, more infantry and less ranged focus but with archers to make them balanced. Great defense, good attack, bad range.

Faction type three, heavily in the magic department. Having a lot of mid ranged units with low hp that throw siege fireballs (Like orangers) and whatever flashy little magic arrows you could throw in. Have a touch of the tribal, and a touch of the classic wizard and robe going on. Units could include shamans who hold out their hand at melee range and with a little flash have a launching effect with moderate damage but low to medium defense.

Seriously, the Zulu Mod, and the chivalry mod have it down, all you need is a couple of flashy animations for those druids.