With the buildings issue; I like the excavation one. Basically, you start off with a pyramid type central structure. Walls… well I’ll discuss them later. Then, you have ‘barracks caves’ underground. Basically, you dig out the area in which some warriors were. You can then dig out bigger ones. In a similar way, you can have ‘archer caves’ and ‘cavalry caves’ to represent that different units were buried in different places. All units, be they elite or normal, will be available at all levels, but only in very limited numbers. Something like a max pool of two; the size of excavation simply reduces the turns to replenish this. This means their troops are valuable; they can’t afford to lose a load, or they can’t fight for a while.

Siege units will be built at siege weapon buildings, obviously. Armouries, I think, should be replaced with buildings that produce Ushabti and Bone Giants.

Right… The sphinx! These, I think, could use the elephant model, I should think, though they don’t have any riders. Either way, these are super tough units in Warmaster, akin in strength to dragons. The special thing is, they sit outside the temples of the tomb kings, unmoving, until the place is threatened, at which point they come to life. Although they can be used abroad in Warmaster, I’d like to take literally the approach above. The Tomb Kings, you see, don’t seem to have walls. Their old cities did, but their pyramids did not, or at least they don’t any more, because people go inside them without any trouble.

So! Instead of building ‘walls’, build ‘guardians’. Each upgrade will provide an extra sphinx. On the strategic map, these should have a movement of zero. I mean, like a siege weapon has less than an infantry, which has less than a cavalry, these have zero. They also, however, have zero upkeep. In return they are powerful defence units, with high defence and attack, and many hit points, and I should think immune to morale damage.

With the few in number units of the army, if you get massacred in a big battle you’ve got no army. This stops one decisive battle taking the faction out of the game, as the victorious enemy effortlessly takes their settlements. It also reflects both the sphinx, and the lack of walls, that the Tomb Kings have. Lastly, it’s just so damned awesome.

As a complete change of topic, I’m interested to know how the undead economy is planning to run. Any ideas? I mean, it’s not as if they’re hot on farming for food and all…