As in the title - I’ve always found it weird that they have different starting positions but still are the same
They are the
inconsequential race of the game. Yet, they are made even more inconsequential by putting all their 3 LLs in one faction which almost universally gets destroyed in first 10 turns. I’ve never seen AI Morghur in ME for example; I’ve barely seen others as well for that matter.
So my ideas are to:
Rename current Beastmen faction to “Warherd of the One-Eye” and make it into Khazrak’s own faction with campaign goal of destroying Middenland and the rest of the Empire with unique end battle with Boris and Karl. This end battle could be changed alongside Middenland DLC to make it more thematic. Starting position could be kept as it is in Estalia.
Malagor gets his own faction: “Warherd of the Crowfather”. He keeps his starting position, campaign goal being eradication of Bretonnians and Southern Realms. End battle with Louen and (presumably a later addition) Southern Realms Lords.
Morghur leading his own Warherd: “Warherd of the Shadowgave” with a unique goal of destroying The Oak of Ages and eradicating WE of Athel Loren (short campaign) and all the WE on the map (long goal). End battle against WE and all their LLs (again, this should be better after WE’s presumed rework and new LLs).
A lot of new minor BM factions around the map, especially inside the forests of the Empire - Talabecland, Stirland, Ostermark and Middenland are all begging
for more BM presence, either at start or spawning as game progresses.
1. All BM factions, including LLs’ ones, should regularly respawn, with all their leaders levels, skills and equipment intact. Furthermore, their armies should be more powerful the further we are into the game: turns 1-20 should see armies composed of Ungors with occasional Gors and Centigors; from turn 20 to 50 they should change to Gors with occasional Minotaurs, Razorgors and Centigors; turns 50-100 should spawn the solid core of Gors and Minotaurs with occasional high-level monstrosity (I’m looking at you Ghorgon!); above turn 100 we should either see more than one stack like above OR doomstacks of different kinds.
2. Morghur’s faction cannot be destroyed and he himself respawns one turn after his death in random location but reasonably far from Athel Loren, with the goal of destroying the Oak. Again, he and his army should be stronger with every respawn.
This should suffice to make them more viable in the campaign before any additional BM rework, which of course is necessary in due time anyway. All the changes above are very minor and shouldn’t take many resources away.
So, CA, please give BM some hugs first, and later maybe even feed them a pizza. With Ghorgonzola.