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Araby gameplay - minor faction part 1

NazredNazred Senior MemberPosts: 916Registered Users
I promised (mainly to myself) that I would open a thread about unique game mechanics for the faction Araby and how I would like them being implemented. I posted a thread last week why I believe minor factions will be playable and I would like to go further and tell my ideas of how their gameplay can be interesting and unique.

Starting with Araby.

I think Araby could be a unique faction with an interesting army, combining human warriors and mystic beings like djinns, ifrits and other creatures from middle eastern mythology. There is a lot of inspiration that could be drawn from the lore and things that could be made up if we talk about units or interesting gameplay. I don't want to focus on units and army composition though as this has been touched at the faction speculation thread (https://forums.totalwar.com/discussion/169157/faction-speculation-araby/p1). This thread will mainly be focusing on gameplay and game mechanics.

Creating an interesting game mechanic for Araby I focused on their theme which consists of the following:

-Trade
-Slaves
-Holy wars
-Decadence

But before we touch on those topics we have to touch briefly on the Lords & Heroes of Araby. There are no lords and heroes of Araby so I thought let's keep it simple. Also, disclaimer Araby and their lore are based on Medieval European ideas about the Islamic world and Middle Eastern mythology. I'm simply expanding on that.

Legendary Lords:

1-Sorceror-Sultan Sulaymān king of the Djinns, a hybrid between a fighter and a powerful magic caster. Unique lore such as lore of sand or lore of winds, maybe a combination of those two. Focussing on AoW damage and debuffing enemies like slowing them down (drift sand, sand storms, wind blast, summoning a sand golem perhaps). Gives a bonus for Djinn units. Starts in the Palace of the Wizard or in the city of Copher. Has a horse and then an elephant or flying carpet as mount choices on higher levels.

2-Lord Hassan a duelist focused lord giving him poison attack and single target abilities similar to El Syf or effagee of the git. Maybe let him and his army deploy in vanguard like Vlad or has a chance of triggering an ambush battle while attacking like the beast men. The idea of this character is making him a sneaky assassin kind of character. Gives a bonus for hero action. Starts in the city of El-Haikk. Receives no mount.

This character is based on the dude who founded the Hashashin, the guys the video game Assasins Creed is based on https://en.wikipedia.org/wiki/Assassins.

Lords:
1-Vizier the word comes from the Arabic/Persian word wazīr/vazīr which means minister. Most of the Sultans of Araby in the lore are lazy and let the daily rule and leading armies to their Viziers. That's why they are perfect for a generic Arabian lord. they should be infantry focussed, giving leadership bonuses and support their low tier infantry. Giving them a horse and then an elephant as mount choices.

You can give one of your Viziers who has a high enough level the title of grand vizier which will give him huge bonuses. Upkeep reduction, recruitment cost reduction, construction cost reduction and public order bonus in the local province and army.

2-Nomad Tribal chief, in the lands of Araby, is the various nomad tribes with the greatest warriors of Araby. Consisting of bandits, raiders and slave drivers. They are the best horse riders and the Nomad Tribal chief gives bonuses to the cavalry in his army, maybe giving them a charge bonus and upkeep reduction. Starts directly with an Arabian horse as a mount.

Heroes:

1-Arabian Magicians (sorcerors)
three kinds of lore:
lore of fire, harnessing the power of their burning sun I guess.
lore of shadow, real Arabian folklore with magic has an association with bindings of shadow.
lore of heavens, as it is basically the study of astronomy and the Arabs/Persians were quite good at it.

Flying mount in form of a flying carpet on higher Lvl.

(they do have a spell list actually Warmaster: Armies (2006) 1a pg. 49)
-Sand Storm - The sorcerer commands the desert spirits to engulf his foes in a swirling cloud of choking sand and dust.
-Mirage - The sorcerer creates the illusion of a huge host of fearsome warriors, bearing down inexorably upon his startled foes.
-Sunstrike - Bright beams of burning energy leap from the sorcerer's eyes and scythe through all before him.
-Curse of the Djinn - The sorcerer channels the immense power of the Djinn through his own body and lays a terrible curse upon his foes.


2-Hashashin will be a dualist hero with poison attack and vanguard deployment who specialises in assassination and misdirecting armies(goblin big boss, witch hunter type). No mount.

3-Nomad Tribal Champion, basically a mix between battle priest and an empire captain. Giving the troops a leadership bonus and assault the enemy on the campaign map. Getting an Arabian horse as a mount on higher Lvl.

Those are the small ideas for (LL) lords and heroes which fit the theme of a Medieval-based Islamic world and Middle Eastern mythology and 1001 nights theme.

For those who are still with me, let's continue on the gameplay and look at the theme of Araby.

1-Trade.
This is one of the most important aspects of the Araby culture and should be one of the main gameplay focus of the faction and main source of income. Araby should be able to trade with all the races including norsca and wood elves without the Trickster’s Masque. Trade could be implemented for the victory condition, an example: Araby has to earn the amount of 100.000 gold through trade and has to have access to all the tradeable resources.
Their economic buildings are few to none, mostly buildings that improve their trade income. With the exception for a building called the slave market, which brings me to the second theme.

2-Slaves.
This is the second important income source for Araby in the lore. Just like Bretonnia needs peasants to improve the income of their farms, Araby needs an amount of slaves to generate income from their slave markets. You create slaves by sending captives made after a battle to the slave market, this option replaces the normal release captives option. You will have to choose now between release captives(for free) or enslave them. You can also generate slaves with raiding, sacking and razing cities. Creating the most slaves with razing cities. If you have a high number or percentage of slaves you will earn a lot of gold through your slave markets and get a recruitment cost reduction and a replenishment bonus. The downside, however, is the public order which lowers the more slaves you have. The number of slaves diminishes over time ( representing selling them and recruiting them in your armies) so you are forced to send your armies fort to capture captives, raid, raze and sacking cities in enemy territory to maintain your slave economy.

3-Holy wars.
Another important aspect of Araby is their religion and their one god. All Arabians worship this god and there have been multiple holy wars and crusades between the old world and Araby. For example: around the year 1500 IC, Sultan Daryus-e Qabir launched a series of religious wars against the Old world. Launching a Holy war will be the main military "ace in the hole" of the faction. For those who played Medieval 2 total war, it will be similar to their Jihad/Crusade system. Your faction leader can issue a holy war and has to pick a target. This has to be an enemy city(maybe also an enemy army). When a holy war has been issued you have 3 turns to commit an army to the holy war. Armies that participate in a holy war will have twice the movement speed, huge leadership bonus, and no army upkeep or severely reduced to maybe 75-80% less upkeep. However, when your armies don't move fast enough towards the target they will have huge attrition problems due to a desertion of your soldiers, resulting in whole armies disbanding. The other Araby factions will also be able to join the Holy war and they are also able to issue one when there is not one already. You can join their Holy war as well, but there can only be one Holy war issued at all times. It will be a race who gets to the target first because the rewards are great and only for those that took the target down. When the holy war is completed, you get double the gold when you loot and sack and double the slaves when you raze the city. You get an XP bonus for all the armies participating in the holy war, public order boost in all your cities and improved relation with the other Arabian factions. But the most important you will reduce your decadence meter. Which brings me to the next theme.

4-Decadence.
The decadent rulers of Araby. The lands of Araby are full of decadent rulers who live in unimaginable luxury, served by hundreds of slaves, while others are great rulers and patrons of art and science. I like the idea of having a decadence meter which lowers and rises. Again Araby is a highly religious society and I feel that the people living in that society wish for a ruler who represents that as well. Decadence is a decay in standards, morals, dignity, religious faith, or skill at governing among the members of the elite of a very large social structure, such as an empire or nation state.

Gameplay wise I am inspired by crusader kings 2 for those who played that game with a Muslim ruler with iqta or tribal government. "Depending on your decadence level, your realm will receive positive or negative effects. These effects apply to income and troop morale. The standard decadence level is 25%, at which your realm will neither suffer nor gain anything from it. Going below 25% will result in your levies having a higher morale and your Demesne income increasing. Conversely, going above 25% will result in decreased levy morale and decreased demesne income. Both of these effects increase or decrease in correlation with your specific decadence level. If you go above 75% decadence, you may become the target of an invasion by righteous tribes who wish to usurp your titles and end your excessive standard of living".

In Warhammer total war it can translate in:

Low decadence:
Improved troop morale,
Public order bonus,
reducing technology research time,
reducing chaos corruption,

but lower gold income (there has to be a downside as well)

High decadence:
Troop morale penalties,
Public order penalty,
increased technology research time,
increased chaos corruption,

higher gold income (gold is important for greedy rulers)

You get higher decadence when you
-kill captives
-sack and loot cities
-raiding
-building slave markets
-capturing slaves

You lower your decadence meter by
-completing holy wars
-releasing captives for free
-occupy cities
-building temples
-Events which cost a lot of gold

So I think this is my post about Araby gameplay mechanics, sorry for the long post but for those who read it till the end, I appreciate that. I hoped you enjoyed it. I like to hear your opinions about it, and if you liked my ideas please let me hear it. I will do other gameplay posts about the other minor factions as well and I will be updating this thread when I know more about the vortex victory conditions.

«1345

Comments

  • AJH1987AJH1987 Posts: 111Registered Users
    Honestly, I really hope they don't. They're not important to the warhammer world. I'd like them to be minor.

    Make them like the other human minor factions, but maybe focus on horse / camel archers rather than, say Norsca's focus on Chariots. Maybe they might occasionally fight with the Tomb Kings. Other than that, they should be basic empire style units of swordsmen, spearmen, halberds with some light cavalry. Maybe stick some of the cavalry on camels if you like.

    I'd be 90+% they won't be a playable faction without modding.
  • obippoobippo Member Posts: 2,253Registered Users
    Great post. Hope they get added at some point, altough I doubt it :(
    AJH1987 said:

    they should be basic empire style units of swordsmen, spearmen, halberds with some light cavalry. Maybe stick some of the cavalry on camels if you like.

    No, they shouldn't AT ALL. Another empire clone as Araby is NOT welcome. It would be lazy, disgusting and would look terribly bad and unfinished. We have enough absurd empire clones.

    It's either an actual araby roster or no araby at all.
    Always be aware when a Content Refusing Troll Brigade (CRTB) representative is near. Contact your local Witch Hunter for further info.


  • JachymulusJachymulus Posts: 228Registered Users
    nice post, but wouldnt the holy war mechanic make them too agressive ? It could potentially go into holy war spam, and araby raiding/occupying half of the world ?

    I hope for Araby being in TTW. to be honest, i believe CA will do it.
  • TheGhostOfProman16TheGhostOfProman16 Senior Member Posts: 1,749Registered Users
    Idk if they'll be playable but i'm sure they'll do a barebones Araby to start similar to Bretonnia before the flc they'll probably have 1 or 2 lords 2 infantry units 1 skirmisher a few cav and skirmisher cav and maybe a special unit...

    Oooor they'll just import the Sassanids from Attila and call it a day :p
    Died during the great YOYO wars
  • ArsenicArsenic Posts: 4,732Registered Users
    I'm reasonably certain Araby will either submerged into an enlarged Nekehara, or a faction containing generic Tomb King Lords.

    Of course, shan't be unhappy to be wrong.
    "Ours is a world of fleeting glory. But it is glory, nonetheless."
  • obippoobippo Member Posts: 2,253Registered Users
    Arsenic said:

    I'm reasonably certain Araby will either submerged into an enlarged Nekehara, or a faction containing generic Tomb King Lords.

    Of course, shan't be unhappy to be wrong.

    that's what I think, too. I dont see ca making an actual araby roster for such a minor faction so there won't be araby at all, probably :(
    Always be aware when a Content Refusing Troll Brigade (CRTB) representative is near. Contact your local Witch Hunter for further info.


  • SherShahSuriSherShahSuri Junior Member Posts: 1,109Registered Users
    +1

    Araby Araby Araby Araby Araby


    We MUST have ARABY!!!!!!!!!! ARRRRRRRAAAAAAAAAABBBBBBBBBBYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY


    I WANT TO KILL DWARVES AND CHAOS WITH SCIMITARS AND SHISHA SMOKING SULTAAAAAAANNNNNS!
  • SherShahSuriSherShahSuri Junior Member Posts: 1,109Registered Users
    AJH1987 said:

    Honestly, I really hope they don't. They're not important to the warhammer world. I'd like them to be minor.

    Make them like the other human minor factions, but maybe focus on horse / camel archers rather than, say Norsca's focus on Chariots. Maybe they might occasionally fight with the Tomb Kings. Other than that, they should be basic empire style units of swordsmen, spearmen, halberds with some light cavalry. Maybe stick some of the cavalry on camels if you like.

    I'd be 90+% they won't be a playable faction without modding.

    BLASPHEMY!!!!!!!!!! BLAAAAAAASSSSSSSSPHHHEEEEEEEMYYYYYY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


  • obippoobippo Member Posts: 2,253Registered Users
    We can only hope, man... and hope can be a dangerous bitch lol
    Always be aware when a Content Refusing Troll Brigade (CRTB) representative is near. Contact your local Witch Hunter for further info.


  • EizoEizo Posts: 1,006Registered Users
    "Hope is the first step on the road to disappointment"
    - Space Marine Librarian
  • Wargol5Wargol5 Posts: 1,275Registered Users
    edited April 2017
    Fun facts :

    - The daemon army book mention a mad arabyan mage named Mahik al'Rak, he was possesed by a Lord of Change and he influenced the practice of sorcery in Araby.

    - One of the spell from the lore of death is named The Caress of Laniph. Laniph was an arabyan sorceress and this spell consist to call her spirit in order to harm the enemies.

    So, the lore of Tzeentch and the lore of Death could eventually be a thing for Araby.
  • NazredNazred Senior Member Posts: 916Registered Users
    AJH1987 said:

    Honestly, I really hope they don't. They're not important to the warhammer world.

    It is to the player to make them important ;)

    nice post, but wouldnt the holy war mechanic make them too agressive ? It could potentially go into holy war spam, and araby raiding/occupying half of the world ?

    Valid point. Maybe implementing x amount of turns as cooldown. Maybe 10 turns or less, I am sure CA know how to balance it :)

    Idk if they'll be playable but i'm sure they'll do a barebones Araby to start similar to Bretonnia before the flc they'll probably have 1 or 2 lords 2 infantry units 1 skirmisher a few cav and skirmisher cav and maybe a special unit...

    Oooor they'll just import the Sassanids from Attila and call it a day :p

    Arsenic said:

    I'm reasonably certain Araby will either submerged into an enlarged Nekehara, or a faction containing generic Tomb King Lords.

    Of course, shan't be unhappy to be wrong.

    But if they are implemented, how do you feel about my ideas of making them unique and fun to play.

  • ArsenicArsenic Posts: 4,732Registered Users
    Nazred said:

    AJH1987 said:

    Honestly, I really hope they don't. They're not important to the warhammer world.

    It is to the player to make them important ;)

    nice post, but wouldnt the holy war mechanic make them too agressive ? It could potentially go into holy war spam, and araby raiding/occupying half of the world ?

    Valid point. Maybe implementing x amount of turns as cooldown. Maybe 10 turns or less, I am sure CA know how to balance it :)

    Idk if they'll be playable but i'm sure they'll do a barebones Araby to start similar to Bretonnia before the flc they'll probably have 1 or 2 lords 2 infantry units 1 skirmisher a few cav and skirmisher cav and maybe a special unit...

    Oooor they'll just import the Sassanids from Attila and call it a day :p

    Arsenic said:

    I'm reasonably certain Araby will either submerged into an enlarged Nekehara, or a faction containing generic Tomb King Lords.

    Of course, shan't be unhappy to be wrong.

    But if they are implemented, how do you feel about my ideas of making them unique and fun to play.

    They sound good, would I be wrong in assuming you to be a Crusader Kings 2 player?
    "Ours is a world of fleeting glory. But it is glory, nonetheless."
  • NazredNazred Senior Member Posts: 916Registered Users
    Arsenic said:

    Nazred said:

    AJH1987 said:

    Honestly, I really hope they don't. They're not important to the warhammer world.

    It is to the player to make them important ;)

    nice post, but wouldnt the holy war mechanic make them too agressive ? It could potentially go into holy war spam, and araby raiding/occupying half of the world ?

    Valid point. Maybe implementing x amount of turns as cooldown. Maybe 10 turns or less, I am sure CA know how to balance it :)

    Idk if they'll be playable but i'm sure they'll do a barebones Araby to start similar to Bretonnia before the flc they'll probably have 1 or 2 lords 2 infantry units 1 skirmisher a few cav and skirmisher cav and maybe a special unit...

    Oooor they'll just import the Sassanids from Attila and call it a day :p

    Arsenic said:

    I'm reasonably certain Araby will either submerged into an enlarged Nekehara, or a faction containing generic Tomb King Lords.

    Of course, shan't be unhappy to be wrong.

    But if they are implemented, how do you feel about my ideas of making them unique and fun to play.

    They sound good, would I be wrong in assuming you to be a Crusader Kings 2 player?
    you wouldn't be :)
  • RulesofWarRulesofWar Posts: 23Registered Users
    edited April 2017
    Accually there were one Araby character in the warhammer world that was made into a figurene that is realy cool.

    His name was Suliman and he was part of a pair hero. Like Felx and Gotrek. Baron Odo d´Outremer and Suliman.

    He was a mounted bedouin style hero with a scimitar.

    And as a clarification, it was not just midevil european ideas for Araby, it is also ancent Egypt and persian empire.

    So a "slavemagic" that could be based around something similar to tombkings of Khemri, a more persian style magic with pain and torture S&M base. And something demonesk based around pre-muslim mythology like djinn and desert demons.

    Also I would definatly play them! Would be awesome!

    The winning condition is also an interesting aspect, it would be more of a campain vs Tomb kings and perhaps Lahmia vampires and vs border princes(!). That would make it more interesting in that it would bring more light to the border princes AND would give a playable human faction that has a more invested interest in the region.

    And again, awesome idea!


  • NazredNazred Senior Member Posts: 916Registered Users

    Accually there were one Araby character in the warhammer world that was made into a figurene that is realy cool.

    His name was Suliman and he was part of a pair hero. Like Felx and Gotrek. Baron Odo d´Outremer and Suliman.

    He was a mounted bedouin style hero with a scimitar.

    And as a clarification, it was not just midevil european ideas for Araby, it is also ancent Egypt and persian empire.

    So a "slavemagic" that could be based around something similar to tombkings of Khemri, a more persian style magic with pain and torture S&M base. And something demonesk based around pre-muslim mythology like djinn and desert demons.

    Also I would definatly play them! Would be awesome!

    The winning condition is also an interesting aspect, it would be more of a campain vs Tomb kings and perhaps Lahmia vampires and vs border princes(!). That would make it more interesting in that it would bring more light to the border princes AND would give a playable human faction that has a more invested interest in the region.

    And again, awesome idea!


    I like your post about Suliman and Baron Odo, it's amazing how much lore Games workshop had. It would be a missed opportunity, not to expand on that.

    Btw I rather have Araby going to focus against Tomb Kings, Bretonnia and Estallia.
  • Wing ZeroWing Zero Junior Member Posts: 823Registered Users
    AJH1987 said:

    Honestly, I really hope they don't. They're not important to the warhammer world. I'd like them to be minor.

    Make them like the other human minor factions, but maybe focus on horse / camel archers rather than, say Norsca's focus on Chariots. Maybe they might occasionally fight with the Tomb Kings. Other than that, they should be basic empire style units of swordsmen, spearmen, halberds with some light cavalry. Maybe stick some of the cavalry on camels if you like.

    I'd be 90+% they won't be a playable faction without modding.

    I'd be happy with this

    Give us the complete major factions first.
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  • RulesofWarRulesofWar Posts: 23Registered Users
    AJH1987 said:

    Honestly, I really hope they don't. They're not important to the warhammer world. I'd like them to be minor.

    Make them like the other human minor factions, but maybe focus on horse / camel archers rather than, say Norsca's focus on Chariots. Maybe they might occasionally fight with the Tomb Kings. Other than that, they should be basic empire style units of swordsmen, spearmen, halberds with some light cavalry. Maybe stick some of the cavalry on camels if you like.

    I'd be 90+% they won't be a playable faction without modding.

    You are wrong in saying that they are not an important faction in WH world. They are the force that keeps the tombkings occupied otherwise they would wage a constant war against south part of the empire and the border princes would be engulfed completely, and the opponant that britona fights a "crusade" with from time to time.

    Also they are an exiting fraction due to they fight a "super evil" as horrible and dangerous as chaos BUT they use slaves, oppression and as such can´t realy be any of the fractions that can be counted as the "super good".

    Araby has been planned by GW to be a playable fraction but is held back to be able to release them as that would make for them to invest in the making of physical figurines and probably won´t increase the player base enough to make it worth the investment. In all likelyhood it would just meen that they would cannibalise on their own player base and decrease sales on other groups.

    That don´t mean that they are not important, it makes them even more important to make a playable race because GW can then increase on their world and make a very interesting fraction finaly playable to us who are fans of the world of fantasy battles!
  • obippoobippo Member Posts: 2,253Registered Users
    Wing Zero said:

    AJH1987 said:

    Honestly, I really hope they don't. They're not important to the warhammer world. I'd like them to be minor.

    Make them like the other human minor factions, but maybe focus on horse / camel archers rather than, say Norsca's focus on Chariots. Maybe they might occasionally fight with the Tomb Kings. Other than that, they should be basic empire style units of swordsmen, spearmen, halberds with some light cavalry. Maybe stick some of the cavalry on camels if you like.

    I'd be 90+% they won't be a playable faction without modding.

    I'd be happy with this

    Give us the complete major factions first.
    And complete minor factions after.
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  • EquixEquix Posts: 624Registered Users
    Araby duelist? Arabian Lords? haha this is not going to happen. Amazons would sell much better, even a gnobblar horde faction.
  • ArchimboldiArchimboldi Junior Member Posts: 14Registered Users
    I'd like to see Araby but we need more important factions like Gnobblars and Albion to be added first.
  • MrJadeMrJade Senior Member Lansing, MIPosts: 7,162Registered Users
    I would love to see a Fall of the Samurai style split with Araby. It explains why the faction is split, some want to modernize like the Empire, others want to keep up traditions. Let the players choose. By teching up the tree farther and farther, Araby loses the ability to recruit monsters like Djinni, Rocs, et. al. but gains the ability to build more advanced units. Start at musket level tech as default, and move steadily up to rifles like the Empire.
    Thrones of Britannia: 69/100
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    Warhammer: 79/100
    Attila: 70/100 [Age of Charlemagne: 72/100]
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  • Ol_NessieOl_Nessie Posts: 3,226Registered Users
    Equix said:

    Araby duelist? Arabian Lords? haha this is not going to happen. Amazons would sell much better, even a gnobblar horde faction.

    Give it up man. No one is taking you seriously.
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  • gholingholin Member Posts: 1,105Registered Users
    edited July 2017
    AJH1987 said:

    Honestly, I really hope they don't. They're not important to the warhammer world. I'd like them to be minor.

    Make them like the other human minor factions, but maybe focus on horse / camel archers rather than, say Norsca's focus on Chariots. Maybe they might occasionally fight with the Tomb Kings. Other than that, they should be basic empire style units of swordsmen, spearmen, halberds with some light cavalry. Maybe stick some of the cavalry on camels if you like.

    I'd be 90+% they won't be a playable faction without modding.

    Norsca was pretty minor too. Look how amazing it turned out. I want Araby and I would certainly never say no to a new warhammer race!

    Plus Araby has rich mythology to draw from, not just genies and flying carpets (Which are no more ridiculous or cartoonish than other things in Warhammer and are rare to see in any game). We need a few desert factions. Araby was also quite important to the warhammer world, with several invasions to the old world and several crusades against them. And Araby would bring an Arabian Nights aesthetic to the world that fits perfectly in with the other races we have. I imagine bejeweled, exotic cities with alabaster walls and golden domes, Flying carpet soldiers flying over it to dart and dash at the incoming foe besieging them. War elephants, Camel riders, and dual-bladed dervishes fighting about while rocs fly ahead and giant scorpions strike. Genies flinging spells down from the rampart and carpet wizards pelting foes with fireballs from above.

    Also let me suggest as a game mechanic something we talked about in another thread.

    Gunpowder vs Traditionalist route
    Araby has religious laws against gunpowder so one of their mechanics could be choosing guns over traditional magic and religion. Maybe a civil war could happen to destroy the other faction or reign them in.

    So Araby can choose either amazing firepower, Jezail camels and pistol weilding carpet riders, and elephant with cannons on their backs, or go more traditional and focus on magical spells with genie support. It'd be kinda like how wood elves have two factions.
  • gholingholin Member Posts: 1,105Registered Users
    edited July 2017
    MrJade said:

    I would love to see a Fall of the Samurai style split with Araby. It explains why the faction is split, some want to modernize like the Empire, others want to keep up traditions. Let the players choose. By teching up the tree farther and farther, Araby loses the ability to recruit monsters like Djinni, Rocs, et. al. but gains the ability to build more advanced units. Start at musket level tech as default, and move steadily up to rifles like the Empire.

    Yeah, this is what I'm talking about. I think we're both onto something here :) It sounds pretty fun, and fits the lore!

    Tomb Kings need someone to battle over that vast desert!
  • EquixEquix Posts: 624Registered Users
    South of Khemri has lizardmen, also TK has Arkhan the Black and Nagash to fight with. Bretonnians prove themselves crusading and stealing things from TK. Ratmen also like to explore and steal things from TK.

    Tk DOESN'T need Araby.
  • GrimnarGrimnar Posts: 48Registered Users
    Equix said:

    South of Khemri has lizardmen, also TK has Arkhan the Black and Nagash to fight with. Bretonnians prove themselves crusading and stealing things from TK. Ratmen also like to explore and steal things from TK.

    Tk DOESN'T need Araby.

    again the araby hate. Sadly nagash is " dead " in the time TWW plays and tk not rly big fans of arkhan. To be honest nobody rly like Arkhan.

  • HisShadowBGHisShadowBG Posts: 2,541Registered Users
    Grimnar said:

    Equix said:

    South of Khemri has lizardmen, also TK has Arkhan the Black and Nagash to fight with. Bretonnians prove themselves crusading and stealing things from TK. Ratmen also like to explore and steal things from TK.

    Tk DOESN'T need Araby.

    again the araby hate. Sadly nagash is " dead " in the time TWW plays and tk not rly big fans of arkhan. To be honest nobody rly like Arkhan.

    I kind of like him
  • EquixEquix Posts: 624Registered Users

    Grimnar said:

    Equix said:

    South of Khemri has lizardmen, also TK has Arkhan the Black and Nagash to fight with. Bretonnians prove themselves crusading and stealing things from TK. Ratmen also like to explore and steal things from TK.

    Tk DOESN'T need Araby.

    again the araby hate. Sadly nagash is " dead " in the time TWW plays and tk not rly big fans of arkhan. To be honest nobody rly like Arkhan.

    I kind of like him
    I like Arkhan too, and Nagash can rise again, the timeline is very open. Already demonstrated with Vlad and Manfred.
  • Mr_Finley7Mr_Finley7 Junior Member Posts: 3,966Registered Users
    I really want a fleshed out Araby with unique game mechanics. I want to see CA flex their creative muscle.

    That said I would be satisfied with a reskinned empire. Blasphemous, i know, but i stiml don't have much confidence well get more minor factions, even with Norsca.
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