My ideas for implementing Cathay in game 3
Battle of the silk road: the lords will lead an expeditionary army along the silk road to secure the lucrative trade route from the western edge of Cathay to the worlds edge mountain. Every settlement secured grants significant increase in income, at the cost of reducing public order. Rival incursion (rebellions) will be commonplace. Every province secured along the way will result in a scripted quest battle against a competitor seeking to control the silk road. The objective is to control the entire silk road, and win the final battle against a coalition of competitors. After this public order will reset and allows further expansion beyond the silk road.
Faction characteristics: balanced faction with defensive infantry, weak heavy cav
Dragon emperor: hybrid lord with lore of heaven spells, regeneration, wields the sword of goujian, dragon armor, can mount a celestial dragon
Melee monstrous infantry lord with high ward save. Has stalk, can create doubles like alith nar, AOE slow and melee debuff
Master stratergists: supportive hero with buffs and debuffs, stratergem of fire: imbune fire attack and inflict fire weakness map wide, stratergem of steel: increase melee defence and grants expert charge defence in AOE, stratergem of stealth: grants stalk to a unit.
Terra cotta warriors: basic expendable infantry, has regeneration, crumbles, poor combat stats
Bannermen (sword and shield/ spear) tier 2 infantry similar to empire swordsmen/spearman
Forbidden guards (sword and shield) tier 3 infantry, armoured and shielded, anti-infantry, encourage, comparable stats to longbeards
Forbidden guards (polearms) armoured, anti-large armour piercing.
Celestial warriors (sword and shield) tier 4 infantry, armoured and shielded, anti-infantry, physical resist.
Celestial warriors (polearm) anti-large armour piercing version
Bannermen archers: basic archer units with decent range, normal and fire arrow variant
Cho ko nu: archers with shorter range but does 3 shots per volley (like swift shiver shards) high damage, has wolfsbane (poison) variant
Ogre gunners: Ogres armed with handcannons with short range but devastating firepower, also have a better firing arc for a gunner unit due to the height.
Guan Dao riders: lightly armoured, anti large armor piercing damage
Steppe raiders: light skirmish cav with bows
Imperial patrols: skirmish cav with crossbow, armor piercing range attack
Rocketeer: weapons team equipped with explosive rockets, similar range as jezzails, low accuracy, explosive damage
Dragon cannon: typical cannon unit
Dragon rocket: similar to motars, napalm version applies the burnt debuff, poison rounds does damage over time.
Stone lions: similar to the white lion unit, physical resist
Ogre banners: armored ogres armed with polearms, AP with very high antilarge bonus, and charge defence against all.
Celestial dragon: serpentine eastern dragons, can fly, range attack, lower melee stats than normal dragons