I'm sure that we all want to more races in the game, but when I read forum posts I also realise that we don't agree how to implement them. I think that many players would have liked to see the kotl and all other races to come as fullblown races. I don't think this is the way to it and I will here try to explain why.
Core race - A race with its own cities and tech tree. Think humans.
Addon race - A race gained from a resource. Think Kotl.
An important thing about the core races is that they should be different and in some way supplement each other. If you play monsters you should be happy for finding an undead city that will greatly improve your mana or a human city which you can use to get silver weapons. The more core races we put in the smaller these differences will seem. There is nothing special about human silver weapons if we also have the giants gold weapon and gnome steam weapons. Another problem is balance. When the game first came out balance betwen the races didn't seem that importent because you could get all races by conquering a few neutral cities. The current discussions about humans shows that balance betwen the core races does matter and the more core races the dev's put in, the harder it will be to balance.
Now I am not saying that we should keep it to three core races. I am just saying that when a core race is introduced it should be a game changer and really different from the current core races. Let me give two examples.
Seafolk - Can only build cities in water.
Would require that the seamonsters got changed, so there where more weaker monsters and that we got some water terrain and special resources.
Insectoids - Faster growth, less food produced by farms.
They should have perk building that make units amphibian and is build on iron(Making that iron more usefull and enables land races to engage Seafolks)
Can build gold improvements but not food improments on donkeys or pigs(Else their weakness would be all but removed by finding a few right resources.
A perk building on pigs that improve movement by one. (Pig cavalery)
Their units are cheap and weak, but give all unit close them a small combat bonus.
Now addon races would just give you acces to a few units and maybe a perk which will enchant you race, but not fundamentally change the game. Kotle archer boost the weak human archer and turtle give them a decend end game unit if they can't find a holy ground. Avaible for a few points and with only a few units these addon races are easier to balance and still add great flavour. A kotle monster, kotle human and vanillia human all feels very different to play. Dwarf and elves could easly be made into addon races and the dev's would be able to throw in a great number of addon races as they don't require as much tweaking as a full blown race.
So what does other people think? Does anybody have ideas for core races or addon races? Is there something I am totally forgetting in this post?
Edit: Maybe make addon races dlc while saving new core races for expansions <.<
Core race - A race with its own cities and tech tree. Think humans.
Addon race - A race gained from a resource. Think Kotl.
An important thing about the core races is that they should be different and in some way supplement each other. If you play monsters you should be happy for finding an undead city that will greatly improve your mana or a human city which you can use to get silver weapons. The more core races we put in the smaller these differences will seem. There is nothing special about human silver weapons if we also have the giants gold weapon and gnome steam weapons. Another problem is balance. When the game first came out balance betwen the races didn't seem that importent because you could get all races by conquering a few neutral cities. The current discussions about humans shows that balance betwen the core races does matter and the more core races the dev's put in, the harder it will be to balance.
Now I am not saying that we should keep it to three core races. I am just saying that when a core race is introduced it should be a game changer and really different from the current core races. Let me give two examples.
Seafolk - Can only build cities in water.
Would require that the seamonsters got changed, so there where more weaker monsters and that we got some water terrain and special resources.
Insectoids - Faster growth, less food produced by farms.
They should have perk building that make units amphibian and is build on iron(Making that iron more usefull and enables land races to engage Seafolks)
Can build gold improvements but not food improments on donkeys or pigs(Else their weakness would be all but removed by finding a few right resources.
A perk building on pigs that improve movement by one. (Pig cavalery)
Their units are cheap and weak, but give all unit close them a small combat bonus.
Now addon races would just give you acces to a few units and maybe a perk which will enchant you race, but not fundamentally change the game. Kotle archer boost the weak human archer and turtle give them a decend end game unit if they can't find a holy ground. Avaible for a few points and with only a few units these addon races are easier to balance and still add great flavour. A kotle monster, kotle human and vanillia human all feels very different to play. Dwarf and elves could easly be made into addon races and the dev's would be able to throw in a great number of addon races as they don't require as much tweaking as a full blown race.
So what does other people think? Does anybody have ideas for core races or addon races? Is there something I am totally forgetting in this post?
Edit: Maybe make addon races dlc while saving new core races for expansions <.<