I'm waiting quite anxiously the release of the new patch but at the same time I'm thinking that I don't like too much the choice of the playable factions.
This is only my opinion but looking at the map you can notice that there are too many factions on the empire zone, and these factions are all the empire ones.
This choice has a sense to me in the base mod of call of warhammer, but in this submod version, which increase the size of the map, is not the most efficient solution.
I have read of people suggesting to take out some minor empire factions like hotchland to regain some free slots and use them to create new factions and I saw also the mod that create an only one empire faction. This last mod can be a valid way where to start (but probably taking out the generic empire units).
I know also that the modders of Botet don't want to change the factions composition so what I'm going to propose is a sort of survey to understand others opinions.
In my conception this mod should have, taking inspiration from what in the forum some of you have written, an only empire faction and a don't playable empire secessionist one. In this way you can gain 8 faction slots.
Looking at the map as I said before there are too many empire factions, that have sense in a more restrict map like in Cow where you have more settlements to conquer, but in Botet if you play for example Talabchland you haven't the possibility to expand. Having an only empire faction you will have instead the possibility to have a civil war anyway, fighting against the secessionist faction (in my mind it starts the game with some little settlements and you have to defeat it like in Warhammer TW and then there will be the possibility to see it re-emerge with some conditions of low public order or with some scripts) and the possibility to expand without limitations.
But nothing new up to here I suppose, I'm only summarizing a lot of ideas read and saw here and there and making order.
And with the new 8 free slots?
Yes, here I am. The south of the Botet's map is quite desolate. -Estalia, Tilea and Border Princes, where are you?- I know that they are not factions but only territories made by indipendet cities that fight each other. But I think that this game have some hardcoded limits and we should make a compromise between the lore and the playability. That territories have not a sense if not to see them as zones in which Bretonnia or Skaven or Dogs of War can easily expand. Yes, cool, but if there were real factions there? Shouldn't it be better? Shouldn't the game be more equally divided and give a sense of competitiveness everywhere?
So, these are my motivations. Maybe making factions called "Tilea" and "Estalia" that have the aim to conquer Estalia and Tilea and wich at the start game haven't conquered all the settlements of their native place yet. In this way we will spend 2 of our 8 free slots making Tilea and Estalia. The Border Princes one will be obtained by reconverting Dogs of War. Then one slot to make a faction that will represent Araby (also to unify and already conquered) and making the southern part of the map more competitive. Should be also cool to create Marienburg faction because it is one of the most populated and rich city and making in this way some pression to Empire on the west side. At this point we can take out some empire minor settlements and redistribute them where necessary.
We have at this point 4 solts to use. I think that the dwarfs have too many settlements and I heard of someone saying that dwarf campaign is too easy cause they gain a lot of money. I haven't had time to try a campaign with them but starting from this point and also by the fact they have several settlements in very distant positions, we could create different dwarfs families, one in the southern zone, one in the middle and one in the north, looking at the lore as much as possible.
So we will maintain the dwarf faction changing its name with the one of a dwarf clan and creating two new ones.
Now we have 2 other free slots. Why not doing the same with the orcs? But here I was thinking to add only one more orc clan.
With the last one instead I don't know. Maybe beastman? Yes but they are an orde faction and is not possible represent them properly. About this I was thinking we could create two settlements, one in Empire zone near Middenheim and one in Bretonnia. In this 2 settlements take out the possibility to build buildings and to destroy the existing ones.
These 2 settlements should be the beastman bases from wich recruit beast warriors (and only there). The buildings inside should be the ones wich will recruit them. Something like one for the little and weak units and one for the stronger. These settlements should be part of Chaos undivided dominion and only using it you can recruit beastman. If Empire for example conquer that settlment, the only benefit will be that it have no more to face beastman (until chaos undivided reconquer it). These settlements are not important money maker but are made only to represent the beastman presence.
Finally, there is one more free slot because my representation of beastman work using the existing chaos undivided faction.
My competence in modding doesn't allow me to give life to this project but I was wondering if someone one day will do it, or something like this. I'm not sure but maybe I have read somewhere that someone of Botet team will do their own submod one day in the future when they will have finished the most of their work on the current submod, but I repeat, I'm not sure of this. In case, are you planning to do something similar? Could my idea give some inspirations?
Now I would like to know if some of you think like me about my proposal of modification. What is your opinion? Any suggestions?
What could we do with the last free faction slot?
Sorry for the long post but I had the need to write it because I love this mod and Warhammer TW is not satisfying at all (and not completed yet).
And sorry for the grammar errors too.
I will clarify any points you don't understand if you will request and if I will have the time to do it.