ToD Changes i'd like to see, because I have nothing else to talk about. (Warning: long post - not serious post)
Thrones of Decay, the big three with the dumbest (if not thematical) recruitment system, the faction that needs some form of a deeper dive, and the most boring, yet immensely powerful. I can expect some of this to seem very OP, but do you know what? It is and will never become exposed, but I like talking about it, reading people's ideas, and sharing my own, what can I say.
Nurgle, The Empire, and the Dwarfs. -------------------------------------------------------------------------------------------------------------------------------------
Nurgle:
1. Cult Mechanic rework - Because of course they need a bit of a something-something when the Changeling comes around with a great cult system, although if they really wanted something about death and decay, why not lean into it in this aspect? Have the Nurgle cult work like an Under Empire and the Followers of the Great Plan. They do not need to be so sporadic, but just set them up in the direction of Life and Decay or Spread the Word of Nurgle to have them build structures as needed, summoning a small army from time to time on their own. 2. Military buildings - I love the cycle mechanic, do not get me wrong, building a structure that goes from Nurglings to Great Unclean Ones is amazing (although it does not, but you understand what I am saying I hope). However, I would honestly like more stable units, just set me up with one building that gives me consistent units and that I can upgrade normally. It is not like it would harm the theme of the faction as you could condense all mortal followers down to one structure, if not the actual main building. The only reason is because Ku'gath feels too ridiculous, managing an army of Nurglings and the occasional good unit that could get sniped out of existence if an unavoidable fight comes your way and you do not have much in the pool and forced to sit and wait. 3. Battlefield Recruitment - Do you know how the Vamp Counts get the ability to summon undead troops after battles? Give that to Nurgle, daemon exclusive, make the most gruesome battles so heavy with plague and rotting corpses that it forces Nurgle aligned daemons to come forth to supplement your army in key locations where you fought massive battles. Maybe even give get a chance for a choice, like option A: You pool in three random daemon units or option B: summons a small, allied army to attack the nearest enemy of your faction. 4. A bit more of Nurgle- I like Nurgle as is, I think the devs and artists did a great job developing a race that is supposed to make your stomach churn from the very sight of them and made them more cartoony and in line with how the art style is. However, I feel like your mortal followers could develop their own rotations of various gestation periods. Imagine a Nurgle Marauder winning a few battles and suddenly, the man turns into a walking hive bomb before suicide running and exploding into a Nurgling regiment on quarter health but doing AoE dmg? Where are the infections that could force cities to go rogue as the whole city goes mad from disease only to become an "awakened" city of a faction. that sends tribute of a randomized troop, could be Nurglings, could be Knights of Nurgle, could even be a Great Unclean One.
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Empire:
1. Individual regiment upgrades - I honestly thing regiments, such as Swordsman, spearmen, Halberds, Rifleman and so on need supplies that change their function a bit. I get the Empire is supposed to be the melting pot of the Empire, but it feels like the Empire lacks what makes them strong. Why does not a Swordman Regiment have the option to employ a Witch Hunter in their group as an officer, of sorts, to have a bonus damage against Undead, same with a Dwarf to help against Greenskins. Why cannot they employ banners to help with passive Leadership bonuses, or maybe have a few ogres amongst the ranks for a stat boost. Maybe bayonets for your riflemen to help deal with charges better, but losing the ability to deal with other forms of melee? The point is, let the Empire be the melting pot of whatever the hell you want, they are not a hybrid faction like Kislev, but they surely can have access to literally every tactic, even if that makes them use Hybrid tactics to a straight gunpowder heavy army and setting up a small trench. 2. Better Empire Management - The Empire is lacking in the management department, as it feels like it is too broad. The Chorfs and Yuan Bo opened the possibilities to alternative ways to manage your affairs and provinces, so why not change it up further with the Commandments and Imperial Authority? Commandments can be fine-tuned to represent specific provinces for functions, such as, for example, an Agricultural Commandment that changes farms into having increase growth and giving adjacent growth to regions, having Industrial Commandment that increase the province gold income but lowers control and growth for itself and adjacent territories. The Military commandment to focus more on military recruitment cost to go down, upkeep to go down and control to go up but loss of growth and income entirely, as well as increasing the Garrison strength of the units IN an actual garrison? There is a lot of fun that can be had, especially if your choice of Elector Count mattered and gave specific bonuses depending on what they were, like corruption reduction, special buildings giving increase products and income/effects, or flat upkeep reduction in that province. The Imperial Authority plays a part somewhere, spending it on changing the commandment so you can’t freely change easily when under duress. 3. Unit balancing - Don't get me wrong, the faction is fine, but let us be honest, the Swordsman being 100g for being as bad it is feels criminal. I feel as if the faction should lean more towards having several armies of regular, garbage, but cheap units with a few high-powered elites, at least when it comes down to the infantry. It does not just revolve around the Swordman, obviously, but the example stands. 4. Faith - There is just nothing to do with it, it does not have a HUGE place in the game, but there needs to be something, some sort of reason to care about Sigmar, Wulfric, Morr, Taal and the others in something other than name alone. I would love to to be able to set up shrines to recruit a special unit dedicated to that god, but if I need to choose between a specific god for the Empire to worship or worship all gods. If I choose, say, Sigmar, no other shrine can be built or there will be a penalty faction wide until demolished. On the other hand, you can start out with the penalty, but as you build up your empire and build a shrine dedicated to one of each god you gain more benefits. It is like picking your poison sort of thing that offers a bit of choice.
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Dwarfs: 1. Karaz Ankor - Let this be the main focus of the update, the Karaz Ankor and the reclamation of the Dwarf Realm, settling age old grudges and connecting all the holds under one banner should be one of the pinnacle moments. Some of the greatest moments in lore was the first of Thorgrim Grudgebearer come crashing down to smite factions that took over Dwarf holds, but for some reason they are not reflected in the game. Where are the crusades to right wrongs that do not just extend to your borders, is the king of Karak Eight Peaks the only one that cares about the age of Reclamation that is to come?
2. Grudges - This got tweaked to be a bit better, but I feel this could be adjusted a bit more, such as stop letting every twig cracked on your land by a hero or enemy with a tunnel ability become marked as a grudge and further giving you penalties because you either cannot catch them or can't afford to send a whole army just to murder beastmen who decided to raid you for a turn then bail. I understand it is a matter of Dwarf lore to let literally nothing go and show how spiteful they are that a single blade of grass was crushed by your allies, the Empire because they were helping you kill an enemy but didn't get military access. Loosen the grudges or let me go the MandaloreGaming route and try to negotiate.
3. Dwarf Artifacts - Ever since the Chorf main quest I have been fascinating in the idea of the dwarves getting some ability to reconnect or further connect with their Ancestor gods by collecting ancient artifacts of Dwarven past. A shield of a fallen Karak lord, the skull of a dead lord taken from Queeks back, even killing some Chorfs to, all that will allow you to gain power if not direct bonuses.
------------------------------------------------------------------------------------------------------------------------------------- I mean that's the sum of it, of my thoughts, that I’ve been mulling over for a while, over all if even a quarter of these got implemented I’d be more than happy, although none of them will. These are just mad ramblings that no one will see, but reading back on them they sound cool as hell to me, but I am also biased so what do I know?