If you are like me (and if you aren't, why not), you occasionally find yourself wishing that you had more options when it comes to leader selections in FFH. Sure, the current crop covers a range of playing styles and combinations, but some traits in EitB are alarmingly rare (cough, IND), and a few civs really lack for diversity unless you play with Unrestricted Leaders.
Thankfully there is a ready solution at hand. Base FFH comes with a number of "minor" civilization leaders, who mostly crop up only in the official Scenarios. One, Minister Koun, appears with some regularity in normal games, while I believe that some of the others can be spawned using colonies (I've never tested this though).
What I propose is bringing a number of these leaders into EitB, to add some additional trait combinations and flavor to the game. Since most of them currently possess only one playable trait, I have amended their combos, or in some cases devised entirely new ones.
Sareln has told me that he would consider adding some new leaders to the game provided that they meet the following criteria:
1. They must use new trait combinations not held by any current leader
2. They cannot have any traits which are overpowered with their civs
3. No civ can have too many leaders total- so I won't be suggesting any new leaders for civs that already have three.
With those guidelines in mind, here are the leaders & traits I have to suggest [leaderhead images taken from Xienwolf's game manual]:
[SIZE="4"]Leader: Thessalonica
Civilization: Elohim
Alignment: Neutral
Traits: IND, SPI [/SIZE]
![[Image: Thessalonica.jpg]](http://dl.dropbox.com/u/10367439/Thessalonica.jpg)
Purpose: Thessalonica would add a few new things to the mod. The Elohim presently have a distinct emphasis on the spiritual line thanks to Monks, but lack any leaders to take advantage of it. IND is presently under-represented in EitB, and could synergize with SPI as part of a Mercurian-beeline, as Fanatacism is also necessary for higher-tier Discipline units. I suggest Neutral both for flavor purposes & so that Thess cannot get an early event prophet and spiral out of control using SPI & Altar stages.
[SIZE="4"]Leader: Volanna
Civilization: Svartalfar
Alignment: Evil
Traits: AGG, EXP [/SIZE]
![[Image: Volanna.jpg]](http://dl.dropbox.com/u/10367439/Volanna.jpg)
Purpose: The intent behind Volanna is for there to be a Svart leader who can expand quickly, has a health bonus to make abandoning the Leaves for something like Esus significantly more palatable, and who has Aggressive for an emphasis on more straight-up combat, as opposed to Faeryl's "hit-and-run" commando approach. Volanna's leaderhead has absolutely no bearing on why she should be in the game
[/SINCERITY]
[SIZE="4"]Leader: Rivanna the Wraith Lord
Civilization: Svartalfar
Alignment: Evil
Traits: ORG, SUM [/SIZE]
![[Image: Rivanna%20the%20Wraith%20Lord.jpg]](http://dl.dropbox.com/u/10367439/Rivanna%20the%20Wraith%20Lord.jpg)
Purpose: Rivanna's role for the Svarts would be to serve as their dual economic-Illusionist leader of choice. Right now the Svarts really have no economic traits, which is a shame for an Elven civ, and it can make it difficult to justify picking them when all three Ljo leaders can take better advantage of their Elfy economies. ORG certainly isn't the greatest economic trait ever devised, but it is something that no other Elven leader has, gives Rivanna a niche as a great leader for spread-out and/or large Elven civs, and Command Posts nicely accommodate any of the diverse Svart unit line options. Summoner should pair very nicely with Illusionists, but is kept in check somewhat by the absence of Arcane.
The Svart's don't necessarily need both Volanna and Rivanna, although I think each brings a unique quality to the civ. I certainly think that they deserve more options than just Faeryl however.
[SIZE="4"]Leader: Tya Kiri
Civilization: Amurities
Alignment: Good
Traits: SPI, PHI [/SIZE]
![[Image: Tya%20Kiri.jpg]](http://dl.dropbox.com/u/10367439/Tya%20Kiri.jpg)
Purpose: Spiritual is the main reasons to pick Tya, whose purpose is to allow the Amurities to truly take advantage of using Govannon to teach arcane spells to T3 & T4 priests. Dain and Valedia can already do it, but pursing such a strategy can mean wasting their Arcane traits. EDIT: Removed due to already having suggested the SPI/IND combo for Thess. IND is just a filler trait, and is replaceable; at present, it gives her a unique combination, isn't overpowering in conjunction with SPI, and helps IND gain a wider representation among leaders.
PHI actually pairs rather well with SPI, thanks to the synergy of getting more Prophets & more quickly, which in turn means faster Altar stages for boosting Discipline units. A possible alternative is AGG instead, but I fear that Aggressive Firebows & Govannon-taught Discipline units might be too powerful.
[SIZE="4"]Leader: Averax the Cambion
Civilization: Sheaim
Alignment: Evil
Traits: AGG, CRE, BAR [/SIZE]
![[Image: Averax%20the%20Cambion.jpg]](http://dl.dropbox.com/u/10367439/Averax%20the%20Cambion.jpg)
Purpose: Sheaim Pyre Zombie specialist. CRE abets a PZ rush via helping get Bronze more quickly, and saves hammers that might otherwise be spent on monuments. AGG + PZ is a def. power combo, but should be held in check by the Sheaim's lack of a melee line past T2- like Tasunke, this guy will live or die by the early-to-midgame rush. Without Summoner, his arcane line is hardly better than anyone else's, and CRE will lose power as the game goes on. AGG will keep him at least nominally competitive though, since it still works perfectly well with mounted, recon and discipline units after players have developed counters to PZ. I considered suggesting PHI instead of CRE, but that seemed awfully powerful.
EDIT: Barbarian is also a sensible additional trait. It means that Averax can focus even more singly on getting his PZ out, but at the same time he is hampered in teching to later-game units. Barbarian also means that the Sheaim can summon AC-spawned barbs without necessarily fearing the consequences for their own empires. And seriously, just look at this guy- the trait fits him as snugly as that horrible gimp mask-thing.
[SIZE="4"]Leader: Shekinah
Civilization: Sidar
Alignment: Neutral
Traits: ARC, CRE or CHA, CRE [/SIZE]
![[Image: Shekinah.jpg]](http://dl.dropbox.com/u/10367439/Shekinah.jpg)
Purpose: I can't decide whether Shekinah should have ARC or CHA- either way, the intention is for a leader who possesses the means to get the Sidar wanes more quickly (acceptable with the restored level 6 exp requirement), but sacrifices almost all of Sandalphon's excellent economic builder potential in doing so. CRE is intentionally a terrible trait for pairing with either ARC or CHA, to keep her from being overpowered.
[SIZE="4"]Leader: Furia the Mad
Civilization: Balseraphs
Alignment: Neutral
Traits: RAI, CHA, BAR [/SIZE]
![[Image: Furia%20the%20Mad.jpg]](http://dl.dropbox.com/u/10367439/Furia%20the%20Mad.jpg)
Purpose: Added per Mardoc's suggestion for a Balseraphs leader who can make genuine use out of their three special recon-line units. Perpentarch could theoretically use any of the Balseraphs UU very well, but the presence of Insane makes basing any sort of long-term strategy around his traits is an exercise in futility. Raiders pairs perfectly with Recon units, allowing Furia to move her Harlequins deep into enemy territory to Taunt out garrisons or other entrenched forces. Charismatic is there largely because it is a unique pairing with Raiders which also has some nice synergy. Charismatic also fits along with Barbarian on a thematic level, representing Furia's dual-personalities (which is also the reason I suggest her being Neutral). It might not matter for game-play purposes, but it is nice to have leader's traits make thematic sense, if for no other reason than to preserve flavor for SP games
. Barbarian also supplies a few gameplay functions. First, it gives the game another Barbarian leader (which it could really use more of), second, it helps temper the otherwise excellent Raiders / Charismatic combination, and finally it allows the Balseraphs to use Loki as a neat pseudo-Ratine, converting barbarian cities.
So, that's all of them. The game has several other Minor Leaders who could potentially join the main game (including an astounding four other Illian leaders), but most of them didn't seem like they would add any actual depth to the game. For instance, the Hippus have two other leaders, but between Rhoanna & Tasunke, they already seem to have all of their bases covered. Does anyone have any alternative ideas- other leaders (who are already in the game files- no entirely new content please), or suggested alternatives to the trait combinations I have provided? Suggest away!
Thankfully there is a ready solution at hand. Base FFH comes with a number of "minor" civilization leaders, who mostly crop up only in the official Scenarios. One, Minister Koun, appears with some regularity in normal games, while I believe that some of the others can be spawned using colonies (I've never tested this though).
What I propose is bringing a number of these leaders into EitB, to add some additional trait combinations and flavor to the game. Since most of them currently possess only one playable trait, I have amended their combos, or in some cases devised entirely new ones.
Sareln has told me that he would consider adding some new leaders to the game provided that they meet the following criteria:
1. They must use new trait combinations not held by any current leader
2. They cannot have any traits which are overpowered with their civs
3. No civ can have too many leaders total- so I won't be suggesting any new leaders for civs that already have three.
With those guidelines in mind, here are the leaders & traits I have to suggest [leaderhead images taken from Xienwolf's game manual]:
[SIZE="4"]Leader: Thessalonica
Civilization: Elohim
Alignment: Neutral
Traits: IND, SPI [/SIZE]
![[Image: Thessalonica.jpg]](http://dl.dropbox.com/u/10367439/Thessalonica.jpg)
Purpose: Thessalonica would add a few new things to the mod. The Elohim presently have a distinct emphasis on the spiritual line thanks to Monks, but lack any leaders to take advantage of it. IND is presently under-represented in EitB, and could synergize with SPI as part of a Mercurian-beeline, as Fanatacism is also necessary for higher-tier Discipline units. I suggest Neutral both for flavor purposes & so that Thess cannot get an early event prophet and spiral out of control using SPI & Altar stages.
[SIZE="4"]Leader: Volanna
Civilization: Svartalfar
Alignment: Evil
Traits: AGG, EXP [/SIZE]
![[Image: Volanna.jpg]](http://dl.dropbox.com/u/10367439/Volanna.jpg)
Purpose: The intent behind Volanna is for there to be a Svart leader who can expand quickly, has a health bonus to make abandoning the Leaves for something like Esus significantly more palatable, and who has Aggressive for an emphasis on more straight-up combat, as opposed to Faeryl's "hit-and-run" commando approach. Volanna's leaderhead has absolutely no bearing on why she should be in the game
![coffee coffee](https://www.realmsbeyond.net/forums/images/smilies/coffee.gif)
[SIZE="4"]Leader: Rivanna the Wraith Lord
Civilization: Svartalfar
Alignment: Evil
Traits: ORG, SUM [/SIZE]
![[Image: Rivanna%20the%20Wraith%20Lord.jpg]](http://dl.dropbox.com/u/10367439/Rivanna%20the%20Wraith%20Lord.jpg)
Purpose: Rivanna's role for the Svarts would be to serve as their dual economic-Illusionist leader of choice. Right now the Svarts really have no economic traits, which is a shame for an Elven civ, and it can make it difficult to justify picking them when all three Ljo leaders can take better advantage of their Elfy economies. ORG certainly isn't the greatest economic trait ever devised, but it is something that no other Elven leader has, gives Rivanna a niche as a great leader for spread-out and/or large Elven civs, and Command Posts nicely accommodate any of the diverse Svart unit line options. Summoner should pair very nicely with Illusionists, but is kept in check somewhat by the absence of Arcane.
The Svart's don't necessarily need both Volanna and Rivanna, although I think each brings a unique quality to the civ. I certainly think that they deserve more options than just Faeryl however.
[SIZE="4"]Leader: Tya Kiri
Civilization: Amurities
Alignment: Good
Traits: SPI, PHI [/SIZE]
![[Image: Tya%20Kiri.jpg]](http://dl.dropbox.com/u/10367439/Tya%20Kiri.jpg)
Purpose: Spiritual is the main reasons to pick Tya, whose purpose is to allow the Amurities to truly take advantage of using Govannon to teach arcane spells to T3 & T4 priests. Dain and Valedia can already do it, but pursing such a strategy can mean wasting their Arcane traits. EDIT: Removed due to already having suggested the SPI/IND combo for Thess. IND is just a filler trait, and is replaceable; at present, it gives her a unique combination, isn't overpowering in conjunction with SPI, and helps IND gain a wider representation among leaders.
PHI actually pairs rather well with SPI, thanks to the synergy of getting more Prophets & more quickly, which in turn means faster Altar stages for boosting Discipline units. A possible alternative is AGG instead, but I fear that Aggressive Firebows & Govannon-taught Discipline units might be too powerful.
[SIZE="4"]Leader: Averax the Cambion
Civilization: Sheaim
Alignment: Evil
Traits: AGG, CRE, BAR [/SIZE]
![[Image: Averax%20the%20Cambion.jpg]](http://dl.dropbox.com/u/10367439/Averax%20the%20Cambion.jpg)
Purpose: Sheaim Pyre Zombie specialist. CRE abets a PZ rush via helping get Bronze more quickly, and saves hammers that might otherwise be spent on monuments. AGG + PZ is a def. power combo, but should be held in check by the Sheaim's lack of a melee line past T2- like Tasunke, this guy will live or die by the early-to-midgame rush. Without Summoner, his arcane line is hardly better than anyone else's, and CRE will lose power as the game goes on. AGG will keep him at least nominally competitive though, since it still works perfectly well with mounted, recon and discipline units after players have developed counters to PZ. I considered suggesting PHI instead of CRE, but that seemed awfully powerful.
EDIT: Barbarian is also a sensible additional trait. It means that Averax can focus even more singly on getting his PZ out, but at the same time he is hampered in teching to later-game units. Barbarian also means that the Sheaim can summon AC-spawned barbs without necessarily fearing the consequences for their own empires. And seriously, just look at this guy- the trait fits him as snugly as that horrible gimp mask-thing.
[SIZE="4"]Leader: Shekinah
Civilization: Sidar
Alignment: Neutral
Traits: ARC, CRE or CHA, CRE [/SIZE]
![[Image: Shekinah.jpg]](http://dl.dropbox.com/u/10367439/Shekinah.jpg)
Purpose: I can't decide whether Shekinah should have ARC or CHA- either way, the intention is for a leader who possesses the means to get the Sidar wanes more quickly (acceptable with the restored level 6 exp requirement), but sacrifices almost all of Sandalphon's excellent economic builder potential in doing so. CRE is intentionally a terrible trait for pairing with either ARC or CHA, to keep her from being overpowered.
[SIZE="4"]Leader: Furia the Mad
Civilization: Balseraphs
Alignment: Neutral
Traits: RAI, CHA, BAR [/SIZE]
![[Image: Furia%20the%20Mad.jpg]](http://dl.dropbox.com/u/10367439/Furia%20the%20Mad.jpg)
Purpose: Added per Mardoc's suggestion for a Balseraphs leader who can make genuine use out of their three special recon-line units. Perpentarch could theoretically use any of the Balseraphs UU very well, but the presence of Insane makes basing any sort of long-term strategy around his traits is an exercise in futility. Raiders pairs perfectly with Recon units, allowing Furia to move her Harlequins deep into enemy territory to Taunt out garrisons or other entrenched forces. Charismatic is there largely because it is a unique pairing with Raiders which also has some nice synergy. Charismatic also fits along with Barbarian on a thematic level, representing Furia's dual-personalities (which is also the reason I suggest her being Neutral). It might not matter for game-play purposes, but it is nice to have leader's traits make thematic sense, if for no other reason than to preserve flavor for SP games
![smile smile](https://www.realmsbeyond.net/forums/images/smilies/smile2.gif)
So, that's all of them. The game has several other Minor Leaders who could potentially join the main game (including an astounding four other Illian leaders), but most of them didn't seem like they would add any actual depth to the game. For instance, the Hippus have two other leaders, but between Rhoanna & Tasunke, they already seem to have all of their bases covered. Does anyone have any alternative ideas- other leaders (who are already in the game files- no entirely new content please), or suggested alternatives to the trait combinations I have provided? Suggest away!