(From Left to Right: Treetop Village, Treeman Warrior, Treemother (City), Treetop Village, Treeman Guardian)

Not alot of buildable stuff for the wood elves admittedly.

Anyways the Treetop Village is a poorer and weaker version of its elven counterparts, but its generally cheaper to make and is permanently invisible.
The Treeman Warrior is the most suited for battle compared to the others, it has turrets that have wood elves within allowing it to have a passive arrow attack.
Treemen Guardians basically work like your usual vanilla Ancient Protectors
Treemothers is the main ancient unit, and it can appear in three forms:
  • the initial unit is the Treemother, which allows training of wisps (nature spirits which can turn into said ancient trees) and generates prestige
  • the Treemother Matriarch, a stronger version of the Treemother, and also generates even more prestige
  • the Treemother City, which generates less prestige than the Matriarch but allows training of units from the Treetop Village along with more income to boot - moving cities anyone?

Wood Elves in general are the most prestige reliant race in the game, with most of their units requiring little to no gold at all.
They also have the weakest units, hp wise anyways. However, they make up for it with their camouflage ability which works like shadowmeld, allowing them to hide at night.
They also have the best archers in the game taking form in the Wood Elf Ranger, these units have a poison attack and are also permanently invisible.

Top tips for the Wood Elves is to actually guard your woods, your settlements are very weak and once they are found they can be destroyed with ease. Guarding your forests and preventing outsiders will probably make you enter combat one way or another, which can generate the much needed prestige you require.

Permanently Invisible?

Mentioned before, there are new permanently invisible units. To counter this every unit has a short range true sight which reveals invisible units, I also added a 'Detect Invisibility' spell that appears in the randomized spellbooks that your heroes and mages can have which works like Farsight.
 
(From Left to Right: Dark Elf ships, Spire, Shipyard, Town, Village, Subterranean City, Subterranean Entrance, Spire City)
So it's pretty clear that its basically darkened versions of the elven units, but they are called dark elves, aren't they?

The more interesting systems is the subterranean city one, its a rehash of the Dwarf Hold but there's two major differences: Creating the city requires more prestige than gold and both subterranean buildings are weaker than their dwarven counterparts but are invisible and have greater health.
Since they will be invisible all units now have a very weak true sight ability which reveals invisible units in a 100 radius, so you can only find these subterranean entrances if you look closely.

As for the high prestige requirement, this is because in most lore, dark elves were pushed into hiding by the other races, so you need alot of prestige (alot of which can be gained from looting and killing) to create them in the first place.
Both the subterranean buildings and the spire city also counts as a slave market in the slave income system.

Other than that they are similar to the elves, requiring prestige to survive etc. They don't have knights or heavy plate units for that matter, but their priests (devotees in-game) are skilled fighters along with their sorceresses.
Their units have a higher damage range than their elven counterparts but this means their damage is less consistent.
They dont have a racial siege engine either, instead having corsairs (a la warhammer) that can be trained from shipyards, helps with the looting too I suppose.

Looting and Razing

As for the mentioned looting, I added a system that turns looted settlements into the [ruined] counterparts. These ruined counterparts generate no income but still offer protection bonuses (to simulate occupying ruins), they can be then upgraded back to their previous state as well as being renovated for usage by other races.
 
With the addition of the buildables gamemode and the player's self-terraining ability, it really adds to the creative freedom that players can have and do stuff with more than ever before, heres a pretty cool before and after I saw today by tiefighter.
 
(From Left to Right) Dwarf Hold [Altar of Kings], Dwarf Hold [Gryphon Aviary], Fortified Mine Entrance, Mine Entrance

Dwarf Holds are the only true settlements for the dwarves, right now theres 4 appearance types, the altar of kings, gryphon aviary, barracks and high elven barracks. Holds are strong, sturdy and have a high starting income cap, basically a castle-city, as well as the same growth speed as humans - whats special about these holds is that you can increase the income mana cap similar to the system in Krackles' Diplomacy, there will be some risks here, with chances of failure and even reducing your income as you expand your hold.

The two to the right are mine entrances which also give some income (200g max which is equal to an elven village), the fortified version is basically what it says on the label, its just an armored version.
Why the need for armor? Well this leads us to the unique system to the dwarves which is the tunnel connection system, essentially waygates. You can use the holds and these mine entrances to connect to each other for some income allowing you to move about on the map better than anyone else.


I mentioned last post that i'd make a dwarf town that works similarly to the existing human/elf towns, addons and all. Anyways I can't find a decent model to make a town with so i've put that on hold, I guess you can use a human town as some sort of 'trade partner' owned by you to make the addons instead.

Like the other old race, the Elves, Dwarves also have a greater reliance on prestige, but this time prestige is mostly needed for expansion and building new holds rather than basic maintenance and unit training like the elves.
A crumbling Dwarf Empire with little prestige would still be able to fight and survive but they need to gain more prestige from other players or by battle to actually create new holds.
 
(From Left to Right) Elven Town /w Obelisk (generates Prestige), Elven Spire (Castle), Elven Village, Human Keep from last post, Elven City, Occupied Human Town /w Pallisades + Elven Spire, Elven Hall (Keep)
If you noticed there I mentioned Prestige, I'm currently renovating the income system so its gold and prestige (instead of resources)
Prestige will be used to create more high tier units like knights. In the later periods (KaN 1869?) Prestige will mean less and is used in huge bulks rather than for every other unit.

Prestige also plays a crucial role for the elves, most of their units and structures require prestige and also generate prestige. This means an elf nation without much prestige will eventually crumble and fall.
Income-wise elven settlements have a higher income cap (especially the city!) than their human counterparts, but it grows very slowly.
Dwarf-wise they probably start with a lower income cap and regen the same-ish time as humans but you can spend gold to increase their mana/income cap.
 
Heres the probably near-finished state of the Human Buildables, I made it even more complex than the previous version by separating the walls from the buildings. Take a look at what I came up with after some time with the Mdlvis editor (especially the starfort, note the lower and angled walls!)
(From left to right) Starfort Walls + Fort/Barracks, Village, City /w Stone Walls + Watchtowers, Town /w Workshop & Wooden Walls (Perfect for colonies), Castle, Keep

The settlement walls will be buildable on its own allowing you to make things like the renaissance+ starfort on the far left so you can decide whether your settlement even needs walls in the first place.
They provide defense against melee units (since you can go inside them, no gates possible yet sadly) and also the old defenses buff that the settlements used to have.
Stone walls also have a passive ranged defense and the watchtower version has a greater sight radius.
Starfort walls have riflemen defense instead along with a controllable cannon.
Castles and Keeps also have a ranged defense as expected.

Will probably add a player-version of the terrainer unit allowing you to build roads.

Also, check out that swamp area before the cliff-bridge, theres another swamp area further up north as well.
Finished all the terrain also in preparation for this buildables update, too.

Buildables means other races right?

Sorry for the late update guys, i've been working on a custom-elf version of this (so it allows the center addons), right now I have a custom elf village and town, a city will be more tricky but I might keep that a high-income but no-addon (aka build spot) unit.
After that will probably work on a dwarf version which will be more tricky, right now I plan on representing them via single unit buildings like the gryphon aviary and barracks to represent 'entrances' to the underground dwarf holds (with a hopeful 'teleporter' system!). Probably will give them a dwarf trade town or something that will allow addons.
 
Been toying around with buildable settlements recently, while I know that it'll be less 'custom' and pretty overall, it'll allow for a less-doodad-extensive aka less-laggy map.
After all, with the preset doodad settlements that means that when we delve into fantasy elements, you'll have eg preset elven places making fantasy players more limited overall instead of a fully free approach.

I'll probably finish up the rest of the terrain and make a buildable settlements only ver of the map, it'll be quicker to finish that than add the rest of the custom doodad settlements KaN will have
I ended up editing Wandering Soul's Village-Town-City model, adding more houses, along with a custom pathing map that allows you to build stuff in the center of the town (allowing the use of the current build spot system)
This will allow players to keep the customizable aspect of the settlements and even add new ones for would-be elven conquerors (a la elven noble towers to rule over human settlements and train units too!)

System Ideas

To make it more strategy-like (and provide less building spam lag too) the buildable settlements (and the build spot addons) will be able to train units just like your every other strategy map, war camps will probably be renewed into larger and expensive encampments to encourage less spam
Given the above, the towns/villages/cities will only train your basic units, knights and the like will be trained by your castles. Special units could be trained by the encampments or the settlement addons (eg the above factory making cannons)
 
I had already given up, and was already working on a new map...
However when I was sorting out jassnewgen, I extracted my old newgen file (it was on my desktop, so it was backed up. Only the things on my desktop were backed up during the factory reset where I lost everything else) and long story short the newgen file had backed up my saves.

Managed to recover the latest ver after some tinkering with the UMSWE (negating the pavcwetriggerfunction error) so it's all good.
 
vB9 was ready to go, new things such as a choose-your-own-attachment for your units system, along with a better premade attachment set selection, sotdrp/rotrp triggers as well as your usual area expansion (desert) and new cultural units (javelineers, horse archers)

Alas, long story short I had to reset my computer to factory settings and I lost it all.
I managed to recover an older protected ver (not vB8 thank god, but an older vB9 ver) but the downside is that deprotecting it makes it all in JASS and categorized, and sadly I don't know JASS, restoring GUI wasn't possible either since there wasn't enough 'memory'. Some things might be easier for sure, but it'll take a while to learn it.

Might take a while to get things running again, hopefully the last triggers I needed to put in was the rotrp/sotrp ones so I dont need to look at the JASS-ified triggers much anymore.

As Ellie in the Last of Us says, endure and survive.
Thing is, I don't want to just survive, I want to live.

 
So here's a overlook I forgot to put up, by the time you've seen this, a new ver (probably buggy) would have gone up with all the new remade terrain changes.
As you can see, much of the wooded center of the north is now a huge plains area, perfect for the steppe hordes.
There is little resources in this area, which is why most of the settlements are only in wooded areas and dot around the bay.
and the most important part... the bay - the big trade circle is the new mechanic 'flow of trade' which basically represents trade domination of one area.
Hopefully this bay region will be a good source of central'd roleplay and conflict.
There's two trade cities here:
The western city has a bigger port but is furthest away from the
'flow of trade cp', however, it is close to alot of villages with manpower, though those villages (which are barbarian) could be a problem if another player controls it.
The central city is closest to the 'flow of trade cp' but there are little settlement cps nearby, the owner of the central cp has the plains just south of him, which will mean he'll need to go beyond that and have spread out settlements. On the positive note, he can see all approaching enemies coming with ease.

There is a third contender, which is the castle to the right. Its the only castle in the north and it has a village with the same size port as the central city, there is a large forest to its right with a few settlements. Its proximity to the northern isle I showed you last time provides a problem but also a reward.