(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.



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