You know, guys, I've got an idea you might like. I've designed a Haradrim faction, so let's see what you think:
a) Hunting Lodge: Resource producing building. A tent with haradrim hunting animals at the backyard
B) Haradrim Palace: Haradrim Warriors are built from here. From lvl 2 you can build Haradrim Raiders. From lvl 3 you can build Far Harad Men.
c) Easterling Academy: Soldiers of Rhûn (pikemen) and Wainriders (chariots) are trained from this building. Also, Easterling Kataphrakts can be created from a lvl 2 Easterling Citadel
d) Dark Citadel: Center of the Haradrim's devotion to The Eye and Tech researching building. From here, there can be researched the Forged Blades, Fire Arrows, Heavy Armor and Serpent Banner upgrades. At lvl 2 it provides healing.
e) Mûmakil Pen: Mûmakil are created from this building, as well as Mahûds.
g) Heroic Statue: Provides leadership and reduces the cost of the soldiers.
a) Haradrim Warriors: Basic soldiers. Can toggle between bow (ranged) and sword/spear (melee). They have a special ability in which they shoot Poisoned Arrows like goblins.
c) Haradrim Raiders: Basic cavalry units. Basically, haradrim on horse that can toggle between a haradrim-ish spear/sword and a bow. One variation
and the other one.
d) Hâsharin: Solo and anti-hero unit. An assassin that can climb walls (lvl 2) and that has a poisoned knife (lvl 3). It also is stealth when not attacking (lvl 4). It's built at the Fortress. This is how they look like.
e) Far Harad Man: Solo huge black Haradrim berserker that "looks like a troll". Excellent for razing infantry with his big spear. He can also deal tremendoes damage with his whip.
f) Soldiers of Rhûn: Pike units. Basically Easterling warriors with long spears. This is how they SHOULD look.
g) Wainriders: Sort of siege units, basically like a dwarven wagon. It can be upgraded with Haradrim Archers or with snake idols that heal. This is how they look like.
h) Khandish Mercenaries: Elite Infantry. They can also mount on horses. They're basically Evil-looking easterlings with axes and scimitars with the Pillage ability. They're recruited at the Inn. This is how they look like.
i) Easterling Kataphrakts: Elite cavalry, the cavalry with the HIGHEST armor in the game. Perfect against upgraded infantry and even against pikes. This is how the should look.
j) Mûmak (note this, "Mûmakil" is plural, and there's only one creature): Well, just a Mûmak. I don't think further explanation is needed
k) Mahûd: Solo unit. This unit can climb walls and give leadership, but it's MAIN purpose is to be garrisoned in a Mûmak to give it a BRUTAL speed, attack and armor boost. For those who didn't see it in the movie.
l) Corsairs of Umbar: Well, Corsairs of Umbar. No further explanation needed
The MotE's fortress would look just like a giant royal-looking tent. Its upgrades would be:
a) Tusk Barricade: Creates a Mûmak tusk barricade around the fortress that works like the goblin barricade.
B) Poisoned Darts: Equips towers attached to the fortress with Poisoned Arrows.
c) Serpent Banners: Adds haradrim serpent banners for leadership, providing aditional experience and reducing the heroes' cost.
e) Azkâhar: Turns the tent into a giant arabic-looking palace, increasing the fortress' armor. It also improves the walls and their extensions. This is a prerequisite for the final upgrade.
f) Tribute to the Were-Worm: A huge Mûmak skull appears from the top of the palace, with a huge Were-Worm (a creature that's much like the Wyrm but with a more dragon-like head) as its trunk. That allows the player to make Were-Worm attacks, in which the MotE player can summon the Were-Worm anywere on the map, where it will act like a Wyrm, except for the fact that when the time finishes, the Were-Worm will just return to the fortress.
The MotE's fortress' extensions would be:
a) Tower: Fires arrows. Follows the style of the ones that are one the Mûmakil.
B) Wall hub: Allows wall building.
c) Market: Provides resources.
d) Tavern: Works like a dwarven hall, but it also allows the fortress to produce Corsairs of Umbar.
The MotE's walls would be just a palisade made of the same fabric that is on the Mûmakil's towers. When the Royal Palace upgrade is researched, the palisade becomes an arabic-looking stone wall. Each segment can be turned into a:
c) Serpent Banner (leadership and experience bonuses). It basically looks like a wall hub with a Haradrim banner on it.
a) Sulladân the Serpent Lord: Haradrim chieftain, who got his reputation when fighting the Khandians -when he, by the way, killed their king, Vangaris. His powers are to Mount (lvl 2), to give leadership (lvl 3), Avengeful Dash (one-hit ability, deals tremendous damage on enemy heroes, lvl 5) and Serpent Lord (like Glorious Charge, lvl 7) This is him.
B) Khamûl the Easterling: Second in command of the Nazgûl. Once an Easterling lord, now he's a Nazgûl that hides behind a mask made of precious mithril, his face horribly scarred after falling into Mount Doom. His powers are: Mount, Leadership, Dread Visage, Morgul Blade, Gold for News (like Wormtongue's "Corrode Allegiances) and Screech, not necessarily in that order. This is him.
c) Drôzhna: Hâsharin hero. Well-known because of his extremist loyalty to Sauron and his betrayal to the Lords of Umbar. He has all the abilities a normal Hâsharin would have, but he also has other two abilities: Toggle (between knife and dagger-throwing modes, lvl 3), and Viperin Tongue (like Saruman's Wormtongue ability). He basically looks like a Hâsharin.
The spells for the MotE would be:
a) Haradrim Rage (like Warchant, 5 points)
B) Wasteland (like Tainted land, but gives stealth-ity instead of an armor/attack boost, 5 points)
c) Spies (reveals a huge portion of the map, like Vision of the Palantír, 5 points)
d) Serpent Plague (summons a bunch of poisonous (but very weak) snakes that can reveal stealth units, 10 points)
e) Outpost (creates an instantaneous tower, 10 points)
f) Untammed Allegiance (10 points)
g) Arrow Volley (10 points)
h) Mordor Allies (summons a bunch of orcs and two trolls, 15 points)
i) Allies from Kârna (summons Kârnan Sentinels, that are always stealth and that can switch between bow and sword, 15 points)
j) Darkness (15 points)
k) Sand Tornado (summons a big Sand Tornado, like Galadriel's but a lot bigger, 25 points)
l) Shift Sands (created shift sands in a determined place, sinking all soldiers in it, allies and foes, 25 points)
Now, since Mordor won't have the Haradrim anymore, they need units to take their place, for example:
a) Great Ram: A ram that basically looks like Grond, and that is pulled by the Great Beasts. When attacking units, the Great Beasts do it like Mûmakil. Orcs with fire arrows would shoot enemies from the tops of the wooden columns of the ram. And when attacking buildings, it's the Great Ram's chance.
B) Morgul Pikemen: Uruk-Hais that fight for Mordor. They carry long spears and shields. They'd replace the Soldiers of Rhûn.
c) Black Uruks: Uruk-Hai grunts, just elite infantry (that, by the way, Mordor really needs). They can switch between sword and bow. They'd replace the Corsairs and the Haradrim Archers.
The Grat Ram should come from teh Great Siege Works, while the Morgul Pikemen and Black Uruks could come from a Black Uruk Pit or something like that. The Tavern, since it now won't produce Corsairs, and it will ONLY be a tech research center, it can be turned into some kind of black spiky building called Black Arsenal.
What do ya think?