Every minifaction means one extra building where two additional units can be recruited. The good factions can only get access to two minifactions, while Mordor can have four of them (which means good teams would do better to crush Mordor quickly ).
Atm, I can only give you some Mordor minifactions...
Gundabad
In the northmost part of Middle-Earth dwell goblins and wolves, vile creatures rallying to the Dark Lord's call.
Wolves
Quick cavalry with quite small trample damage (they slow after one hit).
> Pack Leader Upgrade: adds a strong leading wolf to the pack (works as a banner carrier, just that this one is stronger than the other wolves)
> Goblin Riders: adds goblin riders to every wolf in the battalion
Goblins of Gundabad
Quick but weak infantry, ideal for mid-game spam as they're cheap and quickly created.
§50
> Bows: All goblins replaces their swords with bows (they can only use bows after this upgrade is purchased): §50
> Spears: All goblins replaces their swords with spears (they can only use spears after this upgrade is purchased): §50
> Poisoned weapons: The goblin weapons become poisoned (works with all weapons): §100
> Banner Carrier: A goblin comes to lead the battalion with the dragon banner of Gundabad: §100
Giant of Gundabad
The giants of Gundabad kick, stomp and throw stones upon their enemies. They are different from the normal bfme2 giants since they're reskinned (now more gray than orange) and they can only throw stones with a timer-set ability.
> Great stomp: Sends units flying around (timer)
> Throw rock: Throws a rock (timer)
> Rampage: Giant roars and starts attacking everything around, including allied units (timer, requires lvl 2)
> Gundabad Armour: Equips giant with thick armour plating: §300
Eastern Wastelands
Pillagers
Though being primitively equipped, these wildmen from the east are quite strong and tough.
Axe Throwers
Some wildmen have mastered the skill of throwing their favourite weapon at enemies.
Cult Priest
In the distant wastelands of the east, mystical cults and other peculiarities are far from uncommon. The cult priests hold a strong position in these regions, and are often seen in the armies mustered against the peoples of the west.
§500; only three units at the same time
> Mount: Gains a horse: §250
> Battle training: Gains basic battle training, raising damage from 25 to 100
> Prophesize: Causes nearby wildmen to fall in a frenzy, temporarily giving them +100% speed and knockback damage, but the cult priest becomes immovable for ten seconds (timer)
> Curse: Nearby enemies get -50% armour but +25% damage (timer)
Minifaction Upgrades
This is a new idea of mine (not discussed with Juissi yet )...
With every minifaction, the player will get access to some sort of upgrade.
Mordor
Gundabad: Plunder (Economy upgrade)
Umbar: Numenorian Architecture (Allows building of walls)
Eastern Wastelands: these wildmen didn't have much to contribute with
Withered Heath: dragons helping out Mordor?
Lindon
Eregion: Mastersmiths of Eregion (heavy armour gives +60% armour instead of +50%)
Greenwood: Eyes of the Forest
Khazad-Dûm
Grey Mountains:
Iron Hills: Iron supplies
Numenor
North-Men:
Pelargir: Gracious Winds (ships gain 50% speed)
Edited by Caluadan, 07 June 2007 - 03:08 PM.