Oh! I forgot you were the OP. My mistake.
However, the guidelines do advise against diverting a topic midstream, regardless of OP’s consent, but I guess I’m just worrying a bit too much.
I know it’s probably not going to happen, but these are some of the changes I’d like to see to the rest of the original races.
Empire:
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More starting positions (and, by extension, more Legendary lords). Reikland is cool and all, but it gets a bit stale after a while. Boris Todbringer in Middenland, or Marius Leitdorf in Averland would be great candidates.
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A politics system (perhaps similar to the one present in Total War: Rome 2?), would better represent the inner-workings of the Empire, and would make it much more convenient to unite it. As it currently stands, it’s much quicker to just conquer all the other provinces through force, than wait to confederate each and everyone.
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If there’s time for it, more units. Huntsman Archers, Bounty Hunters, Sisters of Sigmar(?), Attack Dogs, Celestial Hurricanums, Master Engineers, Gold Wizards, and Amethyst Wizards would be great additions to the roster.
Greenskins:
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Borrow Norsca’s confederation mechanic. Greenskins would greatly benefit from Norsca’s mechanic of instantly confederating another tribe by defeating the leader. It would make the early stages of conquering the Badlands less tedious and more rewarding.
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To balance the previous thing out a bit, borrow the Dark Elf and Skaven mechanic of Loyalty, so that your armies have a chance of rebelling against you if you don’t appease them.
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If possible, revamp the starting positions. While having the Greenskins start in the Badlands makes sense given that that’s where the majority of Greenskins are, Grimgor and Azhag aren’t exactly known to traipse around down there in the lore, nor did they ever ally up with eachother either. Have Azhag start in Troll Country, and Grimgor start in Northern Worlds Edge Mountains. Gorfang Rotgut could then become his own playable Legendary Lord, and would take the place of Grimgor in Black Crag. Alternatively, Grom the Paunch can be added to the game to replace Grimgor in being Gorfang’s rival. Wurrzag would also need to be updated, as the reason why he came to the Badlands in the first place was because Grimgor was there.
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Not as important, but more units would always be appreciated. Snotlings, Snotling Pump Wagons, Squig Herders, Mangler Squigs, Colossal Squigs, Wyverns, and Spear Chukkas being mostly what’s left.
Warriors of Chaos:
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More Legendary Lords. New starting positions are unlikely, as all Warriors of Chaos come from the Chaos Wastes, but new Lords are always available. There’s far too many candidates to list here, so CA should have ample options to choose from.
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Rework the Awaken mechanic. Right now, the only thing you gain from warring against a tribe, is that you create another tribe within their territory. Either Awaken needs to be removed and replaced with a modified version of Norscan’s confederation mechanic (where, instead of confederating with a Norscan Tribe when beating their leader, they become your Vassals), or greater benefits to Awakening Tribes beyond just getting a Vassal.
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More units! Warriors of Chaos have a pretty limited roster compared to other races in my opinion. Cultists, Chaos Ogres, Skullcrushers, Hellstriders, Chimerae, Slaughterbrutes, Mutalith Vortex Beasts, Warshrines, and Daemon Princes would be great.
Beastmen:
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Revamp playable factions and starting locations. Right now, all Beastmen belong under the Warherd of the One-Eye faction, meaning that if you choose to play as Khazrak, Malagor and Morghur won’t spawn until you recruit them. Make 3 factions, Warherd of the One-Eye, Warherd of the Dark Omen, and Warherd of the Shadowgave, and then let them spawn separately. A smaller adjustment that would also be appreciated would be to switch Khazrak’s and Morghur’s starting locations around, so that Khazrak spawns closer to his rival, Todbringer, and Morghur spawns closer to the Wood Elves.
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Rework the Dark Moon mechanic. A random set of options every few turns that ALSO has a negative downside is neither intuitive nor exciting gameplay.
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Complete the roster. Gib Ghorgons and Jabberslythes pl0x.
Warriors of Chaos & Beastmen:
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Place greater emphasis on the Dark Gods. Norsca has a great mechanic of swearing allegiance to the Gods by erecting monuments to them when razing settlements, and Chaos Warriors and Beastmen would benefit from it as well.
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More Lores of Magic. Things such as the Lore of Khorne, Lore of Nurgle, Lore of Tzeentch, and Lore of Slaanesh. These will most likely be added with the release of Daemons of Chaos though.
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Add vandalization buildings in settlements when sacking them, similar to the Greenskin mechanic. Instead of dung piles, however, it’s altars to the Dark Gods that spread Chaos Corruption and reduce Public Order in the region until removed.
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Razed settlements should provide some sort of benefit other than just spreading Chaos Corruption. Warriors of Chaos and Beastmen should get increased replenishment, decreased recruitment costs, etc. etc. around Chaos Portals and Herdstones respectively.
Wood Elves:
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More Legendary Lords. Ariel and Drycha, in the Wood Elves and Argwylon factions respectively, being obvious choices.
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Add a Seasons mechanic. Have Wood Elves gain small buffs during Spring, huge buffs during the Summer, become slightly weaker during Autumn, and severely limit them during the Winter (such as Orion being Wounded and only respawning once Winter is over).
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As you said, rework the Amber mechanic. I don’t really know how it could be done, but in any case it should at least be easier to obtain. A rework to the Amber mechanic would also include a rework to how they occupy settlements outside of Athel Loren.
At least the Wood Elves are one of the few factions that actually have a close-to-complete roster, missing only Great Stag Herds, Unicorn Herds, and Shadowdancers.
I remember reading somewhere that the reason why they’re updating Dwarfs, Vampire Counts, and Bretonnia has something to do with what’s “easiest” at the moment, whereas updating the Empire or the Greenskins will be much more difficult.
Bretonnia is technically a DLC race (FLC, I guess I should say), so I’m confident that CA will also get around to the others like Warriors of Chaos, Beastmen, and Wood Elves eventually.