Reason: I really like playing games with Few TCs to severely limit factory numbers to add another layer of strategy by having to prioritise. Often though,on medium to big maps the front line can be so far from our TCs that we are frequently fighting blind. Especially when we all target eachothers scouting network
The Guild: A buildable factory (potentially buildable on wooded terrain for obvious reasons of discretion and secrecy). Initially I was going to suggest it trained Spies, but I fear that would lead to spy spam. So......
The Thief: A stealth unit of cost 2 (or 3 if you force me Endru
Potential Special Abilities:
1 - Can disable an enemy tower for 1 turn at cost of his own life (ie sneak in and do stealthy stuff such as spread disinformation, create a diversion, put sleeping powder in the guards beer etc)
or / and
2 - Can convert an enemy mining cart, no matter what type, into 1 friendly money courier, thus countering the use of salt carts as "scouting" units or advanced roadblocks.
(Disregard the Special Abilities if these are not possible)
Stats and Images: Well, let's see what you folks think and see if this idea has legs, and if so we will take it from there.