Hi, ive had some thoughts on the Maldrood. possible my favorite of the warlords, but ive noticed some things i feel could be improved or adjusted to maybe make them either better or more in flavor. So ill break it down into three main addition/improvement areas being fleet composition, and heroes, plus a wishlist based on my understanding of the to be implemented influence system
So to start the malrood navy. first i find it probably the best balanced amongest the warlords, having probably the best med range sized ships in the game with a good light sized and decent heavy sized ships and very competent fighters. But on that note i do have two main points. first for flavor i think the gladiator should be build able by the maldrood, since the crimson command is the core of the malroods strength victories and its support ships should be the main components of its fleet and though the gladiators a meh ships it would fit well with how atleast i tend to build up my fleet (mostly as a cheaper providence thats more bomber focused). the second would be the replacement of the procursator with a cheaper alternative (my main thought being the recusant). my reasoning being that given the maldrood fleet style the procursator just doesn't seem to fit its a lighter tector and with the CCVSD and providences being within the same size range it just never gets into my fleets as id rather use the creds for the slightly more expensive and much more versatile CCVSD, and a cheaper sniper ship would be much more useful then a victory contemporary.
The other two ive switched my opinions on but feel like noting because of later notes. the Bulk Cruiser and the Alliegance. though i feel they dont quite fit, they both are quality ships with the bulk cruiser been a good carrier and decent support ship and the alliegance been painfully needed to balance out maldroods heavy ships, another note would be to maybe add a variant of the gozanti similar to how it was used in starwars rebels, so a lightly armed squad of gozantis that bring a squad of tie fighters with them. id also bring back the arc-170 i just like having them personally but id understand if they dont return
Second is the heroes associated with the malrood. again the maldrood has a good selection especially when it comes to economy heroes and lacking on ground but i have some recommendation on one change and a few additions
First is Leonia Tavira, with the main thing being that in early eras and scenarios and campaigns being recruited not slotted in as it fits more into why she joined the malrood in the first place (Treuten had bribed her with a star destroyer)
this would solve the main bug issue with her.
the next is based on her association with the Peccati Syn. The former Nightsister and current prophet of the dark side Merili, simple reason being that she's tied to Peccati's new found faith in the church of the dark side and he'd likely try to bring her along as he was big on pushing the church of the dark side, add in that shes a force user which is something the maldrood lacks. I'd say she herself should be a hireable hero after saving Syn but before you lose Kashyyyk being a ground based hero with the passive to remove fog of war due to her prophet ability and the use of mind control and rancor summons in combat, while her own damage and strength being on the low side. her weapon being a poison dagger and a power weapon disguised as a walking staff
the third is an unwilling associate of Leonia, The Saarai-kaar of the Jensaarai. this would be a hard one as id say you'd have to have leonia currently with your faction and then capture of the currently not in game planet Susevfi which would be closer to the starting eridau territories. the Saarai-kaar and by extention Jensaarai functioning as heavy jedi in terms of gameplay being slower but much more durable due to their custom force enhanced armor. the Saarai-kaar functioning like Merili in that she also has the passive fog removal and a stealth walk ability, i dont know what id give her as a second but i think overall it would be functional enough though id make it something thats dangerous against other jedi
Ambris Selit could also be available to era one playthoughs of maldrood, i think either as a ground tank hero (based on his limited lore) or in command of a providence (flavor reason) but its tied to a choices of paying him off or getting rid of him for a small boost in forces, with stats similar to Therbon
Lastly is how i think the maldrood "Goverment" works and would function and evolve thoughout gameplay.
Basicly and lets be honest, The Teradoc brothers are just minor warlords that lucked into prominence. baring the great tactical abilities the brothers posses, were it not for the crimson command, the brothers would never have rising to the heights they achieved. this i note because unlike Zsinj, who doubled down on his prior control of the Quelii Oversector. Ardus, who consolidated his considerable force with support of local regional governors and corporation while abandoning things he couldnt bring to grips quickly. and even Delvardus who based his faction on the power of the Tarkin Dynasty. the brothers Teradoc either took by force or basicly only ran a protection racket within there own territory only loosely keeping alignment with their other heroes as many like Gendarr and Lott, were warlords in there own right. Some like Syn never directly joined the maldrood only believing they were coming to his aid, and Leonia only joined them briefly for personal gain, and other who were aligned were less prominent.
And lets not forget the rivalry between Kosh and Treuten. And the reality is that rivalry should be the core of how Maldrood works. basicly its a question of which brother is dominate. if Treuten leads lets say he gets bonuses to the crimson command and running hit and run attacks (maybe a second reduction on retreating), but if Kosh leads the faction gets better planetary influence and faction (i say this because from what i read prior to joining with Treuten he used a mix of diplomacy and tactics to rise in the deep core). thus its a question for players about going with the lets say more the tactical Treuten, or the more strategic Kosh.
the second would be minor factions. lets say Gendarr and Lott join, they form a faction within the maldrood with its own goals like holding certain planets or doing certian missions, task and having its leaders alive (maybe just having them active in fleets/armies too rather then just hiding them in the back ground). if you get high influence with their faction it modifies the maldrood forces, like switching standard tie bombers throughout the maldrood with scimitar bomber (id also add protons to scimitars i think they had versions with it) and maybe switching atpt with atst and making them cheaper across the map. i think this gives the maldrood a chance to improve their force while kinda being in flavor
the internal factions i have in mind and the affects they have on the maldrood forces are thus
Maldrood Sector. Leaders Therbon, Ambris Selit. the maldrood faction provides the providence and allegiance to the maldrood rooster and is tied to planets like Lantillies and Centares
Brak Sector. Leaders Lesan Ramier, Garrik Trier, the source of the maldroods bulk cruisers. i dont think any brak sector planets are in the game
Antemeridian Sector. Leaders Tol Getelles, Larm. not the source of anything but prehaps gaining Loronar Corporation droid ships, like needle fighters replacing tie interceptors and gaining YQ-400 Monitor droid patrol ship and/or Crusader XX-777 prototype droid frigate to add to the factions light rooster. tied to namesake
Commenor Faction. Leaders Iolan Gendarr, Arndall Lott. already noted but still added. tied to namesake
The Invids. Leader Leonia Tavira, my main thought being that if you get max with them you gain the ability to build pirate bases without leonia and it trades in your basic tie fighters with tie clutches (they have shields and an ion cannon with comparable speed and better maneuverability)
The Church Of The Dark side. Leaders Peccati Syn, Merili. not really sure but maybe it counters Kashyyyk normal negative as merili was powerful and maybe you gain wookiee shock troopers for fodder usage, maybe. tied to Kashyyyk
Jensaari. Leader Saarai-kaar, as stated on the conditions above but with the additon that if leonia dies before you get it she goes independet spawns a fleet and takes Susevfi denying the benefits to the maldrood and turning the Jensaari into a group like the mandalorians. but baring that if you get them you get their leader and access to Jensaari for ground combat (id say they have a vision ping and a cloak ability and as noted the better stats compared to other force units but slower movement) but if you get max influence with them you gain the ability to hire Jensaari from your capital
on its own the Greater Maldrood should be almost lackluster being mostly the Crimson Command and other ships Kosh woulda had, but once you start incorporating and integrating other warlord groups into your group the GM will start to live up to its name
id even go wild and add the opportunity to place the mantle of Mandalore on Boba Fett gaining access to the other Mandalorian vehicles like their ground tanks and maybe changing jump troopers for mando mercs with the same role but better stats and flamethrowers.
Overall, i dont expect any of this in truth but i just felt it was worth saying as i tend to be a fan of an underdog faction and the maldrood are already set as lethal group, i just feel more could be done to flesh them out in mod flavor wise
Thanks for your time have a lovely day
*Edit because of mispost