It's also easy to change textures on units, the composition and formation inside the "unit" (different models, like attached veterans is seen in one of the pictures below). It's then very possible to have several tech-trees so naturally I'll have that.
CIV 5 FANTASY MOD MOD
They haven't released source-code files to mod but virtually any resource can be re-textured, most about everything in the game is controled by XML- and LUA-files.
I'll say a few words on what can currently be modded in Civ 5 to give an idea what's possible. The Legions would also not be aligned to Chaos but there would be a tech-trees with choices in that area, but more on that later. The reason is mostly that I don't have any more races than these, and making a tech-tree for the Orks and Eldar would really have to make the other races' tech-trees more shallow. It won't be a scenario like a Warp Storm that drove all Primarchs to one planet (as Civ-games are played) but instead give a warped view of the WH40K history like Civ-games does to the normal history.
I was thinking you'll play as one of the Primarchs from when they were discovered during the Great Crusade onwards. The tyranids show up after a while somehow, possibly as super-strong barbarians. The barbarians are Orks, the Eldar are city-states ( NPCs that doesn't expand but makes request to attack here and there in exchange for resources). It'll be a mod played as a normal Civ-game, you start with a settler (tech-priest) that founds your first city.
The models, animations and textures are all exported from DoW2 as well. Right now I'm playing around with the effects inside the game to make them fit, as I'm trying to figure out tech-trees to use, which is what this will mostly be about. I've got a lot of Tyranids, Orks, Eldar, Space Marines and Imperial Guard into the game. I've attached some pictures of what I've done so far to provide the strength to read this wall of text as it'll surly be. Hi! I'm working on a WH40K-mod for Civ 5.