No, Lemon10.
That time will come when NQT has one city left guarded by the most grizzled of the grizzly, that everyone just leaves alone cuz no one cares to lose all the troops it would take to conquer.
As for the battle simulator, I like that.
Using the admin interface helps a lot in understanding the game. It tells you the stats, strengths and costs of all the units for long term planning. It allows you to run battles to see what the outcome will be, it allows you to run the game turns into the future to see longer term results of you actions (eg. seeing how long it will take to get a building you want), and combining it with the player interface you can use it to see the potential actions your enemies can take over a few turns.
Can I ask what Hydromancers, Priests of Life, Paladins, Priests of Death, Skeletons, Air Mages, Lightning Skiffs(unless they're naval then I don't care), normal Priests, and Healers do? As well, can I ask what the difference between Crossbowmen and Longbowmen is?
I haven't wanted to touch the admin interface because it feels like cheating. Maybe I'm wrong but...
The admin interface should be able to answer most of those questions. It won't tell you what specific abilities do for the most part, but it would still tell you a good deal. I will answer what abilities do to the best of my knowledge, but you can also look at these things yourself to some extent. For instance if you just looked you would see that lightning skiffs have no powers besides flying and mechanichal.
Crossbowmen VS Longbowmen: Longbowmen are lower tier units (and due to that substantially weaker). Longbowmen just require a bowyer, while crossbowmen require both a bowyer and a foundry. Crossbowmen are also more expensive.
Healing: Heal all friendly units in the army(tile?) by the healing amount every turn, in addition to whatever healing they get naturally.
Bless: Increase friendly units defense and resistance by the blessing amount.
Undead: Immunity to some effects, affected by weaken undead.
Mechanical: Immunity to some effects.
Flying: Units can fly over all terrain for a cost of one per tile. Also take half damage from non-magic, non-ranged attacks.
Earth mages:
Bonus damage: Adds +bonus to your attack roll, not the die size.
Earth Shielding (LV3): Buffs defense by "a lot".
Air Mages:
Favoring Wind: Lengthens range of non-magic ranged units
Unfavorable Wind: Shortens range of non-magic ranged units
Flying (LV3)
PoL:
Bless, Healing.
Mass Weaken Undead (LV3): Weakens all enemy(?) undead in the enemy force by some amount.
PoD:
Aura of Weakness: Debuffs attack, defense, and md by 1 (doesn't work on undead or mechanical units).
Crippling Wounds: Permanently weakens enemies it attacks.
Hydromancer:
Water Sheilding: Increases magic defense by "a lot".
Freezing Attack (LV3): Weakens and slows enemies they hit.
Pyromancer:
Mana Burn: Weaken MD(
)
Ignite Weapons: Buffs non-magic attack.
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Note that I don't know the numbers on any of the abilities unless I mentioned them already. I have no clue how strong most of the buffs are.