Info Dump Post:
Unit type traits:
Peasant-
Basic unit. Can be upgraded to a militia, pastor, or worker. +1 cost
Builder-
Used to construct new buildings. +2 cost. Disbands upon use.
Archer/gunner-
Mage-
Ranged magical unit. Various applications depending on sphere. +Varies
Guard-
Gains defense bonus when stationed on a structure. +2 cost
Soldier-
Mercenary-
A temporary melee unit. +1 cost
Trader-
Can be used to move gold. +1 cost
Religious-
A priest unit. Various applications depending on sphere. +varies
Siege-
specialized for attacking structures +1 cost
Other-
All units have 1 coin/WP upkeep cost per turn regardless of how much they cost to make. Units bought with coin have coin upkeep. Units bought with WP have WP upkeep. They also gain their respective secondary traits.
Unit secondary traits: (combat units only unless race specific)
Religious
Worldly
Poisonous-
(+1 cost per level, does extra damage over time)
Armor 0-3
(+2 per level, increases armor level)
Weapon 0-3
(+2 per level, increases weapon level)
Undead
(+1 cost, makes immune to cold and age, but weak to fire and holy)
Vampiric
(+0 cost, Requires blood of another race to survive. Is weak to fire and holy. Melee attacks heal some. Reduced move in sunlight)
Holy
(+ 1 cost, extra damage to undead and vampires)
Elemental
(+2 cost, gives affinity to earth, wind, water, or fire)
Secondary Elemental
(+3 cost, gives affinity to Ice, magma, lightning, steam, metal, time, ect. ect.)
Amphibious
(+1 cost, removes the move penalty for crossing water)
Fast
(+2 cost, allows a unit to move two tiles)
Slow
(-2 cost, makes a unit have to occasionally take a turn to rest)
Big
(+1 cost, slightly increases attack and HP, has special RP bonus)
Small
(-1 cost, slightly decreased attack and HP, has special RP bonus)
Motivated
(+2 cost, occasionally does extra actions, RP linked)
Unmotivated
(-2 cost, occasionally refuses to act)
Evil
(+1 cost, special RP bonus)
Good
( +1 cost, special RP bonus)
Honorable
(+1 cost, special RP bonus, extra damage against dishonored)
Mounted
(+3 cost, double movement, extra HP)
Naval
(+1 cost, can move over ocean tiles only)
Air/flying
(+3 cost, ignores all terrain debuffs)
Zealot
(+3 cost, incredible bonuses against those who threaten your cause)
Insane
(+2 cost, random RP bonus)
Thorns/retaliation
(+2 cost, attackers take damage upon hitting this unit in melee)
Merciless
(+1 cost extra damage, RP bonus, will not let another unit escape)
Reckless
(+1 cost, RP bonus, occasionally takes a different action that may or may not work)
Cowardly
(-2 cost, will occasionally flee)
Stealthy
(+2 cost, RP bonus, cannot be seen until another unit occupies the same tile)
Resistant to X
(+1 cost, makes a unit highly resistant to one status ailment.
Diseased
(+0 cost, makes a unit suffer diseased debuff, but has a chance to spread to nearby units)
Paralytic
(+2 cost, occasionally causes another unit to become paralyzed)
Terrifying
(+2 cost, occasionally causes a unit to flee after attacking.)
Taunting
(+1 cost, prevents an enemy from fleeing from you)
Huge
(+3 cost, big increases in HP and attack, RP bonus, weak to giant slayer)
Giant
(+4 cost, double HP and atack, RP bonus, takes massive damage from giant slayer)
Giant Slayer
(+2 cost, extra damage against big, huge, and giant units)
Burrowing
(+2 cost, can move underground, gains bonus attack if surfacing under an enemy unit, cannot pass under water)
Man slayer
(+4 cost, extra damage against humanoids, less damage against beasts)
Beast slayer
(+1 cost, extra damage against beasts)
Telekinetic
(+3 cost, melee attacks are now ranged)
Ugly
(-1 cost, not well liked by NPCs)
Pretty
(+1 cost, NPCs find your unit attractive)
Vain
(-1 cost, NPCs find this unit vain)
Materialistic
(-2 cost, obsessed with worldly things, RP bonus)
Monstrous
(+0 cost, chance to inflict fear, attracts unwanted attention, RP bonus)
Flimsy
Hydrophobic
(-1 cost, cannot cross water or enter coast tiles)
Unnatural composition
(Made of something other than flesh, cost varies)
Prone to dehydration
(-1 cost, takes damage while in desert)
Slowdraw
(-3 Combat units only, the enemy gets an extra attack at the start of the battle)
Quickdraw
(+4 combat only, you get an extra attack at the start of a battle)
Weak to X
(-varies, makes a unit weak to one element or debuff)
Low pain tolerance
RP Bonus means that that unit may do actions that a reasonably linked to that trait. For example, an evil unit may gain bonuses when doing evil things. RP bonuses won't always occur, and they won't always be good.
Race wide bonuses may be granted upon creation. However, they will need to balanced with equally as detrimental maluses.
Structures :
Village
(Small village, produces a 1 of coin and WP per turn. One free granted to a player upon the creation of a race. Houses 2 units. 50 HP and 10 gold storage.)
Settlement
(Produces 2 coin. Houses 2 units. 75 HP)
Temple
(Produces 2 WP. Houses 2 units. 75 HP)
City
(Upgraded settlement. Produces 3 coin and houses 4 units. 125 HP.)
Monastery
(Upgraded Temple. Produces 3 WP and houses 4 units 125 HP.)
Fort
Bridge
(Removes water crossing penalty. 20 HP)
Hoard
Dungeon
Other
Special Buildings:
Wizard Tower
(Houses 2 units. Allows construction of mages)
Siege Workshop
(Houses 2 units. Allows the construction of siege weapons)
Science Lab
(Houses 2 units. Allows the construction of early gun units or technomagic units)
Other
The units produced by special buildings cannot be housed in other buildings.
TilesMountain
Takes 2 turns to cross. (You move in, wait a turn, move out)
Freshwater
Takes 2 turns to cross. (You move in, wait a turn, move out) Naval units may not move on freshwater.
Land
Coast
Takes one turn to move. Naval units may move on coast tiles.
Ocean
Takes one turn to move. Naval Units may move on ocean.
Desert
Note on DP: DP can be used for any sort of divine act. This normally comes in the form of creating something from nothing. Races, magic weapons, natural structures, and other artifacts are all good uses of DP, but are certainly not the only uses.