I would like it to be a subrace to the humans or its own thing. But also you can make it as a map editor only.
So be free to look around and put your opinions and help me balance these out. Here is the description of the people of Warfell. The citystate that was once named Clifffell, was a prosperous and well defended place. - it was the trade center of the province. But not all were pleased that the city had so much power, so the declares war on the city-state. After 4 years under siege, the state finally broke the siege and push the enemies back to there territory. Some surrender some fell, but sooner or later they became part of a grander state. The States of Warfell. With the capital rename to Warring Fall, the government change to semi republic dictatorship. Together they will march and carry the banner of the fall.
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So that pretty much militaristic nation.
Race: Warfell:
Building:
Royal Palace.
Cost: 1
Hp: 1500/1500
Attack power : 15
Range: 8
Armor: 6
Pierce Armor: 18
Speed: 0
Sight: 10
Action /turn 3/3
Carry capacity: 4
Heal rate: 18
Constr. bonus: 350%
Mend bonus: 350%
Spell resistance: 100%
Description: Royal Palace. Built when the family word was law, this ancient building has survived many sieges and revolts. Its massive walls protected it from the most dangerous of wall breaking machine. It unique unmatched magical runes protect it from almost old unknown and known curses and magic.
The Bastion.
Cost 1
Hp 1000/1000
Attack power 13
Range 7
Armor 3
Pierce Armor 15
Speed 0
Sight 8
Action /turn 3/3
Carry capacity 4
Heal rate 12
Constr. bonus 350%
Mend bonus 350%
Spell resistance 20%
Description: The bastions are temporary stronghold in area that are in hostility or war. They are great for stabilizing the region and provide a safe place to plan your next move.
Ministry of War.
Cost: 5
Hp: 700/700
Attack power: 8
Range: 7
Armor: 2
Pierce Armor: 6
Speed: 0
Sight: 10
Action /turn 2/2
Carry capacity: 4
Constr. bonus: 200%
Mend bonus: 150%
Spell resistance: 0%
Description: The Ministry of War is the perfect building to research and build weapons and objects of great power. And not only that, The tall building can act as a defense against airborne targets.
Archer Tower.
Academy.
Foundry.
Gold Mine.
Fort:
Cost 8
Hp 400/400
Attack power 8
Range 6
Armor 4
Pierce Armor 4
Speed 0
Sight 8
Action /turn 2/2
Carry capacity 2
Heal rate 8
Constr. bonus 550%
Mend bonus 450%
Spell resistance 0%
Size 1x1
Active effects: [Burning weapon], Aura: Group attack,
Special: is occupied.
Forest Outpost:
Cost 4
Hp 30/30
Attack power 5
Range 4
Armor 2
Pierce Armor 4
Speed 0
Sight 5
Action /turn 1/1
Carry capacity 2
Constr. bonus 50%
Mend bonus 0%
Spell resistance 0%
Size 1x1
Summon Wolf - 100%
Special: is stealth.
Mounted Calvary:
Anti-infantry Calvary. Cost 4
Hp 36/36
Attack power 13
Range 1
Armor 3
Pierce Armor 3
Speed 5
Sight 5
Action /turn 1/1
Spell resistance 10%
Size 1x1
Description: The common calvary that the The Four Point Military Academy has trained to fight alongside the Infantry. While not skills like those of noble birth, they are still a threat to all kind of Infantry.
Anti-mounted Calvary. Cost 4
Hp 36/36
Attack power 11
Range 1
Armor 2
Pierce Armor 3
Speed 5
Sight 5
Action /turn 1/1
Spell resistance 10%
Size 1x1
Description: The F.P.M.A. has train these riders to effectively to knockout the enemy mounts.
Lowborn. Cost 6
Hp 46/46
Attack power 21
Range 1
Armor 4
Pierce Armor 4
Speed 5
Sight 5
Action /turn 1/1
Spell resistance 50%
Size 1x1
Knights of unknown and forgotten families, but they are still better off than the common soldier.
Captain.
Cost 7
Hp 40/40
Attack power 17
Range 1
Armor 4
Pierce Armor 4
Speed 4
Sight 5
Action /turn 2/2
Spell resistance 60%
Size1x1
Description: A officer that brings moral and discipline to the battlefield. Attack 2+.
Knight Hound:
Cost 6
Hp 40/40
Attack power 20
Range 1
Armor 4
Pierce Armor 4
Speed 4
Sight 5
Action /turn 1/1
Spell resistance 90%
Size 1x1
Spells & abilities
Summon Wolf - 100%
Active effects: Delayed vanishing,
Marshal:
Cost 6
Hp 30/30
Attack power 20
Range 1
Armor 4
Pierce Armor 4
Speed 4
Sight 5
Action /turn 1/1
Spell resistance 90%
Size 1x1
Active effects: Aura: Triple Group attack,
Infantry:
Footman.
Cost 2
Hp 19/19
Attack power 8
Range 1
Armor 1
Pierce Armor 1
Speed 3
Sight 4
Action /turn 1/1
Spell resistance 10%
Size 1x1
The Common foot soldier, only a handful of them show potential to move up in the rank.
Upgraded Footmen.
Turn to research: 6
Cost 2
Hp 20/20
Attack power 11
Range 1
Armor 1
Pierce Armor 2
Speed 3
Sight 4
Action /turn 1/1
Spell resistance 10%
Size 1x1
Description: Higher tiers and better equipped with stronger material.
Spearman.
Cost 2
Hp 10/10
Attack power 4
Range 1
Armor 1
Pierce Armor 1
Speed 3
Sight 4
Action /turn 1/1
Spell resistance 20%
Size 1x1
Description: Mans trains to stand their ground against the cavalry charge. While it's not easy, they get the job done.
Upgraded Spearman.
Cost 2
Hp 12/12
Attack power 6
Range 1
Armor 1
Pierce Armor 2
Speed 3
Sight 4
Action /turn 1/1
Spell resistance 30%
Size 1x1
Description: Much more better suited to handle cavalry.
Capital swordman.
Cost 6
Hp 60/60
Attack power 22
Range 1
Armor 4
Pierce Armor 5
Speed 3
Sight 4
Action /turn 1/1
Power range 1
Heal rate 5
Spell resistance 100%
Size 1x1
Description: These are the very first defense of the capitol. Far much better skills than the common soldier and and much more armor.
Wardragon.
Cost 8
Hp 80/80
Attack power 20
Range 1
Armor 3
Pierce Armor 2
Speed 5
Sight 6
Action /turn 1/1
Power range 1
Spell resistance 100%
Size 1x1
Special ability; Fireball, strengthen, to itself or other, cool down 3-4. Eat up corpse.
Description; These special race of dragons have the ability to understand speech and talk (somewhat). There are also good against other dragons, but they may get hurt in the process.
Drake Worker:
Cost 3
Hp 20/20
Attack power 6
Range 1
Armor 1
Pierce Armor 1
Speed 3
Sight 5
Action /turn 1/1
Mend rate 9
Spell resistance 30%
Size 1x1
Drake Builder:
Cost 6
Hp 33/33
Attack power 8
Range 1
Armor 1
Pierce Armor 2
Speed 4
Sight 5
Action /turn 2/2
Mend rate 12
Spell resistance 80%
Size 1x1
Cerler:
Cost 6
Hp 50/50
Attack power 10
Range 1
Armor 1
Pierce Armor 1
Speed 3
Sight 4
Action /turn 1/1
Spell resistance 20%
Size 1x1
Cerlerv1
Cost 6
Hp 75/75
Attack power 12
Range 1
Armor 2
Pierce Armor 2
Speed 3
Sight 4
Action /turn 1/1
Spell resistance 50%
Size 1x1
Range:
Iron archer.
Iron archerv1
Cost 2
Hp 13/13
Attack power 7
Range 6
Armor 1
Pierce Armor 1
Speed 3
Sight 8
Action /turn 1/1
Spell resistance 20%
Size 1x1
Lead Holders.
Cost 3
Hp 21/21
Attack power 14
Range 4
Armor 1
Pierce Armor 1
Speed 3
Sight 5
Action /turn 1/1
Spell resistance 30%
Size 1x1
Magic users:
Queen Serenity.
Offense mage
Cost 6
Hp 30/30
Attack power 15
Range 1
Armor 2
Pierce Armor 2
Speed 3
Sight 6
Action /turn 2/2
Heal rate 12
Spell range 5
Spell possibility 20%
Spell resistance 100%
Size 1x1
Spells & abilities
Disarmor - 100%
Slowing - 100%
Magical arrow - 100%
Fire Breath - 100%
Cost 3
Hp 20/20
Attack power 8
Range 1
Armor 2
Pierce Armor 2
Speed 3
Sight 5
Action /turn 1/1
Heal rate 20
Spell range 3
Spell possibility 20%
Spell resistance 80%
Size 1x1
Trample - 100%
Strengthen - 100%
Lifelink to unit - 100%
Double strike - 100%
Siege:
Wagon
Navy:
Landing ship
Cost 4
Hp 30/30
Attack power 5
Range 3
Armor 1
Pierce Armor 4
Speed 5
Sight 5
Action /turn 1/1
Carry capacity 2
Constr. bonus 45%
Mend bonus 50%
Spell resistance 80%
Size 1x1
Description: The stranded transport vessel of Warfell, while not a war vessel. It good transporting troops and supplies at a good speed.