I think the top tier units(later)should be able to use special abilities(passive or activate). I mean… a paladin should be able to heal him self(later) and the barbarian could go berserk!
Of course it should be a limit like the paladin need to rest before he can use his ability again and the barbarians special only lasts for a limited time and gets tired.
Tier one units:
Settelment milita: weapon: spear armor: very light health low
Settelment guard: weapon: sword armor: very light health low
Hunter weapon bow and arowss armor none health very low
Town militia: weapon spear(better) armor: light health averege
Town guard: weapon: sword(better) armor light health averege
Archer militia weapon bow and arrows armor very light health low
Spear soilder: weapon: spear armor medium healt medium
Swordsman weapon: sword armor medium health medium
Axeman weapon one handed axe armor light health medium
Archer weapon bow and arrows armor light health averege
Crossbowman weapon crossbow and bolts armor light health averege
Castle guard weapon sword armor medium and shield health high
Pikeman: weapon pike armor medium health high
Maurader weapon twohanded weapon armor light health high
Elite archer weapon bow and arrows armor light health medium
Heavy crossbowman weapon crossbow and bolts armor medium health medium
Paladin: Weapon spear armor high and shield special heal(self explainatory) health very high
Royal Pikeman weapon pike armor high special brace any mounted unit that runs in to him losses his mount health high
Shield bearer weapon sword armor very high and shield special hold armor increases by 40 % unit cant move or be pushed back health extremely high
Slayer weapon twohanded sword armor light special charge! Unit charges and does a lot of enemies damage(even more when flanking) health high
Beserker weapon twohanded axe armor medium special berserk! Does extra damage and takes less damage only last for a few seconds so time it right
Royal archer weapon bow and arrow, dagger armor medium special concentrate Increases range and acurcy for a limited time health high
Monster hunter bow, crossbow, arrows, bolts armor light special holy arrow fires a holy arrow, bolt that does extra damage against monsters health medium
Royal crossbowman weapon crossbow bolt armor heavy special pierce fires a bolt that ignores armor health high
A shield should be able to block and give resistans to an enemies attack that makes villegers fly away(bad description)
Heavy armored units should moves slower
A rock papper sccisor system. Spearmen are good against axemen that are good against swordsmen and so on
Arrows should be able to be blocked by a shield depending on the shields and the arrows quality.
Big units should be able to launch away your settelers.
Some types of settelers should be able to fight mobs. If a lumber jack with a big axe meets a hostile rat he should not run away.
Maybye when a swordsman block he could raze his shield? That would be neat.
Lower tier units like the goblin should flee when their leader is killed(does not affect skeletons)
There should be like grand goblin castles. It would be like a goblin capital that is very hard to find. It would contain lots of worker, soilders and other type of goblins.
All living should be attacked by skeletons. The dead hates the living you know…
Short leadership mechanichs.
Maybye you want a leader… He or she gives you a special boost…People are arguing about how leadership is going to exsist or work…
I have the solution!
You can only have one typ of leader!
Lets say you have a highest level tier soilder like the paladin, you can promote him to a general that fights and inspirers his men as he charges onto the battle field. Or a farmer who became a finacial man(cant find the word for it) and increases harvest. Im not going to have a wizard leader(read A bunch of suggestions magic first) because that would be overpowerd.
The general: Came from: All tier five soilders weapon: Depending on what he was before. Armor: extremele high health: extremele high
Bonus: increases moral, health and damage by 10% when fighting with his men
When killed: decreses moral, health and damage by 20% untill the battle is over.
The finacial guy(figuring out a name)
Comes from: Nobleman(later in classes)
Bonus: Increses harvest and mining capabilitis by 20%
When killed: Decresses harvesting and mining capabilitis by 20% untill the next day.
Please tell me about other types of leaders you would want in the game and i will come up with something.