I give Ironclad permission to take any and all of the ideas contained in this forum post and use them any way they see fit.
Also, I suck with names. If I see ones that I like in the comments, I'll add them. I don't even have a name for the faction yet.
Lore: This faction is a nomadic faction. Their society is integrally tied to horses. The better/more horses someone owns, the higher their status in this society. As such, most of this faction is cavalry, and they're weaker in toe-to-toe combat because of it. They excel at skirmishing strikes and guerilla warfare.
Peasant- One of the few foot units, as he has no status. Has a very weak sling for ranged attacks. Generic builder/harvester unit other than that.
Footman- One step above the Peasant, he still isn't socially advanced enough to have a horse. Basic melee unit. Has a sword and shield (shield is an upgrade researched at the training building)
Nomad- Has a badly-bred, small, slow horse, since he's still low on the social ladder. Armed with a light javelin (very short range, small damage) and very light armor. There is also an archer variant.
Medium cavalry- Has a decent horse, this is the bread and butter unit of this faction. Faster and better armed/armored than nomads, they also cost more. Armed with a sword and shield (basic) or can switch to a spear while charging (upgrade)
Horse archer- The best archer in the faction (mostly a melee faction) has a horse equivalent to medium cavalry, and a good bow. Subpar compared to other race's strongest archers, but much cheaper. Forced to switch to a short sword in melee.
Heavy cavalry- Has a very good, fast horse, but is only a little faster than medium cavalry because of the heavy, rare, metal weapons and armor. One of the best non-unique units in the army. Has a sabre and shield, can switch to a heavy spear without an upgrade.
Horse Lord- Extremely expensive, nonunique, second fastest unit in the army, second best at everything in the army. Best non-hero unit. Has a masterpiece sword and shield, very good armor, can switch to a metal-tipped heavy spear.
The Centaur- Best unit in the army (he is half-horse after all), unique, ridiculously expensive, very strong. Moves fast but is not as strong toe-to-toe as other races' unique units. Wields a giant halberd.
Flying unit- Basically medium cavalry on a pegasus. More expensive than heavy cavalry, less expensive than Horse Lord. Wields javelins to fight ground, swords to fight air.
Racial passives- All cavalry have a strong charge attack and ignore unit bases smaller than themselves. All cavalry have a trample attack. All cavalry are specialized against foot soldiers, doing 1.3x damage to them, but .85x damage to enemy cavalry. All buildings other than the Keep can be moved, albeit very slowly and not while transforming units or performing research.
Keep- The final fallback point of this faction. Is extremely tough, even compared to other main buildings, and grants a small move/attack speed boost to nearby friendlies. Trains peasants and the Horse Lord (HL only with Large tent on the field)
Small tent- Transforms peasants into footmen for a price, or for free if the peasant has X kills.
Med. tent- Transforms footmen into Nomads and horse archers for a price, or for free if the footman has X kills.
Large tent- Unlocked with Blacksmith. Transforms Nomads into medium cavalry, and medium cavalry into heavy cavalry, for a price, or free with X kills.
Guard Post- Generic archer tower. Cannot be moved.
Wooden Wall- Generic wall, can be turned into a gate for a cost. Cannot be moved.
Blacksmith- Unlocked with Med. tent. Holds all research for this faction. Moves at 1/2 the speed of the other buildings because of the heavy metal.
Edited by FleurDeMur, 02 May 2012 - 01:11 PM.