ooc:
one question just came up in my mind:
how do i recruit a special unit?
i do not see a purchase price on them...
do i just upgrade members by paying the salary?
or do i send members on a specific recruitment mission, like:
Spend 1 action on Recruit -. 5 members will be trying to recruit a "town crier"
There is going to be a price associated with training them. I'll make sure to add that with all the discovered techs tommorow.
This is how units work. Every member of your organization starts as an unskilled member. They can do any of the basic missions detailed so far. Unskilled members are amazingly versatile, but not particuarly skilled at any task.
Innovations will enable you to pay a certain cost to train unskilled members in a certain job. This could be a scout, sworsman, mage, assasin, or even a noncombat role such as a construction worker or scholar. Each member can only be trained in one job at a time, and if you retrain them in a different job they lose their original one. Members trained in a job gain the stats of that unit, and can only perform the types of missions it is equipped to do. Many units also require an unkeep cost beyond that of unskilled members. Otherwise, they are treated exactly the same as normal members.
what are all our basic units, workers?
Your basic units are just regular people off the street. They have no special training in any area but are able to work at any simple task.
what spells can we cast initially?
You dont have any spells initally, but early innovations can grant some. If you earned the ability to cast any from your initial research, you'll find out tommorow.
where can we get most of these salary items from?
If you mean the food, you'll have to discover innovations that allow you to produce it or find some other way to aquire it. Trading gold for it is the easiest method, and will be available at a fairly set rate in each city and the nearby villages. Trading gold is sort of the official, rules way of getting it.
Of course there are other methods too. You can try to negotiate any type of deal you want with distributers or farmers, or you could always outright steal it.
A random tangent off that thought - I'll always try to work with you if you have creative solutions to problems so if you have an out of the box idea for something just throw it by me. In many ways the rules are pretty set in stone (like a score of 16 grants a +3 modifier, or a unit costs X) but other things like the ways you use you units, resources, or actions are definitely open to player experimentation. In those cases, think of the rules more as guidelines.