The current resource list is the final one. The images may be final as well, though I'm not real happy with Fertile Lands, so may replace that, as well as resize some of them.
I've also started adding the leaderheads for the ones I've been able to find that I think will fit. Once those are done, I'll diagram out the tech tree and post that as well.
Here is a list of the
core unit tree per Tribe. Yes, all core units are unique. They will have their core capabilities altered by their Sigil Aspects as well as their unique Attributes, as detailed in posts 2-4. There are additional units unique to traits, culture groups, resources, buildings, and religions, too, as well as Pirate units, and some tribes have a few extra units.
Base unit stats (before Aspects and Attributes):
Unit - Base - Tech - Resource(s) - upgrades from
Worker - 0/0/1 - none - none - none
Settler - 0/0/1 - none - none - none
Scout - 0/0/2 - Pathfinding - none - none
Warrior - 1/1/1 - none - none - none
Spearman - 1/2/1 - Warrior Code - none - none
Archer - 2(2)/1/1 - Archery (requires Warrior Code and Hunting) - Birds - none
Swordman - 3/2/1 - Metalworking - Iron - Warrior
Pikeman - 2/3/1 - Metalworking - Iron - Spearman
Horseman - 2/1/2 - Horseback Riding - Horses - none
Knight - 3/3/2 - Knighthood - Horses & Iron - Horseman
Ranger - 4(4)/3/2 - Gunpowder - Horses & Gunpowder - Knight
Gunman - 4(4)/3/1 - Gunpowder - Gunpowder - Swordman
Catapult - 2(8)/1/1 - Construction - Lumber -none
Canoe - 0/1/1 - Take to the Seas! - none - none
Boat - 1/2/2 - Construction - Lumber - Canoe
Frigate - 2(1)/3/3 - Gunpowder - Lumber & Gunpowder - Boat
Spy - 2/1/1 - Autogenerated by Castle