Answers to questions:
1. ABSOLUTELY NO CARRYOVER. Sorry if there was any confusion. We are already going to have huge 100 or 200 strong armies. There is no need for banking races.
2. Just like UKNES, fleets of nations at peace can exist peacefully in the same sea.
About Unique Units, each has its advantages and disadvantages, and you have to think to use each in the right strategy.
For example, the Elves. On a mostly-water map they are a very big power. For example they can attack 46 and 32 THIS TURN - that's how far the two-move boat's reach is [example, build fleet in K, load, move to R, unload]. The problem is, their special units, while they can hold the seas against any other fleet, can't claim much land.
Then the Dragons. The Dragons are very powerful because of the jump-maneuver. They can claim land very far away such 44, 55. The advantage over using boats is cheapness - getting a Dragon to 55 costs 10 gold, getting an army there costs 15 including the fleet. Plus a Dragon can jump over a front line and attack your rear, unless you guard it by pulling troops away from the front, making you more vulnerable. The disadvantage is that if someone guesses how you are going to jump, they will send troops to the jumped over province and ambush you.
Dragons are 2 on landing. They are one while IN THE AIR, that is in the jumped-over province.
The Dwarves of course have 2 armies in 1 while on defense - which means if they take something they're going to hold on to it. That in itself is more than enough to compensate for the poor land. Actually it is not as poor as it looks. Because of the channels in A-Z and Z-O, the Dwarves can claim 26 and 27 this turn. Also they are close to some crucial islands. The disadvantage is that EVERYONE except the Ents can reach their capitals this turn - the Dwarves must spend a lot on home defense because they are basically the center of the board.
The Ents are 2 armies in 1 on offense. In itself a terrific attribute, and they also have more FCs at hand than anyone else. Disadvantage - they are equal to the Dwarves in battle, and the Horsemen can attack and retreat, using their 4 attack. However, if the Ents ever manage a naval invasion, whoever was invaded will have lots of trouble on their hands.
And finally the Men. The third double-move power. Fantastic raider, because of the 4 offense and the retreat ability. However, you'll need Regs to back them up otherwise your 1 defense is going to haunt you.
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Now just to prove how equal everything is, I have concocted a list of Free Cities available to each player THIS turn. I have not counted FCs reachable by going through the OZ channel because obviously the Dwarves would not let anyone thru. I HAVE counted land reachable by the AZ and BC channels, and the OZ channel just for the Dwarves.
THE ELVES can reach: 6, 9, 11, 32, 33, 34, 35, 49, 54, 55, 57, 60. That is, TWELVE.
THE DRAGONS can reach 6, 9, 11, 33, 43, 44, 49, 54, 55, 57, 60. That is, ELEVEN.
The DWARVES can reach 6, 9, 11, 26, 27, 33, 34, 35, 43, 54. That is, TEN.
The ENTS can reach 20, 21, 32, 33, 34. A mere FIVE - BUT they are the Ents after all, and a quickie naval invasion can crush another player.
Finally, the MEN can reach 6, 9, 11, 17, 20, 21, 32, 33, 34, 54. A total of TEN.
So, everything is equal except for the ENTS, but they have their back to the wall and they have the most powerful unit in the game if they surprise-attack, especially against Knights.