a. Basic unit availability, cost, stats and abilities - availability mostly unchanged, cost structure changed considerably, big stat changes, many abilities added across the board
Cost structure will change to function in increments of 20%, and the abilities Thrown 1 and Fire Breath 2 will give a fixed cost increase of +10. So Barbarians might have unit costs of 100% + 10, meaning that all their normal units will cost an extra 10 hammers. Exceptions will be made where basic units don't benefit, such as ranged barbarian units.
Unit availability will change very little, although some basic units may be converted into racial units. Like, turning gnoll bowmen into something a lot more interesting.
Cost structure will change to function in increments of 20%, and the abilities Thrown 1 and Fire Breath 2 will give a fixed cost increase of +10. So Barbarians might have unit costs of 100% + 10, meaning that all their normal units will cost an extra 10 hammers. Exceptions will be made where basic units don't benefit, such as ranged barbarian units.
Unit availability will change very little, although some basic units may be converted into racial units. Like, turning gnoll bowmen into something a lot more interesting.
Code:
fig off def rng amm hrt res cst special
Barbarians - - - 1 t - 4 70+10 cold immunity
Beastmen - +1 - - - +1 5 190 first strike for all foot units
Dark Elves - - - 1m 4 - 8 140+10 -
Draconians - - - 2 f - 6 150+10 flying
Dwarves -1 - - - - +3 7 180 poison immunity
Gnolls - +1 - - - - 3 90 +1 move for all foot units, armour piercing
Halflings +2 -1 +1 - - -1 5 50 lucky
High Elves - - +1 - - - 6 120 +1 to hit, forester, illusion immunity
High Men - +1 +1 - - - 4 110 -
Klackons - - +5 - - - 4 100 large shield for all units, missile immunity for swordsmen
Lizardmen - - +3 - - +2 3 60 stoning immunity
Nomads - - - 1b 2 - 4 100+5 fire immunity
Orcs +1 +1 - - - - 4 100 poison 1, -1 to hit
Trolls -2 +4 -2 - - +4 4 200 regeneration, death immunity