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Now about the units, the castle, etc.

Squats live in shelter-cities, which are most often built near mountains. Their castle is a kind of mix between an Orc and Dwarf castle. There are many buildings, like those that mine mercury on the map. Many laboratories, workshops, construction sites with ropes and pulleys. Steam hammers clang in the shops. Lots of smoke and soot. There is a steampunk style, but within the framework of the Heroes series.

As for the units. There are very many technological features. There is primitive own firearms; gunpowder is actively used. The steampunk element is also strongly present, which the race is adapted to.

Units:

Squat Miner.

The lowest layer of same Squat society, doing all the dirty work. Usually, this is work in mines or other extraction sites. For their inventions as well as for alchemical experiments, Squats desperately need resources and valuable ingredients.

A Squat Miner is an ordinary squat dressed in light armor, with a pickaxe which he uses as a weapon. Nothing interesting — the starting unit.

Upgrades to a Squat Demolisher.

Miners very often have to deal with explosives. Either they need to clear a cave-in here, or blow something up there....
In principle, a slightly better-dressed squat with special abilities:

He can plant mines, roughly like a Goblin Trapper. He also knows how to place powder barrels under the walls and gates of enemy castles and destroy them by exploding them.

The next unit is the Fighter Mechanic.
Squat Mechanics are a more advanced and numerous layer in Squat society. Perhaps the most numerous, since everyone there is a mechanic except for the fools who toil in the mines.

Dressed in medium armor and armed with two iron gauntlets. A melee fighter, accordingly.

Upgrades to a Squat Engineer.

Engineers differ from mechanics in that they not only understand mechanisms but construct them themselves.
Armed with two steam fists or pneumo-fists. In short, those iron gloves that basically hit on their own. Alas — I don't know how to explain it to you in detail.

Next unit — Squat Thrower.
Squats do not find it necessary to use technology where it is not needed. In their time, they abandoned the use of Gremlin arquebuses and Squat Throwers use ordinary slings. Their rate of fire is high; they are simple to operate. They hurl spiked balls with them. If one hits you in the head — it won't be pleasant.

Upgrades to a Squat Bombardier.
Everything same, only instead of balls they now throw grenades. Like those thrown by grenadiers in the 17th-18th centuries. A simple little bomb with a fuse.
They have a passive ability "shrapnel". That is, part of the damage hits an enemy standing nearby.

Next unit — I don't know what to call it... I'll just call them — Icarus or Icari.

These are Squats who have something like a Leonardo Da Vinci invention on their backs — that is, wings like a hang glider, but there is also a rocket on the back. Thus, with its help they fly up and then glide.
Used for scouting territory and sudden attacks.
Armed with who knows what — there are many options.

Upgrade to who knows who. Still need to think about this.

Next unit

Mechanical Warriors.
A very interesting unit.
Essentially, these are exoskeletons in a fantasy genre. That is, armor with pneumatic drives and a steam engine on the back, in which a Squat is encased. The unit is quite large — roughly like Orc Chieftains in the fifth part. Very high defense stat. Armed with a hammer and shield.

Upgrades to Mechanical Knights.
Everything same, only the armor is thicker and better. The hammer is now single and two-handed. And there is an option to overload the steam engine on the back, which allows increasing speed and attack power for a certain time. That is, one can move more hexes and hit harder.

Next unit.
Gunners.
Squats armed with steam cannons. So that they could carry such a hulk with them, alchemists specially pump these warriors full of various reagents, after which they increase significantly in size. In short — they are huge brutes with cannons.

Upgrades to Cannoneers.
Same thing, only everything is better.
Plus a feature. When firing, the penalty to shooting is activated not when the enemy is far away, but when the enemy is close! This is because the projectile must gain speed; that is, the further the enemy stands, the better and the more damage.
At close range, they have an activatable ability to fire grapeshot. It covers a whole sector in front of them, wounding their own as well, but it's a terrifying thing at close quarters.

Last unit.

Mechanical Giant.

This is a marvel of Squat military engineering. A huge, armored assault machine. A massive robot, roughly equal to a Cyclops in dimensions. Inside the body is a control center — a cabin. A Squat pilot sits in it. The body is almost round, with thick legs and large hands with big fists protruding from it. The head is almost ornamental, as it isn't needed.

Upgrades to
Mechanical Destroyer.
This is just everything — thanks to alchemy, the Squats were able to mix the metal from which mages forge their yellow golems (forgot the name of the metal) and the metal from which dwarves forge their armor (also forgot the name).
The result was some kind of ganturium — a metal very strong and impenetrable by magic.
A machine made of such metal fears neither strikes nor the most destructive spells.
The Mechanical Destroyer is armed with a flamethrower instead of one hand. (in the hand — a flamethrower). Setting something on fire is an activatable ability. Instead of a fist on the second hand, there is a spiked ball — so the second hand is now like a mace. Additionally, he can launch this ball, as the ball is on a chain and returns to its place. Also an activatable ability.
Breaks walls, gates, etc., and so on

Guys — I also wanted to tell you about the race skills and magic systems as well as special buildings in the city, but I've been writing for an hour, I'm long tired, I'm lazy and I have to go to work.

That's it for now.
I came up with all this in an hour before bed yesterday and in 40 minutes while standing in a traffic jam today.

Added after 32 seconds
Oh — alright — I'll finish writing it so the picture is clear right away.

So — as for magic.
Like Orcs, Squats have no magic. They are its opponents.
There is alchemy. Here, Squats are masters.
Now then — I haven't decided yet. Will alchemy consume resources, like Dwarf runes, or will mana points need to be spent on it...
In any case, I'll say right away — Squats level up in Knowledge, not Sorcery.

So, how does alchemy work? Elementary!
It is the same magic, just under a different sauce.

I want to say that the mount of the Squats... is a Cyclops!
Yeah — a mutant cyclops of a special breed, high on alchemical reagents. Very obedient and loyal. Aggressive only when necessary. The Squat hero sits on its neck.

So, when something needs to be cast, the hero simply takes a large flask with something green inside from his bag, for example, poisonous gas. He gives it to the cyclops, and the latter throws it at the enemy like a goblin. As a result, the flask breaks, the enemy breathes the gas and we get the effect of the "Plague" spell. That is, the enemy is poisoned.
The same goes for most other spells — you can cast Berserk or Vampirism too. These are all just different gases and reagents.

Now about the specialized skills.
I am currently inventing everything based on the fifth part.
So — there are three race skills...

First — repair. Allows the hero in battle to heal\restore the number of creatures in a squad of Mechanical Warriors, Icari, Mechanical Destroyers, etc.

Second — signal rocket. There are two options here.
Either the hero will use it in battle on an enemy squad so that it takes more damage.
Or the hero will use it on the map to open the fog of war in a required area.

And third — alchemy.
The hero can, by spending some resources on the map, simultaneously increase their luck, attack, defense, or movement points by making the necessary reagents.

Regarding special buildings in the city.
This is a recycling\assembly workshop — it allows at the beginning of each week to assemble a certain number of free units from those who died in battles during the week.
The second building comes after the market, as it is an advanced version... It is the Alchemist's Laboratory. Here, several unnecessary resources can be turned into a necessary one. For example, from one stone, one mercury and sulfur, make a gemstone or crystal. And vice versa. Sometimes it turns out to be more profitable than trading at the bazaar.

And upon finding the Tear of Ashan, the city naturally receives — the Philosopher's Stone!
Which gives seas of gold from lead and other perks.

Oh — that's it, I'm very tired.

Thanks everyone!.

Added after 4 minutes
Guys — sorry that the second half is haphazard and with mistakes etc. — writing very fast! I have to run — read it — I'll be back in the evening — we'll discuss!!!