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New Empire
History - once, at dawn, the inhabitants of the western shores of Ashan saw a vast fleet sailing toward their coasts. Huge galleons bombarded the coastal fortresses of the Griffin Empire with an unusual type of weapon that swept away everything in its path. A day later, people landed on the coast. They were armed with weapons previously unknown in Ashan, namely gunpowder. Dressed in fancy uniforms and armed with extraordinarily deadly weapons, the invading soldiers quickly occupied the western coastal lands of the Empire. They were commanded by a certain Field Marshal Count von Abicht. The invaders believe they have discovered a new land, where they began expansion and colonization. However, the true goals that brought them here remain unknown to all. They call themselves the New Empire, although the inhabitants of Ashan do not know where they came from. Now the invaders, using various tricks and diplomacy, are trying to pit the peoples of Ashan against each other, so that they may later take everything for themselves.
Added 41 minutes ago
The race is very experimental and won't be for everyone, but I tried my best.. So, the creatures:
1. Infantrymen - the backbone of the Great Empire's troops. These soldiers are excellently trained and armed. Of course, they have few musket cartridges, but in a pinch, they can fight in melee.
Ranged. Musket shot (shooting without penalty, but after each shot, initiative is reduced by 30%). Melee combat without penalty.
Fusiliers - infantry squads armed with muskets who can take a defensive position on the battlefield.
Ranged. Musket shot. Defensive position (like dwarves). Shattering bullets (each shot reduces the target's defense by 2).
2. Standard Bearers - of course, firearms are very powerful, but they require a long time to reload. Standard bearer squads cover the infantry on the battlefield.
Call to Attack (once per battle, they can call to attack, increasing all stats by 50% for all creatures in the army for 2 turns). Battle Rage (if morale is positive, the creature receives +10% attack for each unit of it). Endless Repulse.
Sentinels - squads guarding the invaders' lands, capable of holding back the enemy's onslaught for a long time.
Shield Wall. Large shield. Preemptive Strike (if the creature is attacked in melee, it delivers a preemptive strike, meaning it attacks first).
3. Guardsmen - elite infantry units. Guardsmen can fight excellently with both a rapier and a musket.
Ranged. Musket shot. No penalty in melee combat. Retribution (counter-attack is 2 times stronger).
Grenadiers - elite infantry units armed with muskets and grenades.
Ranged. Musket shot. Throwing grenades (covers 4 tiles, acts similarly to a fireball).
4. Cuirassiers - cavalry units of the Great Empire that can deal great damage to the enemy.
Cuirass (same as a large shield). Cavalry charge. Lightning Attack (same as upgraded lizardmen). Help (again, like lizardmen).
Hussars - famous for their drinking, yet fearless in battle.
Cavalry charge. Giant Slayer. Joy of Battle (if the attack deals maximum damage, the hussars get the right to move again). Fortune's Favorite (if the hussars attack successfully, they deal 150% more damage, and luck does not drop below 1).
Whew.. Now for the main part.. This race only has four levels. Let me explain why. First, let's look at the hero.
Hero
The hero of the Great Empire is none other than the Lord. Yes, yes, with the exact same abilities as in Heroes 4. Let's examine his abilities.
Nobility - a special skill of the Lord. Gives + to morale; the hero donates money to the treasury, and growth increases.
Diplomacy - our brave lord has a separate branch for this skill. Think about it: if the invaders sailed from afar alone, but the peoples of Ashan are many, what do you think the colonizers will do? Correct, bribe them into their service (that's why we only have 4 levels of creatures). Each level of diplomacy increases the percentage of the total number of bribable troops and reduces the price.
Treasury Management - also a separate branch. Increases income from cities and mines.
About magic: in order to learn how to use it, you must level up Knowledge to at least the second level.
Buildings
I'll write about the special ones..
Seminaries - remember? Of course you remember! Those very seminaries from Heroes 4. The invaders are not very strong in magic and can learn a few things here. This building replaces the Mages' Guild.
Mercenary Camp - remember that we still have 3 free creature slots? If diplomacy is not developed or there are no large neutral armies, build this building. Here you can hire several types of creatures from levels 4-7, which are randomly generated (though they will not change afterward).
Harbor - those who played Age of Empires III know the special property of cities where ships with cargo dock. It's the same here. Every week you choose what should be brought to you (only one thing), either warriors or resources. A ship will sail to you with what you wished for.
That's all.. I hope you liked it even a little, thank you.