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I've already described the Empire a bit, have you seen it?
Added 4 minutes ago
Now about the creatures and castles...
Added 21 minutes ago
:smile17: The Empire is famous for the order in its armies; all units are trained to be useful. The fact that the state worships the Almighty does not mean that the Empire's methods can be called kind and merciful, with the exception of the Order of Light, which brings only sacred faith to the people through templars traveling the country. Coercion does happen... but only to people; the Order does not welcome violence and respects other light religions of other races. This clearly displeases the royal inquisitors, who preferred executions and terrible tortures to force everyone to worship a single god...
The Royal Guard is an example of the strictest discipline; only the chosen ones can serve in it, and those who show weakness are simply banished from the country.
Imperial troops:
1. Peasants
Health 4
Damage 1-1
Attack 1
Defense 1
Speed 4
Initiative 5/10
Special Taxpayer
Growth +20
*I'm not specifying the price, initiative is on a 10-point scale
Added 1 hour 6 minutes ago
1A. Militia
Health 7
Damage 1-2
Attack 1
Defense 3
Speed 4
Initiative 6
Special Stun
Growth +24
1B. Squires
Health 5
Damage 1-4
Attack 2
Defense 1
Speed 5
Initiative 7
Special Taxpayer, Master*
Growth +24
*Master - any creature of the first level, except for the squires themselves, receives a small amount of damage and increases its initiative by half and morale by +3. Ability (i.e., an activated skill).
Added 2 hours 2 minutes ago
2. Archers
Health 8
Damage 2-3
Attack 3
Defense 3
Speed 5
Initiative 7
Special Ranged. Arrow Rain
Growth +12
2A. Crossbowmen
Health 12
Damage 2-4
Attack 5
Defense 5
Speed 4
Initiative 8
Special Ranged. Double Shot
Growth +14
2B. Snipers
Health 10
Damage 3-6
Attack 6
Defense 4
Speed 6
Initiative 8
Special Ranged. Accurate Shot. Accuracy (shooting without penalty)
Growth +14