Tribal will host a diversity of units of different types but hopefully each will provide an interesting gameplay use so that each play-through is a bit different than the last.
The catch being that you will never have all the options at your disposal. Your units will be randomized as the idea behind the game is that you must make do with what you're given. You can only ask your Thinker to create a new unit technology, then it's up to the Thinker to choose a unit type. You can request your Thinker to do this multiple times, but at the cost of sacrificing other potential technology.
Lining up in front of a barracks to be trained.
The three main categories I have basic units in are Melee, Ranged, and Converters at the moment. This doesn't include animals, boats or other forms of transportation. Nothing groundbreaking yet, I know.
All the units (so far) cost the same to build. One Barracks, and one Worker unit. This may change in the future as complexity demands, but I like the simplicity. A barracks trains its unique unit type only and cannot change unit type. In order to build multiple unit types, you have to build another barracks and dedicate it to that unit type, and send workers into it to be trained.
Here is the current roster, from left to right: Brave (Worker), Warrior, Spearman, Archer, and finally Rifleman. I wanted to make 2 of each a melee and ranged unit type to see how the slight variety plays out.
The worker can be talked about in depth in another post as they're by far the most complex of all 5 of these. Also, no converters are included in this line-up. I'll post about them later as well.
I create, design and develop video games I'm interested in playing.
The Fire System
Melee and Ranged Units
Weather and "Seasons"
Ladders and Elevation
Animating 2D units in a 3D world
Setting the Theme
Setting the Focus