In the beginning, the gnomes lived their lives in the yard. Massive cities of hundreds of gnomes thrived in bushes, in trees, under the patio, and even built underground and within the walls. Hundreds of ants and bees were taken captive and made to serve their gnomish masters. Life in the yard had reached a high point before the plague.
The plague, brought in by the nomadic gnomes from the east, ripped through the POWARS, then spread up through the Twin Lakes community and from there into the rest of the yard. Hundreds of gnomes died and the cities were abandoned as gnomes fled their homes. Hundreds more died as they were exposed to the elements and predators outside of their cities. The plague and the fear of it kept gnomes out of cities, living as solitary nomads as they sought to protect themselves from the plague.
Now, months later, after all but the memory of the plague has faded, gnomes are returning to their cities. Many of the great artifices and constructions of the past are in ruins, and the knowledge of the great gnomish thinkers has been lost. Still, cities seem to represent the best hope for a new life, even as generations of solitude have ingrained a deep distrust of other gnomes, especially those of other tribes. As new cities rise on the broken foundations of the old, one thing only seems sure- the old days of trust and amiability between tribes are over.
POWARS: Bipolarbear
Population: Gnew York: 90 gnomes
Workforce 84, Military 6
Beasts: 2 bees
Gnome Soldiers (Gnew York): 4 Twig Gnomes, 2 Sappers
Food Supply: Adequate (Acorns)
Military Rating: 37%
Loyalty: 52%
Happiness: 50%
Density of Population: 45%
City Improvements and Details: Gnew York (arboreal):
Special Units: Sappers
Technologies: Bee Taming
Trade: None
Twin Lake Gnomes: Gamecube64
Population: Laketown: 108 Gnomes
100 Workforce, 8 military
Beasts: None
Gnome Soldiers (Laketown): 5 Spear Gnomes, 3 Sling Gnomes
Food Supply: Inadequate (Seeds)
Military Rating: 46%
Loyalty: 54%
Happiness: 34%
Density of Population: 36%
City Improvements and Details: Capital City: Ruined barracks
Ruined storehouse
Special Units: Sling Gnomes
Technologies:
Rope Making
Trade: None
Wall Gnomes:
Population: Brickbane: 100 gnomes
93 Workforce, 7 Military
Beasts: 1 ant
Gnome Soldiers (Brickbane): 6 Spear gnomes, 1 Walluminati
Food Supply: Inadequate (Seeds)
Military Rating: 67%
Loyalty: 46%
Happiness: 35%
Density of Population: 50%
City Improvements and Details: Brickbane (Built into Wall):
Special Units: Sling Gnomes, Flail Gnomes
Technologies: Rope Making
Trade:
Clay Gnomes: Foolish_icarus
Population: Caivgridde: 79 Gnomes
74 Workforce, 5 Military
Beasts: None
Gnome Soldiers: (Caivgridde) 5 Spear Gnomes
Food Supply: Adequate (Table scraps)
Miltary Rating: 41%
Loyalty: 28%
Happiness: 52%
Density of Population: 53%
City Improvements and Details: Capital City (Subterranean): Collapsed Granary
Ruined Road to Bush Gnomes
Scratchiary
Special Units: Axe Gnomes, Flail Gnomes
Technologies: Scratch-Remembering
Rope Making
Pebble Axes
Trade: None
Trash Gnomes: NPC
Population: Trash City: 120 gnomes
105 Workforce, 15 Military
Beasts: 3 ants
Gnome Soldiers: 9 Spear Gnomes, 8 Sling Gnomes
Food Supply: Good (Compost Pickings)
Military Rating: 63%
Loyalty: 41%
Happiness: 15%
Density of Population: 40%
City Improvements and Details: Trash City (Above Ground):
Special Units: Flail Gnomes
Technologies:
Rope Making
Ant Taming
Trade: None
Barbecue Gnomes: NPC
Population: BBQ City: 49 gnomes
45 Workforce, 4 Military
Beasts: None
Military: 2 Spear Gnomes, 2 Throwing Spear Gnomes
Food Supply: Adequate (BBQ leavings, seeds)
Military Rating: 79%
Loyalty: 45%
Happiness: 45%
Density of Population: 16%
City Improvements and Details: BBQ (Above Ground): None
Special Units: Throwing Spear Gnome
Technologies: Throwing Spears
Trade: None
Bush Gnomes: NPC
Population: Karthago: 105 gnomes
100 Workforce, 5 Military
Beasts: 2 ants
Gnome Soldiers: 3 Spear gnomes, 2 Ant Scouts
Food Supply: Inadequate (Forage Parties)
Military Rating: 24%
Loyalty: 50%
Happiness: 64%
Population Density: 45%
City Improvements: Karthago (Above Ground):
Special Units: Ant Scouts
Technologies: Ant Taming, Ant Riding
Trade: None
Nomads: General Ludd
Population: Camp: 61 gnomes
56 Workforce, 5 Military
Beasts: None
Gnome Soldiers: 5 bow gnomes (3)
Food Supply: Adequate (Hunting, Seeds)
Military Rating: 50%
Loyalty: 20%
Happiness: 54%
Density of Population: 61%
City Improvements and Details: Temporary camp, can be easily moved
Special Units: Bow gnomes
Technologies: Grass weaving
Archery
Trade:
Population: This is the total number of gnomes in your colony. The Military stat shows how many gnomes are currently in your military. Workforce is the number of civilian gnomes you can use to carry out your orders. You must assign jobs to gnomes to carry out any orders you give. (i.e., 25 gnomes gather food from the table, 10 gnomes arm themselves with twigs and raid another colony, etc.) The more dangerous their task, the more of your gnomes will be killed in the process. Gnomes assigned to military ventures will remain in the military until ordered to do otherwise. Gnomes that remain in the military long-term will become better and better soldiers, but removing them from the military and returning them to the general populace will nullify these advantages. Your population grows or shrinks each turn based on the added Young gnomes are born, raised, and become adults over the course of a turn, so they don't need to be worried about.
Beasts: This stat tracks the beasts of the yard that your gnomes have captured and tamed. This can range from the common local ants and bees to larger animals like lizards, dragonflies, or snails, or even (for the very ambitious and daring) birds, mice, or maybe even that menace of a cat. You are limited only by what might be in a yard and the number of Gnomish lives you are willing to sacrifice to achieve your goals.
Gnome Soldiers: This stat keeps track of what gnomes you have in your military. These will remain in the military until you order them to leave. At first, only Twig Gnomes, armed with sharpened twigs, will be available, but other troop types will become available at player request. Simply assign some gnomes to research whatever you want (ant cavalry, carved-acorn boats, fire-hardening of twigs, anything you can think of) and if enough gnomes were assigned to it, that unit will become available to you. In addition, items you acquire (Toothpicks daringly raided from the pantry, lighter fluid swiped from the bottle kept near the barbecue, anything that might be in a yard or a house) can be given to your gnomes, for them to research with.
Military Rating: This number represents your gnomes' confidence in you as a commander, the equipment they have, their level of training, their experience in battle, the length of time your soldiers have spent in the military, and other factors that might affect their proficiency in battle.
Loyalty: This represents the likelihood of your gnomes revolting against you. More loyal gnomes will also be more productive. Anything below 25% runs the risk of revolt.
Happiness: This represents your gnomes general level of happiness. This represents all gnomes under your command, including any slaves should you decide to take them. Happier gnomes are more loyal and slightly more productive, although you can keep a high loyalty rating while having a low happiness rating if your gnomes are afraid of you.
Food Supply: This shows any resources you control that represent a source of food. You can exploit these more fully by assigning gnomes to gather from them, or researching something that might improve your gnomes ability to gather these resources. The higher your population, the greater your need for food. Your population will not grow if your food supply is below adequate, and will grow only slightly if you have an adequate food supply. Food supplies above adequate greatly encourage growth.
Density of Population: This respresnts how crowded your cities are. Crowded cities will grow more slowly. Underground, arboreal, or otherwise spatially-limited cities will house fewer gnomes and grow crowded more quickly. Each city has its own population density statistic.
Military Units:
Each different type of gnome soldier has different abilities, and will fare differently against other gnome soldiers. In addition, different types of gnome soldiers require different amounts of other gnomes to train them (Essentially, more elite gnome soldiers are more expensive). For example, 100 gnomes would train 50 Spear Gnomes. The other 50 gnomes would then be returned to your workforce for the following turn. This is because not all gnomes are suited for every type of military service, and those that fail training are returned into daily life.
Twig Gnomes: 1 Gnome per soldier. Twig Gnomes are the basic, inexpensive foot soldiers. Their twigs are not sharpened, and are wielded like a staff. They are extremely poor offensively, and only average on defense. Their main advantage is cheapness and mobility. Twig Gnomes are available to all Gnome nations.
Spear Gnomes: 2 Gnomes per soldier. Spear Gnomes are the next step up from Twig Gnomes. Spear Gnomes are armed with strong, sharpened twigs, and are better trained than Twig Gnomes. Spear Gnomes are still poor in a charge, but are good defensively and are particularly strong against ant cavalry or any other form of gnome-carrying animal. They are also relatively mobile. Spear Gnomes are available to all Gnome nations.
Throwing Spear Gnomes: 2 Gnomes per soldier. Throwing Spear Gnomes are armed with several short, specially weighted spears that can be thrown with reasonable accuracy. Throwing Spear Gnomes are excellent at short range, but are ineffective at medium range due to the heaviness of the spears. They are poor in hand-to-hand combat, but are mobile enough to avoid it most of the time. Throwing Spear Gnomes are available only to nations with Throwing Spear technology, which may be researched by any nation.
Sling Gnomes: 2 Gnomes per soldier. Sling Gnomes are armed with a small sling that can be used to throw small stones at enemy troops. These gnomes deal less damage than Throwing Spear Gnomes, but have longer range, carry much more ammunition and are extremely mobile. They are not accurate enough at long range to pick off individual gnomes, but can shower a tight formation of troops with missiles very effectively. Sling Gnomes may be trained only by nations possessing Rope Making technology.
Bow Gnomes: 2 Gnomes per soldier. Bow Gnomes are eqipped with a short bow fashioned from a twig and a woven grass string, and a quantity of arrows. While having long range, these arrows don't deal as much damage as a thrown spear or a slung pebble. Bow Gnomes are very poor in hand-to-hand combat. Bow Gnomes may be trained by any nation with Archery, which in turn may be researched by any nation with Grass Weaving or Rope Making.
Flail Gnomes: 3 Gnomes per soldier. Flail Gnomes are equipped with a large pebble tied to a short length of rope, which is in turn tied to a short length of twig. While allowing almost no defensive capability, Flail Gnomes can break through enemy formations with frightening ease. Flail Gnomes also excell at pillaging and looting. Flail Gnomes may be trained only by nations with Flail Gnome technology, which in turn may be researched only by nations possessing Rope Making technology.
Legionaires: 4 gnomes per soldier. Legionaires are armed with both a long, hand-to-hand spear and several throwing spears. This allows them a versitile method of combat, keeping enemies at a distance with long spears while throwing spears can attack. Legionaires have limited mobility due to the quantity of their weapons, but are a deadly combination of range and defensibility. Legionaires may not be researched, but the ability to train them may be purchased from any nation possessing it.
Light Auxiliaries: 3 gnomes per soldier. Light Auxiliaries are armed with both throwing spears and slings. Light Auxiliaries are slightly less mobile than other ranged units, due to their more plentiful weapons, but can deal death at both short and medium range. They are extremely weak at hand-to-hand combat. Light Auxiliaries may be trained by any nation possessing both Rope Making and Throwing Spears.
Axe Gnomes: 3 gnomes per soldier. Axe Gnomes are excellent hand-to-hand fighters. They are good both defensively and offensively, making them very good all-around soldiers. Possessing no armor, Axe Gnomes are highly mobile and can break through lines of enemy troop effectively, but are poor against ranged troops. Only Gnome nations possessing Pebble Axe technology can build Axe Gnomes. Pebble Axe technology may not be researched, but purchased from any other nation possessing it.
Advanced Axe Gnomes: 4 gnomes per soldier. Advanced Axe Gnomes also carry a small number of throwing axes with them. These throwing axes can be used to weaken an enemy's lines just before the Axes Gnomes engage. This makes the Axe Gnomes more effective. Any nation possessing both Throwing Axes and Pebble Axes may recruit Advanced Axe Gnomes. Axe Gnomes already in existence may be trained into Advanced Axe Gnomes at the reduced cost of 1 gnome and one Axe Gnome.
Ant Scouts: 2 Gnomes and 1 ant per soldier. Ant Scouts are unarmed Ant Riders that can be used to explore or scout for enemy troops much more effectively than foot troops. Being unarmed, they are one of the fastest units around, but have no means of attack save trampling with their mount. Ant Scouts may be built by any nation possessing Ant Riding, which may be researched by any nation with ants.
Ant Cavalry: 3 Gnomes and 2 ants per soldier. Ant Cavalry are highly mobile ant riders armed with spears. While weak defensively, Ant Cavalry are excellent at breaking enemy formations and chasing down routing troops. They also do well at raiding, using their mounts to carry off large quantities of whatever is to be stolen. Ant Cavalry may be researched by any nation possessing Ant Riding.
Sappers: 2 gnomes per Sapper. Sappers, or Combat Engineers, are not a fighting force in themselves, but a construction force. These Sappers are experts at building and maintaining defensive structures, and can operate sophisticated defensive machinery, like the POWARS vats of boiling honey. Any nation may recruit Sappers.
Special Police Force Gnomes: 2 Gnomes per SPF Gnome. SPF gnomes are masters of subtlety and espionage. They can influence public opinion, incite riots, spy on enemy gnomes, "remove" irritating revolutionaries, even attempt assassinations. They are ineffective in battle, but are better trained than average gnomes at diplomacy and other missions outside the colony. Any nation may research SPF gnomes, but must come up with a particular name for their police force (i.e., NKVD, FBI, KGB, Swiss Guard, CIA, MI5, Praetorian Guard, whatever).
Officers: 1 Gnome Soldier per Officer. Officers are highly trained and experienced leaders that disarm themselves and serve in a higher capacity than actual combat. They serve as tacticians and intermediaries between the soldiers and the leaders of gnome colonies. Armies with Officers can perform more complicated maneuvers with greater success, and are less likely to fall into ambushes. Officers also raise the morale of troops, which decreases the chance of a rout. Any nation may recruit Officers, but only from the ranks of their armies, and only from soldiers with several weeks experience.
Military Entertainers: 1 Gnomes per Entertainer. These Entertainers raise the morale of troops. Any nation may recruit Entertainers.
The plague, brought in by the nomadic gnomes from the east, ripped through the POWARS, then spread up through the Twin Lakes community and from there into the rest of the yard. Hundreds of gnomes died and the cities were abandoned as gnomes fled their homes. Hundreds more died as they were exposed to the elements and predators outside of their cities. The plague and the fear of it kept gnomes out of cities, living as solitary nomads as they sought to protect themselves from the plague.
Now, months later, after all but the memory of the plague has faded, gnomes are returning to their cities. Many of the great artifices and constructions of the past are in ruins, and the knowledge of the great gnomish thinkers has been lost. Still, cities seem to represent the best hope for a new life, even as generations of solitude have ingrained a deep distrust of other gnomes, especially those of other tribes. As new cities rise on the broken foundations of the old, one thing only seems sure- the old days of trust and amiability between tribes are over.
POWARS: Bipolarbear
Population: Gnew York: 90 gnomes
Workforce 84, Military 6
Beasts: 2 bees
Gnome Soldiers (Gnew York): 4 Twig Gnomes, 2 Sappers
Food Supply: Adequate (Acorns)
Military Rating: 37%
Loyalty: 52%
Happiness: 50%
Density of Population: 45%
City Improvements and Details: Gnew York (arboreal):
Special Units: Sappers
Technologies: Bee Taming
Trade: None
Twin Lake Gnomes: Gamecube64
Population: Laketown: 108 Gnomes
100 Workforce, 8 military
Beasts: None
Gnome Soldiers (Laketown): 5 Spear Gnomes, 3 Sling Gnomes
Food Supply: Inadequate (Seeds)
Military Rating: 46%
Loyalty: 54%
Happiness: 34%
Density of Population: 36%
City Improvements and Details: Capital City: Ruined barracks
Ruined storehouse
Special Units: Sling Gnomes
Technologies:
Rope Making
Trade: None
Wall Gnomes:
Population: Brickbane: 100 gnomes
93 Workforce, 7 Military
Beasts: 1 ant
Gnome Soldiers (Brickbane): 6 Spear gnomes, 1 Walluminati
Food Supply: Inadequate (Seeds)
Military Rating: 67%
Loyalty: 46%
Happiness: 35%
Density of Population: 50%
City Improvements and Details: Brickbane (Built into Wall):
Special Units: Sling Gnomes, Flail Gnomes
Technologies: Rope Making
Trade:
Clay Gnomes: Foolish_icarus
Population: Caivgridde: 79 Gnomes
74 Workforce, 5 Military
Beasts: None
Gnome Soldiers: (Caivgridde) 5 Spear Gnomes
Food Supply: Adequate (Table scraps)
Miltary Rating: 41%
Loyalty: 28%
Happiness: 52%
Density of Population: 53%
City Improvements and Details: Capital City (Subterranean): Collapsed Granary
Ruined Road to Bush Gnomes
Scratchiary
Special Units: Axe Gnomes, Flail Gnomes
Technologies: Scratch-Remembering
Rope Making
Pebble Axes
Trade: None
Trash Gnomes: NPC
Population: Trash City: 120 gnomes
105 Workforce, 15 Military
Beasts: 3 ants
Gnome Soldiers: 9 Spear Gnomes, 8 Sling Gnomes
Food Supply: Good (Compost Pickings)
Military Rating: 63%
Loyalty: 41%
Happiness: 15%
Density of Population: 40%
City Improvements and Details: Trash City (Above Ground):
Special Units: Flail Gnomes
Technologies:
Rope Making
Ant Taming
Trade: None
Barbecue Gnomes: NPC
Population: BBQ City: 49 gnomes
45 Workforce, 4 Military
Beasts: None
Military: 2 Spear Gnomes, 2 Throwing Spear Gnomes
Food Supply: Adequate (BBQ leavings, seeds)
Military Rating: 79%
Loyalty: 45%
Happiness: 45%
Density of Population: 16%
City Improvements and Details: BBQ (Above Ground): None
Special Units: Throwing Spear Gnome
Technologies: Throwing Spears
Trade: None
Bush Gnomes: NPC
Population: Karthago: 105 gnomes
100 Workforce, 5 Military
Beasts: 2 ants
Gnome Soldiers: 3 Spear gnomes, 2 Ant Scouts
Food Supply: Inadequate (Forage Parties)
Military Rating: 24%
Loyalty: 50%
Happiness: 64%
Population Density: 45%
City Improvements: Karthago (Above Ground):
Special Units: Ant Scouts
Technologies: Ant Taming, Ant Riding
Trade: None
Nomads: General Ludd
Population: Camp: 61 gnomes
56 Workforce, 5 Military
Beasts: None
Gnome Soldiers: 5 bow gnomes (3)
Food Supply: Adequate (Hunting, Seeds)
Military Rating: 50%
Loyalty: 20%
Happiness: 54%
Density of Population: 61%
City Improvements and Details: Temporary camp, can be easily moved
Special Units: Bow gnomes
Technologies: Grass weaving
Archery
Trade:
Population: This is the total number of gnomes in your colony. The Military stat shows how many gnomes are currently in your military. Workforce is the number of civilian gnomes you can use to carry out your orders. You must assign jobs to gnomes to carry out any orders you give. (i.e., 25 gnomes gather food from the table, 10 gnomes arm themselves with twigs and raid another colony, etc.) The more dangerous their task, the more of your gnomes will be killed in the process. Gnomes assigned to military ventures will remain in the military until ordered to do otherwise. Gnomes that remain in the military long-term will become better and better soldiers, but removing them from the military and returning them to the general populace will nullify these advantages. Your population grows or shrinks each turn based on the added Young gnomes are born, raised, and become adults over the course of a turn, so they don't need to be worried about.
Beasts: This stat tracks the beasts of the yard that your gnomes have captured and tamed. This can range from the common local ants and bees to larger animals like lizards, dragonflies, or snails, or even (for the very ambitious and daring) birds, mice, or maybe even that menace of a cat. You are limited only by what might be in a yard and the number of Gnomish lives you are willing to sacrifice to achieve your goals.
Gnome Soldiers: This stat keeps track of what gnomes you have in your military. These will remain in the military until you order them to leave. At first, only Twig Gnomes, armed with sharpened twigs, will be available, but other troop types will become available at player request. Simply assign some gnomes to research whatever you want (ant cavalry, carved-acorn boats, fire-hardening of twigs, anything you can think of) and if enough gnomes were assigned to it, that unit will become available to you. In addition, items you acquire (Toothpicks daringly raided from the pantry, lighter fluid swiped from the bottle kept near the barbecue, anything that might be in a yard or a house) can be given to your gnomes, for them to research with.
Military Rating: This number represents your gnomes' confidence in you as a commander, the equipment they have, their level of training, their experience in battle, the length of time your soldiers have spent in the military, and other factors that might affect their proficiency in battle.
Loyalty: This represents the likelihood of your gnomes revolting against you. More loyal gnomes will also be more productive. Anything below 25% runs the risk of revolt.
Happiness: This represents your gnomes general level of happiness. This represents all gnomes under your command, including any slaves should you decide to take them. Happier gnomes are more loyal and slightly more productive, although you can keep a high loyalty rating while having a low happiness rating if your gnomes are afraid of you.
Food Supply: This shows any resources you control that represent a source of food. You can exploit these more fully by assigning gnomes to gather from them, or researching something that might improve your gnomes ability to gather these resources. The higher your population, the greater your need for food. Your population will not grow if your food supply is below adequate, and will grow only slightly if you have an adequate food supply. Food supplies above adequate greatly encourage growth.
Density of Population: This respresnts how crowded your cities are. Crowded cities will grow more slowly. Underground, arboreal, or otherwise spatially-limited cities will house fewer gnomes and grow crowded more quickly. Each city has its own population density statistic.
Military Units:
Each different type of gnome soldier has different abilities, and will fare differently against other gnome soldiers. In addition, different types of gnome soldiers require different amounts of other gnomes to train them (Essentially, more elite gnome soldiers are more expensive). For example, 100 gnomes would train 50 Spear Gnomes. The other 50 gnomes would then be returned to your workforce for the following turn. This is because not all gnomes are suited for every type of military service, and those that fail training are returned into daily life.
Twig Gnomes: 1 Gnome per soldier. Twig Gnomes are the basic, inexpensive foot soldiers. Their twigs are not sharpened, and are wielded like a staff. They are extremely poor offensively, and only average on defense. Their main advantage is cheapness and mobility. Twig Gnomes are available to all Gnome nations.
Spear Gnomes: 2 Gnomes per soldier. Spear Gnomes are the next step up from Twig Gnomes. Spear Gnomes are armed with strong, sharpened twigs, and are better trained than Twig Gnomes. Spear Gnomes are still poor in a charge, but are good defensively and are particularly strong against ant cavalry or any other form of gnome-carrying animal. They are also relatively mobile. Spear Gnomes are available to all Gnome nations.
Throwing Spear Gnomes: 2 Gnomes per soldier. Throwing Spear Gnomes are armed with several short, specially weighted spears that can be thrown with reasonable accuracy. Throwing Spear Gnomes are excellent at short range, but are ineffective at medium range due to the heaviness of the spears. They are poor in hand-to-hand combat, but are mobile enough to avoid it most of the time. Throwing Spear Gnomes are available only to nations with Throwing Spear technology, which may be researched by any nation.
Sling Gnomes: 2 Gnomes per soldier. Sling Gnomes are armed with a small sling that can be used to throw small stones at enemy troops. These gnomes deal less damage than Throwing Spear Gnomes, but have longer range, carry much more ammunition and are extremely mobile. They are not accurate enough at long range to pick off individual gnomes, but can shower a tight formation of troops with missiles very effectively. Sling Gnomes may be trained only by nations possessing Rope Making technology.
Bow Gnomes: 2 Gnomes per soldier. Bow Gnomes are eqipped with a short bow fashioned from a twig and a woven grass string, and a quantity of arrows. While having long range, these arrows don't deal as much damage as a thrown spear or a slung pebble. Bow Gnomes are very poor in hand-to-hand combat. Bow Gnomes may be trained by any nation with Archery, which in turn may be researched by any nation with Grass Weaving or Rope Making.
Flail Gnomes: 3 Gnomes per soldier. Flail Gnomes are equipped with a large pebble tied to a short length of rope, which is in turn tied to a short length of twig. While allowing almost no defensive capability, Flail Gnomes can break through enemy formations with frightening ease. Flail Gnomes also excell at pillaging and looting. Flail Gnomes may be trained only by nations with Flail Gnome technology, which in turn may be researched only by nations possessing Rope Making technology.
Legionaires: 4 gnomes per soldier. Legionaires are armed with both a long, hand-to-hand spear and several throwing spears. This allows them a versitile method of combat, keeping enemies at a distance with long spears while throwing spears can attack. Legionaires have limited mobility due to the quantity of their weapons, but are a deadly combination of range and defensibility. Legionaires may not be researched, but the ability to train them may be purchased from any nation possessing it.
Light Auxiliaries: 3 gnomes per soldier. Light Auxiliaries are armed with both throwing spears and slings. Light Auxiliaries are slightly less mobile than other ranged units, due to their more plentiful weapons, but can deal death at both short and medium range. They are extremely weak at hand-to-hand combat. Light Auxiliaries may be trained by any nation possessing both Rope Making and Throwing Spears.
Axe Gnomes: 3 gnomes per soldier. Axe Gnomes are excellent hand-to-hand fighters. They are good both defensively and offensively, making them very good all-around soldiers. Possessing no armor, Axe Gnomes are highly mobile and can break through lines of enemy troop effectively, but are poor against ranged troops. Only Gnome nations possessing Pebble Axe technology can build Axe Gnomes. Pebble Axe technology may not be researched, but purchased from any other nation possessing it.
Advanced Axe Gnomes: 4 gnomes per soldier. Advanced Axe Gnomes also carry a small number of throwing axes with them. These throwing axes can be used to weaken an enemy's lines just before the Axes Gnomes engage. This makes the Axe Gnomes more effective. Any nation possessing both Throwing Axes and Pebble Axes may recruit Advanced Axe Gnomes. Axe Gnomes already in existence may be trained into Advanced Axe Gnomes at the reduced cost of 1 gnome and one Axe Gnome.
Ant Scouts: 2 Gnomes and 1 ant per soldier. Ant Scouts are unarmed Ant Riders that can be used to explore or scout for enemy troops much more effectively than foot troops. Being unarmed, they are one of the fastest units around, but have no means of attack save trampling with their mount. Ant Scouts may be built by any nation possessing Ant Riding, which may be researched by any nation with ants.
Ant Cavalry: 3 Gnomes and 2 ants per soldier. Ant Cavalry are highly mobile ant riders armed with spears. While weak defensively, Ant Cavalry are excellent at breaking enemy formations and chasing down routing troops. They also do well at raiding, using their mounts to carry off large quantities of whatever is to be stolen. Ant Cavalry may be researched by any nation possessing Ant Riding.
Sappers: 2 gnomes per Sapper. Sappers, or Combat Engineers, are not a fighting force in themselves, but a construction force. These Sappers are experts at building and maintaining defensive structures, and can operate sophisticated defensive machinery, like the POWARS vats of boiling honey. Any nation may recruit Sappers.
Special Police Force Gnomes: 2 Gnomes per SPF Gnome. SPF gnomes are masters of subtlety and espionage. They can influence public opinion, incite riots, spy on enemy gnomes, "remove" irritating revolutionaries, even attempt assassinations. They are ineffective in battle, but are better trained than average gnomes at diplomacy and other missions outside the colony. Any nation may research SPF gnomes, but must come up with a particular name for their police force (i.e., NKVD, FBI, KGB, Swiss Guard, CIA, MI5, Praetorian Guard, whatever).
Officers: 1 Gnome Soldier per Officer. Officers are highly trained and experienced leaders that disarm themselves and serve in a higher capacity than actual combat. They serve as tacticians and intermediaries between the soldiers and the leaders of gnome colonies. Armies with Officers can perform more complicated maneuvers with greater success, and are less likely to fall into ambushes. Officers also raise the morale of troops, which decreases the chance of a rout. Any nation may recruit Officers, but only from the ranks of their armies, and only from soldiers with several weeks experience.
Military Entertainers: 1 Gnomes per Entertainer. These Entertainers raise the morale of troops. Any nation may recruit Entertainers.
Comment