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In the meantime, a less ambitious idea. "Poor" troops for each faction. They can be produced without any military structures, but are weaker versions of existing tier 1 units and evolve into their later counterpart while still having most of their abilities. With low cost and upkeep, amassing them could be wise early on in some situations. However they become archaic towards the end game.
Humans:
Militiaman (pikeman) > Halberdier
Little to no armor but a pike may still work to stop enemy cavalry, just rely on numbers. Militia like this is easy to raise but casualties tend to be high.
Elves:
Bowman (archer) > Longbowman
Longbows are powerful weapons that require years of training. These elves aren't quite there yet. They wear no mail armor nor helmet, as they are not quite soldiers yet.
Halflings:
Farmhand (pikeman) > Farmer
Halflings dreaming of one day having their own farm. They carry no chickens (it's not their property afterall) but what the lack in possessions they make up in guts. Hopefully.
Dwarves:
Axewielder (infantry) > Axeman
Young dwarf with beard on his chin, but not quite a man yet. No shield, a simple hatchet but the strength to wield it and hatred for his enemies strong enough to cut through stone.
Draconians:
Brash (infantry) > Crusher
Young Draconian workers volunteering to defend their land. Armed with mallets and lumber axes, they can still cause havoc in enemy ranks, granted they make it there.
Tigrans:
Levy (archer) > Shredder
These Tigrans work hard in the field to feed their families and are now forced to defend the land. With claws broken from work they are instead armed with cheap iron skalj and wearing nothing but a loincloth, they hope to line up and throw their weapons in unison to kill greater foes.
Orcs:
Drudge (infantry) > Greatswordsman
Drudges do menial tasks in orc society, and often lack the strength to fight. Every once in a while however they get to prove themselves and pick up old axes. Maybe one day, they will get to prove themselves to their kinsmen.
Goblins:
Looter (Infantry) > Marauder
Looters are greedy goblins who loot corpses on battlefield after the fight is over, carrying an assortment of melee weapons and shields (but never metal shields, as they are too heavy) with them back home. When needed to fight, their overlords force them to take what they have and fight. While they may carry a knight's shield or an elven blade, they lack the skill or the bravery to use them right.
Frostling:
Fisherman (archer) > Harpoon Thrower
While the southerners mostly see Frostlings as raiders, they do have a social structure like most, though they may eat more meat than human or elf. Fisherman is amongst the most common of professions, and in times of war, they may need to bring their spears to the battlefield. They have no wolf trophies on their heads nor helmet, nor do they have a sword by hand, but they know how to pierce a creature with an ice spear, although their targets tend to be smaller.
Humans:
Northguard Hussar (Cavalry)
Cavalry with cold damage. Cannot evolve into knight. Guerilla.
Elves:
Dawn Rider (Cavalry)
An elf mounted on a horse (not unicorn) with devastating charge and fire damage.
Dwarves:
Frostbeard (Irregular)
Frostbeards are dwarven warriors armed with shield and a whole lot of axes with axeheads made of ice. They are decent in melee, but can also throw their weapons from a distance. They are highly resistant to cold. The frostbeards were originally part of a group of dwarves that fought Frostlings until their weapons were too dull or broken to use, so they picked up the weapons of their fallen foes. The tradition continues today, though the ice is either of ancient ice or hardened my magic. Appearance-wise, they are easily recognized on their white beards and distinct axes.
Draconians:
Ambusher (Pikeman)
Stalking the forest, wearing green foliage as camoflauge. Tropical concealment, backstab and deals poison damage. Similar to charger in that is a more offensive unit, but not quite as fast. Less fire resistance than most draconians.
Tigrans:
Pariah (Infantry)
Pariahs are born with various deformities, all which they hide beneath their robes and masks. Often, the walk the deserts in solitude, but sometimes they are rounded up the the Tigran military, and when they can prove themselves or die a glorious death, saving their peers becomes an option. They are not afraid of poisoning their blades and use any means to win.
Two-handed warriors with poison damage. Fearless at bronze rank.
Halfling:
Hooligan (Irregular)
Troublemakers and drunkards, Hooligans are good-for-nothings most of the time. When war is brought to the doorstep of the Halflings, however, maybe these ruffians can be persuaded to fight. Throws burning torches at a distance that sets things on fire and fights with clubs (purely physical) in melee. Has Hooliganism (weaker demolisher ability).
Orcs:
Firestarter (Infantry)
Some orcs just wants to see the world burn. Armed with a torch in one hand and an axe in the other, firestarters set things on fire and cut them up at the same time. Excellent when fire damage is required.
Goblins:
Shocker (Infantry)
One day, a goblin found out he could cause a electric shock by rubbing things in his hair and then touch metal objects. He decided to never cut his hair and went to war using his new discovery, trying to make the electricity enter his sword. It wasn't too effective,
and returning home a stormy night, he cursed his foolishness and held his sword high as he screamed out obscenities. Suddenly, lightning struck his sword, and surged through his body, and noticed that he now held the power of storms. He was deemed a hero, and many decided to do the same. As a result, extremely hairy goblins with swords are now sometimes seen patrolling the streets of his hometown, each one once hit be either lightning or lightning magic in order to become one of the chosen ones. Static shield and shock damage. Weak to shock damage (as another bolt would probably kill them) and can stun on gold rank.
Frostlings:
Immortal (Infantry)
Immortals resemble royal guards, but are completely composed of crystal, or so it seems. It would appear that the frostlings have found ways to avoid their common weaknesses, although they seem to suffer from hubris as a result. They wield one-handed crystal swords into battle but no shield. They deal a mixture of physical and spirit damage. Instead of their weakness to fire they are weak to spirit. They have high defense and good damage, but lack shield or the advantages of a two-handed weapon.
You can change these as much as you want. These are just rough overall concepts you can do want you want with. If you don't like one I can come up with a new one!