This is my final version of my races the Underground and here’s my techtree (replaces Humans):
The Underground
Overview:
The Underground is not so much a race as it is a congregation, a grouping of thieves. Its members come from many backgrounds, though most of them are humans.
Pros:
-strong early game
-many units have stealing abilities
-most units have some form of evasion (i.e. Evasion, flying, permanent invisibility)
-cheap buildings; high unit production due to cheap queue outlets (the towers)
-expands quickly
Cons:
-very poor resource management; especially in a map without Shredders
-poor defense
-weak buildings
-lacks powerful units* (weak in a sense that they suck as individuals)
Goals: One of the things this race is very effective at is ‘raping’. This race is designed mostly for early game rush, creepjacking, blocking escape routes, as well as attacking resources instead of confronting its enemies directly. Don’t be afraid to attack the enemy’s base when they’re out, it’s not like they can stop you. One thing to keep in mind is, when playing as The Underground, play DIRTY.
Units:
Thief – Basic worker unit builds all of the Undergrounds structures, can repair buildings, gather resources and arm itself at a Blackmarket or your starting Bandit Hideout. Attacks land units.
Bandit – Light foot soldier. Is permanently invisible, can use the Steal ability and can learn the Tactical Assassins and Evasion abilities. Attacks land units.
Outrider Brigand – Elite mounted soldier. Has the steal ability and can later learn Shadow Mount upgrade. Attacks ground units.
Rouge – Light ranged unit. Is permanently invisible and can learn the Tactical Assassins and Evasion abilities. Attack land and air units.
Darkfire Marksmen – A short ranged siege unit. It can learn the flamethrower to learn a new attack to be more effective against units and the flare abilities. Attacks ground units.
Blitz Bomber – Heavily armed flying machine that’s effective against buildings. Can learn the Rocket Pods and Cluster Bomb upgrades. Attacks land units.
Adjudicator – Flying spellcaster. Can initially cast Soul Pact, which steals health from a target enemy. Can also learn Shadow Mounts, Null Pact and Life Pact. Attacks land and air units.
Dark Magus – Stealthy spellcaster. Can initially cast Invisibility, which hides target unit from enemy sight. Can also learn Dark Summoning and Shadow Sight. Attacks land and air units.
Ogre Magi – Offensive spellcaster. Can initially cast Eye of Kilrogg, creates an eye to scout for you. Can also learn Blood Thirst and Runes. Attacks land and air units.
Goblin Blaster – Armored mechanical unit, effective at destroying buildings. Can be upgraded with the Barrage ability. Attacks land units.
Assassin - Stealthy elven warrior trained to destroy single targets. Is spell immune and permanently invisible, can learn Tactical Assassins and Feedback. Attacks land units.
Skyraider – Swift flying unit, mounted by an Elven privateer. Has the Aerial Cutter ability, which allows it to damage multiple air units on casting and the Swoop ability lowering it to ground level allowing it to attack ground units. Can learn Shadow Mount, and the Cloud ability. Attacks air units.
Buildings:
Bandit Hideout – Primary structure, used to train Thieves and receive gathered resources. Can be upgraded to Bandit Garrison and then Bandit Bastion to enable the production of additional types of structures and units.
Bandit Garrison – Upgrade to Bandit Garrison to enable the production of additional types of structures and units.
Bandit Bastion – Upgrade to Bandit Bastion to enable the production of additional types of structures and units.
Stash – Provides food, which increases the maximum number of units that can be trained.
Altar of Riches – Summons Heroes. Revives slain Heroes.
Bandit Camp - Primary troop production building. Trains Bandits, Rouges and Outrider Brigands. Also contains the Stealth, Tactical Assassin, and Shadow Mount upgrades.
Storehouse – Serves as a drop-off point for gold and lumber and trains thieves allowing quick expansion. Also contains the upgrades for Stealing and Fortification. Targeted as a town hall structure.
Blackmarket – Contains upgrades for improved armor, weaponry and gunpowder, also allows thieves to arm themselves.
Mercenary Guild – Trains Goblin Blasters and Darkfire Marksmen. Also contains the Flamethrower, Flare and Barrage upgrades.
Shadow Guild – Trains Dark Magus, Ogre Magi, and Assassin. Also contains spell upgrades for Dark Magus and Ogre Magi and Feedback.
Flier's Guild – Trains Blitz Bombers, Adjudicators and Skyraiders. Also contains the Cloud and Rocket Pod, Cluster Bomb and Adjudicator spell upgrades.
Bandit's Tower – Basic recruitment tower. Trains Bandits and Rouges. Can be upgraded into Mercenary Tower, Fliers Tower or Shadow Tower.
Mercenary Tower – Mercenary recruitment tower. Trains Darkfire Marksmen. Receives the Tower Systems upgrade.
Flier's Tower – Flier's recruitment tower. Trains Skyraiders. Receives the Tower Systems upgrade.
Shadow Tower – Shadow recruitment tower. Can train Assassins. Receives the Tower Systems upgrade.
Treasure Trove – Creates a shop with purchasable items. The items available depend upon what level of upgrade your Bandit Hideout has (Bandit Hideout, Bandit Garrison, or Bandit Bastion) and which buildings you have.
Heroes:
Dark Assailant – Cunning Hero, exceptional at Killing single targets. Can learn Throat Slit, Noxious Gas, Keen Edge and Vanish. Attacks land units.
Rouge Necromancer – Mystical Hero, adept at controlling battles. Can learn Raise Dead, Darkblast, Brilliance Aura and Pestilence. Attacks land and air units.
Ambush Commander - Cunning Hero, adept at making attacks on bases. Can learn Ambush, Strike Force, Blink and Ambushers Snare. Attacks land units.
Hoarder - Warrior Hero, adept at gaining resources. Can learn Golden Reveal, Hoarders Greed, Charge Gold for Lumber and Harvest. Attacks land and air units.