Yaegeris

Yaegeris head

**Yaegeris** is a fan-made special tribe created by Kublu.

*Wandering the square searching for their creator, the sentient Yaegeris were built to help simplify life but have repurposed themselves to fight in hopes it might help solve the mystery of their origin.*

*With massive Tesla Coils powering their cities, Dry Docks housing barges and submarines, and their unending thirst to find out their backstory, the Yaegeris are sure to make formidable foes!*

Yaegeris start with an archer unit and the modified Roads technology - Circuitry.

## Resources

Yaegeris has ++ fruit, ++ore, and no crop.

## Appearance

* Fruit: Tar Pits
* Animal: Bison
* Field: Light green grass on gray rock
* Forest: Drooping willow trees with khaki trunks and light green leaves
* Mountain: Fractured mountains of gray rock
* City: Dark gray industrial buildings framed with dark brown metal

## Cities

### Naming Syllables

C-, R2, v1, v2, K4, -D2, E-, Z, OG, JA3, J8, A3-, 3PO, I1-, -L7

## Units

### Warrior (N-0R)

Cost - 2 stars

Health..............10/10

Attack.....................2

Defence..................2

Movement...............1

Range.....................1

* Dash
	+ This unit can attack after moving if there is an enemy in range.

* Leak
	+ This unit leaves residue when killed.

### Rider (T-R4)

Cost - 3 stars

Health..............10/10

Attack.....................2

Defence..................2

Movement...............2

Range.....................1

* Dash
	+ This unit can attack after moving if there is an enemy in range.
* Escape
	+ This unit can move again after attacking.
* Creep
	+ This unit does not get any movement penalties in rough terrain.
* Leak
	+ This unit leaves residue when killed.

### Knight (L-04)

Cost - 10 stars

Health..............20/20

Attack..................3.5

Defence.................3

Movement..............2

Range....................1

* Dash
	+ This unit can attack after moving if there is an enemy in range.
* Chug
	+ This unit can attack a second time in one turn at 1.5x power.
* Surprise
	+ This unit takes no retaliation damage upon attacking a second time.
* Leak
	+ This unit leaves residue when killed.

### Shield (D-7M)

Cost - 3 stars

Health..............20/20

Attack.....................1

Defence..................3

Movement...............1

Range.....................1

* Deploy
	+ This unit can deploy fortifications at the end of it's turn.
* Leak
	+ This unit leaves residue when killed.

### Swordsman (M-N3)

Cost - 6 stars

Health..............15/15

Attack..................2.5

Defence..................3

Movement...............1

Range.....................1

* Dash
	+ This unit can attack after moving if there is an enemy in range.
* Bore
	+ This unit ignores all defense bonuses when attacking.
* Leak
	+ This unit leaves residue when killed.

### Mind Bender (M-A1)

Cost - 5 stars

Health..............10/10

Attack.....................1

Defence..................1

Movement...............1

Range.....................-

* Infinity
	+ This unit's unit skills have unlimited range.
* Maintenance
	+ Allows the unit to heal friendly units remotely.
* Reboot
	+ This unit can reset a converted unit, undoing the conversion at the end of the turn.
* Leak
	+ This unit leaves residue when killed.

### Archer (E-L3)

Cost - 3 stars

Health..............10/10

Attack.....................2

Defence...............1.5

Movement..............3

Range.....................-

* Dash
	+ This unit can attack after moving if there is an enemy in range.
* Falloff
	+ This unit's attack does less damage the further away the target is.
* Chain
	+ This unit can hit multiple enemies with one attack.
* Leak
	+ This unit leaves residue when killed.

### Catapult (C-R4)

Cost - 8 stars

Health..............10/10

Attack.....................3

Defence..................1

Movement...............2

Range.....................3

* Leak
	+ This unit leaves residue when killed.

### Ship (Barge)

Cost - 5 stars

Health..............35/35

Attack.....................0

Defence..................2

Movement...............3

Range.....................0

* Float
	+ This unit can move on water.
* Transport
	+ This unit can carry other units.
* Scout
	+ This unit has double vision range.
* Navigate
	+ This unit can move on any terrain even if you do not have the tech needed to move there.

### Battleship (Submarine)

Cost - 7 stars

Health..............15/15

Attack.....................3

Defence..................2

Movement...............2

Range.....................2

* Dash
	+ This unit can attack after moving if there is an enemy in range.
* Float
	+ This unit can move on water.
* Scout
	+ This unit has double vision range.
* Navigate
	+ This unit can move on any terrain even if you do not have the tech needed to move there.
* Submerge
	+ This unit can travel underwater.

### Super Unit (Walking City)

Health..............30/30

Attack.....................4

Defence..................4

Movement...............2

Range.....................1

* Dash
	+ This unit can attack after moving if there is an enemy in range.
* Populate
	+ For every enemy this unit kills, it can produce a unit.
* Leak
	+ This unit leaves residue when killed.

## Extra Unit Information

### Barge

* Barges are created at Dry Docks, and can sail without carrying any units

* Barges can carry up to two units at a time

* Barges cannot attack, they are solely for transportation
* Barges cannot capture cities

### Submarine

* Submarines act like Raychi, and are stand-alone units that are created at Dry Docks (That being said, submarines cannot capture cities like Raychi can\*)

* Submarines attack with torpedos, which are projectiles that can only hit units occupying water tiles

* Submarines cannot attack while submerged, but cannot be attacked either

* Submarines can attack after immediately un-submerging, but cannot submerge immediately after attacking
	+ Ex. A submerged submarine can surface and attack on the same turn, but must wait until its next turn until it can submerge again

* While submerged, submarines can move past enemy units without stopping

### Archer Unit

* Archer units attack by getting behind enemy units and linking a lightning bolt from the Tesla Coil on their back to the Coil of the city they were spawned in

* The bolt goes in the most direct line from the archer to the Coil, dealing damage to every unit on the way there

* The closest unit takes the full amount of damage, the second closest takes half that amount, and every unit except for the one closest to the city's Tesla Coil takes 1 damage.

* Unit closest to the city's Tesla Coil gets stunned (stun is shown by a light blue effect similar to that of poison and boost)
* Enemies standing on a Tesla Coil or and active generator when the archer attacks take 2x damage
* If a unit is both the closest unit to the archer and the only unit hit it takes full damage and gets stunned

### Shield Unit

* Deploying halves the shield unit's defense until the deployment is complete
* Once the turn has ended and the deployment is complete, the shield unit's defense increases from its base stat by 1.5x

## Special Features

### Fracking (replaces Farming)

* "Fruit" leaves residue after being collected (Units with the "Leak" ability that are killed also leave residue)

* Residue can only fall on empty tiles and tiles with Cymanti spores (in which case it replaces them). Residue can be built over, in which case it will disappear.

* Pumpjacks can be placed on top of oil residue

* Pumpjacks start by giving one population, and give 1 extra population for every other pumpjack in a single city's territory

* Ex. 1st pumpjack provides 1 population, then a second within the same city border provides 2 population, then a third provides 3 and so on. (Therefore, 4 total machines within 1 city's borders gives that city a total of +10 population.)

* Pumpjacks cap population increase at 4 population, but more pumpjacks can still be placed within a territory if there is more residue (I.e. A fifth pumpjack will give 4 population instead of 5).

### Circuitry (Roads)

* Tesla Coils replace roads
* Infinite range
* Do not create roads or provide any movement buff

* Orb on top glows blue when connected with other Tesla Coils

* Provides 1 population when connected to capital

* Stuns enemies that move onto tiles with Tesla Coils on them. Stunned enemies get out of stun after one turn, and cannot be stunned again by the coil itself unless they move off of the Tesla Coil and then back on.

* 3 levels

1/3

* The Coil has been placed, but is not connected to another coil.

* In this stage the coil's only function is allowing the archer to attack.

* It cannot connect to a generator, though a generator can still be placed.

2/3

* The coil has been placed and has been connected to another coil.

* The coil can now stun enemies who step on it.

* Generators can now be connected and earn stars per turn for the player. If a generator has already been placed it will automatically connect, and be able to stun as well.

3/3

* The generator has been connected.

### Trade

* Generators replace customs houses and can only be placed next to a Tesla Coil

* Instead of granting extra stars per turn via the fishing branch, the generator gives the player an extra 5 stars per turn when placed next to a stage 2 Tesla Coil (in which case the 6 rods on top will glow the same color as the top of a Tesla Coil).

* As only one Tesla Coil and one generator are allowed per city, this can give an early boost to players but strongly decreases the star potential late game, as the amount cannot be increased like clathyrus or customs houses

* Once a generator has connected to a stage 2 Tesla Coil, it has the same stun properties as the Coil.

### Dry Dock (Port)

* Can be placed in the exact same manner as ports and provides the same amount of population (2)

* The Dry Dock can produce water units (Barge and Submarine), the same way a city can produce units

* Land units cannot be placed into Dry Docks, but can be placed in Barges that are off cooldown

### Dismantling (Construction)

* Buildings that are dismantled are destroyed the same turn (like Destroy)
* Dismantled buildings return half of the buildings stars to the dismantler
* If the dismantled object was constructed with an odd number of stars, that number is rounded down (i.e. If a farm that cost 5 stars is dismantled, it will return only 2)

## Extras Gallery

Hypothetical Yaegeris CityD-7M (Shield Unit - Deployed)Yaegeris Submarine (Submerged)