Resources

Gold- gold is the main resource that will be used in the game, it can be the easiest accumulated and most spent, you will need it to pretty much purchase anything.

Crystalline- This won't be in this phase but phase 2, it was planned for 1, but I need to make some adjustments.  Crystalline will be a rare resurce though and used for advanced purchases.

Stat Explanations
Cost- this is how much you need to purchase the selected item, if not enough gold to buy then no takie

Health-Health is the lifeforce before a unit is deemed dead, Health can only be upgraded through culture/locations

Defense- Defense, like health is very simmilar except it takes off damage so it does less to the health, if the damage is only 25 and your defense is 25, then the damage only gets through 75% of the time, if 50 defense vs 25 damage then only 50% of the time, if 75 defense vs 25 damage, then it is 25%. at 100 defense versus 25 damage, then it basically negates it unless it is magical damage.

Damage- This is the main health stealer, once dealing damage upon something it will take away life.

Accuracy- Accuracy is the chance a hit will make it, different units have different accuracy, it is all determined by random if they hit though.  It ensures randomism, and even gives outnumbered people a slight chance to survive.

Success- Success is like Accuracy except for spells only, it is often much lower.

Speed- Speed determines how fast a unit will strike in a round, it is usually in the order of melee-ranged-caster-siege, though units do vary in their speeds so thats not always the case, speed gives the chance for faster attackers to take out slower ones before they strike.  If two units speeds are the same then they strike at the same time.  In all scenarios this is true, even if both are at 25 health and do 25 dmg and both go at once it would be a double knockout, but accuracy does have a part in deciding this anyways.

Round- a round is when both sides and their units have made their attacks, usually certain effects happen certain rounds if something casts a lasting effect.

Turn- A turn is what happens every day, each day a player gets a turn, with this they can recieve their daily gold, build what units/buildings they need to and then decide if they want to attack another player or not.  A turn not used on the day will be transfer to the next day.  If a person is gone for more then two days without any mention then they are put on default and are vulnerable to anyone in their current state, so remember if you have to leave, make sure you let me know.

Siege- when you see this listed on a unit, it means that their damage is specifically built for taking on castle structures, dealing major damage though often siege weapons are very weak.  What makes siege so great is that due to the structure of walls and towers, regular units only do 1/2 and sometimes as low as 1/3 of the damage they normally would do to buildings.