As mentioned earlier, every unit can receive both move order and action order. Both of them can be spent doing nothing (waiting). Units can make only one move and only one action per turn. Cavalry is an exception - able to receive 3 move orders and one action (attack) order.
Knight:
- melee combat unit - can fight enemy only on hex next to him
- attack power: 1
- health points: 2
- unit strengths: stops Cavalry, 2 HP, defender of the Archers
- unit weaknesses: slow unit, vulnerable to Archers
Example of fight:
Collision: If one Knight has more HP, he kills the opposing one and secures hex, if not, both die
Archer:
- long range combat unit - can fight enemy up to 3 hexes away
- attack power: 1
- health points: 1
- unit strengths: long range attack, excellent vs Knights and Workers, able to hit and run
- unit weaknesses: slow unit, vulnerable to Cavalry, only one action (attack) per two turns (reload time), can't attack unit next to him
Archer's range:
Example of fight:
Cavalry:
- melee combat unit - can fight enemy only on hex next to him
- attack power: 1
- health points: 2
- unit strengths: swift unit - 3 hexes/turn, excellent vs Archers
- unit weaknesses: vulnerable to Knights
Move: 1st move order executed before Archers/Knights/Workers, 2nd move order executed with all Archers/Knights/Workers, 3rd move order executed after Archers/Knights/Workers move. This would give cavalry ability to force enemy to respond to their 1st move and also allow cavalry to respond to enemy moves - 3rd move order.
Example fight:
Collision: Cavalry can't move forward if there is an enemy unit on chosen hex
or
Collision = Trample: Deals 1 dmg, but:
* Cavalier has 2 HP and enemy unit is a full HP Knight = Cavalier dies (becomes impaled), Knight recieves no dmg
* Cavalier has 2 HP and enemy unit is a 1HP Knight = Knight dies (becomes trampled), Cavalry recieve no dmg
* Cavalier has 1 HP and enemy unit is a full HP Knight = Cavalier dies (becomes impaled), Knight recieves no dmg
* Cavalier has 1 HP and enemy unit is a 1 HP Knight = Knight dies (becomes trampled), Cavalry recieve no dmg
* Cavalier has 2 HP and enemy unit is a full HP Cavalier = both die (just like hitting a wall with speed of 80 km/h or more

* Cavalier has 1 HP and enemy unit is a full HP Cavalier = 1st one dies, 2nd one recieves 1 dmg (like 1v1 of Knights)
* Cavalier has 2 HP and enemy unit is an Archer = Archer dies (becomes trampled)
* Cavalier has 1 HP and enemy unit is an Archer = Archer dies (becomes trampled)
After successful trampling Cavalry can execute next move order or attack order. It means it can trample next unit or attack chosen target.
That would be all for now. Next things to do: cost of units, what resources are required to hire a unit, combat optimisation (possible changes in HP/dmg values, this may include a Worker in combat - with 1HP/1dmg stats probably). Now I ask you to discuss this post and point every mistake/suggest changes. Moreover, please point my language mistakes, this is not my first language

Adrian