My notes so far

With any given hex, there is a 65% chance that it will be open, 10% that it will be water, 10% forest, 10% mountain, and 5% will be desert.

In a water hex, there is a 90% chance that all hexes bordering it will be water, unless already designated as something else. From there, there is a 70% of the same, then 50%, then 35%, then 25%, then 15%, then 10%, 5%, 1%, 0%.

In a mountain hex, there is a 75% chance that all hexes bordering it will be mountain, unless already designated as something else. It goes down to 60%, 40%, 30%, 20%, 10%, 3%, 0%.

In a forest hex, there is an 80% chance that all bordering hexes will be forest, unless already designated as something else. It goes to 70%, 55%, 40%, 25%, 10%, 5%, 0%.

70% of mountain hexes include tunnels. 30% of the hexes with tunnels have entrances to the surface. In any network of tunnels, at least 1/10 of the tunnel hexes must have an entrance. 20% of mountain hexes are high mountains, 50% are medium mountains, and 30% are low mountains.

In a desert hex, there is a 75% chance all bordering hexes will be desert unless already designated as something else. It goes to 65%, 50%, 35%, 20%, 5%.

75% of forest hexes are light forest. 25% are dense forest.

In a cluster of water hexes, the middle 25% are deep water.

Cities can only exist in open, low mountain, desert, or light forest hexes.

Movement Penalties
Open-None
Shallow Water- 2 to Move, None to Water Capable
Deep Water- Impassable, 2 to Water Capable
Low Mountain- 6 to Move
High Mountain- Impassable
Light Forest- 2 to Move
Dense Forest- 4 to Move
Desert-3 to Move

Commander: A unit with the leadership special.
Infantry: A catch-all for humanoid, non-heavy units without the mount special.
-Stabber Class: Balanced.
-Piker Class: Bonus to combat against cavalry.
-Archer Class: Bonus against flying units
-Knight Class: Overall better.
Cavalry: A catch-all for units with the mount special.
Heavies: A catch-all for units with the heavy special. Can not, with some exceptions, enter tunnels or ride mounts.
Fliers: A catch-all for units with the flight special.
Unit types can be merged, for instance: A light unit without the mount special but with the flight special is an infantry flier.

Non-combat specials (aka specials that are not limited to providing combat bonuses):
Light:These units may walk in tuneels. All units have this unless stated that they have Heavy.
Flight: Allows units to enter the airspace of cities. Flying units can only be engaged by other fliers or archers. Non-fliers can not engage fliers while in dense forest, unless they are forest-capable. Flight gives units a x2 bonus against all non-flier units.
Tunnel-Figjting: Tunnel-Fighting gives units a x2 bonus while in a tunnel.
Mountain-Capable: Allows units to enter low mountain hexes without penalties normally incurred by low mountain hexes and medium mountain hexes with half penalties normally incurred by medium mountains. Provides a x2 bonus while in mountain hexes.
Forest-Capable: Allows units to enter dense forest hexes without penalties normally incurred by dense forest hexes and provides a x2 bonus while in light forest hexes.
Water-Capable: Allows units to enter water hexes. Water-capable units can only be attacked by fliers, other water capable units, and archery units.
Dive-Capable: Allows units to dive in deep water. Only Water-Capable units can have this special. While diving, units can only be engaged by other divers.
Heavy: Heavies are incapable of riding mounts and entering tunnels, with some exceptions.
Mount: Allows infantry units to ride the mount. While doing this, they share all non-combat specials with their mount, except for mount and heavy.
Mining:Grants a +5 Bonus to the Mining Table.

Combat specials:
Leadership: Allows units to lead stacks.
Archery: Allows use of ranged weapons without penalties.
Dance-Fighting: Allows units to dance-fight when led by a dance-fighting commander.
Breath Weapon: Allows units to use a breath weapon, such as a red dwagon's fire.
Caster: Allows a unit to use magic. Caster type is chosen from this chart.

Combat
When you have a unit in one hex, it can charge into an adjacent hex, into combat with the enemy units there. Add together the unit's Combat, and Defense stats if they are in a stack. Apply multipliers, and then roll 2d6 for the Attackers and subtract the Enemies' Defense stat. They take that many hits. The Defender's Counter, but get a d6 bonus.

Cities
Capital City
A Capital City is your largest city, and if you lose it, your side disbands. A Capital city follows the following chart for Schmucker making:

Level Schmuckers
1 50
2 75
3 125
4 175
5 250

Capital Cities follow the following Chart for Unit Production
Level Units(Turns)
1 Stabber(3), Piker(5), Archer(5)
2 Warlord(25), Knight(10)
3 Heir(60)
4
5

Level Amount of Units to Queue
1 5
2 10
3 15
4 20
5 25

Tamed Animals will have a Tier of their own.

City
Level Schmuckers
1 10
2 25
3 50
4 75
5 100

Level Units(Turns)
1 Stabber(5), Piker(7), Archer(7)
2 Warlord(35), Knight(15)
3
4
5

Level Amount of Units to Queue
1 5
2 5
3 10
4 10
5 15

You can build a City for 10000 Schmuckers. You can level it up for 1000 Schmuckers.

You can upgrade a Capital for 2500.

Hunting
Hunting can only be done in Open Fields or Forests. For every unit that does it, roll for the following table.

Hunting Table
Roll Effect
1/2 You find nothing, or it gets away from you.
3/5 You are able to catch some small game. 2d6 Schmuckers.
6/9 You are able to find some larger animals. 3d6 Schmuckers
10 You hunt down "A Big One. However, it has a 50% chance of dealing d6 Hits to the unit. 5d6 Schmuckers

For every 10 hunts in a turn, there is a 5% chance the animals disappear for a while. For every 5 turns after this happens, there is a 10% they return, increasing by 10% every 5 turns.

Mining
Can only be done in Tunnels.

Mining Table
Roll Effect
1/20 You find some pebbles.
21/40 You find a small gem. 1d6 Schmuckers
41/60 You find a larger gem. 2d10 Schmuckers
61/99 You find a perfect stone. 3d10 Schmuckers.
100 Maybe an Artifact? Or a 4d10 Scmuckers.

For every 10 mines in a turn, there is a 15% chance the gems disappear for a while. For every 5 turns after this happens, there is a 5% they return, increasing by 5% every 5 turns.

Tribes
Marbit
Marbit Stabber
Upkeep:3
Movement:8
Hits:2
Combat:1
Defense:1
Special:Tunnel-Fighting, Miner

Marbit Crossbowmen
Upkeep:6
Movement:8
Hits:2
Combat:1/2
Defense:1
Special:Ranged,Tunnel-Fighting, Miner

Marbit Axemen
Upkeep:10
Movement:8
Hits:2
Combat:2
Defense:1
Special:Tunnel-Fighting, Miner

Marbit Chief
Upkeep:25
Movement:8
Hits:5
Combat:2
Defense:1
Special:Tunnel-Fighting, Leadership

Woodsy Elves
Woodsy Archer
Upkeep:12
Movement:14
Hits:3
Combat:1/3
Defense:2
Special:Ranged, Forest Capable

Gump
Upkeep:35
Movement:10
Hits:12
Combat:5
Defense:5
Special:Forest Capable, Heavy

Woodsy Chief
Upkeep:35
Movement:14
Hits:7
Combat:2/3
Defense:2
Special:Ranged, Leadership, Forest Capable

Shady Elves
Shady Archer
Upkeep:8
Movement:14
Hits:3
Combat:1/2
Defense:2
Special:Ranged

Shady Stabber
Upkeep:10
Hits:4
Movement:14
Combat:2
Defense:2
Special:

Shady Chief
Upkeep:30
Movement:14
Hits:7
Combat:2
Defense:2
Special:Leadership

Luckless Elves
Luckless Archer
Upkeep:6
Movement:12
Hits:2
Combat:1/1
Defense:2
Special:Ranged, Luckless

Luckless Stabber
Upkeep:8
Movement:12
Hits:2
Combat:2
Defense:2
Special:Luckless

Luckless Chief
Upkeep:25
Movement:12
Hits:6
Combat:2
Defense:2
Special:Luckless

Eager Elves
Eager Stabber
Upkeep:15
Movement:15
Hits:3
Combat:3
Defense:2

Eager Chief
Upkeep:35
Movement:15
Hits:7
Combat:3
Defense:2
Special:Leadership

Altruist Elves
Altruist Nurse
Upkeep:10
Movement:12
Hits:2
Combat:--
Defense:1
Special:Heal

Altruist Caster
Upkeep:25
Movement:12
Hits:5
Combat:--
Defense:1
Special:Heal, Leadership, Caster

Tardy Elves
Tardy Stabber
Upkeep:7
Hits:3
Movement:9
Combat:2
Defense:2

Tardy Archer
Upkeep:9
Hits:3
Movement:9
Combat:1/1
Defense:2
Special:Ranged

Tardy Chief
Upkeep:25
Movement:9
Hits:7
Combat:2
Defense:2
Special:Leadership

Gobwins
Gobwin Stabber
Upkeep:4
Movement:9
Hits:2
Combat:2
Defense:2
Special:Tunnel Fighting

Gobwin Piker
Upkeep:6
Movement:9
Hits:2
Combat:2
Defense:2
Special:Tunnel-Fighting, Piker

Gobwin Archer
Upkeep:6
Movement:9
Hits:2
Combat:1/1
Defense:2
Special:Tunnel-Fighting, Ranged

Gobwin Chief
Upkeep:16
Movement:9
Hits:5
Combat:2
Defense:2
Special:Tunnel-Fighting, Leadership

Hobgobwins
Hobgobwin Stabber
Upkeep:12
Movement:10
Hits:4
Combat:3
Defense:2

Hobgobiwn Knight
Upkeep:18
Movement:10
Hits:5
Combat:3
Defense:3

Hobgobwin Chief
Upkeep:32
Movement:10
Hits:9
Combat:3
Defense:3
Special:Leadership

Giants
Giant
Upkeep:30
Movement:10
Hits:8
Combat:4
Defense:4
Special:Heavy

Giant Chief
Upkeep:65
Movement:10
Hits:14
Combat:5
Defense:4
Special:Heavy, Leadership


Men
Stabber
Upkeep:10
Movement:10
Hits:3
Combat:2
Defense:2

Piker
Upkeep:12
Movement:10
Hits:3
Combat:2
Defense:2
Special:Piker

Archer
Upkeep:12
Movement:10
Hits:3
Combat:2/1
Defense:2
Special:Ranged

Knight
Upkeep:20
Movement:10
Hits:4
Combat:3
Defense:2

Warlord
Upkeep:30
Movement:10
Hits:7
Combat:3
Defense:2
Special:Leadership

Caster
Upkeep:40
Movement:10
Hits:5
Combat:1
Defense:1




Some guesses and stuff