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I would love for Clockwork units to become useful, or at least interesting and thematic.
Mechanical Militia could also encourage the use of construction and clockwork summons offensively, perhaps adding additional effects:
Mages cast Construction spells as if two levels higher (nature 1 mages can make lumber constructs, earth mages get +1-2 clockwork units per cast)
Add a physical location to the ritual with some offensive utility like freespawning constructs - lumber in forests, clockwork horrors in farmland. Unit amount and good roll chance scaling with province resources and gold, making a rare Orichalcum mine the best spot to create Mechanical Militia.
For clockwork units specifically I would actually increase the reinvigoration penalty rather than reducing the reinvigoration penalty, but pair it with a mechanic to reset to 0 fatigue when taking fatigue damage so they have X turns moving and attacking, X turns asleep until they die from fatigue damage being rewound:
"Rewind clockwork" [number]
On taking damage from exceeding 200 fatigue, reset fatigue to 0.
To avoid Divine Name/shroud/empower exploits this could apply only for the first [number] times equal to unit base HP so it only makes a difference for commanders.
Units would still die in prolonged battles but may be rewound a few times (if they aren't smashed while above 100 fatigue) to chase down retreating units so they don't all die to PD slowly limping off the battlefield.
Clockwork Horror changes:
ambidextrous 2 (like the iron corpse/ancestor line of units with built-in attacks)
Blade hand changes:
+2 attack (jerky unpredictable movements), or
-1 attack, nb of attacks 2 (a clumsy walking blender)
add Material composition: Ferrous, Iron weapon (rust should be possible)
I like clockwork units to be sporadic, alternating between lethal and harmless, with a stop-start rhythm to their attacks that makes them behave differently in battle compared to high encumbrance units like Blindfighters and Living Pillars.
I think the clockwork automatons are basically wind up mechanisms. The fatigue system is just used to simulate that.
As for the undead, yep. Though probably also depends on the undead. Some of the more spiritual based undead I can see getting exhausted. Not in body, but more in mind and will as they use that to move.
In my experience, they can be fast enough to reach the archer or mage line. Then they'll one hit kill so they don't need many tries.
bit less fatigue being most critical.
one thing i could see for them, what if there were tag that could make a unit immune to critical hits?
(which is what makes clockworks useless as soon as their fatigue builds up, attacking units are practically guaranteed critical hits which negate fal the recieving units prot)
if clockworks had some kind of "no critical organs" tag or something that made them immune to critical hits they could still be a decent wall even when passed out