http://home.midmaine.com/~lilwhitemo/Qc.zip
Here's the current revision, it's a bit more solid now. Still no 'end' though.
With the exception of the Amazon, all units cost 15 points to recruit. The Amazon only costs 10. On the right side of the screen is your army status. The equipment pile indicates how many units you can recruit. When the equipment is gone, you can't recruit any more units until equipment is freed up. The number next to the pile is your recruitment points, used to recruit units. You gain points slowly over time, and by defeating enemies or taking over bases. You lose points for defeated allies, and losing bases. Recruited units will appear at the nearest allied base and seek out the closest enemy/base. Bases can only be captured by the AI units.
Units:
Lancer
Basic melee unit. Slow, but high defense and offense.
Amazon
Faster then the Lancer, with both melee and ranged attacks. Lower offense and defense then the Lancer.
Sage
Powerful area effect ranged magic, but low defense.
Witch
Airborne ranged attacker. Low defense.
Phalanx
Slower then the Lancer, but with improved defense and offense. It has a limited detection radius. NOTE: The phalanx is supposed to be a defender, but because of A_Wander it will migrate to the player with nothing to attack.
There are four berry bushes on the map, used for healing. The bush will replace berries over time, but to three a bush. Allied bases will also spawn armor. Any armor at a base when it is lost is destroyed.
Unimplemented/Unfinished:
An end.
Balancing
The player weapon has animations for a shield altfire. I've never found myself in a position where I wanted it so it's never been finished.
After losing half the bases, an enemy general will appear to serve as a mini boss. After being defeated, it will respawn after awhile.
I want to redesign the home bases into more castle like, and spruce up the outposts.
A score system based on kills/losses/time would be nice.