carry over certain units from mission to mission through a feature called the Hall of Heroes. This ability allows players to bring some of their strongest, most upgraded, and most important units to future scenarios, excluding heroes. This challenges the real-time strategy convention that units can be easily replaced if lost, since upgrading units can be both time-, influence-, and resource-intensive. Building and training hierarchies To be successful in the various scenarios of War Wind, a player must both construct, maintain, and defend a variety of structures, and hire, train, and promote units for both combat and advanced construction. Access to more advanced units and structures requires research, resources, influence, and race-specific dependencies. Units Each race has several rankings of units. Each of these rankings have unique titles based on the unit's race. Additionally, each race has several hero units that can appear in the wild during scenario-specific missions or randomly at an inn after meeting specific conditions. Hero units are special in that they can possess stronger stats than other units and even affect gameplay in a unique way, such as affecting the player's race's influence or allowing unique interactions, such as using player's race's battle cry outside of clan leader. Clan leaders are the head of group, upon which the players lose the game immediately if they die; workers are used to gather resources and build structures, vehicles, and other machinery; mercenaries are mounted infantry units who can generally traverse Yavaun very quickly; warriors are battle-hardened units that generally deal more damage than any other unit; scouts have the main benefit of stealth and powerful long-ranged combat; mages, though generally weak, have the ability to cast powerful and game-altering spells; and war machines are incredibly resilient and mighty units that have been biomechanically augmented to the point of militant excellency. Structures In addition to unique units, each race also has several types of structures they are able to build for resources. Like the unit rankings, these structures have generic names that are applicable to all structures, but each structure has a unique name based on that unit's race. Units can also build other minor structures and machinery, such as walls, roads, land mines, and attack drones. Courthouses are used to store resources gathered by workers; inns are large buildings that house randomly appearing workers, mercenaries, and heroes who can typically be hired in exchange for resources; homes are