3.4.5.2.1 Peasant [tentative/low] Default class, able to do most minor projects.3.4.5.2.2 Farmer [tentative/low] Specialization to gain bonuses at farming, sacrificingability to do other projects.3.4.5.2.3 Miner [tentative/low] Specialization to gain bonuses to mining, sacrificing ability to do other projects.3.4.5.2.4 Blacksmith [likely/medium] Works on projects to train peasants into fighting professions. Can work on iron/coal based projects.3.4.5.2.5 Explorer [tentative/medium] Specialist who gains bonus to not die while on exploration mission.3.4.5.2.6 Trader [likely/medium] Able to work trade projects and provides trade bonus [possible/low].3.4.5.2.7 Thief [likely/low] Provides 'black market' trade, even at war [likely/medium]. Available with research into sewers [likely/low]3.4.5.2.8 Bard [likely/medium] Able to wander through enemy territory gaining knowledge and exposing fog of war in exchange for raising enemy happiness. [likely/medium]3.4.5.2.9 Spy [possible/medium] Standard 'go into enemy territory and do nasty things'.3.4.5.2.10 Engineer [possible/low] Higher level builder, required for complex projects. Ableto build roads and similar improvements.3.4.5.2.11 Ranger [likely/low] [possible/low] 'live off land' able to create food in forested areas if no/limited other units are there for no cost. Good ranged, medium melee.3.4.5.2.12 Paladin [possible/low] [likely/low] Limited to low lifespan races. No deity bonuses. Extreme confidence/ignorance leads to morale or other bonus.3.4.5.2.13 Monk [possible/low] [likely/medium] Monastery and/or monks required to be remote. [possible/low] Does beginning level education/ivory tower work. [possible/low] Does beginning level martial arts.3.4.5.2.14 Necromancer [likely/medium] [likely/medium] Non-accursed necromancers will be required to 'unlock' research into higher level necromancy, death cults, and societal projects.3.4.5.2.15 Enchanter [tentative/low] [possible/low] With the advent of power stones (use of crystal and magic to power machinery), enchanters become available to make the stones and work arcanic projects.3.4.5.2.16 Sage [tentative/low] [tentative/low] Specialist magical researcher, who forgoes ability to work projects, and learn combat spells to better work pure research.3.4.5.2.17 Dream Sculptor [possible/medium] [tentative/medium] Psionic specialist who provides friendly units in a tile or small area with a bonus (happiness, contentment, AP?, bonus to hit?) depending on Psionic skill (and perhaps crafting/people/mental). [possible/low] High skill sculptors may allow negative bonuses to unfriendly units.3.4.5.2.18 Inquisitor [tentative/medium] Likely a psionic specific profession for societal order.3.4.5.2.19 Reaper [tentative/low] [likely/low] A priestlike profession in societies that accept necromancy. Friendly units which die in range of the reaper are automatically brought to the priest and raised into undead.3.4.5.2.20 TODO: [likely/low] More combat professions. [likely/low] More magic professions. [likely/low] More psionic professions [possible/low] More uncommon/cultural/reward professions [possible/low] More Accursed/Draconic specific professions
It's going to be a little tough to walk the line where the different professions are different but still useful/meaningful. I hate how most 4x games just give you 20 varieties of fighting unit.
Also, since professions are "for life" the professions will help out the difference between long lived races [where certain projects are available, ex. Mythals will require a single unit work on them as their 'lifetime achievement'] and short lived races [who can adapt professions each generation being more nimble to the empire's needs]