This is an idea I thought up while playing CK2. It fits into my plans to have varying levels of RPG spread among my classes of units, classes being worker, guard, military, hero, overseer, leader, and so forth. This is distinct from UnitType. I suppose I should do some details of this before I get to traits and events.
Actually this post became too large, so I'll drop traits and events to the next one:
Worker is the general unit type. These can involve resource gatherers, units you garrison to buildings that gather resources, units that transport resources around, units that go out to buy resources such as raw materials and processed ones from other buildings/groups, builder units, tax collectors, and other such things.
Guard involves mostly what it says, guards of buildings. Guilds, Orders, Manors, and Palaces all have these units, or rather you can decided to recruit them. They mostly protect their home structure and buildings associated with their organization, their may be special abilities to call all guards to defend the settlement though. They are AI units, like heroes, and some Workers.
Military is the directly player controlled RTS style combat units. So as described elsewhere the city guards/archers that you control like an RTS unit with micro. You can garrison them in guard towers and such for more arrow attack speed and such. This is a minor class in the current game I am working on.
Hero is the traditional Majesty unit, recruited from a guild, or in my case Order, controlled by AI, has levels multiple skills, gains stat boosts and buys items. May also have other personality traits that cause other actions.
Overseers are special economic units that act to provide buffs to structures and groups. An Overseer might provide gathering and movement speed buffs to gatherers, or be assigned to a building to produce production/processing/crafting boosts and may even increase the quality of the goods or produce goods itself that are special. My current project involves garrisoning units in buildings to create production rather than a building doing the work at a static value like most games. Even citybuilders don't tend to do this.
Leaders are units that work like overseers but with heroes and possibly guards. In other games they may lead military units, but you shouldn't have enough of those in this game for that to be necessary. Each order produces its own unique leaders, especially the preceptor of the order who controls the motherhouse. These are the most powerful example. Most Orders have normal heroes, champions which are less numerous but stronger, and a preceptor. Some Orders have special other units, like the Bannerman of the Defenders who has leadership powers. They provide buffs in an area like the preceptor, but they also cause other units to follow their lead. This is one of the ways of forming "parties" for adventurers. There will be cross Order parties though.
Guard leaders are just slightly more powerful versions of a the guard that can provide buffs and direct troops. Basically they can lead any number of guards in an organized way. They won't be too common since you shouldn't have a lot of guards working for one group, although the total number may be high.
The player also controls a special sovereign unit. His Order is the castle and it has various facilities and upgrades that give him new powers. He can be assigned to work as an overseer, a researcher, a leader of troops and such. Pretty much any leadership position. He may gather a party of adventurers to follow him, but not a game breakingly large one and they still do their own thing, they just follow and support him.