Units: Difference between revisions

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All units start with 20 HP, or Hit Points. If a unit runs out of HP, it will be destroyed. A unit will regain 1 HP each turn it is within the borders of its Nation. It can also be given 5 HP at the cost of 1 [[File:YIELD ORDERS.png|25px]] Orders and the unit's remaining Movement points.
Once a unit has spent [[File:YIELD ORDERS.png|25px]] 3 Orders moving, it will become Fatigued. A Fatigued unit can still be moved but it will cost 100 [[File:YIELD TRAINING.png|25px]] Training and each movement will require twice as many [[File:YIELD ORDERS.png|25px]] Orders.


A unit's Movement stat determines how many hexes can a unit move. If a unit runs out of Movement is can still be moved but it will cost 100 [[File:YIELD TRAINING.png|25px]] Training and twice as many [[File:YIELD ORDERS.png|25px]] Orders.
Certain units produce a ZOC, or Zone-Of-Control, in an area around them. ZOC prevent enemy units from moving.
 
Certain units produce a ZOC, or Zone-Of-Control, in an area around them. ZOCs prevent enemy units from moving.


== Generals ==
== Generals ==
Generals are characters assigned to units to grant them extra abilities. The character must be from the same Family as the unit, with the exception of the nation's Leader. Adding or replacing a General costs 100 [[File:YIELD TRAINING.png|25px]] Training and consumes the unit's remaining Movement points. Characters must be younger than 50 to be assigned as Generals and will retire at the age of 60. If the unit is attacked the General has a 1% chance of being injured.
Generals are characters assigned to units to grant them extra abilities. The character must be from the same Family as the unit, with the exception of the nation's Leader. Adding or replacing a General costs 100 [[File:YIELD TRAINING.png|25px]] Training and consumes the unit's remaining Movement points. Characters must be younger than 50 to be assigned as Generals and will retire at the age of 60. If the unit is attacked the General has a 1% chance of being injured.


== Unit types ==
== Unit stats ==
{| class="wikitable"
Units have the following stats to keep track of:
! Attribute !! Effect
* '''HP:''' All units start with 20 HP, or Hit Points. If a unit runs out of HP, it will be destroyed. A unit will regain 1 HP each turn it is within the borders of its Nation and can also be given 5 HP at the cost of 1 [[File:YIELD ORDERS.png|25px]] Orders and the unit's remaining Movement points.
|-
* '''Strength:''' How much damage the unit will deal.
| '''Disciple''' || Can Establish Theology<br>Can Spread Religion
* '''Movement:''' How many hexes the unit can move for each [[File:YIELD ORDERS.png|25px]] Order. Hills, Sand, crossing a River, Scrub and Trees all add an extra movement point. Rivers and Roads within owned territory require only 2/3 of a movement point.
|-
* '''Vision:''' How many tiles around the unit are the tiles visible. Only applies to already discovered tiles.
| '''Tribal''' || Can only be recruited by Tribes and Barbarians<br>Cannot be promoted or earn XP
* '''Range:''' Only appears on Ranged units, it determines from how many hexes away from the target can the unit attack.
|}


== Level ==
== Unit level ==
Each time a unit fights it will gain 10 XP. Once it gains enough XP (100 x level) it will level up. Alternatively [[File:YIELD TRAINING.png|25px]] Training can be used to fill the missing XP and level up. Each unit can only level up once per year, up to a maximum of 5 levels. Each time a unit levels up it will be able to pick between 4 permanent random bonuses:
Each time a unit fights it will gain 10 XP. Once it gains enough XP (100 x level) it will level up. Alternatively [[File:YIELD TRAINING.png|25px]] Training can be used to fill the missing XP and level up. Each unit can only level up once per year, up to a maximum of 5 levels. Each time a unit levels up it will be able to pick between 4 permanent random bonuses:
{| class="wikitable"
{| class="wikitable"
! Promotion !! Effect
! Promotion !! Tier 1 effect !! Tier 2 effect !! Tier 3 effect
|-
| '''Combat''' || [[File:Icon AttackDefense.png]] +5% Strength
|-
|-
| '''Strike''' || [[File:Icon Attack.png]] +10% Attack
| '''Combat''' || [[File:Icon AttackDefense.png]] +5% Strength || [[File:Icon AttackDefense.png]] +10% Strength || [[File:Icon AttackDefense.png]] +15% Strength
|-
|-
| '''Guard''' || [[File:Icon Defense.png]] +10% Defense
| '''Strike''' || [[File:Icon Attack.png]] +10% Attack Strength || [[File:Icon Attack.png]] +15% Attack Strength || [[File:Icon Attack.png]] +20% Attack Strength
|-
|-
| '''Tough''' || [[File:Icon AttackDefense.png]] +10% Strength if Damaged
| '''Guard''' || [[File:Icon Defense.png]] +10% Defense Strength || [[File:Icon Defense.png]] +15% Defense Strength || [[File:Icon Defense.png]] +20% Defense Strength
|-
|-
| '''Highlander''' || [[File:Icon AttackDefense.png]] +25% Strength from Hill
| '''Focus''' || [[File:Icon CriticalStrike.png]] +10% Critical Hit Chance || [[File:Icon CriticalStrike.png]] +15% Critical Hit Chance || [[File:Icon CriticalStrike.png]] +20% Critical Hit Chance
|-
|-
| '''Ranger''' || [[File:Icon AttackDefense.png]] +25% Strength from Forest
| '''Amphibious''' || [[File:Icon Attack.png]] +50% Attack Strength in Land/Water Combat<br>[[File:Icon Attack.png]] +50% Attack Strength Across River || [[File:Icon Attack.png]] +25% Attack Strength in Land/Water Combat<br>[[File:Icon Attack.png]] +25% Attack Strength Into Settlement ||
|-
|-
| '''Warden''' || [[File:Icon AttackDefense.png]] +25% Strength from Urban
| '''Tracker''' || +3 Vision<br>+1 Reveal || +1 Movement ||
|-
|-
| '''Bloodthirsty''' || [[File:Icon AttackDefense.png]] +10% Strength vs Damaged
| '''Eagle Eye''' || No ranged distance penalty || +1 Range ||
|-
|-
| '''Brave''' || [[File:Icon AttackDefense.png]] +10% Strength vs Melee Units
| '''Herbalist''' || +4 HP from Heal Action || +1 HP per year ||  
|-
| '''Fierce''' || [[File:Icon AttackDefense.png]] +10% Strength vs Infantry Units
|-
| '''Shieldbearer''' || [[File:Icon AttackDefense.png]] +10% Strength vs Ranged Units
|-
| '''Engineer''' || [[File:Icon AttackDefense.png]] +25% Strength vs Siege and Ship Units
|-
| '''Horsebane''' || [[File:Icon AttackDefense.png]] +25% Strength vs Mounted Units
|-
| '''Tracker''' || +3 Vision and +1 Reveal
|-
| '''Herbalist''' || +4HP from Heal Action
|}
|}


== Civilian units ==
== Civilian units ==
Civilian units are available from the start. They can harvest resources and have abilities that makes them the most crucial units of a Nation. Civilian units cannot attack and have a [[File:Icon Defense.png]] Defense of 3.
Civilian units have abilities that makes them the most crucial units of a Nation. Civilian units cannot attack and have a [[File:Icon Defense.png]] Defense of 3.
{| class="wikitable"
{| class="wikitable"
! Unit !! Movement !! Vision !! Cost !! Consumes !! Upgrades to !! Notes
! Unit !! Movement !! Vision !! Cost !! Consumes !! Upgrades to !! Notes
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|  
|  
|  
|  
* Fatigue Limit: +1
* +1 Fatigue Limit
* Can Harvest Resources
* Ignores ZOC
* Ignores ZOC
* Starts with Stealth
* Hidden if placed on a tile with Trees in friendly or neutral territory
|-
|-
| [[File:UNIT SETTLER.png|70px]] Settler
| [[File:UNIT SETTLER.png|70px]] Settler
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| [[File:UNIT WORKER.png|25px]] Worker
| [[File:UNIT WORKER.png|25px]] Worker
|  
|  
* Can Harvest Resources
* Can Found Cities
* Can Found Cities
* [[File:YIELD GROWTH.png|25px]] Growth cost increases by 10 each time it is built in the same city
* [[File:YIELD GROWTH.png|25px]] Growth cost increases by 10 each time it is built in the same city
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| [[File:UNIT MILITIA.png|25px]] Militia
| [[File:UNIT MILITIA.png|25px]] Militia
|  
|  
* Can Harvest Resources
* Can Build Improvements
* Can Build Improvements
* [[File:YIELD GROWTH.png|25px]] Growth cost increases by 10 each time it is built in the same city
* [[File:YIELD GROWTH.png|25px]] Growth cost increases by 10 each time it is built in the same city
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|  
|  
|  
|  
* Can only be constructed in cities that have a Governor with the Cunning trait
* Can only be constructed in cities that have a Governor with the Cunning trait or Traders family seat
* Can move on water tiles
* Can move on water tiles
* Can conduct a Caravan Mission
* Can conduct a Caravan Mission
|-
| [[File:UNIT CHRISTIANITY DISCIPLE.png|70px]] Christian Disciple<br>[[File:UNIT JUDAISM DISCIPLE.png|70px]] Jewish Disciple<br>[[File:UNIT MANICHAEISM DISCIPLE.png|70px]] Manichaean Disciple<br>[[File:UNIT ZOROASTRIANISM DISCIPLE.png|70px]] Zoroastrian Disciple
| 3
| 3
| [[File:YIELD GROWTH.png|25px]] 60 Growth
| [[File:YIELD FOOD.png|25px]] 2 Food
|
|
* Can only be constructed in cities that have the same World Religion as the Nation's State Religion
* Can Spread Religion
* Can Establish Theology
* Can Build World Religion Improvements
* [[File:YIELD GROWTH.png|25px]] Growth cost increases by 10 each time it is built in the same city
|}
|}


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* When attacked by adjacent units they deal 1 HP damage to the attacking unit.
* When attacked by adjacent units they deal 1 HP damage to the attacking unit.
* Has ZOC.
* Has ZOC.
* <span style="color:green;">'''+25%'''</span> Defense from Urban.
* <span style="color:green;">'''+25%'''</span> [[File:Icon Defense.png]] Defense from Urban.
* <span style="color:red;">'''-50%'''</span> Attack Across River.
* <span style="color:red;">'''-50%'''</span> [[File:Icon Attack.png]] Attack Across River.
Melee infantry have two upgrade paths: one that focuses on fighting other melee infantry and one that grants them a Polearm. Polearm units are immune to Rout and their ZOC cannot be ignored by mounted units.
Melee infantry have two upgrade paths: one that focuses on fighting other melee infantry and one that grants them a Polearm. Polearm units are immune to Rout and their ZOC cannot be ignored by mounted units.
{| class="wikitable"
{| class="wikitable"
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* Can attack units from distance.
* Can attack units from distance.
* Has ZOC.
* Has ZOC.
* <span style="color:green;">'''+25%'''</span> Defense from Urban.
* <span style="color:green;">'''+25%'''</span> [[File:Icon Defense.png]] Defense from Urban.
* <span style="color:red;">'''-25%'''</span> Attack Into Scrub.
* <span style="color:red;">'''-25%'''</span> [[File:Icon Attack.png]] Attack Into Scrub.
* <span style="color:red;">'''-50%'''</span> Attack Into Trees.
* <span style="color:red;">'''-50%'''</span> [[File:Icon Attack.png]] Attack Into Trees.
* <span style="color:red;">'''-20%'''</span> per tile distance to the target.
* <span style="color:red;">'''-20%'''</span> [[File:Icon Attack.png]] Attack per tile distance to the target.
{| class="wikitable"
{| class="wikitable"
! Unit !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Required technology !! Upgrades to !! Notes
! Unit !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Required technology !! Upgrades to !! Notes
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* Can only attack adjacent units.
* Can only attack adjacent units.
* When attacked by adjacent units they deal 1 HP damage to the attacking unit.
* When attacked by adjacent units they deal 1 HP damage to the attacking unit.
* <span style="color:green;">'''+25%'''</span> Melee Attack into Flat and Clear.
* <span style="color:green;">'''+25%'''</span> Melee [[File:Icon Attack.png]] Attack into Flat and Clear.
* <span style="color:green;">'''+50%'''</span> Strength vs Siege Units.
* <span style="color:green;">'''+50%'''</span> [[File:Icon AttackDefense.png]] Strength vs Siege Units.
* <span style="color:red;">'''-50%'''</span> Attack Across River.
* <span style="color:red;">'''-50%'''</span> [[File:Icon Attack.png]] Attack Across River.
* They require a certain natural resource to be rescruited.
* They require a certain map resource to be recruited.
Mounted units have two upgrade paths: one focused on melee and one focused on range.
Mounted units have two upgrade paths: one focused on melee and one focused on range.
{| class="wikitable"
{| class="wikitable"
! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Required technology !! Upgrades to !! width=30% | Notes
! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Required technology !! Upgrades to !! width=20% | Notes
|-
|-
| [[File:UNIT CHARIOT.png|70px]] Chariot
| [[File:UNIT CHARIOT.png|70px]] Chariot
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Siege units are high damage support units. They have the following characteristics:
Siege units are high damage support units. They have the following characteristics:
* <span style="color:green;">'''-50%'''</span> Road Movement Cost.
* <span style="color:green;">'''-50%'''</span> Road Movement Cost.
* <span style="color:green;">'''+50%'''</span> Attack Into Urban.
* <span style="color:green;">'''+50%'''</span> [[File:Icon Attack.png]] Attack Into Urban.
* <span style="color:red;">'''-25%'''</span> Attack Into Scrub.
* <span style="color:red;">'''-25%'''</span> [[File:Icon Attack.png]] Attack Into Scrub.
* <span style="color:red;">'''-50%'''</span> Attack Into Trees.
* <span style="color:red;">'''-50%'''</span> [[File:Icon Attack.png]] Attack Into Trees.
Some siege units require spending a turn on the [[File:UNLIMBER.png|24px]] Unlimber action to be able to attack.
Some siege units require spending a turn on the [[File:UNLIMBER.png|24px]] Unlimber action to be able to attack.
{| class="wikitable"
{| class="wikitable"
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* Can Harvest Resources.
* Can Harvest Resources.
* Has ZOC.
* Has ZOC.
* Can use the [[File:ANCHOR.png|25px]] Anchor ability, which allows land units to traverse water tiles in the Ship's ZOC.
* Can use the [[File:ANCHOR.png|25px]] Anchor ability, which allows land units to traverse water tiles in the Ship's ZOC starting next turn.
{| class="wikitable"
{| class="wikitable"
! Unit !! Strength !! Movement !! Vision !! Cost !! Consumes !! Required technology
! Unit !! Strength !! Movement !! Vision !! Cost !! Consumes !! Required technology
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* Starts with Pierce I
* Starts with Pierce I
* Has ZOC
* Has ZOC
|-
| [[File:UNIT HEAVY CHARIOT.png|70px]] Heavy Chariot
| Melee Mounted Horse
| 6
| 3
| 5
| 0
| [[File:YIELD TRAINING.png|25px]] 120 Training<br>[[File:YIELD WOOD.png|25px]] 50 Wood<br>[[File:YIELD FOOD.png|25px]] 100 Food
| [[File:YIELD TRAINING.png|25px]] 1 Training<br>[[File:YIELD FOOD.png|25px]] 4 Food
|
* Ignores ZOC
* Starts with Circle
* Starts with Rout
| rowspan=2 | Hatti
|-
| [[File:UNIT THREE MEN CHARIOT.png|70px]] Three Man Chariot
| Melee Mounted Horse
| 8
| 3
| 5
| 0
| [[File:YIELD TRAINING.png|25px]] 160 Training<br>[[File:YIELD WOOD.png|25px]] 100 Wood<br>[[File:YIELD FOOD.png|25px]] 100 Food
| [[File:YIELD TRAINING.png|25px]] 2 Training<br>[[File:YIELD FOOD.png|25px]] 6 Food
|
* Ignores ZOC
* Starts with Circle
* Starts with Rout
|-
|-
| [[File:UNIT PALTON CAVALRY.png|70px]] Palton Cavalry
| [[File:UNIT PALTON CAVALRY.png|70px]] Palton Cavalry
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* Can Testudo
* Can Testudo
* Starts with Centurion
* Starts with Centurion
|-
| [[File:UNIT HEAVY CHARIOT.png|70px]] Heavy Chariot
| Melee Mounted Horse
| 6
| 3
| 5
| 0
| [[File:YIELD TRAINING.png|25px]] 120 Training<br>[[File:YIELD WOOD.png|25px]] 50 Wood<br>[[File:YIELD FOOD.png|25px]] 100 Food
| [[File:YIELD TRAINING.png|25px]] 1 Training<br>[[File:YIELD FOOD.png|25px]] 4 Food
|
* Ignores ZOC
* Starts with Circle
* Starts with Rout
| rowspan=2 | Hatti
|-
| [[File:UNIT THREE MEN CHARIOT.png|70px]] Three Man Chariot
| Melee Mounted Horse
| 8
| 3
| 5
| 0
| [[File:YIELD TRAINING.png|25px]] 160 Training<br>[[File:YIELD WOOD.png|25px]] 100 Wood<br>[[File:YIELD FOOD.png|25px]] 100 Food
| [[File:YIELD TRAINING.png|25px]] 2 Training<br>[[File:YIELD FOOD.png|25px]] 6 Food
|
* Ignores ZOC
* Starts with Circle
* Starts with Rout
|}
|}


== Tribal units ==
== Tribal units ==
Tribal units can only be recruited by Tribes. They have the following characteristics:
Tribal units can only be recruited by Tribes. Nations may also be able to recruit them as mercenaries. Tribal units have the following characteristics:
* Cannot be promoted or earn XP.
* Cannot be promoted or earn XP.
* Has ZOC.
* <span style="color:red;">'''-2'''</span> Fatigue Limit.
* <span style="color:red;">'''-2'''</span> Fatigue Limit.
{| class="wikitable"
{| class="wikitable"
! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Notes !! Tribes
! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Consumes !! Notes !! Tribes
|-
|-
| [[File:UNIT MARAUDER.png|70px]] Marauder
| [[File:UNIT MARAUDER.png|70px]] Marauder
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| 4
| 4
| 0
| 0
| [[File:YIELD MONEY.png|25px]] 1 Money
|  
|  
* Has ZOC
* Has ZOC
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| 4
| 4
| 2
| 2
| [[File:YIELD MONEY.png|25px]] 1 Money
|  
|  
* Has ZOC
* Has ZOC
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| 4
| 4
| 0
| 0
| [[File:YIELD MONEY.png|25px]] 2 Money
|  
|  
* Has ZOC
* Has ZOC
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| 4
| 4
| 2
| 2
| [[File:YIELD MONEY.png|25px]] 2 Money
|  
|  
* Has ZOC
* Has ZOC
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| 4
| 4
| 2
| 2
| [[File:YIELD MONEY.png|25px]] 3 Money
|  
|  
* Has ZOC
* Has ZOC
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| 4
| 4
| 2
| 2
| [[File:YIELD MONEY.png|25px]] 4 Money
|  
|  
* Has ZOC
* Has ZOC
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| 4
| 4
| 0
| 0
| [[File:YIELD MONEY.png|25px]] 3 Money
|  
|  
* Has ZOC
* Has ZOC
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| 4
| 4
| 0
| 0
| [[File:YIELD MONEY.png|25px]] 4 Money
|  
|  
* Has ZOC
* Has ZOC
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| 5
| 5
| 0
| 0
| [[File:YIELD MONEY.png|25px]] 1 Money
|  
|  
* Ignores ZOC
* Ignores ZOC
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| 5
| 5
| 2
| 2
| [[File:YIELD MONEY.png|25px]] 1 Money
|  
|  
* Ignores ZOC
* Ignores ZOC
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| 5
| 5
| 0
| 0
| [[File:YIELD MONEY.png|25px]] 3 Money
|  
|  
* Ignores ZOC
* Ignores ZOC
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| 5
| 5
| 0
| 0
| [[File:YIELD MONEY.png|25px]] 2 Money
|  
|  
* Ignores ZOC
* Ignores ZOC
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| 5
| 5
| 2
| 2
| [[File:YIELD MONEY.png|25px]] 2 Money
|  
|  
* Ignores ZOC
* Ignores ZOC
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| 5
| 5
| 0
| 0
| [[File:YIELD MONEY.png|25px]] 4 Money
|  
|  
* Ignores ZOC
* Ignores ZOC
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| 5
| 5
| 2
| 2
| [[File:YIELD MONEY.png|25px]] 3 Money
|  
|  
* Ignores ZOC
* Ignores ZOC
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| 5
| 5
| 2
| 2
| [[File:YIELD MONEY.png|25px]] 4 Money
|  
|  
* Ignores ZOC
* Ignores ZOC
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| 5
| 5
| 2
| 2
| [[File:YIELD MONEY.png|25px]] 3 Money
|  
|  
* Ignores ZOC
* Ignores ZOC
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| 5
| 5
| 2
| 2
| [[File:YIELD MONEY.png|25px]] 4 Money
|  
|  
* Ignores ZOC
* Ignores ZOC

Latest revision as of 19:02, 29 June 2023

Once a unit has spent YIELD ORDERS.png 3 Orders moving, it will become Fatigued. A Fatigued unit can still be moved but it will cost 100 YIELD TRAINING.png Training and each movement will require twice as many YIELD ORDERS.png Orders.

Certain units produce a ZOC, or Zone-Of-Control, in an area around them. ZOC prevent enemy units from moving.

Generals

Generals are characters assigned to units to grant them extra abilities. The character must be from the same Family as the unit, with the exception of the nation's Leader. Adding or replacing a General costs 100 YIELD TRAINING.png Training and consumes the unit's remaining Movement points. Characters must be younger than 50 to be assigned as Generals and will retire at the age of 60. If the unit is attacked the General has a 1% chance of being injured.

Unit stats

Units have the following stats to keep track of:

  • HP: All units start with 20 HP, or Hit Points. If a unit runs out of HP, it will be destroyed. A unit will regain 1 HP each turn it is within the borders of its Nation and can also be given 5 HP at the cost of 1 YIELD ORDERS.png Orders and the unit's remaining Movement points.
  • Strength: How much damage the unit will deal.
  • Movement: How many hexes the unit can move for each YIELD ORDERS.png Order. Hills, Sand, crossing a River, Scrub and Trees all add an extra movement point. Rivers and Roads within owned territory require only 2/3 of a movement point.
  • Vision: How many tiles around the unit are the tiles visible. Only applies to already discovered tiles.
  • Range: Only appears on Ranged units, it determines from how many hexes away from the target can the unit attack.

Unit level

Each time a unit fights it will gain 10 XP. Once it gains enough XP (100 x level) it will level up. Alternatively YIELD TRAINING.png Training can be used to fill the missing XP and level up. Each unit can only level up once per year, up to a maximum of 5 levels. Each time a unit levels up it will be able to pick between 4 permanent random bonuses:

Promotion Tier 1 effect Tier 2 effect Tier 3 effect
Combat Icon AttackDefense.png +5% Strength Icon AttackDefense.png +10% Strength Icon AttackDefense.png +15% Strength
Strike Icon Attack.png +10% Attack Strength Icon Attack.png +15% Attack Strength Icon Attack.png +20% Attack Strength
Guard Icon Defense.png +10% Defense Strength Icon Defense.png +15% Defense Strength Icon Defense.png +20% Defense Strength
Focus Icon CriticalStrike.png +10% Critical Hit Chance Icon CriticalStrike.png +15% Critical Hit Chance Icon CriticalStrike.png +20% Critical Hit Chance
Amphibious Icon Attack.png +50% Attack Strength in Land/Water Combat
Icon Attack.png +50% Attack Strength Across River
Icon Attack.png +25% Attack Strength in Land/Water Combat
Icon Attack.png +25% Attack Strength Into Settlement
Tracker +3 Vision
+1 Reveal
+1 Movement
Eagle Eye No ranged distance penalty +1 Range
Herbalist +4 HP from Heal Action +1 HP per year

Civilian units

Civilian units have abilities that makes them the most crucial units of a Nation. Civilian units cannot attack and have a Icon Defense.png Defense of 3.

Unit Movement Vision Cost Consumes Upgrades to Notes
UNIT SCOUT.png Scout 3 5 YIELD GROWTH.png 60 Growth
  • +1 Fatigue Limit
  • Can Harvest Resources
  • Ignores ZOC
  • Hidden if placed on a tile with Trees in friendly or neutral territory
UNIT SETTLER.png Settler 2 4 YIELD GROWTH.png 80 Growth
YIELD FOOD.png 75 Food
YIELD FOOD.png 2 Food UNIT WORKER.png Worker
  • Can Harvest Resources
  • Can Found Cities
  • YIELD GROWTH.png Growth cost increases by 10 each time it is built in the same city
UNIT WORKER.png Worker 2 4 YIELD GROWTH.png 60 Growth YIELD FOOD.png 2 Food UNIT MILITIA.png Militia
  • Can Harvest Resources
  • Can Build Improvements
  • YIELD GROWTH.png Growth cost increases by 10 each time it is built in the same city
UNIT CARAVAN.png Caravan 2 3 YIELD GROWTH.png 80 Growth
  • Can only be constructed in cities that have a Governor with the Cunning trait or Traders family seat
  • Can move on water tiles
  • Can conduct a Caravan Mission
UNIT CHRISTIANITY DISCIPLE.png Christian Disciple
UNIT JUDAISM DISCIPLE.png Jewish Disciple
UNIT MANICHAEISM DISCIPLE.png Manichaean Disciple
UNIT ZOROASTRIANISM DISCIPLE.png Zoroastrian Disciple
3 3 YIELD GROWTH.png 60 Growth YIELD FOOD.png 2 Food
  • Can only be constructed in cities that have the same World Religion as the Nation's State Religion
  • Can Spread Religion
  • Can Establish Theology
  • Can Build World Religion Improvements
  • YIELD GROWTH.png Growth cost increases by 10 each time it is built in the same city

Melee infantry units

Melee infantry units are the earliest type of military units available. Most melee infantry can use the UNIT ACTION FORTIFY.png Fortify action, which grants +5% Defense per turn, up to a maximum of +25% after 5 turns. Each time it gets attacked by an adjacent unit it loses 5% of the gained Defense. Melee units have the following characteristics:

  • Can only attack adjacent units.
  • When attacked by adjacent units they deal 1 HP damage to the attacking unit.
  • Has ZOC.
  • +25% Icon Defense.png Defense from Urban.
  • -50% Icon Attack.png Attack Across River.

Melee infantry have two upgrade paths: one that focuses on fighting other melee infantry and one that grants them a Polearm. Polearm units are immune to Rout and their ZOC cannot be ignored by mounted units.

Unit Strength Movement Vision Cost Consumes Required technology Fortify Polearm Upgrades to Notes
UNIT MILITIA.png Militia 3 2 4 YIELD GROWTH.png 60 Growth YIELD FOOD.png 1 Food None No No UNIT CONSCRIPT.png Conscript
  • Cannot be promoted or earn XP
UNIT CONSCRIPT.png Conscript 5 2 4 YIELD GROWTH.png 100 Growth YIELD FOOD.png 2 Food TECH MANOR.png Manor No Yes Final upgrade
  • Cannot be promoted or earn XP
  • Starts with Anti-Mounted I
  • Starts with Pierce I
UNIT WARRIOR.png Warrior 4 2 4 YIELD TRAINING.png 60 Training
YIELD IRON.png 50 Iron
YIELD FOOD.png 1 Food
YIELD IRON.png 1 Iron
TECH IRONWORKING.png Ironworking Yes No UNIT AXEMAN.png Axeman
UNIT SPEARMAN.png Spearman
UNIT AXEMAN.png Axeman 5 2 4 YIELD TRAINING.png 80 Training
YIELD IRON.png 100 Iron
YIELD FOOD.png 1 Food
YIELD IRON.png 2 Iron
TECH STEEL.png Steel Yes No UNIT MACEMAN.png Maceman
UNIT SWORDSMAN.png Swordsman
  • Starts with Anti-Polearm I
  • Starts with Cleave I
UNIT SPEARMAN.png Spearman 5 2 4 YIELD TRAINING.png 80 Training
YIELD IRON.png 50 Iron
YIELD WOOD.png 50 Wood
YIELD FOOD.png 1 Food
YIELD IRON.png 2 Iron
TECH PHALANX.png Phalanx Yes Yes UNIT PIKEMAN.png Pikeman
UNIT SWORDSMAN.png Swordsman
  • Starts with Anti-Mounted II
  • Starts with Pierce I
UNIT MACEMAN.png Maceman 6 2 4 YIELD TRAINING.png 100 Training
YIELD IRON.png 150 Iron
YIELD FOOD.png 1 Food
YIELD IRON.png 3 Iron
YIELD TRAINING.png 1 Training
TECH BATTLELINE.png Battle Line Yes No UNIT PIKEMAN.png Pikeman
UNIT SWORDSMAN.png Swordsman
  • Starts with Anti-Infantry I
UNIT SWORDSMAN.png Swordsman 8 2 4 YIELD TRAINING.png 120 Training
YIELD IRON.png 200 Iron
YIELD FOOD.png 1 Food
YIELD IRON.png 4 Iron
YIELD TRAINING.png 2 Training
TECH COHORTS.png Cohorts Yes No Final upgrade
  • Starts with Anti-Infantry I
  • Starts with Cleave II
UNIT PIKEMAN.png Pikeman 8 2 4 YIELD TRAINING.png 100 Training
YIELD IRON.png 100 Iron
YIELD WOOD.png 50 Wood
YIELD FOOD.png 1 Food
YIELD IRON.png 3 Iron
YIELD TRAINING.png 1 Training
TECH INFANTRY SQUARE.png Infantry Square Yes Yes Final upgrade
  • Starts with Anti-Mounted III
  • Starts with Pierce II

Ranged infantry units

Ranged infantry units focus on attacking enemy units from afar. They have the following characteristics:

  • Can attack units from distance.
  • Has ZOC.
  • +25% Icon Defense.png Defense from Urban.
  • -25% Icon Attack.png Attack Into Scrub.
  • -50% Icon Attack.png Attack Into Trees.
  • -20% Icon Attack.png Attack per tile distance to the target.
Unit Strength Movement Vision Range Cost Consumes Required technology Upgrades to Notes
UNIT SLINGER.png Slinger 4 2 4 2 YIELD TRAINING.png 60 Training
YIELD STONE.png 50 Stone
YIELD FOOD.png 1 Food
YIELD STONE.png 1 Stone
TECH TRAPPING.png Trapping UNIT ARCHER.png Archer
UNIT ARCHER.png Archer 5 2 4 3 YIELD TRAINING.png 80 Training
YIELD WOOD.png 100 Wood
YIELD FOOD.png 1 Food
YIELD WOOD.png 2 Wood
TECH COMPOSITE BOW.png Composite Bow UNIT LONGBOWMAN.png Longbowman
UNIT CROSSBOWMAN.png Crossbowman
UNIT LONGBOWMAN.png Longbowman 8 2 4 3 YIELD TRAINING.png 100 Training
YIELD WOOD.png 150 Wood
YIELD FOOD.png 1 Food
YIELD WOOD.png 3 Wood
YIELD TRAINING.png 1 Training
TECH BODKIN ARROW.png Bodkin Arrow Final upgrade
UNIT CROSSBOWMAN.png Crossbowman 8 2 4 1 YIELD TRAINING.png 100 Training
YIELD WOOD.png 100 Wood
YIELD IRON.png 50 Iron
YIELD FOOD.png 1 Food
YIELD WOOD.png 3 Wood
YIELD TRAINING.png 1 Training
TECH WINDLASS.png Windlass Final upgrade
  • Starts with Anti-Melee
  • Starts with Pierce II

Mounted units

Mounted units do not have a ZOC but instead are able to ignore the ZOC of enemies. They have the following characteristics:

  • Can only attack adjacent units.
  • When attacked by adjacent units they deal 1 HP damage to the attacking unit.
  • +25% Melee Icon Attack.png Attack into Flat and Clear.
  • +50% Icon AttackDefense.png Strength vs Siege Units.
  • -50% Icon Attack.png Attack Across River.
  • They require a certain map resource to be recruited.

Mounted units have two upgrade paths: one focused on melee and one focused on range.

Unit Type Strength Movement Vision Range Cost Consumes Required technology Upgrades to Notes
UNIT CHARIOT.png Chariot RESOURCE HORSE.png Melee Horse 5 3 5 0 YIELD TRAINING.png 80 Training
YIELD FOOD.png 50 Food
YIELD WOOD.png 50 Wood
YIELD FOOD.png 4 Food TECH SPOKED WHEEL.png Spoked Wheel UNIT HORSEMAN.png Horseman
UNIT HORSE ARCHER.png Horse Archer
  • Ignores ZOC
  • Starts with Rout
UNIT HORSEMAN.png Horseman RESOURCE HORSE.png Melee Horse 6 3 5 0 YIELD TRAINING.png 100 Training
YIELD FOOD.png 100 Food
YIELD IRON.png 50 Iron
YIELD FOOD.png 5 Food
YIELD TRAINING.png 1 Training
TECH STIRRUPS.png Stirrups UNIT CATAPHRACT.png Cataphract
  • Ignores ZOC
  • Starts with Rout
UNIT CATAPHRACT.png Cataphract RESOURCE HORSE.png Melee Horse 10 3 5 0 YIELD TRAINING.png 160 Training
YIELD FOOD.png 100 Food
YIELD IRON.png 100 Iron
YIELD FOOD.png 6 Food
YIELD TRAINING.png 2 Training
TECH BARDING.png Barding Final upgrade
  • Ignores ZOC
  • Starts with Rout
  • Starts with Circle
UNIT HORSE ARCHER.png Horse Archer RESOURCE HORSE.png Ranged Horse 6 3 5 2 YIELD TRAINING.png 100 Training
YIELD FOOD.png 100 Food
YIELD WOOD.png 50 Wood
YIELD FOOD.png 4 Food
YIELD TRAINING.png 1 Training
TECH STIRRUPS.png Stirrups Final upgrade
  • Ignores ZOC
UNIT CAMEL ARCHER.png Camel Archer RESOURCE CAMEL.png Ranged Camel 5 3 5 2 YIELD TRAINING.png 80 Training
YIELD FOOD.png 100 Food
YIELD WOOD.png 50 Wood
YIELD FOOD.png 4 Food
YIELD TRAINING.png 1 Training
TECH LAND CONSOLIDATION.png Land Consolidation Final upgrade
  • Ignores ZOC
  • +1 Fatigue Limit
  • +50% Strength vs Horse Units
  • +50% Strength from Sand
UNIT WAR ELEPHANT.png War Elephant RESOURCE ELEPHANT.png Melee Elephant 6 2 4 0 YIELD TRAINING.png 100 Training
YIELD FOOD.png 100 Food
YIELD IRON.png 50 Iron
YIELD FOOD.png 5 Food
YIELD TRAINING.png 1 Training
TECH LAND CONSOLIDATION.png Land Consolidation Final upgrade
  • Targets attempts to move on an adjacent tile, if they can't they cannot move, attack or take any action

Siege units

Siege units are high damage support units. They have the following characteristics:

  • -50% Road Movement Cost.
  • +50% Icon Attack.png Attack Into Urban.
  • -25% Icon Attack.png Attack Into Scrub.
  • -50% Icon Attack.png Attack Into Trees.

Some siege units require spending a turn on the UNLIMBER.png Unlimber action to be able to attack.

Unit Strength Movement Vision Range Cost Consumes Required technology Upgrades to Unlimbering Notes
UNIT BALLISTA.png Ballista 6 1 3 1 YIELD TRAINING.png 100 Training
YIELD WOOD.png 50 Wood
YIELD IRON.png 100 Iron
YIELD TRAINING.png 1 Training
YIELD IRON.png 3 Iron
TECH HYDRAULICS.png Windlass UNIT POLYBOLOS.png Polybolos No
  • Starts with Torsion Spring
  • Starts with Pierce III
UNIT ONAGER.png Onager 6 1 3 4 YIELD TRAINING.png 100 Training
YIELD WOOD.png 50 Wood
YIELD STONE.png 100 Stone
YIELD TRAINING.png 1 Training
YIELD STONE.png 3 Stone
TECH MACHINERY.png Machinery UNIT MANGONEL.png Mangonel Yes
  • Starts with Splash I
UNIT POLYBOLOS.png Polybolos 10 1 4 1 YIELD TRAINING.png 120 Training
YIELD WOOD.png 100 Wood
YIELD IRON.png 100 Iron
YIELD TRAINING.png 2 Training
YIELD IRON.png 4 Iron
TECH CHAIN DRIVE.png Chain Drive Final upgrade No
  • Starts with Rapid Fire
  • Starts with Cleave II
  • Starts with Pierce II
UNIT MANGONEL.png Mangonel 8 1 3 5 YIELD TRAINING.png 120 Training
YIELD WOOD.png 100 Wood
YIELD STONE.png 100 Stone
YIELD TRAINING.png 2 Training
YIELD STONE.png 4 Stone
TECH BALLISTICS.png Ballistics Final upgrade Yes
  • Starts with Splash II

Ships

A settler able to traverse water tiles thanks to an Anchored ship

Ships are units that can only be constructed in Cities adjacent to a water tile. There are three tiers of Ships and each one can be upgraded to the next tier. They have the following characteristics:

  • Can only move on water tiles.
  • Can Harvest Resources.
  • Has ZOC.
  • Can use the ANCHOR.png Anchor ability, which allows land units to traverse water tiles in the Ship's ZOC starting next turn.
Unit Strength Movement Vision Cost Consumes Required technology
UNIT BIREME.png Bireme 6 3 5 YIELD TRAINING.png 40 Training
YIELD WOOD.png 50 Wood
YIELD IRON.png 50 Iron
YIELD WOOD.png 2 Wood TECH NAVIGATION.png Navigation
UNIT TRIREME.png Trireme 8 4 6 YIELD TRAINING.png 100 Training
YIELD WOOD.png 100 Wood
YIELD IRON.png 50 Iron
YIELD WOOD.png 3 Wood
YIELD TRAINING.png 1 Training
TECH CARTOGRAPHY.png Cartography
UNIT DROMON.png Dromon 10 5 7 YIELD TRAINING.png 120 Training
YIELD WOOD.png 150 Wood
YIELD IRON.png 50 Iron
YIELD WOOD.png 4 Wood
YIELD TRAINING.png 2 Training
TECH LATEEN SAIL.png Lateen Sail

Nation units

Each Nation has access to two unique units, which do not require any technology. The first unit requires a IMPROVEMENT GARRISON 2.png Stronghold improvement in the City and the second one, which the first unit is upgradable to, requires a IMPROVEMENT GARRISON 2.png Citadel improvement in the City.

Unit Type Strength Movement Vision Range Cost Consumes Notes Nation
UNIT BATTERING RAM.png Battering Ram Melee Siege 6 1 3 0 YIELD TRAINING.png 120 Training
YIELD WOOD.png 100 Wood
YIELD IRON.png 50 Iron
YIELD TRAINING.png 1 Training
YIELD WOOD.png 2 Wood
  • Starts with Assault
Assyria
UNIT SIEGE TOWER.png Siege Tower Melee Siege 8 1 3 0 YIELD TRAINING.png 160 Training
YIELD WOOD.png 100 Wood
YIELD IRON.png 100 Iron
YIELD TRAINING.png 2 Training
YIELD WOOD.png 4 Wood
  • Starts with Assault
UNIT AKKADIAN ARCHER.png Akkadian Archer Ranged Infantry 6 2 4 3 YIELD TRAINING.png 120 Training
YIELD WOOD.png 150 Wood
YIELD TRAINING.png 1 Training
YIELD WOOD.png 2 Wood
YIELD FOOD.png 1 Food
  • Starts with Splash I
  • Has ZOC
Babylonia
UNIT CIMMERIAN ARCHER.png Cimmerian Archer Ranged Infantry 8 2 4 3 YIELD TRAINING.png 160 Training
YIELD WOOD.png 200 Wood
YIELD TRAINING.png 2 Training
YIELD WOOD.png 4 Wood
YIELD FOOD.png 1 Food
  • Starts with Splash I
  • Has ZOC
UNIT AFRICAN ELEPHANT.png African Elephant Melee Mounted Elephant 6 2 5 0 YIELD TRAINING.png 120 Training
YIELD WOOD.png 50 Wood
YIELD FOOD.png 100 Food
YIELD TRAINING.png 1 Training
YIELD FOOD.png 4 Food
  • Starts with Panic
  • Starts with Rout
Carthage
UNIT TURRETED ELEPHANT.png Turreted Elephant Melee Mounted Elephant 8 2 5 0 YIELD TRAINING.png 160 Training
YIELD WOOD.png 100 Wood
YIELD FOOD.png 100 Food
YIELD TRAINING.png 2 Training
YIELD FOOD.png 6 Food
  • Starts with Panic
  • Starts with Rout
UNIT LIGHT CHARIOT.png Light Chariot Ranged Mounted Horse 6 4 6 2 YIELD TRAINING.png 120 Training
YIELD WOOD.png 50 Wood
YIELD FOOD.png 100 Food
YIELD TRAINING.png 1 Training
YIELD FOOD.png 4 Food
  • Ignores ZOC
Carthage
UNIT KUSHITE CAVALRY.png Kushite Cavalry Ranged Mounted Horse 8 4 6 2 YIELD TRAINING.png 160 Training
YIELD WOOD.png 100 Wood
YIELD FOOD.png 100 Food
YIELD TRAINING.png 2 Training
YIELD FOOD.png 6 Food
  • Ignores ZOC
UNIT HOPLITE.png Hoplite Melee Infantry Polearm 6 2 4 0 YIELD TRAINING.png 120 Training
YIELD WOOD.png 50 Wood
YIELD IRON.png 100 Iron
YIELD TRAINING.png 1 Training
YIELD FOOD.png 1 Food
YIELD IRON.png 2 Iron
  • Starts with Formation
  • Starts with Anti-Mounted II
  • Starts with Pierce I
  • Has ZOC
Greece
UNIT PHALANGITE.png Phalangite Melee Infantry Polearm 8 2 4 0 YIELD TRAINING.png 160 Training
YIELD WOOD.png 100 Wood
YIELD IRON.png 100 Iron
YIELD TRAINING.png 2 Training
YIELD FOOD.png 1 Food
YIELD IRON.png 4 Iron
  • Starts with Formation
  • Starts with Anti-Mounted II
  • Starts with Pierce I
  • Has ZOC
UNIT PALTON CAVALRY.png Palton Cavalry Ranged Mounted Horse 6 3 4 2 YIELD TRAINING.png 120 Training
YIELD IRON.png 100 Iron
YIELD FOOD.png 50 Food
YIELD TRAINING.png 1 Training
YIELD FOOD.png 1 Food
YIELD IRON.png 2 Iron
  • Ignores ZOC
  • Starts with Rout
Persia
UNIT CATAPHRACT ARCHER.png Cataphract Archer Ranged Mounted Horse 8 3 4 2 YIELD TRAINING.png 160 Training
YIELD IRON.png 100 Iron
YIELD FOOD.png 100 Food
YIELD TRAINING.png 2 Training
YIELD FOOD.png 1 Food
YIELD IRON.png 4 Iron
  • Ignores ZOC
  • Starts with Rout
UNIT HASTATUS.png Hastatus Melee Infantry 6 2 4 0 YIELD TRAINING.png 120 Training
YIELD IRON.png 150 Iron
YIELD TRAINING.png 1 Training
YIELD FOOD.png 1 Food
YIELD IRON.png 2 Iron
  • Has ZOC
  • Can Fortify
  • Can Testudo
  • Starts with Centurion
Rome
UNIT LEGIONARY.png Legionary Melee Infantry 8 2 4 0 YIELD TRAINING.png 160 Training
YIELD IRON.png 200 Iron
YIELD TRAINING.png 2 Training
YIELD FOOD.png 1 Food
YIELD IRON.png 4 Iron
  • Has ZOC
  • Can Fortify
  • Can Testudo
  • Starts with Centurion
UNIT HEAVY CHARIOT.png Heavy Chariot Melee Mounted Horse 6 3 5 0 YIELD TRAINING.png 120 Training
YIELD WOOD.png 50 Wood
YIELD FOOD.png 100 Food
YIELD TRAINING.png 1 Training
YIELD FOOD.png 4 Food
  • Ignores ZOC
  • Starts with Circle
  • Starts with Rout
Hatti
UNIT THREE MEN CHARIOT.png Three Man Chariot Melee Mounted Horse 8 3 5 0 YIELD TRAINING.png 160 Training
YIELD WOOD.png 100 Wood
YIELD FOOD.png 100 Food
YIELD TRAINING.png 2 Training
YIELD FOOD.png 6 Food
  • Ignores ZOC
  • Starts with Circle
  • Starts with Rout

Tribal units

Tribal units can only be recruited by Tribes. Nations may also be able to recruit them as mercenaries. Tribal units have the following characteristics:

  • Cannot be promoted or earn XP.
  • -2 Fatigue Limit.
Unit Type Strength Movement Vision Range Consumes Notes Tribes
UNIT MARAUDER.png Marauder Melee Infantry 3 2 4 0 YIELD MONEY.png 1 Money
  • Has ZOC
Barbarians
Danes
Gauls
Thracians
Vandals
UNIT SKIRMISHER.png Skirmisher Ranged Infantry 3 2 4 2 YIELD MONEY.png 1 Money
  • Has ZOC
Barbarians
Danes
Gauls
Thracians
Vandals
UNIT ELITE MARAUDER.png Elite Marauder Melee Infantry 4 2 4 0 YIELD MONEY.png 2 Money
  • Has ZOC
Barbarians
Danes
Gauls
Thracians
Vandals
UNIT ELITE SKIRMISHER.png Elite Skirmisher Ranged Infantry 4 2 4 2 YIELD MONEY.png 2 Money
  • Has ZOC
Barbarians
Danes
Gauls
Thracians
Vandals
UNIT JAVELINEER.png Javelineer Ranged Infantry 5 2 4 2 YIELD MONEY.png 3 Money
  • Has ZOC
Danes
Gauls
UNIT ELITE JAVELINEER.png Elite Javelineer Ranged Infantry 6 2 4 2 YIELD MONEY.png 4 Money
  • Has ZOC
Danes
Gauls
UNIT WARLORD.png Warlord Melee Infantry 5 2 4 0 YIELD MONEY.png 3 Money
  • Has ZOC
Thracians
Vandals
UNIT ELITE WARLORD.png Elite Warlord Melee Infantry 6 2 4 0 YIELD MONEY.png 4 Money
  • Has ZOC
Thracians
Vandals
UNIT NOMAD MARAUDER.png Nomad Marauder Melee Mounted 3 3 5 0 YIELD MONEY.png 1 Money
  • Ignores ZOC
Numidians
Scythians
UNIT NOMAD SKIRMISHER.png Nomad Skirmisher Ranged Mounted 3 3 5 2 YIELD MONEY.png 1 Money
  • Ignores ZOC
Numidians
Scythians
UNIT NOMAD WARLORD.png Nomad Warlord Melee Mounted 5 3 5 0 YIELD MONEY.png 3 Money
  • Ignores ZOC
Numidians
Scythians
UNIT ELITE NOMAD MARAUDER.png Elite Nomad Marauder Melee Mounted 4 3 5 0 YIELD MONEY.png 2 Money
  • Ignores ZOC
Numidians
Scythians
UNIT ELITE NOMAD SKIRMISHER.png Elite Nomad Skirmisher Ranged Mounted 4 3 5 2 YIELD MONEY.png 2 Money
  • Ignores ZOC
Numidians
Scythians
UNIT ELITE NOMAD WARLORD.png Nomad Elite Warlord Melee Mounted 5 3 5 0 YIELD MONEY.png 4 Money
  • Ignores ZOC
Numidians
Scythians
UNIT LIBYAN CAVALRY.png Libyan Cavalry Ranged Mounted 5 3 5 2 YIELD MONEY.png 3 Money
  • Ignores ZOC
  • +25% Strength From Sand
Numidians
UNIT ELITE LIBYAN CAVALRY.png Elite Libyan Cavalry Ranged Mounted 6 3 5 2 YIELD MONEY.png 4 Money
  • Ignores ZOC
  • +25% Strength From Sand
Numidians
UNIT AMAZON CAVALRY.png Amazon Cavalry Ranged Mounted 5 3 5 2 YIELD MONEY.png 3 Money
  • Ignores ZOC
  • +10% Strength vs Ranged Units
Scythians
UNIT ELITE AMAZON CAVALRY.png Elite Amazon Cavalry Ranged Mounted 6 3 5 2 YIELD MONEY.png 4 Money
  • Ignores ZOC
  • +10% Strength vs Ranged Units
Scythians