Units: Difference between revisions
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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 | |||
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. ZOC prevent enemy units from moving. | ||
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== 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 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 [[File:YIELD ORDERS.png|25px]] 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 [[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. | |||
* '''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 [[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" | |||
! Promotion !! Tier 1 effect !! Tier 2 effect !! Tier 3 effect | |||
|- | |||
| '''Combat''' || [[File:Icon AttackDefense.png]] +5% Strength || [[File:Icon AttackDefense.png]] +10% Strength || [[File:Icon AttackDefense.png]] +15% Strength | |||
|- | |||
| '''Strike''' || [[File:Icon Attack.png]] +10% Attack Strength || [[File:Icon Attack.png]] +15% Attack Strength || [[File:Icon Attack.png]] +20% Attack Strength | |||
|- | |||
| '''Guard''' || [[File:Icon Defense.png]] +10% Defense Strength || [[File:Icon Defense.png]] +15% Defense Strength || [[File:Icon Defense.png]] +20% Defense Strength | |||
|- | |||
| '''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 | |||
|- | |||
| '''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 || | |||
|- | |||
| '''Tracker''' || +3 Vision<br>+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 == | ||
Civilian units | 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 Fatigue Limit | ||
* Can Harvest Resources | |||
* Ignores ZOC | * Ignores ZOC | ||
* | * 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 | * 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= | ! 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 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. | 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. | ||
* <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 | ||
Line 691: | Line 736: | ||
| 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 | ||
Line 741: | Line 791: | ||
| 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 | ||
Line 761: | Line 813: | ||
| 5 | | 5 | ||
| 0 | | 0 | ||
| [[File:YIELD MONEY.png|25px]] 3 Money | |||
| | | | ||
* Ignores ZOC | * Ignores ZOC | ||
Line 771: | Line 824: | ||
| 5 | | 5 | ||
| 0 | | 0 | ||
| [[File:YIELD MONEY.png|25px]] 2 Money | |||
| | | | ||
* Ignores ZOC | * Ignores ZOC | ||
Line 781: | Line 835: | ||
| 5 | | 5 | ||
| 2 | | 2 | ||
| [[File:YIELD MONEY.png|25px]] 2 Money | |||
| | | | ||
* Ignores ZOC | * Ignores ZOC | ||
Line 791: | Line 846: | ||
| 5 | | 5 | ||
| 0 | | 0 | ||
| [[File:YIELD MONEY.png|25px]] 4 Money | |||
| | | | ||
* Ignores ZOC | * Ignores ZOC | ||
Line 801: | Line 857: | ||
| 5 | | 5 | ||
| 2 | | 2 | ||
| [[File:YIELD MONEY.png|25px]] 3 Money | |||
| | | | ||
* Ignores ZOC | * Ignores ZOC | ||
Line 812: | Line 869: | ||
| 5 | | 5 | ||
| 2 | | 2 | ||
| [[File:YIELD MONEY.png|25px]] 4 Money | |||
| | | | ||
* Ignores ZOC | * Ignores ZOC | ||
Line 823: | Line 881: | ||
| 5 | | 5 | ||
| 2 | | 2 | ||
| [[File:YIELD MONEY.png|25px]] 3 Money | |||
| | | | ||
* Ignores ZOC | * Ignores ZOC | ||
Line 834: | Line 893: | ||
| 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 3 Orders moving, it will become Fatigued. A Fatigued unit can still be moved but it will cost 100 Training and each movement will require twice as many 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 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 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 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 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:
Civilian units
Civilian units have abilities that makes them the most crucial units of a Nation. Civilian units cannot attack and have a Defense of 3.
Melee infantry units
Melee infantry units are the earliest type of military units available. Most melee infantry can use the 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% Defense from Urban.
- -50% 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.
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% Defense from Urban.
- -25% Attack Into Scrub.
- -50% Attack Into Trees.
- -20% Attack per tile distance to the target.
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 Attack into Flat and Clear.
- +50% Strength vs Siege Units.
- -50% 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.
Siege units
Siege units are high damage support units. They have the following characteristics:
Some siege units require spending a turn on the Unlimber action to be able to attack.
Ships
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 ability, which allows land units to traverse water tiles in the Ship's ZOC starting next turn.
Nation units
Each Nation has access to two unique units, which do not require any technology. The first unit requires a Stronghold improvement in the City and the second one, which the first unit is upgradable to, requires a Citadel improvement in the City.
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.