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. | |||
Certain units produce a ZOC, or Zone-Of-Control, in an area around them. ZOC 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 stats == | ||
A unit | 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" | {| class="wikitable" | ||
! | ! Promotion !! Tier 1 effect !! Tier 2 effect !! Tier 3 effect | ||
|- | |- | ||
| [[File:UNIT SCOUT.png|25px]] | | '''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 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" | |||
! Unit !! Movement !! Vision !! Cost !! Consumes !! Upgrades to !! Notes | |||
|- | |||
| [[File:UNIT SCOUT.png|70px]] Scout | |||
| 3 | |||
| 5 | |||
| [[File:YIELD GROWTH.png|25px]] 60 Growth | |||
| | |||
| | |||
| | |||
* +1 Fatigue Limit | |||
* Can Harvest Resources | |||
* Ignores ZOC | |||
* Hidden if placed on a tile with Trees in friendly or neutral territory | |||
|- | |||
| [[File:UNIT SETTLER.png|70px]] Settler | |||
| 2 | |||
| 4 | |||
| [[File:YIELD GROWTH.png|25px]] 80 Growth<br>[[File:YIELD FOOD.png|25px]] 75 Food | |||
| [[File:YIELD FOOD.png|25px]] 2 Food | |||
| [[File:UNIT WORKER.png|25px]] Worker | |||
| | |||
* Can Harvest Resources | |||
* Can Found Cities | |||
* [[File:YIELD GROWTH.png|25px]] Growth cost increases by 10 each time it is built in the same city | |||
|- | |||
| [[File:UNIT WORKER.png|70px]] Worker | |||
| 2 | |||
| 4 | |||
| [[File:YIELD GROWTH.png|25px]] 60 Growth | |||
| [[File:YIELD FOOD.png|25px]] 2 Food | |||
| [[File:UNIT MILITIA.png|25px]] Militia | |||
| | |||
* Can Harvest Resources | |||
* Can Build Improvements | |||
* [[File:YIELD GROWTH.png|25px]] Growth cost increases by 10 each time it is built in the same city | |||
|- | |||
| [[File:UNIT CARAVAN.png|70px]] Caravan | |||
| 2 | |||
| 3 | |||
| [[File:YIELD GROWTH.png|25px]] 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 | |||
|- | |||
| [[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 | ||
| 3 | | 3 | ||
| [[File:YIELD GROWTH.png|25px]] 60 Growth | | [[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 | |||
|} | |||
== Melee infantry units == | |||
Melee infantry units are the earliest type of military units available. Most melee infantry can use the [[File:UNIT ACTION FORTIFY.png|25px]] 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. | |||
* <span style="color:green;">'''+25%'''</span> [[File:Icon Defense.png]] Defense from Urban. | |||
* <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. | |||
{| class="wikitable" | |||
! Unit !! Strength !! Movement !! Vision !! Cost !! Consumes !! Required technology !! Fortify !! Polearm !! Upgrades to !! Notes | |||
|- | |||
| [[File:UNIT MILITIA.png|70px]] Militia | |||
| 3 | |||
| 2 | |||
| 4 | |||
| [[File:YIELD GROWTH.png|25px]] 60 Growth | |||
| [[File:YIELD FOOD.png|25px]] 1 Food | |||
| None | | None | ||
| <span style="color:red;">'''No'''</span> | |||
| <span style="color:red;">'''No'''</span> | |||
| [[File:UNIT CONSCRIPT.png|25px]] Conscript | |||
| | |||
* Cannot be promoted or earn XP | |||
|- | |||
| [[File:UNIT CONSCRIPT.png|70px]] Conscript | |||
| 5 | |||
| 2 | |||
| 4 | |||
| [[File:YIELD GROWTH.png|25px]] 100 Growth | |||
| [[File:YIELD FOOD.png|25px]] 2 Food | |||
| [[File:TECH MANOR.png|25px]] Manor | |||
| <span style="color:red;">'''No'''</span> | |||
| <span style="color:green;">'''Yes'''</span> | |||
| Final upgrade | |||
| | |||
* Cannot be promoted or earn XP | |||
* Starts with Anti-Mounted I | |||
* Starts with Pierce I | |||
|- | |||
| [[File:UNIT WARRIOR.png|70px]] Warrior | |||
| 4 | |||
| 2 | |||
| 4 | |||
| [[File:YIELD TRAINING.png|25px]] 60 Training<br>[[File:YIELD IRON.png|25px]] 50 Iron | |||
| [[File:YIELD FOOD.png|25px]] 1 Food<br>[[File:YIELD IRON.png|25px]] 1 Iron | |||
| [[File:TECH IRONWORKING.png|25px]] Ironworking | |||
| <span style="color:green;">'''Yes'''</span> | |||
| <span style="color:red;">'''No'''</span> | |||
| [[File:UNIT AXEMAN.png|25px]] Axeman<br>[[File:UNIT SPEARMAN.png|25px]] Spearman | |||
| | |||
|- | |||
| [[File:UNIT AXEMAN.png|70px]] Axeman | |||
| 5 | |||
| 2 | |||
| 4 | |||
| [[File:YIELD TRAINING.png|25px]] 80 Training<br>[[File:YIELD IRON.png|25px]] 100 Iron | |||
| [[File:YIELD FOOD.png|25px]] 1 Food<br>[[File:YIELD IRON.png|25px]] 2 Iron | |||
| [[File:TECH STEEL.png|25px]] Steel | |||
| <span style="color:green;">'''Yes'''</span> | |||
| <span style="color:red;">'''No'''</span> | |||
| [[File:UNIT MACEMAN.png|25px]] Maceman<br>[[File:UNIT SWORDSMAN.png|25px]] Swordsman | |||
| | |||
* Starts with Anti-Polearm I | |||
* Starts with Cleave I | |||
|- | |||
| [[File:UNIT SPEARMAN.png|70px]] Spearman | |||
| 5 | |||
| 2 | |||
| 4 | |||
| [[File:YIELD TRAINING.png|25px]] 80 Training<br>[[File:YIELD IRON.png|25px]] 50 Iron<br>[[File:YIELD WOOD.png|25px]] 50 Wood | |||
| [[File:YIELD FOOD.png|25px]] 1 Food<br>[[File:YIELD IRON.png|25px]] 2 Iron | |||
| [[File:TECH PHALANX.png|25px]] Phalanx | |||
| <span style="color:green;">'''Yes'''</span> | |||
| <span style="color:green;">'''Yes'''</span> | |||
| [[File:UNIT PIKEMAN.png|25px]] Pikeman<br>[[File:UNIT SWORDSMAN.png|25px]] Swordsman | |||
| | |||
* Starts with Anti-Mounted II | |||
* Starts with Pierce I | |||
|- | |||
| [[File:UNIT MACEMAN.png|70px]] Maceman | |||
| 6 | |||
| 2 | |||
| 4 | |||
| [[File:YIELD TRAINING.png|25px]] 100 Training<br>[[File:YIELD IRON.png|25px]] 150 Iron | |||
| [[File:YIELD FOOD.png|25px]] 1 Food<br>[[File:YIELD IRON.png|25px]] 3 Iron<br>[[File:YIELD TRAINING.png|25px]] 1 Training | |||
| [[File:TECH BATTLELINE.png|25px]] Battle Line | |||
| <span style="color:green;">'''Yes'''</span> | |||
| <span style="color:red;">'''No'''</span> | |||
| [[File:UNIT PIKEMAN.png|25px]] Pikeman<br>[[File:UNIT SWORDSMAN.png|25px]] Swordsman | |||
| | |||
* Starts with Anti-Infantry I | |||
|- | |||
| [[File:UNIT SWORDSMAN.png|70px]] Swordsman | |||
| 8 | |||
| 2 | |||
| 4 | |||
| [[File:YIELD TRAINING.png|25px]] 120 Training<br>[[File:YIELD IRON.png|25px]] 200 Iron | |||
| [[File:YIELD FOOD.png|25px]] 1 Food<br>[[File:YIELD IRON.png|25px]] 4 Iron<br>[[File:YIELD TRAINING.png|25px]] 2 Training | |||
| [[File:TECH COHORTS.png|25px]] Cohorts | |||
| <span style="color:green;">'''Yes'''</span> | |||
| <span style="color:red;">'''No'''</span> | |||
| Final upgrade | |||
| | |||
* Starts with Anti-Infantry I | |||
* Starts with Cleave II | |||
|- | |||
| [[File:UNIT PIKEMAN.png|70px]] Pikeman | |||
| 8 | |||
| 2 | |||
| 4 | |||
| [[File:YIELD TRAINING.png|25px]] 100 Training<br>[[File:YIELD IRON.png|25px]] 100 Iron<br>[[File:YIELD WOOD.png|25px]] 50 Wood | |||
| [[File:YIELD FOOD.png|25px]] 1 Food<br>[[File:YIELD IRON.png|25px]] 3 Iron<br>[[File:YIELD TRAINING.png|25px]] 1 Training | |||
| [[File:TECH INFANTRY SQUARE.png|25px]] Infantry Square | |||
| <span style="color:green;">'''Yes'''</span> | |||
| <span style="color:green;">'''Yes'''</span> | |||
| 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. | |||
* <span style="color:green;">'''+25%'''</span> [[File:Icon Defense.png]] Defense from Urban. | |||
* <span style="color:red;">'''-25%'''</span> [[File:Icon Attack.png]] Attack Into Scrub. | |||
* <span style="color:red;">'''-50%'''</span> [[File:Icon Attack.png]] Attack Into Trees. | |||
* <span style="color:red;">'''-20%'''</span> [[File:Icon Attack.png]] Attack per tile distance to the target. | |||
{| class="wikitable" | |||
! Unit !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Required technology !! Upgrades to !! Notes | |||
|- | |||
| [[File:UNIT SLINGER.png|70px]] Slinger | |||
| 4 | |||
| 2 | |||
| 4 | |||
| 2 | |||
| [[File:YIELD TRAINING.png|25px]] 60 Training<br>[[File:YIELD STONE.png|25px]] 50 Stone | |||
| [[File:YIELD FOOD.png|25px]] 1 Food<br>[[File:YIELD STONE.png|25px]] 1 Stone | |||
| [[File:TECH TRAPPING.png|25px]] Trapping | |||
| [[File:UNIT ARCHER.png|25px]] Archer | |||
| | |||
|- | |||
| [[File:UNIT ARCHER.png|70px]] Archer | |||
| 5 | |||
| 2 | |||
| 4 | |||
| 3 | |||
| [[File:YIELD TRAINING.png|25px]] 80 Training<br>[[File:YIELD WOOD.png|25px]] 100 Wood | |||
| [[File:YIELD FOOD.png|25px]] 1 Food<br>[[File:YIELD WOOD.png|25px]] 2 Wood | |||
| [[File:TECH COMPOSITE BOW.png|25px]] Composite Bow | |||
| [[File:UNIT LONGBOWMAN.png|25px]] Longbowman<br>[[File:UNIT CROSSBOWMAN.png|25px]] Crossbowman | |||
| | |||
|- | |||
| [[File:UNIT LONGBOWMAN.png|70px]] Longbowman | |||
| 8 | |||
| 2 | |||
| 4 | |||
| 3 | |||
| [[File:YIELD TRAINING.png|25px]] 100 Training<br>[[File:YIELD WOOD.png|25px]] 150 Wood | |||
| [[File:YIELD FOOD.png|25px]] 1 Food<br>[[File:YIELD WOOD.png|25px]] 3 Wood<br>[[File:YIELD TRAINING.png|25px]] 1 Training | |||
| [[File:TECH BODKIN ARROW.png|25px]] Bodkin Arrow | |||
| Final upgrade | |||
| | |||
|- | |||
| [[File:UNIT CROSSBOWMAN.png|70px]] Crossbowman | |||
| 8 | |||
| 2 | |||
| 4 | |||
| 1 | |||
| [[File:YIELD TRAINING.png|25px]] 100 Training<br>[[File:YIELD WOOD.png|25px]] 100 Wood<br>[[File:YIELD IRON.png|25px]] 50 Iron | |||
| [[File:YIELD FOOD.png|25px]] 1 Food<br>[[File:YIELD WOOD.png|25px]] 3 Wood<br>[[File:YIELD TRAINING.png|25px]] 1 Training | |||
| [[File:TECH WINDLASS.png|25px]] 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. | |||
* <span style="color:green;">'''+25%'''</span> Melee [[File:Icon Attack.png]] Attack into Flat and Clear. | |||
* <span style="color:green;">'''+50%'''</span> [[File:Icon AttackDefense.png]] Strength vs Siege Units. | |||
* <span style="color:red;">'''-50%'''</span> [[File: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. | |||
{| class="wikitable" | |||
! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Required technology !! Upgrades to !! width=20% | Notes | |||
|- | |||
| [[File:UNIT CHARIOT.png|70px]] Chariot | |||
| [[File:RESOURCE HORSE.png|25px]] Melee Horse | |||
| 5 | |||
| 3 | |||
| 5 | |||
| 0 | |||
| [[File:YIELD TRAINING.png|25px]] 80 Training<br>[[File:YIELD FOOD.png|25px]] 50 Food<br>[[File:YIELD WOOD.png|25px]] 50 Wood | |||
| [[File:YIELD FOOD.png|25px]] 4 Food | |||
| [[File:TECH SPOKED WHEEL.png|25px]] Spoked Wheel | |||
| [[File:UNIT HORSEMAN.png|25px]] Horseman<br>[[File:UNIT HORSE ARCHER.png|25px]] Horse Archer | |||
| | |||
* Ignores ZOC | |||
* Starts with Rout | |||
|- | |||
| [[File:UNIT HORSEMAN.png|70px]] Horseman | |||
| [[File:RESOURCE HORSE.png|25px]] Melee Horse | |||
| 6 | |||
| 3 | |||
| 5 | |||
| 0 | |||
| [[File:YIELD TRAINING.png|25px]] 100 Training<br>[[File:YIELD FOOD.png|25px]] 100 Food<br>[[File:YIELD IRON.png|25px]] 50 Iron | |||
| [[File:YIELD FOOD.png|25px]] 5 Food<br>[[File:YIELD TRAINING.png|25px]] 1 Training | |||
| [[File:TECH STIRRUPS.png|25px]] Stirrups | |||
| [[File:UNIT CATAPHRACT.png|25px]] Cataphract | |||
| | |||
* Ignores ZOC | |||
* Starts with Rout | |||
|- | |||
| [[File:UNIT CATAPHRACT.png|70px]] Cataphract | |||
| [[File:RESOURCE HORSE.png|25px]] Melee Horse | |||
| 10 | |||
| 3 | |||
| 5 | |||
| 0 | |||
| [[File:YIELD TRAINING.png|25px]] 160 Training<br>[[File:YIELD FOOD.png|25px]] 100 Food<br>[[File:YIELD IRON.png|25px]] 100 Iron | |||
| [[File:YIELD FOOD.png|25px]] 6 Food<br>[[File:YIELD TRAINING.png|25px]] 2 Training | |||
| [[File:TECH BARDING.png|25px]] Barding | |||
| Final upgrade | |||
| | |||
* Ignores ZOC | |||
* Starts with Rout | |||
* Starts with Circle | |||
|- | |||
| [[File:UNIT HORSE ARCHER.png|70px]] Horse Archer | |||
| [[File:RESOURCE HORSE.png|25px]] Ranged Horse | |||
| 6 | |||
| 3 | |||
| 5 | |||
| 2 | |||
| [[File:YIELD TRAINING.png|25px]] 100 Training<br>[[File:YIELD FOOD.png|25px]] 100 Food<br>[[File:YIELD WOOD.png|25px]] 50 Wood | |||
| [[File:YIELD FOOD.png|25px]] 4 Food<br>[[File:YIELD TRAINING.png|25px]] 1 Training | |||
| [[File:TECH STIRRUPS.png|25px]] Stirrups | |||
| Final upgrade | |||
| | |||
* Ignores ZOC | |||
|- | |||
| [[File:UNIT CAMEL ARCHER.png|70px]] Camel Archer | |||
| [[File:RESOURCE CAMEL.png|25px]] Ranged Camel | |||
| 5 | |||
| 3 | |||
| 5 | |||
| 2 | |||
| [[File:YIELD TRAINING.png|25px]] 80 Training<br>[[File:YIELD FOOD.png|25px]] 100 Food<br>[[File:YIELD WOOD.png|25px]] 50 Wood | |||
| [[File:YIELD FOOD.png|25px]] 4 Food<br>[[File:YIELD TRAINING.png|25px]] 1 Training | |||
| [[File:TECH LAND CONSOLIDATION.png|25px]] Land Consolidation | |||
| Final upgrade | |||
| | |||
* Ignores ZOC | |||
* +1 Fatigue Limit | |||
* +50% Strength vs Horse Units | |||
* +50% Strength from Sand | |||
|- | |||
| [[File:UNIT WAR ELEPHANT.png|70px]] War Elephant | |||
| [[File:RESOURCE ELEPHANT.png|25px]] Melee Elephant | |||
| 6 | |||
| 2 | |||
| 4 | |||
| 0 | |||
| [[File:YIELD TRAINING.png|25px]] 100 Training<br>[[File:YIELD FOOD.png|25px]] 100 Food<br>[[File:YIELD IRON.png|25px]] 50 Iron | |||
| [[File:YIELD FOOD.png|25px]] 5 Food<br>[[File:YIELD TRAINING.png|25px]] 1 Training | |||
| [[File:TECH LAND CONSOLIDATION.png|25px]] 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: | |||
* <span style="color:green;">'''-50%'''</span> Road Movement Cost. | |||
* <span style="color:green;">'''+50%'''</span> [[File:Icon Attack.png]] Attack Into Urban. | |||
* <span style="color:red;">'''-25%'''</span> [[File:Icon Attack.png]] Attack Into Scrub. | |||
* <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. | |||
{| class="wikitable" | |||
! Unit !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Required technology !! Upgrades to !! Unlimbering !! Notes | |||
|- | |||
| [[File:UNIT BALLISTA.png|70px]] Ballista | |||
| 6 | |||
| 1 | |||
| 3 | |||
| 1 | |||
| [[File:YIELD TRAINING.png|25px]] 100 Training<br>[[File:YIELD WOOD.png|25px]] 50 Wood<br>[[File:YIELD IRON.png|25px]] 100 Iron | |||
| [[File:YIELD TRAINING.png|25px]] 1 Training<br>[[File:YIELD IRON.png|25px]] 3 Iron | |||
| [[File:TECH HYDRAULICS.png|25px]] Windlass | |||
| [[File:UNIT POLYBOLOS.png|25px]] Polybolos | |||
| <span style="color:green;">'''No'''</span> | |||
| | |||
* Starts with Torsion Spring | |||
* Starts with Pierce III | |||
|- | |||
| [[File:UNIT ONAGER.png|70px]] Onager | |||
| 6 | |||
| 1 | |||
| 3 | |||
| 4 | |||
| [[File:YIELD TRAINING.png|25px]] 100 Training<br>[[File:YIELD WOOD.png|25px]] 50 Wood<br>[[File:YIELD STONE.png|25px]] 100 Stone | |||
| [[File:YIELD TRAINING.png|25px]] 1 Training<br>[[File:YIELD STONE.png|25px]] 3 Stone | |||
| [[File:TECH MACHINERY.png|25px]] Machinery | |||
| [[File:UNIT MANGONEL.png|25px]] Mangonel | |||
| <span style="color:red;">'''Yes'''</span> | |||
| | |||
* Starts with Splash I | |||
|- | |||
| [[File:UNIT POLYBOLOS.png|70px]] Polybolos | |||
| 10 | |||
| 1 | |||
| 4 | |||
| 1 | |||
| [[File:YIELD TRAINING.png|25px]] 120 Training<br>[[File:YIELD WOOD.png|25px]] 100 Wood<br>[[File:YIELD IRON.png|25px]] 100 Iron | |||
| [[File:YIELD TRAINING.png|25px]] 2 Training<br>[[File:YIELD IRON.png|25px]] 4 Iron | |||
| [[File:TECH CHAIN DRIVE.png|25px]] Chain Drive | |||
| Final upgrade | |||
| <span style="color:green;">'''No'''</span> | |||
| | |||
* Starts with Rapid Fire | |||
* Starts with Cleave II | |||
* Starts with Pierce II | |||
|- | |||
| [[File:UNIT MANGONEL.png|70px]] Mangonel | |||
| 8 | |||
| 1 | |||
| 3 | |||
| 5 | |||
| [[File:YIELD TRAINING.png|25px]] 120 Training<br>[[File:YIELD WOOD.png|25px]] 100 Wood<br>[[File:YIELD STONE.png|25px]] 100 Stone | |||
| [[File:YIELD TRAINING.png|25px]] 2 Training<br>[[File:YIELD STONE.png|25px]] 4 Stone | |||
| [[File:TECH BALLISTICS.png|25px]] Ballistics | |||
| Final upgrade | |||
| <span style="color:red;">'''Yes'''</span> | |||
| | |||
* Starts with Splash II | |||
|} | |||
== Ships == | |||
[[File:Anchoring.png|thumb|300px|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 [[File:ANCHOR.png|25px]] Anchor ability, which allows land units to traverse water tiles in the Ship's ZOC starting next turn. | |||
{| class="wikitable" | |||
! Unit !! Strength !! Movement !! Vision !! Cost !! Consumes !! Required technology | |||
|- | |||
| [[File:UNIT BIREME.png|70px]] Bireme | |||
| 6 | |||
| 3 | |||
| 5 | |||
| [[File:YIELD TRAINING.png|25px]] 40 Training<br>[[File:YIELD WOOD.png|25px]] 50 Wood<br>[[File:YIELD IRON.png|25px]] 50 Iron | |||
| [[File:YIELD WOOD.png|25px]] 2 Wood | |||
| [[File:TECH NAVIGATION.png|25px]] Navigation | |||
|- | |||
| [[File:UNIT TRIREME.png|70px]] Trireme | |||
| 8 | |||
| 4 | |||
| 6 | |||
| [[File:YIELD TRAINING.png|25px]] 100 Training<br>[[File:YIELD WOOD.png|25px]] 100 Wood<br>[[File:YIELD IRON.png|25px]] 50 Iron | |||
| [[File:YIELD WOOD.png|25px]] 3 Wood<br>[[File:YIELD TRAINING.png|25px]] 1 Training | |||
| [[File:TECH CARTOGRAPHY.png|25px]] Cartography | |||
|- | |||
| [[File:UNIT DROMON.png|70px]] Dromon | |||
| 10 | |||
| 5 | |||
| 7 | |||
| [[File:YIELD TRAINING.png|25px]] 120 Training<br>[[File:YIELD WOOD.png|25px]] 150 Wood<br>[[File:YIELD IRON.png|25px]] 50 Iron | |||
| [[File:YIELD WOOD.png|25px]] 4 Wood<br>[[File:YIELD TRAINING.png|25px]] 2 Training | |||
| [[File:TECH LATEEN SAIL.png|25px]] Lateen Sail | |||
|} | |||
== Nation units == | |||
Each Nation has access to two unique units, which do not require any technology. The first unit requires a [[File:IMPROVEMENT GARRISON 2.png|25px]] Stronghold improvement in the City and the second one, which the first unit is upgradable to, requires a [[File:IMPROVEMENT GARRISON 2.png|25px]] Citadel improvement in the City. | |||
{| class="wikitable" | |||
! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Notes !! Nation | |||
|- | |||
| [[File:UNIT BATTERING RAM.png|70px]] Battering Ram | |||
| Melee Siege | |||
| 6 | |||
| 1 | |||
| 3 | |||
| 0 | |||
| [[File:YIELD TRAINING.png|25px]] 120 Training<br>[[File:YIELD WOOD.png|25px]] 100 Wood<br>[[File:YIELD IRON.png|25px]] 50 Iron | |||
| [[File:YIELD TRAINING.png|25px]] 1 Training<br>[[File:YIELD WOOD.png|25px]] 2 Wood | |||
| | |||
* Starts with Assault | |||
| rowspan=2 | Assyria | |||
|- | |||
| [[File:UNIT SIEGE TOWER.png|70px]] Siege Tower | |||
| Melee Siege | |||
| 8 | |||
| 1 | |||
| 3 | |||
| 0 | |||
| [[File:YIELD TRAINING.png|25px]] 160 Training<br>[[File:YIELD WOOD.png|25px]] 100 Wood<br>[[File:YIELD IRON.png|25px]] 100 Iron | |||
| [[File:YIELD TRAINING.png|25px]] 2 Training<br>[[File:YIELD WOOD.png|25px]] 4 Wood | |||
| | |||
* Starts with Assault | |||
|- | |||
| [[File:UNIT AKKADIAN ARCHER.png|70px]] Akkadian Archer | |||
| Ranged Infantry | |||
| 6 | |||
| 2 | |||
| 4 | |||
| 3 | |||
| [[File:YIELD TRAINING.png|25px]] 120 Training<br>[[File:YIELD WOOD.png|25px]] 150 Wood | |||
| [[File:YIELD TRAINING.png|25px]] 1 Training<br>[[File:YIELD WOOD.png|25px]] 2 Wood<br>[[File:YIELD FOOD.png|25px]] 1 Food | |||
| | |||
* Starts with Splash I | |||
* Has ZOC | |||
| rowspan=2 | Babylonia | |||
|- | |||
| [[File:UNIT CIMMERIAN ARCHER.png|70px]] Cimmerian Archer | |||
| Ranged Infantry | |||
| 8 | |||
| 2 | |||
| 4 | |||
| 3 | |||
| [[File:YIELD TRAINING.png|25px]] 160 Training<br>[[File:YIELD WOOD.png|25px]] 200 Wood | |||
| [[File:YIELD TRAINING.png|25px]] 2 Training<br>[[File:YIELD WOOD.png|25px]] 4 Wood<br>[[File:YIELD FOOD.png|25px]] 1 Food | |||
| | |||
* Starts with Splash I | |||
* Has ZOC | |||
|- | |||
| [[File:UNIT AFRICAN ELEPHANT.png|70px]] African Elephant | |||
| Melee Mounted Elephant | |||
| 6 | |||
| 2 | |||
| 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 | |||
| | |||
* Starts with Panic | |||
* Starts with Rout | |||
| rowspan=2 | Carthage | |||
|- | |||
| [[File:UNIT TURRETED ELEPHANT.png|70px]] Turreted Elephant | |||
| Melee Mounted Elephant | |||
| 8 | |||
| 2 | |||
| 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 | |||
| | |||
* Starts with Panic | |||
* Starts with Rout | |||
|- | |||
| [[File:UNIT LIGHT CHARIOT.png|70px]] Light Chariot | |||
| Ranged Mounted Horse | |||
| 6 | |||
| 4 | |||
| 6 | |||
| 2 | |||
| [[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 | |||
| rowspan=2 | Carthage | |||
|- | |||
| [[File:UNIT KUSHITE CAVALRY.png|70px]] Kushite Cavalry | |||
| Ranged Mounted Horse | |||
| 8 | |||
| 4 | |||
| 6 | |||
| 2 | |||
| [[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 | |||
|- | |||
| [[File:UNIT HOPLITE.png|70px]] Hoplite | |||
| Melee Infantry Polearm | |||
| 6 | |||
| 2 | |||
| 4 | |||
| 0 | |||
| [[File:YIELD TRAINING.png|25px]] 120 Training<br>[[File:YIELD WOOD.png|25px]] 50 Wood<br>[[File:YIELD IRON.png|25px]] 100 Iron | |||
| [[File:YIELD TRAINING.png|25px]] 1 Training<br>[[File:YIELD FOOD.png|25px]] 1 Food<br>[[File:YIELD IRON.png|25px]] 2 Iron | |||
| | |||
* Starts with Formation | |||
* Starts with Anti-Mounted II | |||
* Starts with Pierce I | |||
* Has ZOC | |||
| rowspan=2 | Greece | |||
|- | |||
| [[File:UNIT PHALANGITE.png|70px]] Phalangite | |||
| Melee Infantry Polearm | |||
| 8 | |||
| 2 | |||
| 4 | |||
| 0 | |||
| [[File:YIELD TRAINING.png|25px]] 160 Training<br>[[File:YIELD WOOD.png|25px]] 100 Wood<br>[[File:YIELD IRON.png|25px]] 100 Iron | |||
| [[File:YIELD TRAINING.png|25px]] 2 Training<br>[[File:YIELD FOOD.png|25px]] 1 Food<br>[[File:YIELD IRON.png|25px]] 4 Iron | |||
| | |||
* Starts with Formation | |||
* Starts with Anti-Mounted II | |||
* Starts with Pierce I | |||
* Has ZOC | |||
|- | |||
| [[File:UNIT PALTON CAVALRY.png|70px]] Palton Cavalry | |||
| Ranged Mounted Horse | |||
| 6 | |||
| 3 | |||
| 4 | |||
| 2 | |||
| [[File:YIELD TRAINING.png|25px]] 120 Training<br>[[File:YIELD IRON.png|25px]] 100 Iron<br>[[File:YIELD FOOD.png|25px]] 50 Food | |||
| [[File:YIELD TRAINING.png|25px]] 1 Training<br>[[File:YIELD FOOD.png|25px]] 1 Food<br>[[File:YIELD IRON.png|25px]] 2 Iron | |||
| | |||
* Ignores ZOC | |||
* Starts with Rout | |||
| rowspan=2 | Persia | |||
|- | |||
| [[File:UNIT CATAPHRACT ARCHER.png|70px]] Cataphract Archer | |||
| Ranged Mounted Horse | |||
| 8 | |||
| 3 | |||
| 4 | |||
| 2 | |||
| [[File:YIELD TRAINING.png|25px]] 160 Training<br>[[File:YIELD IRON.png|25px]] 100 Iron<br>[[File:YIELD FOOD.png|25px]] 100 Food | |||
| [[File:YIELD TRAINING.png|25px]] 2 Training<br>[[File:YIELD FOOD.png|25px]] 1 Food<br>[[File:YIELD IRON.png|25px]] 4 Iron | |||
| | |||
* Ignores ZOC | |||
* Starts with Rout | |||
|- | |||
| [[File:UNIT HASTATUS.png|70px]] Hastatus | |||
| Melee Infantry | |||
| 6 | |||
| 2 | |||
| 4 | |||
| 0 | |||
| [[File:YIELD TRAINING.png|25px]] 120 Training<br>[[File:YIELD IRON.png|25px]] 150 Iron | |||
| [[File:YIELD TRAINING.png|25px]] 1 Training<br>[[File:YIELD FOOD.png|25px]] 1 Food<br>[[File:YIELD IRON.png|25px]] 2 Iron | |||
| | |||
* Has ZOC | |||
* Can Fortify | |||
* Can Testudo | |||
* Starts with Centurion | |||
| rowspan=2 | Rome | |||
|- | |||
| [[File:UNIT LEGIONARY.png|70px]] Legionary | |||
| Melee Infantry | |||
| 8 | |||
| 2 | |||
| 4 | |||
| 0 | |||
| [[File:YIELD TRAINING.png|25px]] 160 Training<br>[[File:YIELD IRON.png|25px]] 200 Iron | |||
| [[File:YIELD TRAINING.png|25px]] 2 Training<br>[[File:YIELD FOOD.png|25px]] 1 Food<br>[[File:YIELD IRON.png|25px]] 4 Iron | |||
| | |||
* Has ZOC | |||
* Can Fortify | |||
* Can Testudo | |||
* 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 | * Ignores ZOC | ||
* Starts with | * Starts with Circle | ||
* Starts with Rout | |||
| rowspan=2 | Hatti | |||
|- | |- | ||
| [[File:UNIT | | [[File:UNIT THREE MEN CHARIOT.png|70px]] Three Man Chariot | ||
| | | Melee Mounted Horse | ||
| 8 | | 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 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. | |||
* <span style="color:red;">'''-2'''</span> Fatigue Limit. | |||
{| class="wikitable" | |||
! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Consumes !! Notes !! Tribes | |||
|- | |||
| [[File:UNIT MARAUDER.png|70px]] Marauder | |||
| Melee Infantry | |||
| 3 | |||
| 2 | |||
| 4 | |||
| 0 | |||
| [[File:YIELD MONEY.png|25px]] 1 Money | |||
| | |||
* Has ZOC | |||
| Barbarians<br>Danes<br>Gauls<br>Thracians<br>Vandals | |||
|- | |||
| [[File:UNIT SKIRMISHER.png|70px]] Skirmisher | |||
| Ranged Infantry | |||
| 3 | |||
| 2 | |||
| 4 | |||
| 2 | |||
| [[File:YIELD MONEY.png|25px]] 1 Money | |||
| | |||
* Has ZOC | |||
| Barbarians<br>Danes<br>Gauls<br>Thracians<br>Vandals | |||
|- | |||
| [[File:UNIT ELITE MARAUDER.png|70px]] Elite Marauder | |||
| Melee Infantry | |||
| 4 | |||
| 2 | |||
| 4 | |||
| 0 | |||
| [[File:YIELD MONEY.png|25px]] 2 Money | |||
| | |||
* Has ZOC | |||
| Barbarians<br>Danes<br>Gauls<br>Thracians<br>Vandals | |||
|- | |||
| [[File:UNIT ELITE SKIRMISHER.png|70px]] Elite Skirmisher | |||
| Ranged Infantry | |||
| 4 | |||
| 2 | |||
| 4 | |||
| 2 | |||
| [[File:YIELD MONEY.png|25px]] 2 Money | |||
| | |||
* Has ZOC | |||
| Barbarians<br>Danes<br>Gauls<br>Thracians<br>Vandals | |||
|- | |||
| [[File:UNIT JAVELINEER.png|70px]] Javelineer | |||
| Ranged Infantry | |||
| 5 | |||
| 2 | |||
| 4 | |||
| 2 | |||
| [[File:YIELD MONEY.png|25px]] 3 Money | |||
| | |||
* Has ZOC | |||
| Danes<br>Gauls | |||
|- | |||
| [[File:UNIT ELITE JAVELINEER.png|70px]] Elite Javelineer | |||
| Ranged Infantry | |||
| 6 | |||
| 2 | |||
| 4 | |||
| 2 | |||
| [[File:YIELD MONEY.png|25px]] 4 Money | |||
| | |||
* Has ZOC | |||
| Danes<br>Gauls | |||
|- | |||
| [[File:UNIT WARLORD.png|70px]] Warlord | |||
| Melee Infantry | |||
| 5 | |||
| 2 | |||
| 4 | |||
| 0 | |||
| [[File:YIELD MONEY.png|25px]] 3 Money | |||
| | |||
* Has ZOC | |||
| Thracians<br>Vandals | |||
|- | |||
| [[File:UNIT ELITE WARLORD.png|70px]] Elite Warlord | |||
| Melee Infantry | |||
| 6 | |||
| 2 | |||
| 4 | |||
| 0 | |||
| [[File:YIELD MONEY.png|25px]] 4 Money | |||
| | |||
* Has ZOC | |||
| Thracians<br>Vandals | |||
|- | |||
| [[File:UNIT NOMAD MARAUDER.png|70px]] Nomad Marauder | |||
| Melee Mounted | |||
| 3 | |||
| 3 | |||
| 5 | |||
| 0 | |||
| [[File:YIELD MONEY.png|25px]] 1 Money | |||
| | |||
* Ignores ZOC | |||
| Numidians<br>Scythians | |||
|- | |||
| [[File:UNIT NOMAD SKIRMISHER.png|70px]] Nomad Skirmisher | |||
| Ranged Mounted | |||
| 3 | |||
| 3 | |||
| 5 | |||
| 2 | | 2 | ||
| [[File:YIELD MONEY.png|25px]] 1 Money | |||
| | |||
* Ignores ZOC | |||
| Numidians<br>Scythians | |||
|- | |||
| [[File:UNIT NOMAD WARLORD.png|70px]] Nomad Warlord | |||
| Melee Mounted | |||
| 5 | |||
| 3 | |||
| 5 | |||
| 0 | |||
| [[File:YIELD MONEY.png|25px]] 3 Money | |||
| | |||
* Ignores ZOC | |||
| Numidians<br>Scythians | |||
|- | |||
| [[File:UNIT ELITE NOMAD MARAUDER.png|70px]] Elite Nomad Marauder | |||
| Melee Mounted | |||
| 4 | | 4 | ||
| [[File:YIELD | | 3 | ||
| [[File:YIELD | | 5 | ||
| [[File: | | 0 | ||
| [[File:YIELD MONEY.png|25px]] 2 Money | |||
| | |||
* Ignores ZOC | |||
| Numidians<br>Scythians | |||
|- | |||
| [[File:UNIT ELITE NOMAD SKIRMISHER.png|70px]] Elite Nomad Skirmisher | |||
| Ranged Mounted | |||
| 4 | |||
| 3 | |||
| 5 | |||
| 2 | |||
| [[File:YIELD MONEY.png|25px]] 2 Money | |||
| | |||
* Ignores ZOC | |||
| Numidians<br>Scythians | |||
|- | |||
| [[File:UNIT ELITE NOMAD WARLORD.png|70px]] Nomad Elite Warlord | |||
| Melee Mounted | |||
| 5 | |||
| 3 | |||
| 5 | |||
| 0 | |||
| [[File:YIELD MONEY.png|25px]] 4 Money | |||
| | |||
* Ignores ZOC | |||
| Numidians<br>Scythians | |||
|- | |||
| [[File:UNIT LIBYAN CAVALRY.png|70px]] Libyan Cavalry | |||
| Ranged Mounted | |||
| 5 | |||
| 3 | |||
| 5 | |||
| 2 | |||
| [[File:YIELD MONEY.png|25px]] 3 Money | |||
| | |||
* Ignores ZOC | |||
* +25% Strength From Sand | |||
| Numidians | |||
|- | |||
| [[File:UNIT ELITE LIBYAN CAVALRY.png|70px]] Elite Libyan Cavalry | |||
| Ranged Mounted | |||
| 6 | |||
| 3 | |||
| 5 | |||
| 2 | |||
| [[File:YIELD MONEY.png|25px]] 4 Money | |||
| | |||
* Ignores ZOC | |||
* +25% Strength From Sand | |||
| Numidians | |||
|- | |||
| [[File:UNIT AMAZON CAVALRY.png|70px]] Amazon Cavalry | |||
| Ranged Mounted | |||
| 5 | |||
| 3 | |||
| 5 | |||
| 2 | |||
| [[File:YIELD MONEY.png|25px]] 3 Money | |||
| | |||
* Ignores ZOC | |||
* +10% Strength vs Ranged Units | |||
| Scythians | |||
|- | |||
| [[File:UNIT ELITE AMAZON CAVALRY.png|70px]] Elite Amazon Cavalry | |||
| Ranged Mounted | |||
| 6 | |||
| 3 | |||
| 5 | |||
| 2 | |||
| [[File:YIELD MONEY.png|25px]] 4 Money | |||
| | | | ||
* Ignores ZOC | |||
* +10% Strength vs Ranged Units | |||
| Scythians | |||
|} | |} |
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.