|
|
Line 449: |
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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 |
Revision as of 15:37, 13 March 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:
Promotion |
Tier 1 effect |
Tier 2 effect |
Tier 3 effect
|
Combat |
+5% Strength |
+10% Strength |
+15% Strength
|
Strike |
+10% Attack Strength |
+15% Attack Strength |
+20% Attack Strength
|
Guard |
+10% Defense Strength |
+15% Defense Strength |
+20% Defense Strength
|
Focus |
+10% Critical Hit Chance |
+15% Critical Hit Chance |
+20% Critical Hit Chance
|
Amphibious |
+50% Attack Strength in Land/Water Combat +50% Attack Strength Across River |
+25% Attack Strength in Land/Water Combat +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 Defense of 3.
Unit |
Movement |
Vision |
Cost |
Consumes |
Upgrades to |
Notes
|
Scout
|
3
|
5
|
60 Growth
|
|
|
- +1 Fatigue Limit
- Can Harvest Resources
- Ignores ZOC
- Starts with Stealth
|
Settler
|
2
|
4
|
80 Growth 75 Food
|
2 Food
|
Worker
|
- Can Harvest Resources
- Can Found Cities
- Growth cost increases by 10 each time it is built in the same city
|
Worker
|
2
|
4
|
60 Growth
|
2 Food
|
Militia
|
- Can Harvest Resources
- Can Build Improvements
- Growth cost increases by 10 each time it is built in the same city
|
Caravan
|
2
|
3
|
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
|
Christian Disciple Jewish Disciple Manichaean Disciple Zoroastrian Disciple
|
3
|
3
|
60 Growth
|
2 Food
|
|
- Can only be constructed in cities that have the same Religion
- Can Spread Religion
- Can Establish Theology
- Can Build World Religion Improvements
- 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 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.
Unit |
Strength |
Movement |
Vision |
Cost |
Consumes |
Required technology |
Fortify |
Polearm |
Upgrades to |
Notes
|
Militia
|
3
|
2
|
4
|
60 Growth
|
1 Food
|
None
|
No
|
No
|
Conscript
|
- Cannot be promoted or earn XP
|
Conscript
|
5
|
2
|
4
|
100 Growth
|
2 Food
|
Manor
|
No
|
Yes
|
Final upgrade
|
- Cannot be promoted or earn XP
- Starts with Anti-Mounted I
- Starts with Pierce I
|
Warrior
|
4
|
2
|
4
|
60 Training 50 Iron
|
1 Food 1 Iron
|
Ironworking
|
Yes
|
No
|
Axeman Spearman
|
|
Axeman
|
5
|
2
|
4
|
80 Training 100 Iron
|
1 Food 2 Iron
|
Steel
|
Yes
|
No
|
Maceman Swordsman
|
- Starts with Anti-Polearm I
- Starts with Cleave I
|
Spearman
|
5
|
2
|
4
|
80 Training 50 Iron 50 Wood
|
1 Food 2 Iron
|
Phalanx
|
Yes
|
Yes
|
Pikeman Swordsman
|
- Starts with Anti-Mounted II
- Starts with Pierce I
|
Maceman
|
6
|
2
|
4
|
100 Training 150 Iron
|
1 Food 3 Iron 1 Training
|
Battle Line
|
Yes
|
No
|
Pikeman Swordsman
|
- Starts with Anti-Infantry I
|
Swordsman
|
8
|
2
|
4
|
120 Training 200 Iron
|
1 Food 4 Iron 2 Training
|
Cohorts
|
Yes
|
No
|
Final upgrade
|
- Starts with Anti-Infantry I
- Starts with Cleave II
|
Pikeman
|
8
|
2
|
4
|
100 Training 100 Iron 50 Wood
|
1 Food 3 Iron 1 Training
|
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% Defense from Urban.
- -25% Attack Into Scrub.
- -50% Attack Into Trees.
- -20% Attack per tile distance to the target.
Unit |
Strength |
Movement |
Vision |
Range |
Cost |
Consumes |
Required technology |
Upgrades to |
Notes
|
Slinger
|
4
|
2
|
4
|
2
|
60 Training 50 Stone
|
1 Food 1 Stone
|
Trapping
|
Archer
|
|
Archer
|
5
|
2
|
4
|
3
|
80 Training 100 Wood
|
1 Food 2 Wood
|
Composite Bow
|
Longbowman Crossbowman
|
|
Longbowman
|
8
|
2
|
4
|
3
|
100 Training 150 Wood
|
1 Food 3 Wood 1 Training
|
Bodkin Arrow
|
Final upgrade
|
|
Crossbowman
|
8
|
2
|
4
|
1
|
100 Training 100 Wood 50 Iron
|
1 Food 3 Wood 1 Training
|
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 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.
Unit |
Type |
Strength |
Movement |
Vision |
Range |
Cost |
Consumes |
Required technology |
Upgrades to |
Notes
|
Chariot
|
Melee Horse
|
5
|
3
|
5
|
0
|
80 Training 50 Food 50 Wood
|
4 Food
|
Spoked Wheel
|
Horseman Horse Archer
|
- Ignores ZOC
- Starts with Rout
|
Horseman
|
Melee Horse
|
6
|
3
|
5
|
0
|
100 Training 100 Food 50 Iron
|
5 Food 1 Training
|
Stirrups
|
Cataphract
|
- Ignores ZOC
- Starts with Rout
|
Cataphract
|
Melee Horse
|
10
|
3
|
5
|
0
|
160 Training 100 Food 100 Iron
|
6 Food 2 Training
|
Barding
|
Final upgrade
|
- Ignores ZOC
- Starts with Rout
- Starts with Circle
|
Horse Archer
|
Ranged Horse
|
6
|
3
|
5
|
2
|
100 Training 100 Food 50 Wood
|
4 Food 1 Training
|
Stirrups
|
Final upgrade
|
|
Camel Archer
|
Ranged Camel
|
5
|
3
|
5
|
2
|
80 Training 100 Food 50 Wood
|
4 Food 1 Training
|
Land Consolidation
|
Final upgrade
|
- Ignores ZOC
- +1 Fatigue Limit
- +50% Strength vs Horse Units
- +50% Strength from Sand
|
War Elephant
|
Melee Elephant
|
6
|
2
|
4
|
0
|
100 Training 100 Food 50 Iron
|
5 Food 1 Training
|
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% Attack Into Urban.
- -25% Attack Into Scrub.
- -50% Attack Into Trees.
Some siege units require spending a turn on the Unlimber action to be able to attack.
Unit |
Strength |
Movement |
Vision |
Range |
Cost |
Consumes |
Required technology |
Upgrades to |
Unlimbering |
Notes
|
Ballista
|
6
|
1
|
3
|
1
|
100 Training 50 Wood 100 Iron
|
1 Training 3 Iron
|
Windlass
|
Polybolos
|
No
|
- Starts with Torsion Spring
- Starts with Pierce III
|
Onager
|
6
|
1
|
3
|
4
|
100 Training 50 Wood 100 Stone
|
1 Training 3 Stone
|
Machinery
|
Mangonel
|
Yes
|
|
Polybolos
|
10
|
1
|
4
|
1
|
120 Training 100 Wood 100 Iron
|
2 Training 4 Iron
|
Chain Drive
|
Final upgrade
|
No
|
- Starts with Rapid Fire
- Starts with Cleave II
- Starts with Pierce II
|
Mangonel
|
8
|
1
|
3
|
5
|
120 Training 100 Wood 100 Stone
|
2 Training 4 Stone
|
Ballistics
|
Final upgrade
|
Yes
|
|
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 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
|
Bireme
|
6
|
3
|
5
|
40 Training 50 Wood 50 Iron
|
2 Wood
|
Navigation
|
Trireme
|
8
|
4
|
6
|
100 Training 100 Wood 50 Iron
|
3 Wood 1 Training
|
Cartography
|
Dromon
|
10
|
5
|
7
|
120 Training 150 Wood 50 Iron
|
4 Wood 2 Training
|
Lateen Sail
|
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.
Unit |
Type |
Strength |
Movement |
Vision |
Range |
Cost |
Consumes |
Notes |
Nation
|
Battering Ram
|
Melee Siege
|
6
|
1
|
3
|
0
|
120 Training 100 Wood 50 Iron
|
1 Training 2 Wood
|
|
Assyria
|
Siege Tower
|
Melee Siege
|
8
|
1
|
3
|
0
|
160 Training 100 Wood 100 Iron
|
2 Training 4 Wood
|
|
Akkadian Archer
|
Ranged Infantry
|
6
|
2
|
4
|
3
|
120 Training 150 Wood
|
1 Training 2 Wood 1 Food
|
- Starts with Splash I
- Has ZOC
|
Babylonia
|
Cimmerian Archer
|
Ranged Infantry
|
8
|
2
|
4
|
3
|
160 Training 200 Wood
|
2 Training 4 Wood 1 Food
|
- Starts with Splash I
- Has ZOC
|
African Elephant
|
Melee Mounted Elephant
|
6
|
2
|
5
|
0
|
120 Training 50 Wood 100 Food
|
1 Training 4 Food
|
- Starts with Panic
- Starts with Rout
|
Carthage
|
Turreted Elephant
|
Melee Mounted Elephant
|
8
|
2
|
5
|
0
|
160 Training 100 Wood 100 Food
|
2 Training 6 Food
|
- Starts with Panic
- Starts with Rout
|
Light Chariot
|
Ranged Mounted Horse
|
6
|
4
|
6
|
2
|
120 Training 50 Wood 100 Food
|
1 Training 4 Food
|
|
Carthage
|
Kushite Cavalry
|
Ranged Mounted Horse
|
8
|
4
|
6
|
2
|
160 Training 100 Wood 100 Food
|
2 Training 6 Food
|
|
Hoplite
|
Melee Infantry Polearm
|
6
|
2
|
4
|
0
|
120 Training 50 Wood 100 Iron
|
1 Training 1 Food 2 Iron
|
- Starts with Formation
- Starts with Anti-Mounted II
- Starts with Pierce I
- Has ZOC
|
Greece
|
Phalangite
|
Melee Infantry Polearm
|
8
|
2
|
4
|
0
|
160 Training 100 Wood 100 Iron
|
2 Training 1 Food 4 Iron
|
- Starts with Formation
- Starts with Anti-Mounted II
- Starts with Pierce I
- Has ZOC
|
Heavy Chariot
|
Melee Mounted Horse
|
6
|
3
|
5
|
0
|
120 Training 50 Wood 100 Food
|
1 Training 4 Food
|
- Ignores ZOC
- Starts with Circle
- Starts with Rout
|
Hatti
|
Three Man Chariot
|
Melee Mounted Horse
|
8
|
3
|
5
|
0
|
160 Training 100 Wood 100 Food
|
2 Training 6 Food
|
- Ignores ZOC
- Starts with Circle
- Starts with Rout
|
Palton Cavalry
|
Ranged Mounted Horse
|
6
|
3
|
4
|
2
|
120 Training 100 Iron 50 Food
|
1 Training 1 Food 2 Iron
|
- Ignores ZOC
- Starts with Rout
|
Persia
|
Cataphract Archer
|
Ranged Mounted Horse
|
8
|
3
|
4
|
2
|
160 Training 100 Iron 100 Food
|
2 Training 1 Food 4 Iron
|
- Ignores ZOC
- Starts with Rout
|
Hastatus
|
Melee Infantry
|
6
|
2
|
4
|
0
|
120 Training 150 Iron
|
1 Training 1 Food 2 Iron
|
- Has ZOC
- Can Fortify
- Can Testudo
- Starts with Centurion
|
Rome
|
Legionary
|
Melee Infantry
|
8
|
2
|
4
|
0
|
160 Training 200 Iron
|
2 Training 1 Food 4 Iron
|
- Has ZOC
- Can Fortify
- Can Testudo
- Starts with Centurion
|
Tribal units
Tribal units can only be recruited by Tribes. They have the following characteristics:
- Cannot be promoted or earn XP.
- -2 Fatigue Limit.
Unit |
Type |
Strength |
Movement |
Vision |
Range |
Notes |
Tribes
|
Marauder
|
Melee Infantry
|
3
|
2
|
4
|
0
|
|
Barbarians Danes Gauls Thracians Vandals
|
Skirmisher
|
Ranged Infantry
|
3
|
2
|
4
|
2
|
|
Barbarians Danes Gauls Thracians Vandals
|
Elite Marauder
|
Melee Infantry
|
4
|
2
|
4
|
0
|
|
Barbarians Danes Gauls Thracians Vandals
|
Elite Skirmisher
|
Ranged Infantry
|
4
|
2
|
4
|
2
|
|
Barbarians Danes Gauls Thracians Vandals
|
Javelineer
|
Ranged Infantry
|
5
|
2
|
4
|
2
|
|
Danes Gauls
|
Elite Javelineer
|
Ranged Infantry
|
6
|
2
|
4
|
2
|
|
Danes Gauls
|
Warlord
|
Melee Infantry
|
5
|
2
|
4
|
0
|
|
Thracians Vandals
|
Elite Warlord
|
Melee Infantry
|
6
|
2
|
4
|
0
|
|
Thracians Vandals
|
Nomad Marauder
|
Melee Mounted
|
3
|
3
|
5
|
0
|
|
Numidians Scythians
|
Nomad Skirmisher
|
Ranged Mounted
|
3
|
3
|
5
|
2
|
|
Numidians Scythians
|
Nomad Warlord
|
Melee Mounted
|
5
|
3
|
5
|
0
|
|
Numidians Scythians
|
Elite Nomad Marauder
|
Melee Mounted
|
4
|
3
|
5
|
0
|
|
Numidians Scythians
|
Elite Nomad Skirmisher
|
Ranged Mounted
|
4
|
3
|
5
|
2
|
|
Numidians Scythians
|
Nomad Elite Warlord
|
Melee Mounted
|
5
|
3
|
5
|
0
|
|
Numidians Scythians
|
Libyan Cavalry
|
Ranged Mounted
|
5
|
3
|
5
|
2
|
- Ignores ZOC
- +25% Strength From Sand
|
Numidians
|
Elite Libyan Cavalry
|
Ranged Mounted
|
6
|
3
|
5
|
2
|
- Ignores ZOC
- +25% Strength From Sand
|
Numidians
|
Amazon Cavalry
|
Ranged Mounted
|
5
|
3
|
5
|
2
|
- Ignores ZOC
- +10% Strength vs Ranged Units
|
Scythians
|
Elite Amazon Cavalry
|
Ranged Mounted
|
6
|
3
|
5
|
2
|
- Ignores ZOC
- +10% Strength vs Ranged Units
|
Scythians
|