Units: Difference between revisions
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Certain units produce a ZOC, or Zone-Of-Control, in an area around them. ZOCs prevent enemy units from moving. | |||
Aside from common units, each Nation has access to two unique units. One is available in Cities that have a Stronghold and the other in cities that have a Citadel. | Aside from common units, each Nation has access to two unique units. One is available in Cities that have a Stronghold and the other in cities that have a Citadel. | ||
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|- | |- | ||
| '''Siege''' || <span style="color:green;">'''-50%'''</span> Road Movement Cost<br><span style="color:green;">'''+50%'''</span> Attack Into Urban<br>Ignores Distance Modifier | | '''Siege''' || <span style="color:green;">'''-50%'''</span> Road Movement Cost<br><span style="color:green;">'''+50%'''</span> Attack Into Urban<br>Ignores Distance Modifier | ||
|- | |- | ||
| '''Tribal''' || Can only be recruited by Tribes and Barbarians<br>Cannot be promoted or earn XP | | '''Tribal''' || Can only be recruited by Tribes and Barbarians<br>Cannot be promoted or earn XP | ||
|} | |} | ||
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Civilian units are available from the start. They cannot attack but can harvest resources and have abilities that makes them the most crucial units of a Nation. | Civilian units are available from the start. They cannot attack but can harvest resources and have abilities that makes them the most crucial units of a Nation. | ||
{| class="wikitable" | {| class="wikitable" | ||
! Unit | ! Unit !! HP !! Defense !! Movement !! Vision !! Cost !! Upkeep !! Notes | ||
|- | |- | ||
| [[File:UNIT SCOUT.png|50px]] Scout | | [[File:UNIT SCOUT.png|50px]] Scout | ||
| 20 | | 20 | ||
| 3 | | 3 | ||
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|- | |- | ||
| [[File:UNIT SETTLER.png|50px]] Settler | | [[File:UNIT SETTLER.png|50px]] Settler | ||
| 20 | | 20 | ||
| 3 | | 3 | ||
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|- | |- | ||
| [[File:UNIT WORKER.png|50px]] Worker | | [[File:UNIT WORKER.png|50px]] Worker | ||
| 20 | | 20 | ||
| 3 | | 3 | ||
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| [[File:YIELD FOOD.png|25px]] 2 Food | | [[File:YIELD FOOD.png|25px]] 2 Food | ||
| | | | ||
* 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 | ||
|} | |} | ||
== Ships == | == Ships == | ||
Ships are Units that can only be constructed in Cities adjacent to a water tile and can only move on water tiles. They have the Anchor ability, which | Ships are Units that can only be constructed in Cities adjacent to a water tile and can only move on water tiles. They can harvest resources and project a ZOC around them. They have the Anchor ability, which allows land units to traverse water tiles in the Ship's ZOC. | ||
{| class="wikitable" | {| class="wikitable" | ||
! Unit !! HP !! Strength !! Movement !! Vision | ! Unit !! HP !! Strength !! Movement !! Vision !! Cost !! Upkeep !! Required technology | ||
|- | |||
| [[File:UNIT BIREME.png|50px]] Bireme | |||
| 20 | |||
| 6 | |||
| 3 | |||
| 5 | |||
| [[File:YIELD IRON.png|25px]] 50 Iron<br>[[File:YIELD WOOD.png|25px]] 50 Wood | |||
| [[File:YIELD FOOD.png|25px]] 2 Food | |||
| [[File:TECH NAVIGATION.png|25px]] Navigation | |||
|} | |} | ||
Revision as of 20:26, 11 March 2023
Certain units produce a ZOC, or Zone-Of-Control, in an area around them. ZOCs prevent enemy units from moving.
Aside from common units, each Nation has access to two unique units. One is available in Cities that have a Stronghold and the other in cities that have a Citadel.
Health
If a unit runs out of Health, 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 Orders and the unit's remaining Movement points.
Movement
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 Training and twice as many Orders.
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 types
Attribute | Effect |
---|---|
Camel | +50% Strength vs Horse Units |
Disciple | Can Establish Theology Can Spread Religion |
Elephant | Targets attempt to Retreat, if it can't becomes Stunned |
Horse | Ignores ZOC |
Infantry | +25% Defense from Urban |
Melee | Melee Counterattack: -1 HP -50% Attack Across River |
Mounted | +25% Melee Attack into Flat and Clear +50% Strength vs Siege Units |
Polearm | Cannot be Routed ZOC blocks Mounted |
Ranged | -25% Attack Into Scrub -50% Attack Into Trees |
Siege | -50% Road Movement Cost +50% Attack Into Urban Ignores Distance Modifier |
Tribal | Can only be recruited by Tribes and Barbarians Cannot be promoted or earn XP |
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 are available from the start. They cannot attack but can harvest resources and have abilities that makes them the most crucial units of a Nation.
Unit | HP | Defense | Movement | Vision | Cost | Upkeep | Notes |
---|---|---|---|---|---|---|---|
Scout | 20 | 3 | 3 | 5 | 60 Growth |
| |
Settler | 20 | 3 | 2 | 4 | 80 Growth 75 Food |
2 Food | |
Worker | 20 | 3 | 2 | 4 | 60 Growth | 2 Food |
Ships
Ships are Units that can only be constructed in Cities adjacent to a water tile and can only move on water tiles. They can harvest resources and project a ZOC around them. They have the Anchor ability, which allows land units to traverse water tiles in the Ship's ZOC.
Unit | HP | Strength | Movement | Vision | Cost | Upkeep | Required technology |
---|---|---|---|---|---|---|---|
Bireme | 20 | 6 | 3 | 5 | 50 Iron 50 Wood |
2 Food | Navigation |