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| == Nation units == | | == Nation units == |
| Each Nation has access to two unique units. 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. | | 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" | | {| class="wikitable" |
| ! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Required technology !! Upgrades to !! Unlimbering !! Notes | | ! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Notes !! Nation |
| |- | | |- |
| | [[File:UNIT BALLISTA.png|60px]] Ballista | | | [[File:UNIT BATTERING RAM.png|60px]] Battering Ram |
| | Ranged<br>Siege | | | Melee<br>Siege |
| | 6 | | | 6 |
| | 1 | | | 1 |
| | 3 | | | 3 |
| | 1 | | | 0 |
| | [[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]] 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 IRON.png|25px]] 3 Iron | | | [[File:YIELD TRAINING.png|25px]] 1 Training<br>[[File:YIELD WOOD.png|25px]] 2 Wood |
| | [[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|60px]] Onager
| |
| | Ranged<br>Siege
| |
| | 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|60px]] Polybolos
| |
| | Ranged<br>Siege
| |
| | 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 Assault |
| * Starts with Cleave II
| | | rowspan=2 | Assyria |
| * Starts with Pierce II
| |
| |- | | |- |
| | [[File:UNIT MANGONEL.png|60px]] Mangonel | | | [[File:UNIT SIEGE TOWER.png|60px]] Siege Tower |
| | Ranged<br>Siege | | | Melee<br>Siege |
| | 8 | | | 8 |
| | 1 | | | 1 |
| | 3 | | | 3 |
| | 5 | | | 0 |
| | [[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]] 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 STONE.png|25px]] 4 Stone | | | [[File:YIELD TRAINING.png|25px]] 2 Training<br>[[File:YIELD WOOD.png|25px]] 4 Wood |
| | [[File:TECH BALLISTICS.png|25px]] Ballistics
| |
| | Final upgrade
| |
| | <span style="color:red;">'''Yes'''</span>
| |
| | | | | |
| * Starts with Splash II | | * Starts with Assault |
| |} | | |} |
Revision as of 14:12, 12 March 2023
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 Orders and the unit's remaining Movement points.
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.
Certain units produce a ZOC, or Zone-Of-Control, in an area around them. ZOCs 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 types
Attribute |
Effect
|
Camel |
+25% Strength from Sand +50% Strength vs Horse Units +1 Fatigue Limit Requires Camels resource to be recruited
|
Disciple |
Can Establish Theology Can Spread Religion
|
Elephant |
Targets attempt to Retreat, if they can't the become Stunned Requires Elephants resource to be recruited
|
Horse |
Ignores ZOC Requires Horses resource to be recruited
|
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:
Promotion |
Effect
|
Combat |
+5% Strength
|
Strike |
+10% Attack
|
Guard |
+10% Defense
|
Tough |
+10% Strength if Damaged
|
Highlander |
+25% Strength from Hill
|
Ranger |
+25% Strength from Forest
|
Warden |
+25% Strength from Urban
|
Bloodthirsty |
+10% Strength vs Damaged
|
Brave |
+10% Strength vs Melee Units
|
Fierce |
+10% Strength vs Infantry Units
|
Shieldbearer |
+10% Strength vs Ranged Units
|
Engineer |
+25% Strength vs Siege and Ship Units
|
Horsebane |
+25% Strength vs Mounted Units
|
Tracker |
+3 Vision and +1 Reveal
|
Herbalist |
+4HP from Heal Action
|
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 Defense of 3.
Unit |
Movement |
Vision |
Cost |
Consumes |
Upgrades to |
Notes
|
Scout
|
3
|
5
|
60 Growth
|
|
|
- Fatigue Limit: +1
- Ignores ZOC
- Starts with Stealth
|
Settler
|
2
|
4
|
80 Growth 75 Food
|
2 Food
|
Worker
|
- 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 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
- Can move on water tiles
- Can conduct a Caravan Mission
|
Melee infantry units
Melee infantry units are the earliest type of military units available. All of them have a ZOC and most of them have the Fortify ability. Melee infantry have two upgrade paths: one that focuses on fighting other melee infantry and one that focuses of fighting mounted units.
Unit |
Type |
Strength |
Movement |
Vision |
Cost |
Consumes |
Required technology |
Fortify |
Upgrades to |
Notes
|
Militia
|
Infantry Melee
|
3
|
2
|
4
|
60 Growth
|
1 Food
|
Final upgrade
|
No
|
Conscript
|
- Cannot be promoted or earn XP
|
Conscript
|
Infantry Melee Polearm
|
5
|
2
|
4
|
100 Growth
|
2 Food
|
Manor
|
No
|
Final upgrade
|
- Cannot be promoted or earn XP
- Starts with Anti-Mounted I
- Starts with Pierce I
|
Warrior
|
Infantry Melee
|
4
|
2
|
4
|
60 Training 50 Iron
|
1 Food 1 Iron
|
Ironworking
|
Yes
|
Axeman Spearman
|
|
Axeman
|
Infantry Melee
|
5
|
2
|
4
|
80 Training 100 Iron
|
1 Food 2 Iron
|
Steel
|
Yes
|
Maceman Swordsman
|
- Starts with Anti-Polearm I
- Starts with Cleave I
|
Spearman
|
Infantry Melee Polearm
|
5
|
2
|
4
|
80 Training 50 Iron 50 Wood
|
1 Food 2 Iron
|
Phalanx
|
Yes
|
Pikeman Swordsman
|
- Starts with Anti-Mounted II
- Starts with Pierce I
|
Maceman
|
Infantry Melee
|
6
|
2
|
4
|
100 Training 150 Iron
|
1 Food 3 Iron 1 Training
|
Battle Line
|
Yes
|
Pikeman Swordsman
|
- Starts with Anti-Infantry I
|
Swordsman
|
Infantry Melee
|
8
|
2
|
4
|
120 Training 200 Iron
|
1 Food 4 Iron 2 Training
|
Cohorts
|
Yes
|
Final upgrade
|
- Starts with Anti-Infantry I
- Starts with Cleave II
|
Pikeman
|
Infantry Melee Polearm
|
8
|
2
|
4
|
100 Training 100 Iron 50 Wood
|
1 Food 3 Iron 1 Training
|
Infantry Square
|
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. All of them have a ZOC.
Unit |
Type |
Strength |
Movement |
Vision |
Range |
Cost |
Consumes |
Required technology |
Upgrades to |
Notes
|
Slinger
|
Infantry Ranged
|
4
|
2
|
4
|
2
|
60 Training 50 Stone
|
1 Food 1 Stone
|
Trapping
|
Archer
|
|
Archer
|
Infantry Ranged
|
5
|
2
|
4
|
3
|
80 Training 100 Wood
|
1 Food 2 Wood
|
Composite Bow
|
Longbowman Crossbowman
|
|
Longbowman
|
Infantry Ranged
|
8
|
2
|
4
|
3
|
100 Training 150 Wood
|
1 Food 3 Wood 1 Training
|
Bodkin Arrow
|
Final upgrade
|
|
Crossbowman
|
Infantry Ranged
|
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 also require certain resources 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 |
Required resource |
Upgrades to |
Notes
|
Chariot
|
Mounted Horse Melee
|
5
|
3
|
5
|
0
|
80 Training 50 Food 50 Wood
|
4 Food
|
Spoked Wheel
|
Horses
|
Horseman Horse Archer
|
|
Horseman
|
Mounted Horse Melee
|
6
|
3
|
5
|
0
|
100 Training 100 Food 50 Iron
|
5 Food 1 Training
|
Stirrups
|
Horses
|
Cataphract
|
|
Cataphract
|
Mounted Horse Melee
|
10
|
3
|
5
|
0
|
160 Training 100 Food 100 Iron
|
6 Food 2 Training
|
Barding
|
Horses
|
Final upgrade
|
- Starts with Rout
- Starts with Circle
|
Horse Archer
|
Mounted Horse Ranged
|
6
|
3
|
5
|
2
|
100 Training 100 Food 50 Wood
|
4 Food 1 Training
|
Stirrups
|
Horses
|
Final upgrade
|
|
Camel Archer
|
Mounted Camel Ranged
|
5
|
3
|
5
|
2
|
80 Training 100 Food 50 Wood
|
4 Food 1 Training
|
Land Consolidation
|
Camels
|
Final upgrade
|
|
War Elephant
|
Mounted Elephant Melee
|
6
|
2
|
4
|
0
|
100 Training 100 Food 50 Iron
|
5 Food 1 Training
|
Land Consolidation
|
Elephants
|
Final upgrade
|
|
Siege units
Siege units are high damage support units. They are very slow but very effective at attacking Cities and units protecting their tiles and unlike other ranged units do not suffer Attack penalties with increasing distance. Some siege units require spending a turn on the Unlimber action to be able to attack.
Unit |
Type |
Strength |
Movement |
Vision |
Range |
Cost |
Consumes |
Required technology |
Upgrades to |
Unlimbering |
Notes
|
Ballista
|
Ranged Siege
|
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
|
Ranged Siege
|
6
|
1
|
3
|
4
|
100 Training 50 Wood 100 Stone
|
1 Training 3 Stone
|
Machinery
|
Mangonel
|
Yes
|
|
Polybolos
|
Ranged Siege
|
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
|
Ranged Siege
|
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 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. There are three tiers of Ships and each one can be upgraded to the next tier.
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
|
|