Units: Difference between revisions
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| [[File:UNIT BATTERING RAM.png|70px]] Battering Ram | | [[File:UNIT BATTERING RAM.png|70px]] Battering Ram | ||
| Melee | | Melee Siege | ||
| 6 | | 6 | ||
| 1 | | 1 | ||
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| [[File:UNIT SIEGE TOWER.png|70px]] Siege Tower | | [[File:UNIT SIEGE TOWER.png|70px]] Siege Tower | ||
| Melee | | Melee Siege | ||
| 8 | | 8 | ||
| 1 | | 1 | ||
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| [[File:UNIT AKKADIAN ARCHER.png|70px]] Akkadian Archer | | [[File:UNIT AKKADIAN ARCHER.png|70px]] Akkadian Archer | ||
| Ranged | | Ranged Infantry | ||
| 6 | | 6 | ||
| 2 | | 2 | ||
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| [[File:UNIT CIMMERIAN ARCHER.png|70px]] Cimmerian Archer | | [[File:UNIT CIMMERIAN ARCHER.png|70px]] Cimmerian Archer | ||
| Ranged | | Ranged Infantry | ||
| 8 | | 8 | ||
| 2 | | 2 | ||
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| [[File:UNIT AFRICAN ELEPHANT.png|70px]] African Elephant | | [[File:UNIT AFRICAN ELEPHANT.png|70px]] African Elephant | ||
| Melee | | Melee Mounted Elephant | ||
| 6 | | 6 | ||
| 2 | | 2 | ||
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| [[File:UNIT TURRETED ELEPHANT.png|70px]] Turreted Elephant | | [[File:UNIT TURRETED ELEPHANT.png|70px]] Turreted Elephant | ||
| Melee | | Melee Mounted Elephant | ||
| 8 | | 8 | ||
| 2 | | 2 | ||
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| [[File:UNIT LIGHT CHARIOT.png|70px]] Light Chariot | | [[File:UNIT LIGHT CHARIOT.png|70px]] Light Chariot | ||
| Ranged | | Ranged Mounted Horse | ||
| 6 | | 6 | ||
| 4 | | 4 | ||
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| [[File:UNIT KUSHITE CAVALRY.png|70px]] Kushite Cavalry | | [[File:UNIT KUSHITE CAVALRY.png|70px]] Kushite Cavalry | ||
| Ranged | | Ranged Mounted Horse | ||
| 8 | | 8 | ||
| 4 | | 4 | ||
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| [[File:UNIT HOPLITE.png|70px]] Hoplite | | [[File:UNIT HOPLITE.png|70px]] Hoplite | ||
| Melee | | Melee Infantry Polearm | ||
| 6 | | 6 | ||
| 2 | | 2 | ||
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| [[File:UNIT PHALANGITE.png|70px]] Phalangite | | [[File:UNIT PHALANGITE.png|70px]] Phalangite | ||
| Melee | | Melee Infantry Polearm | ||
| 8 | | 8 | ||
| 2 | | 2 | ||
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| [[File:UNIT HEAVY CHARIOT.png|70px]] Heavy Chariot | | [[File:UNIT HEAVY CHARIOT.png|70px]] Heavy Chariot | ||
| Melee | | Melee Mounted Horse | ||
| 6 | | 6 | ||
| 3 | | 3 | ||
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| [[File:UNIT THREE MEN CHARIOT.png|70px]] Three Man Chariot | | [[File:UNIT THREE MEN CHARIOT.png|70px]] Three Man Chariot | ||
| Melee | | Melee Mounted Horse | ||
| 8 | | 8 | ||
| 3 | | 3 | ||
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| [[File:UNIT PALTON CAVALRY.png|70px]] Palton Cavalry | | [[File:UNIT PALTON CAVALRY.png|70px]] Palton Cavalry | ||
| Ranged | | Ranged Mounted Horse | ||
| 6 | | 6 | ||
| 3 | | 3 | ||
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| [[File:UNIT CATAPHRACT ARCHER.png|70px]] Cataphract Archer | | [[File:UNIT CATAPHRACT ARCHER.png|70px]] Cataphract Archer | ||
| Ranged | | Ranged Mounted Horse | ||
| 8 | | 8 | ||
| 3 | | 3 | ||
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| [[File:UNIT HASTATUS.png|70px]] Hastatus | | [[File:UNIT HASTATUS.png|70px]] Hastatus | ||
| Melee | | Melee Infantry | ||
| 6 | | 6 | ||
| 2 | | 2 | ||
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| [[File:UNIT LEGIONARY.png|70px]] Legionary | | [[File:UNIT LEGIONARY.png|70px]] Legionary | ||
| Melee | | Melee Infantry | ||
| 8 | | 8 | ||
| 2 | | 2 |
Revision as of 15:19, 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 |
---|---|
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 |
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 |
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 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.
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% 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 natural resource to be rescruited.
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:
- -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.
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.
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.