Units: Difference between revisions

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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 [[File:YIELD ORDERS.png|25px]] 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 [[File:YIELD TRAINING.png|25px]] Training and twice as many [[File:YIELD ORDERS.png|25px]] Orders.
Certain units produce a ZOC, or Zone-Of-Control, in an area around them. ZOCs prevent enemy units from moving.
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.
== Hit points ==
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 [[File:YIELD ORDERS.png|25px]] 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 [[File:YIELD TRAINING.png|25px]] Training and twice as many [[File:YIELD ORDERS.png|25px]] Orders.


== Generals ==
== Generals ==

Revision as of 21:39, 11 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 YIELD ORDERS.png 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 YIELD TRAINING.png Training and twice as many YIELD ORDERS.png Orders.

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.

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 YIELD TRAINING.png 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 YIELD TRAINING.png 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 Icon AttackDefense.png +5% Strength
Strike Icon Attack.png +10% Attack
Guard Icon Defense.png +10% Defense
Tough Icon AttackDefense.png +10% Strength if Damaged
Highlander Icon AttackDefense.png +25% Strength from Hill
Ranger Icon AttackDefense.png +25% Strength from Forest
Warden Icon AttackDefense.png +25% Strength from Urban
Bloodthirsty Icon AttackDefense.png +10% Strength vs Damaged
Brave Icon AttackDefense.png +10% Strength vs Melee Units
Fierce Icon AttackDefense.png +10% Strength vs Infantry Units
Shieldbearer Icon AttackDefense.png +10% Strength vs Ranged Units
Engineer Icon AttackDefense.png +25% Strength vs Siege and Ship Units
Horsebane Icon AttackDefense.png +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 Icon Defense.png Defense of 3.

Unit Movement Vision Cost Consumes Upgrades to Notes
UNIT SCOUT.png Scout 3 5 YIELD GROWTH.png 60 Growth
  • Fatigue Limit: +1
  • Ignores ZOC
  • Starts with Stealth
UNIT SETTLER.png Settler 2 4 YIELD GROWTH.png 80 Growth
YIELD FOOD.png 75 Food
YIELD FOOD.png 2 Food UNIT WORKER.png Worker
  • Can Found Cities
  • YIELD GROWTH.png Growth cost increases by 10 each time it is built in the same city
UNIT WORKER.png Worker 2 4 YIELD GROWTH.png 60 Growth YIELD FOOD.png 2 Food UNIT MILITIA.png Militia
  • Can Build Improvements
  • YIELD GROWTH.png Growth cost increases by 10 each time it is built in the same city
UNIT CARAVAN.png Caravan 2 3 YIELD GROWTH.png 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
UNIT MILITIA.png Militia Infantry
Melee
3 2 4 YIELD GROWTH.png 60 Growth YIELD FOOD.png 1 Food Final upgrade No UNIT CONSCRIPT.png Conscript
  • Cannot be promoted or earn XP
UNIT CONSCRIPT.png Conscript Infantry
Melee
Polearm
5 2 4 YIELD GROWTH.png 100 Growth YIELD FOOD.png 2 Food TECH MANOR.png Manor No None
  • Cannot be promoted or earn XP
  • Starts with Anti-Mounted I
  • Starts with Pierce I
UNIT WARRIOR.png Warrior Infantry
Melee
4 2 4 YIELD TRAINING.png 60 Training
YIELD IRON.png 50 Iron
YIELD FOOD.png 1 Food
YIELD IRON.png 1 Iron
TECH IRONWORKING.png Ironworking Yes UNIT AXEMAN.png Axeman
UNIT SPEARMAN.png Spearman
UNIT AXEMAN.png Axeman Infantry
Melee
5 2 4 YIELD TRAINING.png 80 Training
YIELD IRON.png 100 Iron
YIELD FOOD.png 1 Food
YIELD IRON.png 2 Iron
TECH STEEL.png Steel Yes UNIT MACEMAN.png Maceman
UNIT SWORDSMAN.png Swordsman
  • Starts with Anti-Polearm I
  • Starts with Cleave I
UNIT SPEARMAN.png Spearman Infantry
Melee
Polearm
5 2 4 YIELD TRAINING.png 80 Training
YIELD IRON.png 50 Iron
YIELD WOOD.png 50 Wood
YIELD FOOD.png 1 Food
YIELD IRON.png 2 Iron
TECH PHALANX.png Phalanx Yes UNIT PIKEMAN.png Pikeman
UNIT SWORDSMAN.png Swordsman
  • Starts with Anti-Mounted II
  • Starts with Pierce I
UNIT MACEMAN.png Maceman Infantry
Melee
6 2 4 YIELD TRAINING.png 100 Training
YIELD IRON.png 150 Iron
YIELD FOOD.png 1 Food
YIELD IRON.png 3 Iron
YIELD TRAINING.png 1 Training
TECH BATTLELINE.png Battle Line Yes UNIT PIKEMAN.png Pikeman
UNIT SWORDSMAN.png Swordsman
  • Starts with Anti-Infantry I
UNIT SWORDSMAN.png Swordsman Infantry
Melee
8 2 4 YIELD TRAINING.png 120 Training
YIELD IRON.png 200 Iron
YIELD FOOD.png 1 Food
YIELD IRON.png 4 Iron
YIELD TRAINING.png 2 Training
TECH COHORTS.png Cohorts Yes Final upgrade
  • Starts with Anti-Infantry I
  • Starts with Cleave II
UNIT PIKEMAN.png Pikeman Infantry
Melee
Polearm
8 2 4 YIELD TRAINING.png 100 Training
YIELD IRON.png 100 Iron
YIELD WOOD.png 50 Wood
YIELD FOOD.png 1 Food
YIELD IRON.png 3 Iron
YIELD TRAINING.png 1 Training
TECH INFANTRY SQUARE.png Infantry Square Yes Final upgrade
  • Starts with Anti-Mounted III
  • Starts with Pierce II

Ranged infantry units

Ranged infantry 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
UNIT SLINGER.png Slinger Infantry
Ranged
4 2 4 2 YIELD TRAINING.png 60 Training
YIELD STONE.png 50 Stone
YIELD FOOD.png 1 Food
YIELD STONE.png 1 Stone
TECH TRAPPING.png Trapping UNIT ARCHER.png Archer
UNIT ARCHER.png Archer Infantry
Ranged
5 2 4 3 YIELD TRAINING.png 80 Training
YIELD WOOD.png 100 Wood
YIELD FOOD.png 1 Food
YIELD WOOD.png 2 Wood
TECH COMPOSITE BOW.png Composite Bow UNIT LONGBOWMAN.png Longbowman
UNIT CROSSBOWMAN.png Crossbowman
UNIT LONGBOWMAN.png Longbowman Infantry
Ranged
8 2 4 3 YIELD TRAINING.png 100 Training
YIELD WOOD.png 150 Wood
YIELD FOOD.png 1 Food
YIELD WOOD.png 3 Wood
YIELD TRAINING.png 1 Training
TECH BODKIN ARROW.png Bodkin Arrow Final upgrade
UNIT CROSSBOWMAN.png Crossbowman Infantry
Ranged
8 2 4 1 YIELD TRAINING.png 100 Training
YIELD WOOD.png 100 Wood
YIELD IRON.png 50 Iron
YIELD FOOD.png 1 Food
YIELD WOOD.png 3 Wood
YIELD TRAINING.png 1 Training
TECH WINDLASS.png 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 Upgrades to Notes
UNIT CHARIOT.png Chariot Mounted
Horse
Melee
5 3 5 0 YIELD TRAINING.png 80 Training
YIELD FOOD.png 50 Food
YIELD WOOD.png 50 Wood
YIELD FOOD.png 4 Food TECH SPOKED WHEEL.png Spoked Wheel UNIT HORSEMAN.png Horseman
UNIT HORSE ARCHER.png Horse Archer
  • Starts with Rout

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.png 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
UNIT BIREME.png Bireme 6 3 5 YIELD TRAINING.png 40 Training
YIELD WOOD.png 50 Wood
YIELD IRON.png 50 Iron
YIELD WOOD.png 2 Wood TECH NAVIGATION.png Navigation
UNIT TRIREME.png Trireme 8 4 6 YIELD TRAINING.png 100 Training
YIELD WOOD.png 100 Wood
YIELD IRON.png 50 Iron
YIELD WOOD.png 3 Wood
YIELD TRAINING.png 1 Training
TECH CARTOGRAPHY.png Cartography
UNIT DROMON.png Dromon 10 5 7 YIELD TRAINING.png 120 Training
YIELD WOOD.png 150 Wood
YIELD IRON.png 50 Iron
YIELD WOOD.png 4 Wood
YIELD TRAINING.png 2 Training
TECH LATEEN SAIL.png Lateen Sail