Units: Difference between revisions
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== Mounted units == | == 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. | 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. | |||
{| class="wikitable" | {| class="wikitable" | ||
! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Required technology | ! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Required technology !! Upgrades to !! Notes | ||
|- | |- | ||
| [[File:UNIT CHARIOT.png|70px]] Chariot | | [[File:UNIT CHARIOT.png|70px]] Chariot | ||
| | | [[File:RESOURCE HORSE.png|25px]] Melee Horse | ||
| 5 | | 5 | ||
| 3 | | 3 | ||
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| [[File:YIELD FOOD.png|25px]] 4 Food | | [[File:YIELD FOOD.png|25px]] 4 Food | ||
| [[File:TECH SPOKED WHEEL.png|25px]] Spoked Wheel | | [[File:TECH SPOKED WHEEL.png|25px]] Spoked Wheel | ||
| [[File:UNIT HORSEMAN.png|25px]] Horseman<br>[[File:UNIT HORSE ARCHER.png|25px]] Horse Archer | | [[File:UNIT HORSEMAN.png|25px]] Horseman<br>[[File:UNIT HORSE ARCHER.png|25px]] Horse Archer | ||
| | | | ||
* Ignores ZOC | |||
* Starts with Rout | * Starts with Rout | ||
|- | |- | ||
| [[File:UNIT HORSEMAN.png|70px]] Horseman | | [[File:UNIT HORSEMAN.png|70px]] Horseman | ||
| | | [[File:RESOURCE HORSE.png|25px]] Melee Horse | ||
| 6 | | 6 | ||
| 3 | | 3 | ||
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| [[File:YIELD FOOD.png|25px]] 5 Food<br>[[File:YIELD TRAINING.png|25px]] 1 Training | | [[File:YIELD FOOD.png|25px]] 5 Food<br>[[File:YIELD TRAINING.png|25px]] 1 Training | ||
| [[File:TECH STIRRUPS.png|25px]] Stirrups | | [[File:TECH STIRRUPS.png|25px]] Stirrups | ||
| [[File:UNIT CATAPHRACT.png|25px]] Cataphract | | [[File:UNIT CATAPHRACT.png|25px]] Cataphract | ||
| | | | ||
* Ignores ZOC | |||
* Starts with Rout | * Starts with Rout | ||
|- | |- | ||
| [[File:UNIT CATAPHRACT.png|70px]] Cataphract | | [[File:UNIT CATAPHRACT.png|70px]] Cataphract | ||
| | | [[File:RESOURCE HORSE.png|25px]] Melee Horse | ||
| 10 | | 10 | ||
| 3 | | 3 | ||
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| [[File:YIELD FOOD.png|25px]] 6 Food<br>[[File:YIELD TRAINING.png|25px]] 2 Training | | [[File:YIELD FOOD.png|25px]] 6 Food<br>[[File:YIELD TRAINING.png|25px]] 2 Training | ||
| [[File:TECH BARDING.png|25px]] Barding | | [[File:TECH BARDING.png|25px]] Barding | ||
| Final upgrade | | Final upgrade | ||
| | | | ||
* Ignores ZOC | |||
* Starts with Rout | * Starts with Rout | ||
* Starts with Circle | * Starts with Circle | ||
|- | |- | ||
| [[File:UNIT HORSE ARCHER.png|70px]] Horse Archer | | [[File:UNIT HORSE ARCHER.png|70px]] Horse Archer | ||
| | | [[File:RESOURCE HORSE.png|25px]] Ranged Horse | ||
| 6 | | 6 | ||
| 3 | | 3 | ||
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| [[File:YIELD FOOD.png|25px]] 4 Food<br>[[File:YIELD TRAINING.png|25px]] 1 Training | | [[File:YIELD FOOD.png|25px]] 4 Food<br>[[File:YIELD TRAINING.png|25px]] 1 Training | ||
| [[File:TECH STIRRUPS.png|25px]] Stirrups | | [[File:TECH STIRRUPS.png|25px]] Stirrups | ||
| Final upgrade | | Final upgrade | ||
| | | | ||
* Ignores ZOC | |||
|- | |- | ||
| [[File:UNIT CAMEL ARCHER.png|70px]] Camel Archer | | [[File:UNIT CAMEL ARCHER.png|70px]] Camel Archer | ||
| | | [[File:RESOURCE CAMEL.png|25px]] Ranged Camel | ||
| 5 | | 5 | ||
| 3 | | 3 | ||
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| [[File:YIELD FOOD.png|25px]] 4 Food<br>[[File:YIELD TRAINING.png|25px]] 1 Training | | [[File:YIELD FOOD.png|25px]] 4 Food<br>[[File:YIELD TRAINING.png|25px]] 1 Training | ||
| [[File:TECH LAND CONSOLIDATION.png|25px]] Land Consolidation | | [[File:TECH LAND CONSOLIDATION.png|25px]] Land Consolidation | ||
| Final upgrade | | Final upgrade | ||
| | | | ||
* Ignores ZOC | |||
|- | |- | ||
| [[File:UNIT WAR ELEPHANT.png|70px]] War Elephant | | [[File:UNIT WAR ELEPHANT.png|70px]] War Elephant | ||
| | | [[File:RESOURCE ELEPHANT.png|25px]] Melee Elephant | ||
| 6 | | 6 | ||
| 2 | | 2 | ||
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| [[File:YIELD FOOD.png|25px]] 5 Food<br>[[File:YIELD TRAINING.png|25px]] 1 Training | | [[File:YIELD FOOD.png|25px]] 5 Food<br>[[File:YIELD TRAINING.png|25px]] 1 Training | ||
| [[File:TECH LAND CONSOLIDATION.png|25px]] Land Consolidation | | [[File:TECH LAND CONSOLIDATION.png|25px]] Land Consolidation | ||
| Final upgrade | | Final upgrade | ||
| | | |
Revision as of 15:01, 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:
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. They 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.
- Most melee infantry have the Fortify ability, 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 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
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.
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.
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. There are three tiers of Ships and each one can be upgraded to the next tier.
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.