Units
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
There are two types of units:
- Melee units need to be adjacent to an enemy unit to attack it
- Ranged units can attack from afar
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:
- 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