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. 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.
Unit |
Strength |
Movement |
Vision |
Cost |
Consumes |
Required technology |
Fortify |
Polearm |
Upgrades to |
Notes
|
Militia
|
3
|
2
|
4
|
60 Growth
|
1 Food
|
None
|
No
|
No
|
Conscript
|
- Cannot be promoted or earn XP
|
Conscript
|
5
|
2
|
4
|
100 Growth
|
2 Food
|
Manor
|
No
|
Yes
|
Final upgrade
|
- Cannot be promoted or earn XP
- Starts with Anti-Mounted I
- Starts with Pierce I
|
Warrior
|
4
|
2
|
4
|
60 Training 50 Iron
|
1 Food 1 Iron
|
Ironworking
|
Yes
|
No
|
Axeman Spearman
|
|
Axeman
|
5
|
2
|
4
|
80 Training 100 Iron
|
1 Food 2 Iron
|
Steel
|
Yes
|
No
|
Maceman Swordsman
|
- Starts with Anti-Polearm I
- Starts with Cleave I
|
Spearman
|
5
|
2
|
4
|
80 Training 50 Iron 50 Wood
|
1 Food 2 Iron
|
Phalanx
|
Yes
|
Yes
|
Pikeman Swordsman
|
- Starts with Anti-Mounted II
- Starts with Pierce I
|
Maceman
|
6
|
2
|
4
|
100 Training 150 Iron
|
1 Food 3 Iron 1 Training
|
Battle Line
|
Yes
|
No
|
Pikeman Swordsman
|
- Starts with Anti-Infantry I
|
Swordsman
|
8
|
2
|
4
|
120 Training 200 Iron
|
1 Food 4 Iron 2 Training
|
Cohorts
|
Yes
|
No
|
Final upgrade
|
- Starts with Anti-Infantry I
- Starts with Cleave II
|
Pikeman
|
8
|
2
|
4
|
100 Training 100 Iron 50 Wood
|
1 Food 3 Iron 1 Training
|
Infantry Square
|
Yes
|
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. They have the following characteristics:
- Can attack units from distance.
- Has ZOC.
- +25% Defense from Urban.
- -25% Attack Into Scrub
- -50% Attack Into Trees
Unit |
Strength |
Movement |
Vision |
Range |
Cost |
Consumes |
Required technology |
Upgrades to |
Notes
|
Slinger
|
4
|
2
|
4
|
2
|
60 Training 50 Stone
|
1 Food 1 Stone
|
Trapping
|
Archer
|
|
Archer
|
5
|
2
|
4
|
3
|
80 Training 100 Wood
|
1 Food 2 Wood
|
Composite Bow
|
Longbowman Crossbowman
|
|
Longbowman
|
8
|
2
|
4
|
3
|
100 Training 150 Wood
|
1 Food 3 Wood 1 Training
|
Bodkin Arrow
|
Final upgrade
|
|
Crossbowman
|
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 |
Upgrades to |
Notes
|
Chariot
|
Melee Horse
|
5
|
3
|
5
|
0
|
80 Training 50 Food 50 Wood
|
4 Food
|
Spoked Wheel
|
Horseman Horse Archer
|
- Ignores ZOC
- Starts with Rout
|
Horseman
|
Melee Horse
|
6
|
3
|
5
|
0
|
100 Training 100 Food 50 Iron
|
5 Food 1 Training
|
Stirrups
|
Cataphract
|
- Ignores ZOC
- Starts with Rout
|
Cataphract
|
Melee Horse
|
10
|
3
|
5
|
0
|
160 Training 100 Food 100 Iron
|
6 Food 2 Training
|
Barding
|
Final upgrade
|
- Ignores ZOC
- Starts with Rout
- Starts with Circle
|
Horse Archer
|
Ranged Horse
|
6
|
3
|
5
|
2
|
100 Training 100 Food 50 Wood
|
4 Food 1 Training
|
Stirrups
|
Final upgrade
|
|
Camel Archer
|
Ranged Camel
|
5
|
3
|
5
|
2
|
80 Training 100 Food 50 Wood
|
4 Food 1 Training
|
Land Consolidation
|
Final upgrade
|
|
War Elephant
|
Melee Elephant
|
6
|
2
|
4
|
0
|
100 Training 100 Food 50 Iron
|
5 Food 1 Training
|
Land Consolidation
|
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
|
|
Akkadian Archer
|
Ranged Infantry
|
6
|
2
|
4
|
3
|
120 Training 150 Wood
|
1 Training 2 Wood 1 Food
|
- Starts with Splash I
- Has ZOC
|
Babylonia
|
Cimmerian Archer
|
Ranged Infantry
|
8
|
2
|
4
|
3
|
160 Training 200 Wood
|
2 Training 4 Wood 1 Food
|
- Starts with Splash I
- Has ZOC
|
African Elephant
|
Melee Mounted Elephant
|
6
|
2
|
5
|
0
|
120 Training 50 Wood 100 Food
|
1 Training 4 Food
|
|
Carthage
|
Turreted Elephant
|
Melee Mounted Elephant
|
8
|
2
|
5
|
0
|
160 Training 100 Wood 100 Food
|
2 Training 6 Food
|
|
Light Chariot
|
Ranged Mounted Horse
|
6
|
4
|
6
|
2
|
120 Training 50 Wood 100 Food
|
1 Training 4 Food
|
|
Carthage
|
Kushite Cavalry
|
Ranged Mounted Horse
|
8
|
4
|
6
|
2
|
160 Training 100 Wood 100 Food
|
2 Training 6 Food
|
|
Hoplite
|
Melee Infantry Polearm
|
6
|
2
|
4
|
0
|
120 Training 50 Wood 100 Iron
|
1 Training 1 Food 2 Iron
|
- Starts with Formation
- Starts with Anti-Mounted II
- Starts with Pierce I
- Has ZOC
|
Greece
|
Phalangite
|
Melee Infantry Polearm
|
8
|
2
|
4
|
0
|
160 Training 100 Wood 100 Iron
|
2 Training 1 Food 4 Iron
|
- Starts with Formation
- Starts with Anti-Mounted II
- Starts with Pierce I
|
Heavy Chariot
|
Melee Mounted Horse
|
6
|
3
|
5
|
0
|
120 Training 50 Wood 100 Food
|
1 Training 4 Food
|
- Ignores ZOC
- Starts with Circle
- Starts with Rout
|
Hatti
|
Three Man Chariot
|
Melee Mounted Horse
|
8
|
3
|
5
|
0
|
160 Training 100 Wood 100 Food
|
2 Training 6 Food
|
- Ignores ZOC
- Starts with Circle
- Starts with Rout
|
Palton Cavalry
|
Ranged Mounted Horse
|
6
|
3
|
4
|
2
|
120 Training 100 Iron 50 Food
|
1 Training 1 Food 2 Iron
|
- Ignores ZOC
- Starts with Rout
|
Persia
|
Cataphract Archer
|
Ranged Mounted Horse
|
8
|
3
|
4
|
2
|
160 Training 100 Iron 100 Food
|
2 Training 1 Food 4 Iron
|
- Ignores ZOC
- Starts with Rout
|
Hastatus
|
Melee Infantry
|
6
|
2
|
4
|
0
|
120 Training 150 Iron
|
1 Training 1 Food 2 Iron
|
- Has ZOC
- Can Fortify
- Can Testudo
- Starts with Centurion
|
Rome
|
Legionary
|
Melee Infantry
|
8
|
2
|
4
|
0
|
160 Training 200 Iron
|
2 Training 1 Food 4 Iron
|
- Has ZOC
- Can Fortify
- Can Testudo
- Starts with Centurion
|