units

Units with varying abilities can be purchased from training facilities constructed within your empire. These agents are your primary method of interacting with the world – they erect buildings, capture cities, and reinforce territory.

In order to purchase a unit, you must first construct an appropriate training facility. The facilities and the units they produce are as follows:

  • Outpost: Workers
  • Settlement: Workers, Conscripts
  • Town: Workers, Conscripts, Caravans
  • City: Workers, Conscripts, Caravans
  • Camp: Spearmen
  • Command: Spearmen, Pikemen
  • Military Base: Spearmen, Pikemen, Elite Pikemen
  • Barn: Horsemen
  • Stables: Horsemen, Light Calvary
  • Large Stables: Horsemen, Light Calvary, Heavy Calvary
  • Forge: Bombards
  • Castworks: Bombards, Light Mortars
  • Armory: Bombards, Light Mortars, Cannons
  • Dock: Triremes, Bombard Floats
  • Shipyard: Triremes, Dromons, Bombard Floats, Gun Barges
  • Naval Base: Triremes, Dromons, Galleons Bombard Floats, Gun Barges, Gunships
  • Hideout: Bandits
  • Guild: Bandits, Partisans
  • Agency: Bandits, Partisans, Spies
The only way to gain access to the higher level units is to upgrade basic recruitment buildings.

The Unit Icon

Individual units are represented as icons on the world map. Example:

   

Your units are displayed in gold. All foreign units are represented as silver.

The roman numeral in the upper right hand corner is the unit’s power rating. The power rating is defined as the unit’s defense plus its offense times the number of units present. Second level power is twice that of first level. Third level power is twice that of second level, and so on. When in a stack, the unit with the highest power rating is displayed on top, and lesser units are hidden underneath.

With the exception of Spies, Units from more than one empire cannot occupy the same location.

Workers
Offense: 0Movement: NormalCost:50 Poor Food
Defense: 2Range: 0
Health: 3

Workers are the basic laborers of your society, gathering resources and constructing buildings for your empire. While quite useful, they have no offensive capabilities and minimal ability to defend themselves. As such, they should be escorted at all times by spearmen or other defensive units.

Workers produce resources from the tile on which they stand on every pulse in proportion to their numbers: five workers on a plains tile will get five rolls on the plains production table every pulse. However, only 10 workers can harvest from a single square at once. Any further workers placed on that square will be idle.

Workers and City-type buildings are the only ones with the ability to gather Gold and Relic resources.

Workers have no effect on construction speed once they initiate it, and afterwards are free to pursue other activities.

Conscripts
Offense: 0Movement: NormalCost:25 Poor Food
Defense: 7Range: 0
Health: 20

Conscripts are defensive units of last resort. Cheap to build, Conscripts have poor defensive ability and no offensive skills whatsoever. The primary job of Conscripts is to defend early constructions, but be careful how long you depend on them -- higher level Calvary sweep them aside with little difficulty.

Spearmen
Offense: 5Movement: NormalCost:5 Poor Food
Defense: 10Range: 125 Poor Wood
Health: 20
Pikemen
Offense: 8Movement: NormalCost:15 Poor Food
Defense: 20Range: 125 Good Wood
Health: 40
Elite Pikemen
Offense: 15Movement: NormalCost:15 Good Food
Defense: 40Range: 125 Rare Wood
Health: 8010 Poor Metal

Spearmen, Pikemen, and Elite Pikemen are progressively stronger versions of defensive units. With excellent defense and large amounts of health, these units can soak up damage and successfully escort weaker units, even the in face of hostile fire.

Spearmen are produced by Camps, Commands, Military Bases, Settlements, Towns, and Cities.
Pikemen are produced by Commands and Military Bases.
Elite Pikemen are produced by Military Bases.

Horsemen
Offense: 10Movement: CheapCost:30 Poor Food
Defense: 5Range: 15 Poor Metal
Health: 15
Light Cavalry
Offense: 20Movement: CheapCost:30 Good Food
Defense: 8Range: 115 Poor Metal
Health: 30
Heavy Cavalry
Offense: 40Movement: CheapCost:30 Rare Food
Defense: 15Range: 110 Poor Wood
Health: 6015 Good Metal

Horsemen, Light Calvary, and Heavy Calvary are progressively stronger offensive units. Mounted units are cheap to move and maneuver, making them the perfect raiding units. However, their defense is weak and if caught supported they can be easily wiped out.

Horsemen are produced by Barns, Stables, and Large Stables.
Light Calvary are produced by Stables and Large Stables.
Heavy Calvary are produced by Large Stables.

Bombards
Offense: 10Movement: ExpensiveCost:10 Poor Wood
Defense: 3Range: 230 Poor Metal
Health: 10
Light Mortars
Offense: 20Movement: ExpensiveCost:20 Poor Wood
Defense: 6Range: 330 Good Metal
Health: 20
Cannons
Offense: 40Movement: ExpensiveCost:15 Poor Food
Defense: 10Range: 420 Good Wood
Health: 4030 Rare Metal

Bombards, Light Mortars, and Cannons are progressively stronger ranged units. Difficult to move and costly to fire, these units have the advantage of being able to strike opponents without fear of repercussion. However, their defense is poor and if caught in a melee they will be quickly decimated.

Bombards are produced by Forges, Castworks, and Armories.
Light Mortars are produced by Castworks and Armories.
Cannons are produced by Armories.

Triremes
Offense: 20Movement: CheapCost:30 Poor Food
Defense: 20Range: 130 Poor Wood
Health: 20
Dromons
Offense: 40Movement: CheapCost:30 Good Food
Defense: 40Range: 130 Good Wood
Health: 40
Galleons
Offense: 80Movement: CheapCost:30 Rare Food
Defense: 80Range: 130 Rare Wood
Health: 80

Triremes, Dromons, and Galleons are progressively stronger aquatic units that are useful for both attacking and defending. These units are the staple of oceanic control, ensuring the defense of island bases.

Triremes are produced by Docks, Shipyards, and Naval Bases.
Dromons are produced by Shipyards and Naval Bases.
Galleons are produced by Naval Bases.

Bombard Floats
Offense: 15Movement: NormalCost:35 Poor Wood
Defense: 10Range: 335 Poor Metal
Health: 15
Gun Barges
Offense: 30Movement: NormalCost:20 Poor Food
Defense: 15Range: 435 Good Wood
Health: 3035 Good Metal
Gunships
Offense: 60Movement: NormalCost:20 Good Food
Defense: 20Range: 535 Rare Wood
Health: 6035 Rare Metal

Bombard Floats, Gun Barges, and Gun Ships are progressively stronger waterborn artillery that have superior power and range compared to their terrestrial cousins. These beasts of the sea can easily decimate cities and units even deep inland, and are instrumental in destroying enemy fortifications.

Bombard Floats are produced by Docks, Shipyards, and Naval Bases.
Gun Barges are produced by Shipyards and Naval Bases.
Gun Ships are produced by Naval Bases.

Bandit
Offense: 10Movement: ExpensiveCost:30 Poor Food
Defense: 10Range: 13 Poor Relic
Health: 10
Partisan
Offense: 25Movement: ExpensiveCost:30 Good Food
Defense: 25Range: 23 Good Relic
Health: 25
Spy
Offense: 50Movement: ExpensiveCost:30 Rare Food
Defense: 50Range: 33 Rare Relic
Health: 50

Bandits, Partisans, and Spies are informational warfare units with various specialties. Bandits disguise units or buildings as something else, while Partisans slow enemy construction and reduce military capacity. Spies can output the details about an enemy's empire, and can hide buildings completely.

All spies are invisible and ghostly. No one but you will ever see your spies directly -- they can be moved about the map without detection. Ghostly units can pass directly through enemy troops and buildings without hazard, and can completely ignore the defensive radius of fortifications. All spies come and go as they please.

The only counter to a spy-based invasion is to have spies of your own. All three units in this class come with the 'Investigate' ability, which checks out the surrounding territory for anything unusual, and cleans out anything found.

In addition, a spy is considered to be passively investigating his territory at all times. If an enemy spy attempts to do anything on your spies territory, it will trigger a spy-vs-spy fight, possibly resulting into the elimination of the invader.

Bandits are produced by Hideouts, Guilds, and Agencies.
Partisans are produced by Guilds and Agencies.
Spies are produced by Agencies.

Caravan
Offense: 0Movement: SpecialCost:200 Poor Food
Defense: 2Range: 0500 Rare Gold
Health: 3

Caravans are trader units that travel back and forth between two empires, earning gold for both parties. Caravans are built in Towns and Cities, and you may only build as many Caravans as your total number of Towns and Cities.

The difficulty is that Caravans are blocked by the offensive radius of enemy Fortifications, meaning that you must leave a hole in your defenses for foreign Caravans to get in. This can be somewhat risky -- you must carefully consider how much you actually trust your neighbor!

To trade with a foriegn empire, build a Caravan and position it at a City-type building (Outpost, Settlement, Town, City) and use the Set Route command to lead the Caravan to a foreign City-type building.

Once the route is set, the Caravan will automatically move along the path every pulse. When it reaches the foriegn city it will turn around, and when it returns to your city you will recieve an amount of gold equal to the trade route's worth.

Several factors influence the worth of a given trade route. In order of descending importance:

  • Absolute distance between the two cities
  • Level of development of the two cities (ie, Cities are better than Outposts)
  • How many other Caravans are routed to the foreign City (diminishing returns with more Caravans)
Every pulse, each Caravan is given 5 movement points to expend along its route. The default MP cost for each terrain type is as follows:
  • Plains - 2MP
  • Water - 2MP
  • Depths - 2MP
  • Forest - 3MP
  • Hills - 3MP
  • Coast - 3MP
  • Forest/Hills - 4MP
  • Forest/Coast - 4MP
  • Mountains - 5MP
Unused MP carry over to the next pulse. Additionally, travel along a Road or Building tile reduces the MP cost to 1, regardless of the base terrain. Build roads for fast profits!