Army: Difference between revisions

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Each army is made up of up to 6 units. On the map only the most important unit in an army will be displayed. Every unit has 5 statistics:
[[File:Army UI.png|thumb|An army and the army panel]]
Each army is made up of up to 6 units. Initially only 4 units can be in an army but there are two technologies to increase the limit. On the map only the most important unit in an army will be displayed.
 
Combat can be either fought manually or resolved instantly. Hovering over the instant resolution button will display the outcome of the battle. In multiplayer instant resolution requires both players to choose it.
 
== Unit stats ==
Every unit has 6 stats:
* Health: When a unit's health reaches zero the unit is killed. Heroes will be incapacitated instead of being killed.
* Health: When a unit's health reaches zero the unit is killed. Heroes will be incapacitated instead of being killed.
* Defense: Reduces incoming Damage.
* Defense: Reduces incoming Damage.
* Damage: Reduces the attacked unit's Health.
* Damage: Reduces the attacked unit's Health or Shield.
* Critical Chance: Chance to inflict 150% of the unit's Damage with each attack.
* Critical Chance: Chance to inflict 150% of the unit's Damage with each attack.
* Movement Points: Used to move on both the strategy and tactical map. Some tiles cost more of fewer Movement Points to travel on, depending on their terrain and features. If the army contains multiple units it will have the Movement Points of the unit with the fewest. Founding a city consumes all Movement Points.
* Movement Points: Used to move on both the strategy and tactical map. Some tiles cost more or fewer Movement Points to travel on depending on their terrain and features but armies can use their last Movement Point to reach any adjacent tile regardless of its Movement Points cost. If the army contains multiple units it will have the Movement Points of the unit with the fewest. Founding a city consumes all Movement Points.
* Shield: Prevents Damage from depleting Health until depleted.


== Unit type ==
== Unit type ==
* Cavalry: When attacking an Infantry unit adds +20% Damage. When attacking after moving at least 3 tiles knocks the target back 1 tile.
Every unit has a type, which counters another unit type and provides an additional mechanic.
* Infantry: When attacking a Ranged unit adds +20% Damage. In battle gains 3 Defense for each adjacent friendly unit.
* Cavalry: Adds 20% Damage against Infantry. Adds 30% Critical Chance after moving at least 3 tiles during battle.
* Juggernaut: When attacking an Infantry unit adds +20% Damage. When conducting a siege adds +50% Damage to breach the Fortification.
* Infantry: Adds 20% Damage against Ranged. Adds 30% Defense when adjacent to 2 friendly Units.
* Juggernaut: Adds 20% Damage against Infantry. When conducting a siege adds +50% Damage to breach the Fortification.
* Ranged: Adds +20% Damage against Flying. While being adjacent to an enemy unit loses 30% damage.
* Flying: Adds 20% Damage against Infantry. Can fly over obstacles and enemy units during battle.
* Swarm: Adds 20% Damage against Juggernaut. Ignores all attacks of opportunity.
 
== Army user interface ==
With an army selected, you have access to additional actions and more information about its composition.
[[File:AUI.jpg]]
# '''Unit cards''' - Hover your cursor over a unit image to get more information about their stats and abilities. Left-click a unit image to select individual units and display further options above, such as the unit upgrade window or the hero screen.
# '''Army actions''' - A list of stances and actions your army can perform.
## Guard - The army assumes a defensive stance, healing faster and acting first in combat if they are attacked, at the cost of some mobility.
## '''Recuperate''' - The army stays in place and will not notify you until it has fully healed.
## '''Auto-explore''' - The army will move on its own t o uncover unknown territory, picking up Curiosities along the way.
## '''Skip''' - Set the army not to take any action this turn.
## '''Found Camp''' - Spend some influence to place a camp and claim a Territory. Until you found your first city, this will be replaced by the Found Capital button that creates a city instead of a camp for free. Aspects use this button to create coral spores for Dust.
## '''Build Haven''' - Once they have gained some experience, heroes can settle down in your cities by building a Haven, which will give yields to the city and allow the hero to find a Companion.
## '''Remove Forest''' - Removes forest from a tile and sends industry to the Territory’s city. Takes multiple turns.
## '''Reforest''' - Spend Dust to plant a Forest on a tile.
## '''Clear Ridge''' - Spend Dust to clear a mountain Ridge and allow you to move through.
Understanding the ins and outs of your Army’s stats will help you figure out when and where to fight, and how to craft the best Army for specific purposes in your campaign.
 
== See also ==


{| class="wikitable sortable"
* [[Units]]
! Unit
! Type
! Skills
! Health
! Damage
! Defense
! Movement Points
! Cost
! Upkeep/turn
|-
| Sentinel || Cavalry || Patroller || 120 || 30-40 || 0 || 4 || 80 || 4
|-
| Legionary || Infantry || Defense Expect I<br>Shield Mastery I || 140 || 35-45 || 10 || 3 || 180 || 6
|-
| Chosen || Juggernaut || Righteous Wrath || 150 || 35-50 || 10 || 3 || 450 || 15
|}

Latest revision as of 14:48, 27 September 2025

An army and the army panel

Each army is made up of up to 6 units. Initially only 4 units can be in an army but there are two technologies to increase the limit. On the map only the most important unit in an army will be displayed.

Combat can be either fought manually or resolved instantly. Hovering over the instant resolution button will display the outcome of the battle. In multiplayer instant resolution requires both players to choose it.

Unit stats

Every unit has 6 stats:

  • Health: When a unit's health reaches zero the unit is killed. Heroes will be incapacitated instead of being killed.
  • Defense: Reduces incoming Damage.
  • Damage: Reduces the attacked unit's Health or Shield.
  • Critical Chance: Chance to inflict 150% of the unit's Damage with each attack.
  • Movement Points: Used to move on both the strategy and tactical map. Some tiles cost more or fewer Movement Points to travel on depending on their terrain and features but armies can use their last Movement Point to reach any adjacent tile regardless of its Movement Points cost. If the army contains multiple units it will have the Movement Points of the unit with the fewest. Founding a city consumes all Movement Points.
  • Shield: Prevents Damage from depleting Health until depleted.

Unit type

Every unit has a type, which counters another unit type and provides an additional mechanic.

  • Cavalry: Adds 20% Damage against Infantry. Adds 30% Critical Chance after moving at least 3 tiles during battle.
  • Infantry: Adds 20% Damage against Ranged. Adds 30% Defense when adjacent to 2 friendly Units.
  • Juggernaut: Adds 20% Damage against Infantry. When conducting a siege adds +50% Damage to breach the Fortification.
  • Ranged: Adds +20% Damage against Flying. While being adjacent to an enemy unit loses 30% damage.
  • Flying: Adds 20% Damage against Infantry. Can fly over obstacles and enemy units during battle.
  • Swarm: Adds 20% Damage against Juggernaut. Ignores all attacks of opportunity.

Army user interface

With an army selected, you have access to additional actions and more information about its composition.

  1. Unit cards - Hover your cursor over a unit image to get more information about their stats and abilities. Left-click a unit image to select individual units and display further options above, such as the unit upgrade window or the hero screen.
  2. Army actions - A list of stances and actions your army can perform.
    1. Guard - The army assumes a defensive stance, healing faster and acting first in combat if they are attacked, at the cost of some mobility.
    2. Recuperate - The army stays in place and will not notify you until it has fully healed.
    3. Auto-explore - The army will move on its own t o uncover unknown territory, picking up Curiosities along the way.
    4. Skip - Set the army not to take any action this turn.
    5. Found Camp - Spend some influence to place a camp and claim a Territory. Until you found your first city, this will be replaced by the Found Capital button that creates a city instead of a camp for free. Aspects use this button to create coral spores for Dust.
    6. Build Haven - Once they have gained some experience, heroes can settle down in your cities by building a Haven, which will give yields to the city and allow the hero to find a Companion.
    7. Remove Forest - Removes forest from a tile and sends industry to the Territory’s city. Takes multiple turns.
    8. Reforest - Spend Dust to plant a Forest on a tile.
    9. Clear Ridge - Spend Dust to clear a mountain Ridge and allow you to move through.

Understanding the ins and outs of your Army’s stats will help you figure out when and where to fight, and how to craft the best Army for specific purposes in your campaign.

See also