Units: Difference between revisions

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Once a unit has spent [[File:YIELD ORDERS.png|25px]] 3 Orders moving, it will become Fatigued. A Fatigued unit can still be moved but it will cost 100 [[File:YIELD TRAINING.png|25px]] Training and each movement will require twice as many [[File:YIELD ORDERS.png|25px]] Orders.
Once a unit has spent [[File:YIELD ORDERS.png|25px]] 3 Orders moving, it will become Fatigued. A Fatigued unit can still be moved but it will cost 100 [[File:YIELD TRAINING.png|25px]] Training and each movement will require twice as many [[File:YIELD ORDERS.png|25px]] Orders.
Each time a unit fights it will gain 10 XP. Once it gains enough XP (100 x level) it will level up. Alternatively [[File:YIELD TRAINING.png|25px]] 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:


Certain units produce a ZOC, or Zone-Of-Control, in an area around them. ZOC prevent enemy units from moving.
Certain units produce a ZOC, or Zone-Of-Control, in an area around them. ZOC prevent enemy units from moving.
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* '''Vision:''' How many tiles around the unit are the tiles visible. Only applies to already discovered tiles.
* '''Vision:''' How many tiles around the unit are the tiles visible. Only applies to already discovered tiles.
* '''Range:''' Only appears on Ranged units, it determines from how many hexes away from the target can the unit attack.
* '''Range:''' Only appears on Ranged units, it determines from how many hexes away from the target can the unit attack.
== Unit level ==
Each time a unit fights it will gain 10 XP. Once it gains enough XP (100 x level) it will level up. Alternatively [[File:YIELD TRAINING.png|25px]] 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:
{| class="wikitable"
! Promotion !! Tier 1 effect !! Tier 2 effect !! Tier 3 effect
|-
| '''Combat''' || [[File:Icon AttackDefense.png]] +5% Strength || [[File:Icon AttackDefense.png]] +10% Strength || [[File:Icon AttackDefense.png]] +15% Strength
|-
| '''Strike''' || [[File:Icon Attack.png]] +10% Attack Strength || [[File:Icon Attack.png]] +15% Attack Strength || [[File:Icon Attack.png]] +20% Attack Strength
|-
| '''Guard''' || [[File:Icon Defense.png]] +10% Defense Strength || [[File:Icon Defense.png]] +15% Defense Strength || [[File:Icon Defense.png]] +20% Defense Strength
|-
| '''Focus''' || [[File:Icon CriticalStrike.png]] +10% Critical Hit Chance || [[File:Icon CriticalStrike.png]] +15% Critical Hit Chance || [[File:Icon CriticalStrike.png]] +20% Critical Hit Chance
|-
| '''Amphibious''' || [[File:Icon Attack.png]] +50% Attack Strength in Land/Water Combat<br>[[File:Icon Attack.png]] +50% Attack Strength Across River || [[File:Icon Attack.png]] +25% Attack Strength in Land/Water Combat<br>[[File:Icon Attack.png]] +25% Attack Strength Into Settlement ||
|-
| '''Tracker''' || +3 Vision<br>+1 Reveal || +1 Movement ||
|-
| '''Eagle Eye''' || No ranged distance penalty || +1 Range ||
|-
| '''Herbalist''' || +4 HP from Heal Action || +1 HP per year ||
|}


== Civilian units ==
== 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 [[File:Icon Defense.png]] Defense of 3.
Civilian units have abilities that makes them the most crucial units of a Nation. Civilian units cannot attack and have a [[File:Icon Defense.png]] Defense of 3.
{| class="wikitable"
{| class="wikitable"
! Unit !! Movement !! Vision !! Cost !! Consumes !! Upgrades to !! Notes
! Unit !! Movement !! Vision !! Cost !! Consumes !! Upgrades to !! Notes
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|  
|  
* +1 Fatigue Limit
* +1 Fatigue Limit
* Can Harvest Resources
* Ignores ZOC
* Ignores ZOC
* Starts with Stealth
* Hidden if placed on a tile with Trees in friendly or neutral territory
|-
|-
| [[File:UNIT SETTLER.png|70px]] Settler
| [[File:UNIT SETTLER.png|70px]] Settler
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| [[File:UNIT WORKER.png|25px]] Worker
| [[File:UNIT WORKER.png|25px]] Worker
|  
|  
* Can Harvest Resources
* Can Found Cities
* Can Found Cities
* [[File:YIELD GROWTH.png|25px]] Growth cost increases by 10 each time it is built in the same city
* [[File:YIELD GROWTH.png|25px]] Growth cost increases by 10 each time it is built in the same city
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| [[File:UNIT MILITIA.png|25px]] Militia
| [[File:UNIT MILITIA.png|25px]] Militia
|  
|  
* Can Harvest Resources
* Can Build Improvements
* Can Build Improvements
* [[File:YIELD GROWTH.png|25px]] Growth cost increases by 10 each time it is built in the same city
* [[File:YIELD GROWTH.png|25px]] Growth cost increases by 10 each time it is built in the same city
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|  
|  
|  
|  
* Can only be constructed in cities that have a Governor with the Cunning trait
* Can only be constructed in cities that have a Governor with the Cunning trait or Traders family seat
* Can move on water tiles
* Can move on water tiles
* Can conduct a Caravan Mission
* Can conduct a Caravan Mission
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|  
|  
|  
|  
* Can only be constructed in cities that have the same Religion
* Can only be constructed in cities that have the same World Religion as the Nation's State Religion
* Can Spread Religion
* Can Spread Religion
* Can Establish Theology
* Can Establish Theology
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* When attacked by adjacent units they deal 1 HP damage to the attacking unit.
* When attacked by adjacent units they deal 1 HP damage to the attacking unit.
* Has ZOC.
* Has ZOC.
* <span style="color:green;">'''+25%'''</span> Defense from Urban.
* <span style="color:green;">'''+25%'''</span> [[File:Icon Defense.png]] Defense from Urban.
* <span style="color:red;">'''-50%'''</span> Attack Across River.
* <span style="color:red;">'''-50%'''</span> [[File:Icon Attack.png]] Attack Across River.
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.
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.
{| class="wikitable"
{| class="wikitable"
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* Can attack units from distance.
* Can attack units from distance.
* Has ZOC.
* Has ZOC.
* <span style="color:green;">'''+25%'''</span> Defense from Urban.
* <span style="color:green;">'''+25%'''</span> [[File:Icon Defense.png]] Defense from Urban.
* <span style="color:red;">'''-25%'''</span> Attack Into Scrub.
* <span style="color:red;">'''-25%'''</span> [[File:Icon Attack.png]] Attack Into Scrub.
* <span style="color:red;">'''-50%'''</span> Attack Into Trees.
* <span style="color:red;">'''-50%'''</span> [[File:Icon Attack.png]] Attack Into Trees.
* <span style="color:red;">'''-20%'''</span> per tile distance to the target.
* <span style="color:red;">'''-20%'''</span> [[File:Icon Attack.png]] Attack per tile distance to the target.
{| class="wikitable"
{| class="wikitable"
! Unit !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Required technology !! Upgrades to !! Notes
! Unit !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Required technology !! Upgrades to !! Notes
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* Can only attack adjacent units.
* Can only attack adjacent units.
* When attacked by adjacent units they deal 1 HP damage to the attacking unit.
* When attacked by adjacent units they deal 1 HP damage to the attacking unit.
* <span style="color:green;">'''+25%'''</span> Melee Attack into Flat and Clear.
* <span style="color:green;">'''+25%'''</span> Melee [[File:Icon Attack.png]] Attack into Flat and Clear.
* <span style="color:green;">'''+50%'''</span> Strength vs Siege Units.
* <span style="color:green;">'''+50%'''</span> [[File:Icon AttackDefense.png]] Strength vs Siege Units.
* <span style="color:red;">'''-50%'''</span> Attack Across River.
* <span style="color:red;">'''-50%'''</span> [[File:Icon Attack.png]] Attack Across River.
* They require a certain natural resource to be rescruited.
* They require a certain map resource to be recruited.
Mounted units have two upgrade paths: one focused on melee and one focused on range.
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 !! Upgrades to !! width=30% | Notes
! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Required technology !! Upgrades to !! width=20% | Notes
|-
|-
| [[File:UNIT CHARIOT.png|70px]] Chariot
| [[File:UNIT CHARIOT.png|70px]] Chariot
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Siege units are high damage support units. They have the following characteristics:
Siege units are high damage support units. They have the following characteristics:
* <span style="color:green;">'''-50%'''</span> Road Movement Cost.
* <span style="color:green;">'''-50%'''</span> Road Movement Cost.
* <span style="color:green;">'''+50%'''</span> Attack Into Urban.
* <span style="color:green;">'''+50%'''</span> [[File:Icon Attack.png]] Attack Into Urban.
* <span style="color:red;">'''-25%'''</span> Attack Into Scrub.
* <span style="color:red;">'''-25%'''</span> [[File:Icon Attack.png]] Attack Into Scrub.
* <span style="color:red;">'''-50%'''</span> Attack Into Trees.
* <span style="color:red;">'''-50%'''</span> [[File:Icon Attack.png]] Attack Into Trees.
Some siege units require spending a turn on the [[File:UNLIMBER.png|24px]] Unlimber action to be able to attack.
Some siege units require spending a turn on the [[File:UNLIMBER.png|24px]] Unlimber action to be able to attack.
{| class="wikitable"
{| class="wikitable"
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* Can Harvest Resources.
* Can Harvest Resources.
* Has ZOC.
* Has ZOC.
* Can use the [[File:ANCHOR.png|25px]] Anchor ability, which allows land units to traverse water tiles in the Ship's ZOC.
* Can use the [[File:ANCHOR.png|25px]] Anchor ability, which allows land units to traverse water tiles in the Ship's ZOC starting next turn.
{| class="wikitable"
{| class="wikitable"
! Unit !! Strength !! Movement !! Vision !! Cost !! Consumes !! Required technology
! Unit !! Strength !! Movement !! Vision !! Cost !! Consumes !! Required technology
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|  
|  
* Ignores ZOC
* Ignores ZOC
| rowspan=2 | Carthage
| rowspan=2 | Egypt
|-
|-
| [[File:UNIT KUSHITE CAVALRY.png|70px]] Kushite Cavalry
| [[File:UNIT KUSHITE CAVALRY.png|70px]] Mounted Lancer
| Ranged Mounted Horse
| Ranged Mounted Horse
| 8
| 8
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* Starts with Pierce I
* Starts with Pierce I
* Has ZOC
* Has ZOC
|-
| [[File:UNIT HEAVY CHARIOT.png|70px]] Heavy Chariot
| Melee Mounted Horse
| 6
| 3
| 5
| 0
| [[File:YIELD TRAINING.png|25px]] 120 Training<br>[[File:YIELD WOOD.png|25px]] 50 Wood<br>[[File:YIELD FOOD.png|25px]] 100 Food
| [[File:YIELD TRAINING.png|25px]] 1 Training<br>[[File:YIELD FOOD.png|25px]] 4 Food
|
* Ignores ZOC
* Starts with Circle
* Starts with Rout
| rowspan=2 | Hatti
|-
| [[File:UNIT THREE MEN CHARIOT.png|70px]] Three Man Chariot
| Melee Mounted Horse
| 8
| 3
| 5
| 0
| [[File:YIELD TRAINING.png|25px]] 160 Training<br>[[File:YIELD WOOD.png|25px]] 100 Wood<br>[[File:YIELD FOOD.png|25px]] 100 Food
| [[File:YIELD TRAINING.png|25px]] 2 Training<br>[[File:YIELD FOOD.png|25px]] 6 Food
|
* Ignores ZOC
* Starts with Circle
* Starts with Rout
|-
|-
| [[File:UNIT PALTON CAVALRY.png|70px]] Palton Cavalry
| [[File:UNIT PALTON CAVALRY.png|70px]] Palton Cavalry
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* Can Testudo
* Can Testudo
* Starts with Centurion
* Starts with Centurion
|-
| [[File:UNIT HEAVY CHARIOT.png|70px]] Heavy Chariot
| Melee Mounted Horse
| 6
| 3
| 5
| 0
| [[File:YIELD TRAINING.png|25px]] 120 Training<br>[[File:YIELD WOOD.png|25px]] 50 Wood<br>[[File:YIELD FOOD.png|25px]] 100 Food
| [[File:YIELD TRAINING.png|25px]] 1 Training<br>[[File:YIELD FOOD.png|25px]] 4 Food
|
* Ignores ZOC
* Starts with Circle
* Starts with Rout
| rowspan=2 | Hatti
|-
| [[File:UNIT THREE MEN CHARIOT.png|70px]] Three Man Chariot
| Melee Mounted Horse
| 8
| 3
| 5
| 0
| [[File:YIELD TRAINING.png|25px]] 160 Training<br>[[File:YIELD WOOD.png|25px]] 100 Wood<br>[[File:YIELD FOOD.png|25px]] 100 Food
| [[File:YIELD TRAINING.png|25px]] 2 Training<br>[[File:YIELD FOOD.png|25px]] 6 Food
|
* Ignores ZOC
* Starts with Circle
* Starts with Rout
|-
| [[File:UNIT D'MT WARRIOR.png|70px]] D'Mt Warrior
| Melee Infantry
| 6
| 2
| 4
| 0
| [[File:YIELD TRAINING.png|25px]] 120 Training<br>[[File:YIELD IRON.png|25px]] 150 Iron<br>[[File:YIELD FOOD.png|25px]] 100 Food
| [[File:YIELD TRAINING.png|25px]] 1 Training<br>[[File:YIELD FOOD.png|25px]] 1 Food<br>[[File:YIELD IRON.png|25px]] 2 Iron
|
* Has ZOC
* Can Fortify
* Starts with Disarm
| rowspan=2 | Aksum
|-
| [[File:UNIT SHOTELAI.png|70px]] Shotelai
| Melee Infantry
| 8
| 2
| 4
| 0
| [[File:YIELD TRAINING.png|25px]] 160 Training<br>[[File:YIELD IRON.png|25px]] 200 Iron
| [[File:YIELD TRAINING.png|25px]] 2 Training<br>[[File:YIELD FOOD.png|25px]] 1 Food<br>[[File:YIELD IRON.png|25px]] 4 Iron
|
* Has ZOC
* Can Fortify
* Starts with Disarm
|-
| [[File:UNIT MEDJAY ARCHER.png|70px]] Medjay Archer
| Ranged Infantry
| 6
| 2
| 4
| 0
| [[File:YIELD TRAINING.png|25px]] 120 Training<br>[[File:YIELD WOOD.png|25px]] 150 Wood
| [[File:YIELD TRAINING.png|25px]] 1 Training<br>[[File:YIELD FOOD.png|25px]] 1 Food<br>[[File:YIELD WOOD.png|25px]] 2 Wood
|
* Has ZOC
* Starts with Volley
| rowspan=2 | Kush
|-
|
[[File:UNIT BEJA ARCHER.png|70px]] Beja Archer
| Ranged Infantry
| 8
| 2
| 4
| 0
| [[File:YIELD TRAINING.png|25px]] 160 Training<br>[[File:YIELD WOOD.png|25px]] 200 Wood
| [[File:YIELD TRAINING.png|25px]] 2 Training<br>[[File:YIELD FOOD.png|25px]] 1 Food<br>[[File:YIELD WOOD.png|25px]] 4 Wood
|
* Has ZOC
* Starts with Volley
|}
|}


== Tribal units ==
== Tribal units ==
Tribal units can only be recruited by Tribes. They have the following characteristics:
Tribal units can only be recruited by Tribes. Nations may also be able to recruit them as mercenaries. Tribal units have the following characteristics:
* Cannot be promoted or earn XP.
* Cannot be promoted or earn XP.
* <span style="color:red;">'''-2'''</span> Fatigue Limit.
* <span style="color:red;">'''-2'''</span> Fatigue Limit.
{| class="wikitable"
{| class="wikitable"
! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Notes !! Tribes
! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Consumes !! Notes !! Tribes
|-
|-
| [[File:UNIT MARAUDER.png|70px]] Marauder
| [[File:UNIT MARAUDER.png|70px]] Marauder
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| 4
| 4
| 0
| 0
| [[File:YIELD MONEY.png|25px]] 1 Money
|  
|  
* Has ZOC
* Has ZOC
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| 4
| 4
| 2
| 2
| [[File:YIELD MONEY.png|25px]] 1 Money
|  
|  
* Has ZOC
* Has ZOC
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| 4
| 4
| 0
| 0
| [[File:YIELD MONEY.png|25px]] 2 Money
|  
|  
* Has ZOC
* Has ZOC
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| 4
| 4
| 2
| 2
| [[File:YIELD MONEY.png|25px]] 2 Money
|  
|  
* Has ZOC
* Has ZOC
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| 4
| 4
| 2
| 2
| [[File:YIELD MONEY.png|25px]] 3 Money
|  
|  
* Has ZOC
* Has ZOC
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| 4
| 4
| 2
| 2
| [[File:YIELD MONEY.png|25px]] 4 Money
|  
|  
* Has ZOC
* Has ZOC
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| 4
| 4
| 0
| 0
| [[File:YIELD MONEY.png|25px]] 3 Money
|  
|  
* Has ZOC
* Has ZOC
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| 4
| 4
| 0
| 0
| [[File:YIELD MONEY.png|25px]] 4 Money
|  
|  
* Has ZOC
* Has ZOC
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| 5
| 5
| 0
| 0
| [[File:YIELD MONEY.png|25px]] 1 Money
|  
|  
* Ignores ZOC
* Ignores ZOC
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| 5
| 5
| 2
| 2
| [[File:YIELD MONEY.png|25px]] 1 Money
|  
|  
* Ignores ZOC
* Ignores ZOC
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| 5
| 5
| 0
| 0
| [[File:YIELD MONEY.png|25px]] 3 Money
|  
|  
* Ignores ZOC
* Ignores ZOC
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| 5
| 5
| 0
| 0
| [[File:YIELD MONEY.png|25px]] 2 Money
|  
|  
* Ignores ZOC
* Ignores ZOC
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| 5
| 5
| 2
| 2
| [[File:YIELD MONEY.png|25px]] 2 Money
|  
|  
* Ignores ZOC
* Ignores ZOC
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| 5
| 5
| 0
| 0
| [[File:YIELD MONEY.png|25px]] 4 Money
|  
|  
* Ignores ZOC
* Ignores ZOC
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| 5
| 5
| 2
| 2
| [[File:YIELD MONEY.png|25px]] 3 Money
|  
|  
* Ignores ZOC
* Ignores ZOC
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| 5
| 5
| 2
| 2
| [[File:YIELD MONEY.png|25px]] 4 Money
|  
|  
* Ignores ZOC
* Ignores ZOC
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| 5
| 5
| 2
| 2
| [[File:YIELD MONEY.png|25px]] 3 Money
|  
|  
* Ignores ZOC
* Ignores ZOC
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| 5
| 5
| 2
| 2
| [[File:YIELD MONEY.png|25px]] 4 Money
|  
|  
* Ignores ZOC
* Ignores ZOC

Latest revision as of 22:03, 8 December 2025

Once a unit has spent 3 Orders moving, it will become Fatigued. A Fatigued unit can still be moved but it will cost 100 Training and each movement will require twice as many Orders.

Certain units produce a ZOC, or Zone-Of-Control, in an area around them. ZOC 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 stats

Units have the following stats to keep track of:

  • HP: 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 and can also be given 5 HP at the cost of 1 Orders and the unit's remaining Movement points.
  • Strength: How much damage the unit will deal.
  • Movement: How many hexes the unit can move for each Order. Hills, Sand, crossing a River, Scrub and Trees all add an extra movement point. Rivers and Roads within owned territory require only 2/3 of a movement point.
  • Vision: How many tiles around the unit are the tiles visible. Only applies to already discovered tiles.
  • Range: Only appears on Ranged units, it determines from how many hexes away from the target can the unit attack.

Unit 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 Tier 1 effect Tier 2 effect Tier 3 effect
Combat +5% Strength +10% Strength +15% Strength
Strike +10% Attack Strength +15% Attack Strength +20% Attack Strength
Guard +10% Defense Strength +15% Defense Strength +20% Defense Strength
Focus +10% Critical Hit Chance +15% Critical Hit Chance +20% Critical Hit Chance
Amphibious +50% Attack Strength in Land/Water Combat
+50% Attack Strength Across River
+25% Attack Strength in Land/Water Combat
+25% Attack Strength Into Settlement
Tracker +3 Vision
+1 Reveal
+1 Movement
Eagle Eye No ranged distance penalty +1 Range
Herbalist +4 HP from Heal Action +1 HP per year

Civilian units

Civilian units 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
  • +1 Fatigue Limit
  • Can Harvest Resources
  • Ignores ZOC
  • Hidden if placed on a tile with Trees in friendly or neutral territory
Settler 2 4 80 Growth
75 Food
2 Food Worker
  • Can Harvest Resources
  • 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 Harvest Resources
  • 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 or Traders family seat
  • Can move on water tiles
  • Can conduct a Caravan Mission
Christian Disciple
Jewish Disciple
Manichaean Disciple
Zoroastrian Disciple
3 3 60 Growth 2 Food
  • Can only be constructed in cities that have the same World Religion as the Nation's State Religion
  • Can Spread Religion
  • Can Establish Theology
  • Can Build World Religion Improvements
  • Growth cost increases by 10 each time it is built in the same city

Melee infantry units

Melee infantry units are the earliest type of military units available. Most melee infantry can use the Fortify action, 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 units 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.

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.
  • -20% Attack per tile distance to the target.
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 have the following characteristics:

  • Can only attack adjacent units.
  • When attacked by adjacent units they deal 1 HP damage to the attacking unit.
  • +25% Melee Attack into Flat and Clear.
  • +50% Strength vs Siege Units.
  • -50% Attack Across River.
  • They require a certain map resource 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
  • Ignores ZOC
Camel Archer Ranged Camel 5 3 5 2 80 Training
100 Food
50 Wood
4 Food
1 Training
Land Consolidation Final upgrade
  • Ignores ZOC
  • +1 Fatigue Limit
  • +50% Strength vs Horse Units
  • +50% Strength from Sand
War Elephant Melee Elephant 6 2 4 0 100 Training
100 Food
50 Iron
5 Food
1 Training
Land Consolidation Final upgrade
  • Targets attempts to move on an adjacent tile, if they can't they cannot move, attack or take any action

Siege units

Siege units are high damage support units. They have the following characteristics:

  • -50% Road Movement Cost.
  • +50% Attack Into Urban.
  • -25% Attack Into Scrub.
  • -50% Attack Into Trees.

Some siege units require spending a turn on the Unlimber action to be able to attack.

Unit Strength Movement Vision Range Cost Consumes Required technology Upgrades to Unlimbering Notes
Ballista 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 6 1 3 4 100 Training
50 Wood
100 Stone
1 Training
3 Stone
Machinery Mangonel Yes
  • Starts with Splash I
Polybolos 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 8 1 3 5 120 Training
100 Wood
100 Stone
2 Training
4 Stone
Ballistics Final upgrade Yes
  • Starts with Splash II

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. There are three tiers of Ships and each one can be upgraded to the next tier. They have the following characteristics:

  • Can only move on water tiles.
  • Can Harvest Resources.
  • Has ZOC.
  • Can use the Anchor ability, which allows land units to traverse water tiles in the Ship's ZOC starting next turn.
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
  • Starts with Assault
Assyria
Siege Tower Melee Siege 8 1 3 0 160 Training
100 Wood
100 Iron
2 Training
4 Wood
  • Starts with Assault
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
  • Starts with Panic
  • Starts with Rout
Carthage
Turreted Elephant Melee Mounted Elephant 8 2 5 0 160 Training
100 Wood
100 Food
2 Training
6 Food
  • Starts with Panic
  • Starts with Rout
Light Chariot Ranged Mounted Horse 6 4 6 2 120 Training
50 Wood
100 Food
1 Training
4 Food
  • Ignores ZOC
Egypt
Mounted Lancer Ranged Mounted Horse 8 4 6 2 160 Training
100 Wood
100 Food
2 Training
6 Food
  • Ignores ZOC
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
  • Has ZOC
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
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
D'Mt Warrior Melee Infantry 6 2 4 0 120 Training
150 Iron
100 Food
1 Training
1 Food
2 Iron
  • Has ZOC
  • Can Fortify
  • Starts with Disarm
Aksum
Shotelai Melee Infantry 8 2 4 0 160 Training
200 Iron
2 Training
1 Food
4 Iron
  • Has ZOC
  • Can Fortify
  • Starts with Disarm
Medjay Archer Ranged Infantry 6 2 4 0 120 Training
150 Wood
1 Training
1 Food
2 Wood
  • Has ZOC
  • Starts with Volley
Kush

Beja Archer

Ranged Infantry 8 2 4 0 160 Training
200 Wood
2 Training
1 Food
4 Wood
  • Has ZOC
  • Starts with Volley

Tribal units

Tribal units can only be recruited by Tribes. Nations may also be able to recruit them as mercenaries. Tribal units have the following characteristics:

  • Cannot be promoted or earn XP.
  • -2 Fatigue Limit.
Unit Type Strength Movement Vision Range Consumes Notes Tribes
Marauder Melee Infantry 3 2 4 0 1 Money
  • Has ZOC
Barbarians
Danes
Gauls
Thracians
Vandals
Skirmisher Ranged Infantry 3 2 4 2 1 Money
  • Has ZOC
Barbarians
Danes
Gauls
Thracians
Vandals
Elite Marauder Melee Infantry 4 2 4 0 2 Money
  • Has ZOC
Barbarians
Danes
Gauls
Thracians
Vandals
Elite Skirmisher Ranged Infantry 4 2 4 2 2 Money
  • Has ZOC
Barbarians
Danes
Gauls
Thracians
Vandals
Javelineer Ranged Infantry 5 2 4 2 3 Money
  • Has ZOC
Danes
Gauls
Elite Javelineer Ranged Infantry 6 2 4 2 4 Money
  • Has ZOC
Danes
Gauls
Warlord Melee Infantry 5 2 4 0 3 Money
  • Has ZOC
Thracians
Vandals
Elite Warlord Melee Infantry 6 2 4 0 4 Money
  • Has ZOC
Thracians
Vandals
Nomad Marauder Melee Mounted 3 3 5 0 1 Money
  • Ignores ZOC
Numidians
Scythians
Nomad Skirmisher Ranged Mounted 3 3 5 2 1 Money
  • Ignores ZOC
Numidians
Scythians
Nomad Warlord Melee Mounted 5 3 5 0 3 Money
  • Ignores ZOC
Numidians
Scythians
Elite Nomad Marauder Melee Mounted 4 3 5 0 2 Money
  • Ignores ZOC
Numidians
Scythians
Elite Nomad Skirmisher Ranged Mounted 4 3 5 2 2 Money
  • Ignores ZOC
Numidians
Scythians
Nomad Elite Warlord Melee Mounted 5 3 5 0 4 Money
  • Ignores ZOC
Numidians
Scythians
Libyan Cavalry Ranged Mounted 5 3 5 2 3 Money
  • Ignores ZOC
  • +25% Strength From Sand
Numidians
Elite Libyan Cavalry Ranged Mounted 6 3 5 2 4 Money
  • Ignores ZOC
  • +25% Strength From Sand
Numidians
Amazon Cavalry Ranged Mounted 5 3 5 2 3 Money
  • Ignores ZOC
  • +10% Strength vs Ranged Units
Scythians
Elite Amazon Cavalry Ranged Mounted 6 3 5 2 4 Money
  • Ignores ZOC
  • +10% Strength vs Ranged Units
Scythians