Units: Difference between revisions
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* Can Harvest Resources | * Can Harvest Resources | ||
* Ignores ZOC | * Ignores ZOC | ||
* | * 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 | ||
| Line 289: | Line 289: | ||
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= | ! 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 | ||
| Line 566: | Line 566: | ||
| | | | ||
* Ignores ZOC | * Ignores ZOC | ||
| rowspan=2 | | | rowspan=2 | Egypt | ||
|- | |- | ||
| [[File:UNIT KUSHITE CAVALRY.png|70px]] | | [[File:UNIT KUSHITE CAVALRY.png|70px]] Mounted Lancer | ||
| Ranged Mounted Horse | | Ranged Mounted Horse | ||
| 8 | | 8 | ||
| Line 688: | Line 688: | ||
* Starts with Circle | * Starts with Circle | ||
* Starts with Rout | * 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 | |||
|} | |} | ||
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:
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.
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.
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.
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.
Siege units
Siege units are high damage support units. They have the following characteristics:
Some siege units require spending a turn on the
Unlimber action to be able to attack.
Ships

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.
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.
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.


