* 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
Revision as of 16:27, 13 March 2023
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 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
Starts with Stealth
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
Carthage
Kushite Cavalry
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
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
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: