Units: Difference between revisions

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! Unit !! Movement !! Vision !! Cost !! Consumes !! Upgrades to !! Notes
! Unit !! Movement !! Vision !! Cost !! Consumes !! Upgrades to !! Notes
|-
|-
| [[File:UNIT SCOUT.png|60px]] Scout
| [[File:UNIT SCOUT.png|70px]] Scout
| 3
| 3
| 5
| 5
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* Starts with Stealth
* Starts with Stealth
|-
|-
| [[File:UNIT SETTLER.png|60px]] Settler
| [[File:UNIT SETTLER.png|70px]] Settler
| 2
| 2
| 4
| 4
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* [[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
|-
|-
| [[File:UNIT WORKER.png|60px]] Worker
| [[File:UNIT WORKER.png|70px]] Worker
| 2
| 2
| 4
| 4
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* [[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
|-
|-
| [[File:UNIT CARAVAN.png|60px]] Caravan
| [[File:UNIT CARAVAN.png|70px]] Caravan
| 2
| 2
| 3
| 3
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! Unit !! Type !! Strength !! Movement !! Vision !! Cost !! Consumes !! Required technology !! Fortify !! Upgrades to !! Notes
! Unit !! Type !! Strength !! Movement !! Vision !! Cost !! Consumes !! Required technology !! Fortify !! Upgrades to !! Notes
|-
|-
| [[File:UNIT MILITIA.png|60px]] Militia
| [[File:UNIT MILITIA.png|70px]] Militia
| Infantry<br>Melee
| Infantry<br>Melee
| 3
| 3
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* Cannot be promoted or earn XP
* Cannot be promoted or earn XP
|-
|-
| [[File:UNIT CONSCRIPT.png|60px]] Conscript
| [[File:UNIT CONSCRIPT.png|70px]] Conscript
| Infantry<br>Melee<br>Polearm
| Infantry<br>Melee<br>Polearm
| 5
| 5
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* Starts with Pierce I
* Starts with Pierce I
|-
|-
| [[File:UNIT WARRIOR.png|60px]] Warrior
| [[File:UNIT WARRIOR.png|70px]] Warrior
| Infantry<br>Melee
| Infantry<br>Melee
| 4
| 4
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|  
|  
|-
|-
| [[File:UNIT AXEMAN.png|60px]] Axeman
| [[File:UNIT AXEMAN.png|70px]] Axeman
| Infantry<br>Melee
| Infantry<br>Melee
| 5
| 5
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* Starts with Cleave I
* Starts with Cleave I
|-
|-
| [[File:UNIT SPEARMAN.png|60px]] Spearman
| [[File:UNIT SPEARMAN.png|70px]] Spearman
| Infantry<br>Melee<br>Polearm
| Infantry<br>Melee<br>Polearm
| 5
| 5
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* Starts with Pierce I
* Starts with Pierce I
|-
|-
| [[File:UNIT MACEMAN.png|60px]] Maceman
| [[File:UNIT MACEMAN.png|70px]] Maceman
| Infantry<br>Melee
| Infantry<br>Melee
| 6
| 6
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* Starts with Anti-Infantry I
* Starts with Anti-Infantry I
|-
|-
| [[File:UNIT SWORDSMAN.png|60px]] Swordsman
| [[File:UNIT SWORDSMAN.png|70px]] Swordsman
| Infantry<br>Melee
| Infantry<br>Melee
| 8
| 8
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* Starts with Cleave II
* Starts with Cleave II
|-
|-
| [[File:UNIT PIKEMAN.png|60px]] Pikeman
| [[File:UNIT PIKEMAN.png|70px]] Pikeman
| Infantry<br>Melee<br>Polearm
| Infantry<br>Melee<br>Polearm
| 8
| 8
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! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Required technology !! Upgrades to !! Notes
! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Required technology !! Upgrades to !! Notes
|-
|-
| [[File:UNIT SLINGER.png|60px]] Slinger
| [[File:UNIT SLINGER.png|70px]] Slinger
| Infantry<br>Ranged
| Infantry<br>Ranged
| 4
| 4
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|  
|  
|-
|-
| [[File:UNIT ARCHER.png|60px]] Archer
| [[File:UNIT ARCHER.png|70px]] Archer
| Infantry<br>Ranged
| Infantry<br>Ranged
| 5
| 5
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|  
|  
|-
|-
| [[File:UNIT LONGBOWMAN.png|60px]] Longbowman
| [[File:UNIT LONGBOWMAN.png|70px]] Longbowman
| Infantry<br>Ranged
| Infantry<br>Ranged
| 8
| 8
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|  
|  
|-
|-
| [[File:UNIT CROSSBOWMAN.png|60px]] Crossbowman
| [[File:UNIT CROSSBOWMAN.png|70px]] Crossbowman
| Infantry<br>Ranged
| Infantry<br>Ranged
| 8
| 8
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! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Required technology !! Required resource !! Upgrades to !! Notes
! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Required technology !! Required resource !! Upgrades to !! Notes
|-
|-
| [[File:UNIT CHARIOT.png|60px]] Chariot
| [[File:UNIT CHARIOT.png|70px]] Chariot
| Mounted<br>Horse<br>Melee
| Mounted<br>Horse<br>Melee
| 5
| 5
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* Starts with Rout
* Starts with Rout
|-
|-
| [[File:UNIT HORSEMAN.png|60px]] Horseman
| [[File:UNIT HORSEMAN.png|70px]] Horseman
| Mounted<br>Horse<br>Melee
| Mounted<br>Horse<br>Melee
| 6
| 6
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* Starts with Rout
* Starts with Rout
|-
|-
| [[File:UNIT CATAPHRACT.png|60px]] Cataphract
| [[File:UNIT CATAPHRACT.png|70px]] Cataphract
| Mounted<br>Horse<br>Melee
| Mounted<br>Horse<br>Melee
| 10
| 10
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* Starts with Circle
* Starts with Circle
|-
|-
| [[File:UNIT HORSE ARCHER.png|60px]] Horse Archer
| [[File:UNIT HORSE ARCHER.png|70px]] Horse Archer
| Mounted<br>Horse<br>Ranged
| Mounted<br>Horse<br>Ranged
| 6
| 6
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|  
|  
|-
|-
| [[File:UNIT CAMEL ARCHER.png|60px]] Camel Archer
| [[File:UNIT CAMEL ARCHER.png|70px]] Camel Archer
| Mounted<br>Camel<br>Ranged
| Mounted<br>Camel<br>Ranged
| 5
| 5
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|  
|  
|-
|-
| [[File:UNIT WAR ELEPHANT.png|60px]] War Elephant
| [[File:UNIT WAR ELEPHANT.png|70px]] War Elephant
| Mounted<br>Elephant<br>Melee
| Mounted<br>Elephant<br>Melee
| 6
| 6
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! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Required technology !! Upgrades to !! Unlimbering !! Notes
! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Required technology !! Upgrades to !! Unlimbering !! Notes
|-
|-
| [[File:UNIT BALLISTA.png|60px]] Ballista
| [[File:UNIT BALLISTA.png|70px]] Ballista
| Ranged<br>Siege
| Ranged<br>Siege
| 6
| 6
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* Starts with Pierce III
* Starts with Pierce III
|-
|-
| [[File:UNIT ONAGER.png|60px]] Onager
| [[File:UNIT ONAGER.png|70px]] Onager
| Ranged<br>Siege
| Ranged<br>Siege
| 6
| 6
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* Starts with Splash I
* Starts with Splash I
|-
|-
| [[File:UNIT POLYBOLOS.png|60px]] Polybolos
| [[File:UNIT POLYBOLOS.png|70px]] Polybolos
| Ranged<br>Siege
| Ranged<br>Siege
| 10
| 10
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* Starts with Pierce II
* Starts with Pierce II
|-
|-
| [[File:UNIT MANGONEL.png|60px]] Mangonel
| [[File:UNIT MANGONEL.png|70px]] Mangonel
| Ranged<br>Siege
| Ranged<br>Siege
| 8
| 8
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! Unit !! Strength !! Movement !! Vision !! Cost !! Consumes !! Required technology
! Unit !! Strength !! Movement !! Vision !! Cost !! Consumes !! Required technology
|-
|-
| [[File:UNIT BIREME.png|60px]] Bireme
| [[File:UNIT BIREME.png|70px]] Bireme
| 6
| 6
| 3
| 3
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| [[File:TECH NAVIGATION.png|25px]] Navigation
| [[File:TECH NAVIGATION.png|25px]] Navigation
|-
|-
| [[File:UNIT TRIREME.png|60px]] Trireme
| [[File:UNIT TRIREME.png|70px]] Trireme
| 8
| 8
| 4
| 4
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| [[File:TECH CARTOGRAPHY.png|25px]] Cartography
| [[File:TECH CARTOGRAPHY.png|25px]] Cartography
|-
|-
| [[File:UNIT DROMON.png|60px]] Dromon
| [[File:UNIT DROMON.png|70px]] Dromon
| 10
| 10
| 5
| 5
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! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Notes !! Nation
! Unit !! Type !! Strength !! Movement !! Vision !! Range !! Cost !! Consumes !! Notes !! Nation
|-
|-
| [[File:UNIT BATTERING RAM.png|60px]] Battering Ram
| [[File:UNIT BATTERING RAM.png|70px]] Battering Ram
| Melee<br>Siege
| Melee<br>Siege
| 6
| 6
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| rowspan=2 | Assyria
| rowspan=2 | Assyria
|-
|-
| [[File:UNIT SIEGE TOWER.png|60px]] Siege Tower
| [[File:UNIT SIEGE TOWER.png|70px]] Siege Tower
| Melee<br>Siege
| Melee<br>Siege
| 8
| 8
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* Starts with Assault
* Starts with Assault
|-
|-
| [[File:UNIT AKKADIAN ARCHER.png|60px]] Akkadian Archer
| [[File:UNIT AKKADIAN ARCHER.png|70px]] Akkadian Archer
| Ranged<br>Infantry
| Ranged<br>Infantry
| 6
| 6
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| rowspan=2 | Babylonia
| rowspan=2 | Babylonia
|-
|-
| [[File:UNIT CIMMERIAN ARCHER.png|60px]] Cimmerian Archer
| [[File:UNIT CIMMERIAN ARCHER.png|70px]] Cimmerian Archer
| Ranged<br>Infantry
| Ranged<br>Infantry
| 8
| 8
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* Has ZOC
* Has ZOC
|-
|-
| [[File:UNIT AFRICAN ELEPHANT.png|60px]] African Elephant
| [[File:UNIT AFRICAN ELEPHANT.png|70px]] African Elephant
| Melee<br>Mounted<br>Elephant
| Melee<br>Mounted<br>Elephant
| 6
| 6
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| rowspan=2 | Carthage
| rowspan=2 | Carthage
|-
|-
| [[File:UNIT TURRETED ELEPHANT.png|60px]] Turreted Elephant
| [[File:UNIT TURRETED ELEPHANT.png|70px]] Turreted Elephant
| Melee<br>Mounted<br>Elephant
| Melee<br>Mounted<br>Elephant
| 8
| 8
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* Starts with Rout
* Starts with Rout
|-
|-
| [[File:UNIT LIGHT CHARIOT.png|60px]] Light Chariot
| [[File:UNIT LIGHT CHARIOT.png|70px]] Light Chariot
| Ranged<br>Mounted<br>Horse
| Ranged<br>Mounted<br>Horse
| 6
| 6
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| rowspan=2 | Carthage
| rowspan=2 | Carthage
|-
|-
| [[File:UNIT KUSHITE CAVALRY.png|60px]] Kushite Cavalry
| [[File:UNIT KUSHITE CAVALRY.png|70px]] Kushite Cavalry
| Ranged<br>Mounted<br>Horse
| Ranged<br>Mounted<br>Horse
| 8
| 8

Revision as of 14:22, 12 March 2023

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. It can also be given 5 HP at the cost of 1 Orders and the unit's remaining Movement points.

A unit's Movement stat determines how many hexes can a unit move. If a unit runs out of Movement is can still be moved but it will cost 100 Training and twice as many Orders.

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

Attribute Effect
Camel +25% Strength from Sand
+50% Strength vs Horse Units
+1 Fatigue Limit
Requires Camels resource to be recruited
Disciple Can Establish Theology
Can Spread Religion
Elephant Targets attempt to Retreat, if they can't the become Stunned
Requires Elephants resource to be recruited
Horse Ignores ZOC
Requires Horses resource to be recruited
Infantry +25% Defense from Urban
Melee Melee Counterattack: -1 HP
-50% Attack Across River
Mounted +25% Melee Attack into Flat and Clear
+50% Strength vs Siege Units
Polearm Cannot be Routed
ZOC blocks Mounted
Ranged -25% Attack Into Scrub
-50% Attack Into Trees
Siege -50% Road Movement Cost
+50% Attack Into Urban
Ignores Distance Modifier
Tribal Can only be recruited by Tribes and Barbarians
Cannot be promoted or earn XP

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 Effect
Combat +5% Strength
Strike +10% Attack
Guard +10% Defense
Tough +10% Strength if Damaged
Highlander +25% Strength from Hill
Ranger +25% Strength from Forest
Warden +25% Strength from Urban
Bloodthirsty +10% Strength vs Damaged
Brave +10% Strength vs Melee Units
Fierce +10% Strength vs Infantry Units
Shieldbearer +10% Strength vs Ranged Units
Engineer +25% Strength vs Siege and Ship Units
Horsebane +25% Strength vs Mounted Units
Tracker +3 Vision and +1 Reveal
Herbalist +4HP from Heal Action

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 Defense of 3.

Unit Movement Vision Cost Consumes Upgrades to Notes
Scout 3 5 60 Growth
  • Fatigue Limit: +1
  • Ignores ZOC
  • Starts with Stealth
Settler 2 4 80 Growth
75 Food
2 Food Worker
  • 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 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
  • Can move on water tiles
  • Can conduct a Caravan Mission

Melee infantry units

Melee infantry units are the earliest type of military units available. All of them have a ZOC and most of them have the Fortify ability. Melee infantry have two upgrade paths: one that focuses on fighting other melee infantry and one that focuses of fighting mounted units.

Unit Type Strength Movement Vision Cost Consumes Required technology Fortify Upgrades to Notes
Militia Infantry
Melee
3 2 4 60 Growth 1 Food Final upgrade No Conscript
  • Cannot be promoted or earn XP
Conscript Infantry
Melee
Polearm
5 2 4 100 Growth 2 Food Manor No Final upgrade
  • Cannot be promoted or earn XP
  • Starts with Anti-Mounted I
  • Starts with Pierce I
Warrior Infantry
Melee
4 2 4 60 Training
50 Iron
1 Food
1 Iron
Ironworking Yes Axeman
Spearman
Axeman Infantry
Melee
5 2 4 80 Training
100 Iron
1 Food
2 Iron
Steel Yes Maceman
Swordsman
  • Starts with Anti-Polearm I
  • Starts with Cleave I
Spearman Infantry
Melee
Polearm
5 2 4 80 Training
50 Iron
50 Wood
1 Food
2 Iron
Phalanx Yes Pikeman
Swordsman
  • Starts with Anti-Mounted II
  • Starts with Pierce I
Maceman Infantry
Melee
6 2 4 100 Training
150 Iron
1 Food
3 Iron
1 Training
Battle Line Yes Pikeman
Swordsman
  • Starts with Anti-Infantry I
Swordsman Infantry
Melee
8 2 4 120 Training
200 Iron
1 Food
4 Iron
2 Training
Cohorts Yes Final upgrade
  • Starts with Anti-Infantry I
  • Starts with Cleave II
Pikeman Infantry
Melee
Polearm
8 2 4 100 Training
100 Iron
50 Wood
1 Food
3 Iron
1 Training
Infantry Square 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. All of them have a ZOC.

Unit Type Strength Movement Vision Range Cost Consumes Required technology Upgrades to Notes
Slinger Infantry
Ranged
4 2 4 2 60 Training
50 Stone
1 Food
1 Stone
Trapping Archer
Archer Infantry
Ranged
5 2 4 3 80 Training
100 Wood
1 Food
2 Wood
Composite Bow Longbowman
Crossbowman
Longbowman Infantry
Ranged
8 2 4 3 100 Training
150 Wood
1 Food
3 Wood
1 Training
Bodkin Arrow Final upgrade
Crossbowman Infantry
Ranged
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 also require certain resources 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 Required resource Upgrades to Notes
Chariot Mounted
Horse
Melee
5 3 5 0 80 Training
50 Food
50 Wood
4 Food Spoked Wheel Horses Horseman
Horse Archer
  • Starts with Rout
Horseman Mounted
Horse
Melee
6 3 5 0 100 Training
100 Food
50 Iron
5 Food
1 Training
Stirrups Horses Cataphract
  • Starts with Rout
Cataphract Mounted
Horse
Melee
10 3 5 0 160 Training
100 Food
100 Iron
6 Food
2 Training
Barding Horses Final upgrade
  • Starts with Rout
  • Starts with Circle
Horse Archer Mounted
Horse
Ranged
6 3 5 2 100 Training
100 Food
50 Wood
4 Food
1 Training
Stirrups Horses Final upgrade
Camel Archer Mounted
Camel
Ranged
5 3 5 2 80 Training
100 Food
50 Wood
4 Food
1 Training
Land Consolidation Camels Final upgrade
War Elephant Mounted
Elephant
Melee
6 2 4 0 100 Training
100 Food
50 Iron
5 Food
1 Training
Land Consolidation Elephants Final upgrade

Siege units

Siege units are high damage support units. They are very slow but very effective at attacking Cities and units protecting their tiles and unlike other ranged units do not suffer Attack penalties with increasing distance. Some siege units require spending a turn on the Unlimber action to be able to attack.

Unit Type Strength Movement Vision Range Cost Consumes Required technology Upgrades to Unlimbering Notes
Ballista Ranged
Siege
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 Ranged
Siege
6 1 3 4 100 Training
50 Wood
100 Stone
1 Training
3 Stone
Machinery Mangonel Yes
  • Starts with Splash I
Polybolos Ranged
Siege
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 Ranged
Siege
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 and can only move on water tiles. They can harvest resources and project a ZOC around them. They have the Anchor ability, which allows land units to traverse water tiles in the Ship's ZOC. There are three tiers of Ships and each one can be upgraded to the next tier.

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 Rout
Carthage
Turreted Elephant Melee
Mounted
Elephant
8 2 5 0 160 Training
100 Wood
100 Food
2 Training
6 Food
  • 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