Units

From Old World Official Wiki

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
Disciple Can Establish Theology
Can Spread Religion
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. 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% 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 natural resource to be rescruited.

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.
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. They have the following characteristics:

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