Units

From Old World Official Wiki
Revision as of 13:08, 11 March 2023 by Kami-sama (talk | contribs)

Health

If a unit runs out of Health, 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.

Movement

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.

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

There are three main types of units:

  • Melee Units need to be adjacent to an enemy unit to attack it
  • Ranged Units can attack from afar
  • Ships can only move on water tiles and have the ability to Anchor

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

Units list

Unit HP Strength Movement Vision Range Cost Upkeep Requiremed technology Notes
Scout 20 3 3 5 Noncombatant Infantry 60 Growth None
  • Reveal Range: +1
  • Fatigue Limit: +1
  • Can Harvest Resources
  • Ignores ZOC
  • Starts with Stealth
Warrior 20 8 2 4 Melee Infantry 50 Iron
40 Training
1 Iron
1 Food
Ironworking
  • Has ZOC
  • Can Fortify
Slinger 20 4 2 4 Ranged Infantry (2) 50 Stone
60 Training
1 Stone
1 Food
Trapping
  • Has ZOC
Bireme 20 6 3 5 Ship 50 Iron
50 Wood
2 Food Navigation
  • Reveal Range: +1
  • Can Harvest Resources
  • Has ZOC