Military Units
When managing your military, you have to make the decision on what military units to produce. Each race has their own military units, each with four important statistics. The first one is the offensive power When you attack the offensive power on all units you send on the attack are added up, and makes your raw offensive power, which can be modified by bonuses from other sources. The second statistic is the defensive power. When someone else attacks you, the defensive power on all units at home (i.e. not returning from battle, on duty in another province, or still in training) are added up, and makes your raw defensive power, which can be modified by bonuses from other sources. The third important statistic is special abilities. These will wary for each unit, and the most common are described below the list of units. In cases when offensive / defensive powers are increased/decreased depending on other variables (such as land percentages) it is the raw offensive / defensive power that is affected. The forth, and perhaps most important statistic is the price of the unit. You will have to weight the efficiency of a unit against its price. However, always keep in mind that the support costs of all units (in food and living space) are the same.
When the game begins all races has access to four different military units. These are divided into two specialist, one with only offensive power, and one with only defensive power, and two elites which usually has both offensive and defensive powers, and is more likely to have special abilities than the specialists. Specialists are usually cheaper and trained in 9 hours, while elites take 12 hours to train and are usually more costly. In addition certain wonders and technologies may allow you to train new types of units.
Below are the military units ordered by race. Costs are given in the units of CC (Copper Commons), r (Iron), l (Lumber), m (Mana) and Hg (Mercury). You need 1 draftee for every unit you are trying to train. Draftees, have 0 offensive power, and 1 defensive power for all races, except Insectoids, whose draftees only have 0.5 defensive power.
Good Races |
Human |
Unit |
Offensive Strength |
Defensive Strength |
Special Ability |
Cost |
Spearmen |
3 |
0 |
|
275CC, 25r |
Archer |
0 |
3 |
|
275CC, 10r, 1l |
Knight |
2 |
6 |
25% less causalties |
880CC, 80r |
Cavalry |
5 |
3 |
Returns 3 hours faster from battle |
1100CC, 75r |
Dwarf |
Unit |
Offensive Strength |
Defensive Strength |
Special Ability |
Cost |
Soldier |
3 |
0 |
|
275CC, 25r |
Miner |
0 |
3 |
Produces 1/2 iron per hour |
325CC, 25r |
Cleric |
3 |
4* |
A cleric has a defensive power of 5 against all EVIL races; Kills Undead as if they were normal units; Reduces causalties in combat -More details (D) |
825CC |
Warrior |
6* |
2 |
A warior has an offensive power of 6.5 against Goblins and Harpies and 7 against Dark Elves and Wood Elves. |
1150CC, 100r |
Halfling |
Unit |
Offensive Strength |
Defensive Strength |
Special Ability |
Cost |
Slinger |
3 |
0 |
|
275CC, 15r, 1s |
Defender |
0 |
3 |
|
275CC, 10r |
Staff Master |
5 |
3 |
25% less causalties |
850CC, 30r |
Master Thief |
2 |
4 |
Counts as 3/4 Spy on offense, 1 spy on defense; Can't be targeted by the Disband Spies spell. |
1210CC, 40r |
Wood Elf |
Unit |
Offensive Strength |
Defensive Strength |
Special Ability |
Cost |
Ranger |
3 |
0 |
|
275CC, 25r |
Longbowman |
0 |
4 |
|
325CC, 10r, 1l |
Mystic |
0 |
4* |
Defensive strength +1 per 20% forested plains and forested hills (buildings inclusive), to a maximum of +4 -More details (A) |
875CC, 20l |
Druid |
3* |
3* |
Defensive and offensive strength +1 per 25% forested plains and forested hills (buildings inclusive), to a maximum of +3 -More details (A) |
1025CC, 50l |
Neutral Races |
Nomad |
Unit |
Offensive Strength |
Defensive Strength |
Special Ability |
Cost |
Fighter |
3 |
0 |
|
275CC, 25r |
Crossbowman |
0 |
3 |
|
275CC, 10r, 1l |
Blademaster |
2 |
6 |
25% less causalties |
880CC, 80r |
Valkyrie |
5 |
3 |
Returns 3 hours faster from battle |
1100CC, 75r |
Gryphons |
Unit |
Offensive Strength |
Defensive Strength |
Special Ability |
Cost |
Royal Gryphon |
8 |
0 |
Flying (no ships neaded); Trained in 12 hours; Increases enemy causalties in combat -More details (E) |
1450CC, 100r |
Gryphonlings |
0 |
2.5 |
25% less causalties |
250CC, 5r |
HippoGriph |
4 |
4* |
Flying (no ships neaded); Defensive strength +1 per 20% larger attacker is in comparison to your land size, to a maximum of +4 -More details (A) |
880CC, 50r |
Gryphon Elder |
3 |
3 |
Flying (no ships neaded); Reduces causalties in combat -More details (D) |
300CC, 25r |
Insectoids |
Unit |
Offensive Strength |
Defensive Strength |
Special Ability |
Cost |
Flyer |
2 |
0 |
Flying (no ships neaded) |
225CC, 10l |
Worker |
0 |
2 |
Produces 1/4 food per hour |
275CC, 10l |
Soldier |
2* |
2* |
Defensive and offensive strength +1 per 80% more soldiers than enemy troops, to a maximum of +2. -More details (A) |
575CC, 30l |
Queen |
2 |
3 |
Population Growth is increased by 2 * (Queens/total land)% |
850CC, 50l |
Woodfolk |
Unit |
Offensive Strength |
Defensive Strength |
Special Ability |
Cost |
Seedling |
2 |
0 |
Trained in 6h; 20% more causalties |
240CC |
Oak Guardian |
0 |
3 |
10% less causalties |
250CC |
Whisp |
3* |
4* |
Defensive and offensive strength +1 per 20% forested plains and forested hills (buildings inclusive), to a maximum of +3 -More details (A) |
1150CC |
Anicent |
7 |
0 |
25% less causalties; Returns 3 hours slower from battle |
1500CC |
Evil Races |
Dark Elf |
Unit |
Offensive Strength |
Defensive Strength |
Special Ability |
Cost |
Swordsman |
4 |
0 |
|
325CC, 25r |
Gargoyle |
0 |
3 |
|
150CC, 100s, 15m |
Adept |
3* |
4* |
Counts as 3/5 Wizard on offense, 1/2 on defense; Can't be targeted by Wizard Assassination; Defensive and offensive strength +1 per 10% Wizard Guilds, to a maximum of +5 -More details (A) |
935CC, 50r |
Spirit Warrior |
5.5* |
0 |
A spirit warior has an offensive power of 6 against provinces 85% of your land size or greater, ALMOST Never Dies -More details (C) |
1100CC, 30Hg |
Goblin |
Unit |
Offensive Strength |
Defensive Strength |
Special Ability |
Cost |
Raider |
3 |
0 |
|
325CC, 15r |
Shaman |
0 |
3 |
Kills Undead as if they were normal units; Reduces causalties in combat -More details (D) |
350CC, 15r |
Orc |
5 |
3 |
Plunders resources on Attack -More details (G) |
950CC, 75r |
Wolf Rider |
6 |
2 |
Returns 3 hours faster from battle. |
1200CC, 100r |
Harpies |
Unit |
Offensive Strength |
Defensive Strength |
Special Ability |
Cost |
Hag |
2.5 |
0 |
Flying (no ships neaded) |
235CC, 35r |
Nester |
0 |
3.5 |
|
275CC, 40r |
Carrier |
2 |
4 |
Flying (no ships neaded); Returns 1 hour faster from battle; Gives 5 other units the ability to return 1 hour faster from battle. |
855CC |
Harper |
6 |
1 |
Flying (no ships neaded); Doesn't consume food for 5h after returning from a successful attack. |
1125CC |
Lizardfolk |
Unit |
Offensive Strength |
Defensive Strength |
Special Ability |
Cost |
Reptile |
3 |
0 |
Swimming (no ships neaded) |
275CC |
Serpent |
0 |
3 |
|
275CC |
Chameleon |
4 |
4 |
Swimming (no ships neaded); Counts as 1/2 Spy; Can't be targeted by the Disband Spies spell. |
975CC |
Lizardmen |
6 |
2 |
Swimming (no ships neaded) |
1150CC |
Troll |
Unit |
Offensive Strength |
Defensive Strength |
Special Ability |
Cost |
Brute |
4 |
0 |
|
350CC, 25r |
Ogre |
0 |
3 |
|
300CC, 25r |
Basher |
5* |
2* |
25% less causalties; A basher has a defensive power of 3 and an offensive power of 6 against Goblins, Halflings and Dwarves. |
950CC, 95r |
Smasher |
7* |
7 |
A basher has an offensive power of 8 against Goblins, Halflings, Dwarves and Wood Elves. |
1500CC, 150r |
Undead |
Unit |
Offensive Strength |
Defensive Strength |
Special Ability |
Cost |
Skeleton |
2.5 |
0 |
ALMOST Never Dies -More details (B) |
220CC, 5m |
Phantoms |
0 |
2.5 |
ALMOST Never Dies -More details (B) |
220CC, 5m |
Ghost |
2 |
4 |
Flying (no ships neaded); ALMOST Never Dies; Some enemy units killed in battle turn into Skeletons/Phantoms and join your army IF BATTLE WON WHEN YOU ATTACK -More details (B, F) |
800CC, 15m |
Vampire |
4 |
3 |
Flying (no ships neaded); ALMOST Never Dies; Attacking a target 70% of your land size or larger, some enemy units killed in battle turn into Ghosts and join your army IF BATTLE WON WHEN YOU ATTACK. Attacking a target 50% - 70% of your land size, some enemy units killed in battle turn into Phantoms / Banshees and join your army IF BATTLE WON WHEN YOU ATTACK. -More details (B, F) |
950CC, 20m |
More Details |
A) Bonuses based on percentages are not granted in whole numbers, but is based upon exact land percentages. I.e. it is possible to gain a +1.76 bonus if you have 17.6% and the bonus is described as +1 for every 10%.
B) These units are hard to kill, not impossible. There are many ways to kill them, for example the Crusade spell, Goblin Shamans and Dwarven clerics. Also, if they lose a fight by more than 20% they will die at a rate equivalent to another unit's losses at a 20% lesser loss.
C) These units are slightly more dificult to kill, as they are NOT considered to be Undead. They can thus not be killed by the Crusade spell, Goblin Shamans or Dwarven clerics. The only way to kill these units is if they lose the fight with more than 20%, when they will die at a rate equivalent to another unit's losses at a 20% lesser loss.
D) Amount of causalty decreased depends on how many of the total units on your side participating in battle is Clerics/Gryphon Elders/Shamans. For every 2% of your units who has this ability, causalties decreases 1%.
E) Amount of enemy causalty increased depends on how many of the total units on your side participating in battle is Royal Gryphons. For every 2% of your units who has this ability, enemy causalties increases 1%.
F) Amount of units converted depends on the following formula, maxed by enemy units killed:
units_with_ability * 0.1 * ( Target_Land / Your_Land )
G) The resource plunder ability is in adition to any resources plundered on a plunder raid, and will occur even on the other attack types. On an unsucessfull attack, no resources are plundered.
Amount of plunder gained are based upon the following formula:
CC: min ( 0.1 * [Enemy_CC], 10 * [Units_Sent])
Mana and Food: None!
Other Resources: min ( 0.1 * [Enemy_Amount], 2 * [Units_Sent])
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