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])