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Units

Units are trained in the Barracks and fed with food. Every race fields its own roster of eight units.

Roster

  • Eight slots: infantry, ranged, cavalry, ram, catapult, envoy, scout and racial elite.
  • The same slot plays the same role for every race — rams break walls, envoys conquer.
  • The numbers differ: Nords attack and move fast, Sylvans defend, Aumenians are balanced.
  • Every unit has attack, defense, carrying capacity, speed and a price — click it for the exact figures.

Destroying an enemy unit earns you as many points in the "Units killed" ranking as the food it ate per hour.

Training queue

  • It holds up to 10 batches of different units, trained one after another.
  • A canceled waiting batch refunds 80 % of the resources, one under way 50 %, and not a single unit comes of it.

Armory

  • Every level gives one kind of unit +2.5 % attack and defense (in whole percent), up to 20 levels, so +50 %.
  • Upgrades apply per village, just like research — an attacking and a defending village can really field different armies.
  • A battle counts the upgrades of the village the units set out from; reinforcements carry theirs with them.
  • The Armory forges one upgrade after another, with 2 slots in the queue. A canceled waiting item refunds 80 % of the resources, one under way 50 %, and the work done is lost.

Aumenians

  • Man-at-arms
    Man-at-arms · Infantry

    Man-at-arms — cheap and dependable, the backbone of both army and defense.

  • Crossbowman
    Crossbowman · Ranged

    Crossbowman — strong at range, weaker in a straight fight. Requires the Archery research.

  • Knight
    Knight · Cavalry

    Knight — a fast, heavy blow, ideal for raiding. Requires the Horsemanship research.

  • Ram
    Ram · Battering ram

    Ram — a covered shed with an iron head that breaks through walls. Requires the Siege Engineering research.

  • Trebuchet
    Trebuchet · Catapult

    Trebuchet — a heavy throwing engine that levels buildings. Requires the Siege Engineering research.

  • Prelate
    Prelate · Envoy

    Prelate — a non-combat unit. In your own village it lets you found a new settlement; with a winning attack it lowers the enemy's Dominance, and takes the village at zero. Requires the Statecraft research.

  • Pathfinder
    Pathfinder · Scout

    Pathfinder — a mounted non-combat unit, as fast as cavalry and quickened by the Stables too. Sent to another village it reveals resources, garrison or buildings; scouts defending that village may spot and stop it. No research needed.

  • Sentinel
    Sentinel · Racial elite — defense against infantry

    Sentinel — extreme defense against infantry, weak against cavalry. Aumenians only, requires the Guard Discipline research.

Nords

  • Raider
    Raider · Infantry

    Raider — the only Nord foot unit that slows cavalry; softer against infantry than a Man-at-arms, but faster and carries more loot.

  • Slinger
    Slinger · Ranged

    Slinger — the highest foot attack per food, all but defenseless. Requires the Archery research.

  • Wolf Rider
    Wolf Rider · Cavalry

    Wolf Rider — the fastest cavalry in the game, the strongest mounted attack and the largest load, with weaker defense. Requires the Horsemanship research.

  • Gatebreaker
    Gatebreaker · Battering ram

    Gatebreaker — an iron-shod log carried on ropes; it breaks walls and marches faster than the other races' engines. Requires the Siege Engineering research.

  • Fire Thrower
    Fire Thrower · Catapult

    Fire Thrower — hurls balls of fire and levels buildings; weaker than a Trebuchet, but faster. Requires the Siege Engineering research.

  • Priest
    Priest · Envoy

    Priest — a non-combat unit. Founds settlements, and with a winning attack lowers the enemy's Dominance, taking the village at zero. Requires the Statecraft research.

  • Tracker
    Tracker · Scout

    Tracker — the fastest scout in the game, riding as fast as the Wolf Riders and quickened by the Stables too. Reveals the target's resources, garrison or buildings. No research needed.

  • Ranger
    Ranger · Racial elite — defense against spying

    Ranger — counts as eight ordinary scouts when defending against enemy scouts. Nords only, requires the Hunting Lore research.

Sylvans

  • Borderer
    Borderer · Infantry

    Borderer — the toughest foot defender against infantry, weak on the attack.

  • Bowman
    Bowman · Ranged

    Bowman — an archer who can also hold a line; the Sylvan archer bonus raises both its attack and its defense. Requires the Archery research.

  • Centaur
    Centaur · Cavalry

    Centaur — a fast reinforcement with high defense against cavalry, weaker on the attack than a Knight. Requires the Horsemanship research.

  • Bison
    Bison · Battering ram

    Bison — a tamed beast that breaks through walls; slower, but tougher. Requires the Siege Engineering research.

  • Mammoth
    Mammoth · Catapult

    Mammoth — the strongest and slowest siege creature; it levels buildings and eats the most food. Requires the Siege Engineering research.

  • Druid
    Druid · Envoy

    Druid — a non-combat unit with the highest defense among envoys. Founds settlements, and with a winning attack lowers Dominance, taking the village at zero. Requires the Statecraft research.

  • Falconer
    Falconer · Scout

    Falconer — the cheapest scout in the game, riding as fast as the Centaurs and quickened by the Stables too. Reveals the target's resources, garrison or buildings. No research needed.

  • Guardian
    Guardian · Racial elite — defense against cavalry

    Guardian — extreme defense against cavalry, weak against infantry. Sylvans only, requires the Forest Martial Arts research.