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 · Infantry
Man-at-arms — cheap and dependable, the backbone of both army and defense.
- Crossbowman · Ranged
Crossbowman — strong at range, weaker in a straight fight. Requires the Archery research.
- Knight · Cavalry
Knight — a fast, heavy blow, ideal for raiding. Requires the Horsemanship research.
- Ram · Battering ram
Ram — a covered shed with an iron head that breaks through walls. Requires the Siege Engineering research.
- Trebuchet · Catapult
Trebuchet — a heavy throwing engine that levels buildings. Requires the Siege Engineering research.
- 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 · 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 · Racial elite — defense against infantry
Sentinel — extreme defense against infantry, weak against cavalry. Aumenians only, requires the Guard Discipline research.
Nords
- 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 · Ranged
Slinger — the highest foot attack per food, all but defenseless. Requires the Archery research.
- 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 · 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 · Catapult
Fire Thrower — hurls balls of fire and levels buildings; weaker than a Trebuchet, but faster. Requires the Siege Engineering research.
- 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 · 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 · 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 · Infantry
Borderer — the toughest foot defender against infantry, weak on the attack.
- 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 · Cavalry
Centaur — a fast reinforcement with high defense against cavalry, weaker on the attack than a Knight. Requires the Horsemanship research.
- Bison · Battering ram
Bison — a tamed beast that breaks through walls; slower, but tougher. Requires the Siege Engineering research.
- Mammoth · Catapult
Mammoth — the strongest and slowest siege creature; it levels buildings and eats the most food. Requires the Siege Engineering research.
- 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 · 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 · Racial elite — defense against cavalry
Guardian — extreme defense against cavalry, weak against infantry. Sylvans only, requires the Forest Martial Arts research.