Army and units

Your army is your holding's shield, the key to the altars and the sword of your raids. There are fifteen units: infantry, cavalry, scouts, siege engines, boats, and special troops that found holdings or take them. This chapter covers each unit's stats, where it trains, what it costs and what it eats.

Units at a glance

UnitAttackVs. infantryVs. cavalrySpeed (km/h)Carry
Spearman1020456170
Archer152510660
Swordsman3540155210
Shieldbearer85682575
Guardsman501101106100
Watchman47292Stays home0
Rider60201512400
Sipahi63561009150
Scout000160
Ram0151530
Trebuchet0101030
Naphtha Thrower01010Stays home0
Boat05570
Governor0101040
Settler05540
  • Attack: the strength a unit brings when it attacks.
  • Vs. infantry / Vs. cavalry: the resistance a unit puts up when defending, depending on how much of the attacking army is infantry or cavalry (Combat).
  • Speed: kilometers per hour. An army marches at the speed of its slowest unit.
  • Carry: how much plunder one unit can bring back from a raid.
Value
UnitAttackVs. infantryVs. cavalry
Spearman102045
Archer152510
Swordsman354015
Shieldbearer85682
Guardsman50110110
Watchman47292
Rider602015
Sipahi6356100

Every unit's entry, legend and details are in the Codex; the name in the table takes you there.

Roles

Infantry

  • Spearman: cheap, quick to train and a strong wall against cavalry. The first stone of every army.
  • Archer: when defending its own holding, it looses arrows before the clash: every 5 archers bring down one attacking infantryman. Archers sent to reinforce an ally's holding shoot too.
  • Swordsman: the striking power of the infantry, heavy on iron.
  • Shieldbearer: a pure defender, solid against both infantry and cavalry.
  • Guardsman: elite infantry: strong on every front, expensive and hungry for grain.

Cavalry and scouts

  • Rider: the star of the raid: fast, hard-hitting and carries a lot.
  • Sipahi: heavy cavalry, for cutting down raiders on the road and for defense.
  • Scout: doesn't fight; it scouts holdings and altars (Scouting).

Siege and holding troops

  • Ram: breaks levels off the wall before the clash.
  • Trebuchet: knocks levels off a building in a holding whose wall has fallen.
  • Naphtha Thrower: never leaves its holding; it burns an incoming raid's siege engines before they reach the wall.
  • Watchman: the wall's sentry; it never leaves its holding and only defends it.

Special troops

Cost, training and upkeep

UnitCost (timber / stone / iron)TrainingGrain / hTrained at
Spearman50 / 30 / 104 min 20 s1Barracks 1
Archer70 / 10 / 205 min1Barracks 5
Swordsman30 / 20 / 908 min1Barracks 1
Shieldbearer100 / 30 / 408 min 40 s1Barracks 10
Guardsman40 / 60 / 20020 min5Barracks 18
Watchman60 / 70 / 7010 min1Wall 16
Rider60 / 30 / 15013 min 20 s3Stable 1
Sipahi50 / 50 / 18018 min 20 s4Stable 10
Scout40 / 10 / 203 min 20 s1Stable 1
Ram300 / 120 / 8015 min3Workshop 1
Trebuchet450 / 250 / 18053 min 20 s6Workshop 1
Naphtha Thrower180 / 80 / 10015 min2Workshop 15
Boat220 / 60 / 4011 min 40 s2Shipyard 1
Governor900 / 700 / 50040 min4Palace 1
Settler1,600 / 1,300 / 9001 h 30 min6Palace 10

Training

  • Every military building has its own training queue, and each queue holds up to 8 jobs. The Barracks, Stable, Workshop, Shipyard, Palace and Wall queues all run at the same time.
  • You pay up front. If your resources fall short, as many soldiers as you can afford join the queue.
  • Training speed: each level of the Barracks, Stable and Workshop speeds up training of the units trained there by 5%. The Chancery adds 25% to all training.
  • Canceling training uses the same deduction steps as canceling construction (Canceling).
  • A Drill Manual instantly finishes the first training job in your main holding. A Mercenary Company brings 40 swordsmen and 40 spearmen at no cost.

Upkeep

Every unit eats grain every hour. Upkeep goes on wherever your army is: a march on the road, reinforcements sent to an ally and an altar garrison all eat too. The holding a march set out from pays for it; your main holding pays for reinforcements and altar garrisons.

If grain runs out, 5% of your army deserts every hour (Starvation).

What eases upkeep: the Vault (by 50%), the Farm's Rations and the Barracks' Provision store specializations, and the Ration Chest, which brings grain.

Army and score

Your army is part of your score in the rankings, counted as an average over the last few days: keeping a large army standing carries your score, and soldiers you lose come off it. Governors, scouts and settlers don't count toward your score (Rankings).

Wounded

After a battle, some of your losses can come back as wounded:

  • The Drill Yard brings back 20% of your losses.
  • House Ataya brings back 20% of the losses the Drill Yard couldn't save; the two apply one after the other.

The wounded return after both attack and defense, and they join your main holding's garrison right away.