| Military Units and Armies | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
| I've changed my mind many times in deciding what units are best for what situation and I've seen people use units to good effect I would never have thought to use. The point is ALL units have a good use, although some may seem very weak or too expensive. Keep your options open. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| Flanking units will kill almost any other units of the same age when they're grouped together. Knights, Cavalry, Tanks, Fusion Tank. Units that can defeat stacked flankers are often too slow to defend a wide area. Fast moving bombard units (Ship of the Line, PT Boat, Bomber.) are also useful for softening stacks. Keep cheap support, long vision units like Warriors or Archers along your border to see enemies approaching, perhaps spies later to see other spies and see farther. Keep military units not in use inside cities until you need to move them for attack or defence, this will reduce war discontent and keep happiness as high as possible in your cities. |
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| All units have supports costs roughly "build cost divided by 100", this is another important factor to deciding which units are better than others, because the more support your empire is carrying towards units, the slower the build time for more units afterwards. Support costs are taken from your empire's overall production, so if you have 10% unit support, all things being built in cities will be built 10% slower. Take this into account when deciding to build units and what their use will be, short or long term deployment. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Ground Units | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Name | Att/Def/Ran | Damage | Armour | Moves | Vision | Cost | Support | |||||||||||||||||||||||||||||||||||||||||||||||
| Warrior | 10/10/0 | 1 | 1 | 1 | 2 | 150 | 1 | |||||||||||||||||||||||||||||||||||||||||||||||
| Used for early ruin finding and because they have the lowest support cost, they are good to keep for martial law units. Also useful as lookouts on the borders of your empire. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Archer | 10/10/20 | 1 | 1 | 1 | 2 | 150 | 1 | |||||||||||||||||||||||||||||||||||||||||||||||
| If you have Ballistics advance then build Archers instead of Warriors, they cost the same. Stack with an equal amount of (or more) Hoplites to make sure Archers are always on the back row, where they are most powerful. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Hoplite | 10/15/0 | 1 | 1 | 1 | 1 | 175 | 1 | |||||||||||||||||||||||||||||||||||||||||||||||
| Pair with Archers as soon as possible. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Samurai | 20/10/0 | 2 | 1 | 2 | 1 | 460 | 5 | |||||||||||||||||||||||||||||||||||||||||||||||
| (Special Forces) Samurai look a lot better than Hoplites, but they are not so good. Samurai have 2 damage and 2 movement yes, but they only have 1 vision, which is pretty useless if you want to approach the enemy undetected. OK so we can stack them with Archers to give the stack more vision, but then they can only move 1 square a turn. On top of this Samurai uses 5 support, which is a lot to pay in the ancient age and cost more than 1 Archer and 1 Hoplite together to build, and those 2 will often beat a lone Samurai. For these reasons Samurai are not best used en mass or with slower units. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Mounted Archer | 10/10/20 | 1 | 1 | 3 | 2 | 340 | 3 | |||||||||||||||||||||||||||||||||||||||||||||||
| They are the first real fast unit so you'll want plenty of Mounted Archers as soon as possible, to respond to any threat and scout the area for the enemy. Try to avoid using them on forest/jungle or any 2 or more movement terrain, because they have 3 movement you'll lose 2 move points each turn on 3 movement terrain, unless it has a road obviously. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Catapult | 10/10/30 | 2 | 1 | 1 | 2 | 740 | 8 | |||||||||||||||||||||||||||||||||||||||||||||||
| As I said above on this page, powerful units are really handicapped by their speed, and speed is very important. We can see catapults cost as much as Knights, but a Catapult's real strength is with bombarding and playing behind the MUCH cheaper Pikeman. If you want to get any value from these units, you've got to make sure they're in the right place at all times with Pikeman. If you have lots of Knights you can react within a large radius if you have roads especially, but if you have Catapults and Pikeman you need to be confident that where you're defending/attacking is the right place to be, because you'll get no time to change plans. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Pikeman | 25/10/0 | 2 | 1 | 1 | 1 | 380 | 4 | |||||||||||||||||||||||||||||||||||||||||||||||
| The real hidden (or not so hidden) value with Pikeman is their cost/support and their bonus versus mounted units, like Knights and Mounted Archers. As said above its important you have them backed up with Catapults, this combination will often beat Knights/Mounted Archers and its a lot cheaper. But as said you need to have them ready in the right place at all times. An example of a good Pikeman/Catapult position is a tiny island with 2 or 3 cities, if you have roads between those tight cities you can easily defend any attack from Knights of equal numbers. Another good example is your city built on a bottleneck, if they attack with Pikeman/Catapult they will spend a turn waiting next to your city, which gives you a free bombard, if they use Knights/M. Archers you will have a stronger stack. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Knight | 25/15/0 | 2 | 1 | 4 | 2 | 740 | 8 | |||||||||||||||||||||||||||||||||||||||||||||||
| (Special Forces) (Flanker) The first flanking unit and the first 4 movement unit, a combination that hasn't been seen in warfare up to this point in the game. This makes it very important to build Knights as soon as possible for several reasons. Firstly use them to quickly defend large areas of your empire, more efficient than placing Hoplite/Archers everywhere and a lot stronger. Secondly explore unknown territory/tipping huts faster than any other unit, especially now through forest/desert and other 2 movement terrain. Thirdly, landing them on an (unsuspecting) enemy's island, they may well have Knights too but if you go for their smaller cities there is a good chance you can disband it before they can take the city back. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Infantryman | 25/35/10 | 3 | 1 | 2 | 2 | 1000 | 10 | |||||||||||||||||||||||||||||||||||||||||||||||
| The first big problem with Infantryman is their cost, the jump from Knights which cost 740 to 1000 is quite a large jump at this stage of the game, when cities no longer grow at the same pace as when you got Knights, at least not until you have many farms or advanced farms, but by this time you may have the superior Cavalry or Fascist. The second problem is they have 2 movement, when you may have been grappling in war for 50 turns with 4 movement Knights its not so attractive to slow down your attack or defence capability just for extra strength, in fact id call it suicide to convert to building Infantryman over Knights in the middle of a war. However its always good to have options, for example Knights can't travel over mountains, and you may need a strong unit to go there. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Fascist | 25/35/15 | 3 | 1 | 2 | 2 | 1000 | 10 | |||||||||||||||||||||||||||||||||||||||||||||||
| Cavalry | 35/20/20 | 3 | 1 | 4 | 2 | 1200 | 12 | |||||||||||||||||||||||||||||||||||||||||||||||
| (Flanker) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Cannon | 10/15/50 | 3 | 1 | 2 | 2 | 1200 | 12 | |||||||||||||||||||||||||||||||||||||||||||||||
| Machine Gunner | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Artillery | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Tank | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
| (Flanker) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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