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Revision as of 02:52, November 26, 2011

Military units are the core of combat. Each age more powerful military units are made available through research, with some requiring other buildings. They are trained at the barracks during the Ancient, Classical and Feudal age, at a recruitment office during the Renaissance and Imperial age, and at an army fort during the Industrial, Modern and Future ages. Military units have varying speed, attack and defense power, training time and upkeep. The 8Realms team also hinted at hidden stats, which are not shown to prevent players from complete mastering combat.

Unit speed defines which units will be hit first (the fastest units will take the damage before the slower ones) and how fast your army reaches a tile (the slowest unit decides the time), and can be improved by research, wonders or by building a lookout post (which can be upgraded to a watchtower in the Imperial Age and a aerodrome in the Modern Age).

Attack and defense power tell players how strong the unit is against different kinds of units. Higher attack means more damage, and higher defense means more sustainability. These can be increased by research and wonders. More attack and defense usually means more upkeep.

Training time is the time it takes to train a single unit. Having more than one training facility can affect the training time for all units, as can some wonders and research.

Unit upkeep is how much food, gold, and/or (starting with the Industrial Age) oil is needed to maintain artillery, vehicle, and air units. Without food or gold, units will be lost, and without oil units will no longer march or even fire. Upkeep can be reduced through research and wonders. It is very import to always have sufficient gold, food and oil for units.

Types of Units

There are 6 kinds of units. All units require a blacksmith or gunsmith and a training yard or academy when the building is available.

Infantry units, who do melee infantry damage and need to reach the opponent before they can deal damage. The first units will be of this kind. They require no additional buildings. After the Feudal Age, there are no more new foot soldiers.

Ranged units, who do ranged infantry damage and will directly start to fire. These are essential in every army, especially in early ages because of their big advantage over melee units. They initially require no additional buildings, but after the Archer/Re-curve bowmen they require a Blacksmith/Gunsmith and starting in the Feudal Age they require a Training Yard/Academy. Their first appearance is in the Classical Age.

Mounted units, who do melee or ranged infantry damage, depending on the unit. They are almost always the fastest units. They require a stable to be trained. Their first appearance is in the Classical Age. After the Imperial Age, there are no more new Mounted Units, being essentially replaced by Vehicles.

Artillery units, who deal major ranged vehicle damage, but they have minor defense and are very slow. They require an armoury and from the Imperial Age onward a factory instead of an academy to be build. Their first appearance is in the Classical Age.

Vehicle units, who do ranged vehicle damage and replace mounted units in the Industrial Age and onwards. They require an armoury, a stable (or vehicle bay) instead of gunsmith and a factory instead of a academy to be build.

Air units, who do air damage, but cannot hold a tile alone.

Caution: You may only build military units in your age and one age back. (eg. once you reach Feudal, you will no longer be able to make Spearmen.)

Military Resource Requirements Tables


Main article: Units/Ancient


Main article: Units/Classical


Main article: Units/Feudal


Main article: Units/Renaissance


Main article: Units/Imperial


Main article: Units/Industrial


Main article: Units/Modern


Main article: Units/Future
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