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 parade ground 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, a parade ground 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, a blacksmith and wonders. More attack and defense usually means more upkeep.
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 your units.
Types of Units
There are 6 classes of units, in three broad role-categories. All unit training is performed at the parade ground, however most units require specialist support to be trained.
Unit damage is split into the categories of Infantry, Vehicular and Air, and these provide ratings for each unit against units of that class.
Caution: You may only build military units in your age and one age back. (eg. once you reach the Feudal age, you will no longer be able to make Spearmen) - this is called obsoletion. Generally, the newer age has improved and more effective troops for the same price, however as the ages increase, some units are removed and replaced, and upkeep costs can be increased dramatically.
Infantry Melee units, who do melee infantry damage and need to reach the opponent before they can deal damage. The most basic units, the Spearmen and the Swordsmen are of this class. They require Barracksto be trained. After the Feudal Age, there are no new foot soldiers, the wall-function being replaced by vehicles two ages later (temporarily filled in by Mounted, such as the Honour Corpsmen and Cavalrymen).</p>
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 replaced by Vehicles.</p>
Ranged units fire after the artillery, with ranged-infantry damage. It is generally assumed they will attempt to weaken whatever category is l. These are essential in every army, especially in early ages because of their big advantage over melee units (which cannot return fire), and are more efficient and . They require barracks to be trained. Their first appearance is in the Classical Age, and they are the main units of the Renaissance and Imperial Ages, where they are the main staple unit.</p>
Frontline units have two major purposes - absorbing the brunt of the enemy melee and fighting counterattacks, both in order to defend the ranged units from heavy fire. Specialist forms also exist for both purposes, and assualt and light variants exist for counter-raiding.
It is notable that ranged units can fire at ranged units and casualties can still occur when frontline troops are intact, but a well-placed cavalry force can decimate ranged if they outnumber the opponent's forces due to the disparity between cavalry and ranged unit defense (for every melee cavalry let through, more ranged will die than cavalry, at parities of/equivalent resource cost).
Ranged units, composed of Infantry-Ranged and Artillery, initiate the battle, firing first. They are usually highly expensive and inexpensive
Support units are divided within the battle system, with artillery firing first of all units.
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