Creating Military Units
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Creating Military Units
Military Units are created from templates. Each template is a selection of armor, weapon, movement and training that creates a unique unit design. All players get free access to the 4 "Levy" Templates for recruiting levies.
Example Unit:
Template Code:
Armor
Umarmored - Being unarmored has two advantages: it's free, and it doesn't slow down the wearer. In niche cases it can be excellent, but usually a man going into battle unarmored is a dead man.
No Cost
Light Armor - Leather, cloth or Lamellar armor designed to be light and flexible while still providing at least some protection. Light armor does not slow down units wearing it and is relatively cheap, but provides little real protection.
1 Gold
Medium Armor - Usually Chainmail, breastplates, brigandine, or splint, Medium Armor provides a middle ground between mobility, protection, and cost.
2 Gold / 1 Iron
Heavy Armor - Full plate, heavy chainmail or thick scales. Heavy armor is expensive to make and weighs its wearer down, making heavily armored troops slower and more easily tired. However, heavy armor provides excellent protection against attacks of all kinds.
3 Gold / 2 Iron
Weapon
Spear - Long stick with point end. Very cheap, and relatively effective in tight formations.
1 Gold
Spear & Shield - Relatively cheap combo that provides excellent defense when used in formation. The shield also greatly increases defense against ranged attacks.
2 Gold
Handweapon- handweapons - usually swords but sometimes axes or maces - are excellent when in tight melee combat.
1 Iron
Handweapon & Shield - Handweapon & Shield is the very best combination for blood, drawn out, close-quarter fights. The shield also helps greatly against ranged attacks.
1 Gold / 1 Iron
Great Weapon - Huge axes, mails or greatswords are perfect for breaking enemy formations and driving enemies from the field. When you want pure offense accept no substitute.
2 Gold / 1 Iron
Polearm - Polearms have great flexibility and do well in melee as well as keeping cavalry at bay.
2 Gold / 1 Iron
Pike - Pikes are two-handed spears, usually several meters in length. They can be extremely effective when used in tight, disciplined formations, but are vulnerable against archers or if the formation breaks. Considered Lances when used with cavalry
2 Gold
Bow - Bows are a basic and effective ranged weapon, perfect for peppering enemies at ranges.
2 Gold
Bow & Handweapon - Requires extra expense and training over one option, but provides great flexibility for skirmish troops.
2 Gold / 1 Iron
Warbow - Warbows require much greater strength to draw than normal bows, giving them improved range and enough firepower to punch through armor. Rapid firing of these bows can very quickly exhaust their users.
2 Gold / 1 Wood
Crossbow - Very powerful weapon that can punch through heavy armor at short range, but has a slow reloading speed.
2 Gold / 1 Wood
Crossbow & Pavise - A pavise is a large, heavy wooden shield that can be carried into battle and then planted in the ground to provide excellent arrow defense while crossbowmen reload. However, it is too large and heavy to be used without first "setting up" and slows down a regiment considerably.
3 Gold / 1 Wood
Movement
Infantry - Infantry are slower than cavalry, but have plenty to make up for that fact. Infantry come free with 2 feet, and generally fare better than cavalry in rough terrain such as mountains or jungle.
No Cost
Light Cavalry - There is nothing faster than light cavalry. These cavalry have smaller, unarmored mounts that are very swift and usually more agile than full battle-horses. Their lack of armor does make them vulnerable if caught in a protracted melee though.
2 Gold
Requires Stable or Centaurs
Armored Cavalry - Huge, strong warmounts plated in heavy armor. These cavalry are faster than infantry but not as fast as light cavalry. Instead, they have armor to keep them alive in melee and more power to put behind a charge.
3 Gold / 1 Iron
Requires Stable or Centaurs
Training
Conscript - Drafted off the street with a few day's training in which part is the point end, conscripts have bad morale and no skill.
No Cost
No Upkeep
Militia - Militia train on a semi-regular basis, usually two days a month. They are passably familiar with how to follow orders and how to use their equipment. Decent morale, low skill.
1 Gold
No Upkeep
Professional - Professional soldiers make their livelihood at war and have usually had actual experience wielding a weapon and facing an armed opponent. Good Morale, Good skill, Good Discipline).
3 Gold
-1 Gold/turn Upkeep
Fanatic - Fanatics are the religious zealots, the mad berserkers, the over-proud knights. They have incredible skill and often fight with superhuman conviction. However, they have very bad discipline and will often charge into fights, heedless of their general's orders. Great Morale, Great Skill, Very Bad Discipline (may disobey orders).
3 Gold
-1 Gold/turn Upkeep
Elite - These are the royal guards, the grand knights, or the militant order: elite soldiers trained for a lifetime to fight. Great Morale, Great Skill.
4 Gold
-2 Gold/turn Upkeep
Golem - Magical constructs made by infusing divine essence into an inanimate object. Golems are huge and tough, wielding giant-sized weapons and able to crush men under their feet. They also never get tired or feel fear. Their only disadvantages are their great cost and their inability to match a mortal's practiced skill with a weapon. Unbreakable morale, decent skill, giant sized. Requires Golem Servitors power to recruit.
3 Gold / 1 Divinity
1 Divinity/turn upkeep
Miscellaneous
Miscellaneous options are not required, and you can pick more than one. They're small upgrades and changes that shift the way your units work.
Throwing Weapons - A small number of javelins, throwing axes small knives or other weapon. Throwing weapons can harass or disrupt an enemy before contact, but have short range and very limited ammunition.
2 Gold
Scouts- Scout units are usually self-sustainable thanks to foraging, and travel faster when they travel alone.
2 Gold
Warbeasts - 300 Large dogs, cats, or other domestic beasts trained for war and often armored with spikes. They can tackle armored men, disrupt formations, terrify poorly trained soldiers, and can also be used to track down fleeing or evasive enemies.
3 Gold
Example Unit:
Ko'Ali'Wai
Fanatical warriors of Mawar who seek glorious deaths to join Mawar in the soothing embrace of the depths. They ecstatically throw their lives away to take as many of their foes with them, jagged coral blades and deadly hooks tearing through the enemy before they themselves fall to the blade.
Armor: Medium Armor (2 Gold, 1 Iron)
Weapon: Great Weapons (2 Gold, 1 Iron)
Movement: Infantry
Training: Fanatic (3 Gold)
Total Cost: 7 Gold, 2 Iron. 1 Gold/turn Upkeep
Template Code:
- Code:
[b]Unit Name[/b]
[i]description[/i]
Armor:
Weapon:
Movement:
Training:
Total Cost:
Armor
Umarmored - Being unarmored has two advantages: it's free, and it doesn't slow down the wearer. In niche cases it can be excellent, but usually a man going into battle unarmored is a dead man.
No Cost
Light Armor - Leather, cloth or Lamellar armor designed to be light and flexible while still providing at least some protection. Light armor does not slow down units wearing it and is relatively cheap, but provides little real protection.
1 Gold
Medium Armor - Usually Chainmail, breastplates, brigandine, or splint, Medium Armor provides a middle ground between mobility, protection, and cost.
2 Gold / 1 Iron
Heavy Armor - Full plate, heavy chainmail or thick scales. Heavy armor is expensive to make and weighs its wearer down, making heavily armored troops slower and more easily tired. However, heavy armor provides excellent protection against attacks of all kinds.
3 Gold / 2 Iron
Weapon
Spear - Long stick with point end. Very cheap, and relatively effective in tight formations.
1 Gold
Spear & Shield - Relatively cheap combo that provides excellent defense when used in formation. The shield also greatly increases defense against ranged attacks.
2 Gold
Handweapon- handweapons - usually swords but sometimes axes or maces - are excellent when in tight melee combat.
1 Iron
Handweapon & Shield - Handweapon & Shield is the very best combination for blood, drawn out, close-quarter fights. The shield also helps greatly against ranged attacks.
1 Gold / 1 Iron
Great Weapon - Huge axes, mails or greatswords are perfect for breaking enemy formations and driving enemies from the field. When you want pure offense accept no substitute.
2 Gold / 1 Iron
Polearm - Polearms have great flexibility and do well in melee as well as keeping cavalry at bay.
2 Gold / 1 Iron
Pike - Pikes are two-handed spears, usually several meters in length. They can be extremely effective when used in tight, disciplined formations, but are vulnerable against archers or if the formation breaks. Considered Lances when used with cavalry
2 Gold
Bow - Bows are a basic and effective ranged weapon, perfect for peppering enemies at ranges.
2 Gold
Bow & Handweapon - Requires extra expense and training over one option, but provides great flexibility for skirmish troops.
2 Gold / 1 Iron
Warbow - Warbows require much greater strength to draw than normal bows, giving them improved range and enough firepower to punch through armor. Rapid firing of these bows can very quickly exhaust their users.
2 Gold / 1 Wood
Crossbow - Very powerful weapon that can punch through heavy armor at short range, but has a slow reloading speed.
2 Gold / 1 Wood
Crossbow & Pavise - A pavise is a large, heavy wooden shield that can be carried into battle and then planted in the ground to provide excellent arrow defense while crossbowmen reload. However, it is too large and heavy to be used without first "setting up" and slows down a regiment considerably.
3 Gold / 1 Wood
Movement
Infantry - Infantry are slower than cavalry, but have plenty to make up for that fact. Infantry come free with 2 feet, and generally fare better than cavalry in rough terrain such as mountains or jungle.
No Cost
Light Cavalry - There is nothing faster than light cavalry. These cavalry have smaller, unarmored mounts that are very swift and usually more agile than full battle-horses. Their lack of armor does make them vulnerable if caught in a protracted melee though.
2 Gold
Requires Stable or Centaurs
Armored Cavalry - Huge, strong warmounts plated in heavy armor. These cavalry are faster than infantry but not as fast as light cavalry. Instead, they have armor to keep them alive in melee and more power to put behind a charge.
3 Gold / 1 Iron
Requires Stable or Centaurs
Training
Conscript - Drafted off the street with a few day's training in which part is the point end, conscripts have bad morale and no skill.
No Cost
No Upkeep
Militia - Militia train on a semi-regular basis, usually two days a month. They are passably familiar with how to follow orders and how to use their equipment. Decent morale, low skill.
1 Gold
No Upkeep
Professional - Professional soldiers make their livelihood at war and have usually had actual experience wielding a weapon and facing an armed opponent. Good Morale, Good skill, Good Discipline).
3 Gold
-1 Gold/turn Upkeep
Fanatic - Fanatics are the religious zealots, the mad berserkers, the over-proud knights. They have incredible skill and often fight with superhuman conviction. However, they have very bad discipline and will often charge into fights, heedless of their general's orders. Great Morale, Great Skill, Very Bad Discipline (may disobey orders).
3 Gold
-1 Gold/turn Upkeep
Elite - These are the royal guards, the grand knights, or the militant order: elite soldiers trained for a lifetime to fight. Great Morale, Great Skill.
4 Gold
-2 Gold/turn Upkeep
Golem - Magical constructs made by infusing divine essence into an inanimate object. Golems are huge and tough, wielding giant-sized weapons and able to crush men under their feet. They also never get tired or feel fear. Their only disadvantages are their great cost and their inability to match a mortal's practiced skill with a weapon. Unbreakable morale, decent skill, giant sized. Requires Golem Servitors power to recruit.
3 Gold / 1 Divinity
1 Divinity/turn upkeep
Miscellaneous
Miscellaneous options are not required, and you can pick more than one. They're small upgrades and changes that shift the way your units work.
Throwing Weapons - A small number of javelins, throwing axes small knives or other weapon. Throwing weapons can harass or disrupt an enemy before contact, but have short range and very limited ammunition.
2 Gold
Scouts- Scout units are usually self-sustainable thanks to foraging, and travel faster when they travel alone.
2 Gold
Warbeasts - 300 Large dogs, cats, or other domestic beasts trained for war and often armored with spikes. They can tackle armored men, disrupt formations, terrify poorly trained soldiers, and can also be used to track down fleeing or evasive enemies.
3 Gold
Last edited by Admin on Fri May 15, 2015 4:59 pm; edited 19 times in total
Levies and Veterancy
Levies
Levies are raised in times of desperate need or total war. Players can call up levies as they need from any settlement, but doing so removes Tax income and Production at the settlement until the levies are disbanded or destroyed.
All Levy units have conscript-level training and up to 3 gold worth of equipment. Some constructs and abilities can modify levy's training and equipment. All players have access to the 4 basic Levy Templates:
Drill Square Templates
The following Templates are available when you recruit levies upgraded with a Drill Square.
Levy Warships
Levied warships can use the same templates as Longship, Galley or Cog, but with some limitations. Levy Warships are treated as having Conscript training instead of Professional, and cannot use any Units that require more than 1 capacity (e.g. catapults and firespouts).
Coastal cities and villages can have their levies called up as either ships or soldiers, but landlocked settlements may only supply soldiers.
Veterancy
When troops win victories or survive defeats without enormous losses they gain Veteran ranks. Veteran ranks mean that troops are hardened by experience. Veteran troops have slightly better morale. Generally 1 rank of veteran boosts morale by 1 training level. So Conscripts with veteran 1 have morale about as good as militia. Note that veteranxy does not provide improved skill: those conscripts still suck at fighting, they're just less likely to run away.
Levies are raised in times of desperate need or total war. Players can call up levies as they need from any settlement, but doing so removes Tax income and Production at the settlement until the levies are disbanded or destroyed.
All Levy units have conscript-level training and up to 3 gold worth of equipment. Some constructs and abilities can modify levy's training and equipment. All players have access to the 4 basic Levy Templates:
Spear & Shield Levies
Levies with leather armor, spears, and shields. They have good defense and are relatively flexible.
Armor: Light Armor
Weapon: Spear & Shield
Movement: Infantry
Training: Conscript
Total Cost: Levy
Pike Levies
Lightly armored levies with pikes. They are extremely good against cavalry and can generally hold their own as long as they keep a tight formation. Very vulnerable to arrow fire.
Armor: Light Armor
Weapon: Pikes
Movement: Infantry
Training: Conscript
Total Cost: Levy
Bow Levies
Levies armed with bows and light armor. Their lack of skill hurts their accuracy, but they can be effective when firing in large volleys.
Armor: Light Armor
Weapon: Bow
Movement: Infantry
Training: Conscript
Total Cost: Levy
Mounted Levies
Levies on unarmored horses armed with spears. They're good at mopping up fleeing enemies or charging flanks, but will die very, very quickly in melee.
Armor: None
Weapon: Spears
Movement: Light Cavalry
Training: Conscript
Total Cost: Levy
Drill Square Templates
The following Templates are available when you recruit levies upgraded with a Drill Square.
Javalineer Levies
Spear Levies carrying a number of throwing Javelins as a means of ranged attack.
Armor: Light Armor
Weapon: Spear & Shield
Movement: Infantry
Training: Militia
Extra: Javelins
Total Cost: Drill Square
Ranger Levies
Archer levies with experience foraging and navigating rough terrain.
Armor: Light Armor
Weapon: Bow
Movement: Infantry
Training: Militia
Extra: Warbeasts
Total Cost: Drill Square
Cavalry Levies
Slightly more skilled and durable cavalry levies, with armor and shields to improve survivability.
Armor: Light Armor
Weapon: Spear & Shield
Movement: Cavalry
Training: Militia
Total Cost: Drill Square
Lancer Levies
Cavalry levies with long lances. They can deliver a powerful punch, but they will suffer greatly in sustained melee.
Armor: Light Armor
Weapon: Pikes
Movement: Light Cavalry
Training: Militia
Extra:
Total Cost: Drill Square
Levy Warships
Levied warships can use the same templates as Longship, Galley or Cog, but with some limitations. Levy Warships are treated as having Conscript training instead of Professional, and cannot use any Units that require more than 1 capacity (e.g. catapults and firespouts).
Coastal cities and villages can have their levies called up as either ships or soldiers, but landlocked settlements may only supply soldiers.
Veterancy
When troops win victories or survive defeats without enormous losses they gain Veteran ranks. Veteran ranks mean that troops are hardened by experience. Veteran troops have slightly better morale. Generally 1 rank of veteran boosts morale by 1 training level. So Conscripts with veteran 1 have morale about as good as militia. Note that veteranxy does not provide improved skill: those conscripts still suck at fighting, they're just less likely to run away.
Last edited by Admin on Mon Jun 15, 2015 1:28 am; edited 9 times in total
Creating Naval Units
Creating Naval Units
Hull
Longship - A flat-bottomed ship with square sail and open deck. Longships can sail up rivers and land on beaches without a port, and use either oars or sail as necessary. Their low sides put them at a disadvantage when boarding enemy ships. Longships cannot use siege weapons.
3 Gold, 1 Wood
Capacity: 4
No Upkeep
Galley - A long, oared ship with a shallow draft. Galleys are capable of great speed and maneuverability, but quickly run out of endurance if pushed too hard. All galleys have a ram or spur in the front that can be used to smash enemy oars or ram ships.
4 Gold, 1 Wood
Capacity: 5
Upkeep: 1 gold/turn
Great Galley - A massive galley with several decks and many sailors. Great Galleys are expensive to make but can carry many soldiers or weapons. They are however somewhat vulnerable on open seas.
5 Gold, 2 Wood
Capacity: 8
Upkeep: 2 gold/turn
Cog - A sailing ship with high walls and one or two masts. Cogs are usually cargo ships, but their strong walls can be useful in battle. Slow and difficult to maneuver, but with a relatively shallow draft for a sailing ship.
4 Gold, 1 Wood
Capacity: 6
Upkeep: 1 gold/turn
Hulk - A tall sailing ship with two or three masts and no oars. Hulks are relatively slow and difficult to maneuver, but they can withstand bad weather better than most ships and their tall sides give them an advantage fighting lower ships.
5 Gold, 2 Wood
Capacity: 8
Upkeep: 2 gold/turn
UNITS
Archers - 120 Archer marines with bows, light armor and professional training. Excellent for bombarding enemy ships with arrows.
1 Capacity
Boarders - 100 melee marines with handweapons + shields, medium armor and professional training. Best used to board and take enemy ships.
1 Capacity
Marines - 100 marines equipped with bow + handweapon, medium armor and professional training. More flexible than archers or boarders but not as good at their specific role.
1 Capacity
Grappling Balista - A pair of Batista armed with rope and winch along with 30 operators. Once an enemy ship is hooked you can pull them in and board.
1 Gold, 1 Iron
2 Capacity
Requires Siege Works
Bombthrowers - 20 marines armed with clay pots full of a combustible fuel that burns wickedly when thrown. The marines have Medium armor and Professional training.
2 Gold
1 Capacity
Firespout - A spout and pump system that allows your ship to spew burning flames into the enemy. Difficult to set up, but totally devastating when accomplished.
4 Gold
3 Capacity
Requires Siege Works
Catapult - A pair of heavy catapults and 40 crew. The heavy stones thrown can shatter ship hulls and cause great devastation on board.
2 Gold, 1 Iron
2 Capactiy
Requires Siege Works
Mounted crossbows - 10 light balista (or extremely heavy crossbows) mounted on stands or bolted to the ship's side. They have more firepower and range than bows and are excellent for sniping enemy ships.
1 Gold, 1 Wood
1 Capacity
Hull
Longship - A flat-bottomed ship with square sail and open deck. Longships can sail up rivers and land on beaches without a port, and use either oars or sail as necessary. Their low sides put them at a disadvantage when boarding enemy ships. Longships cannot use siege weapons.
3 Gold, 1 Wood
Capacity: 4
No Upkeep
Galley - A long, oared ship with a shallow draft. Galleys are capable of great speed and maneuverability, but quickly run out of endurance if pushed too hard. All galleys have a ram or spur in the front that can be used to smash enemy oars or ram ships.
4 Gold, 1 Wood
Capacity: 5
Upkeep: 1 gold/turn
Great Galley - A massive galley with several decks and many sailors. Great Galleys are expensive to make but can carry many soldiers or weapons. They are however somewhat vulnerable on open seas.
5 Gold, 2 Wood
Capacity: 8
Upkeep: 2 gold/turn
Cog - A sailing ship with high walls and one or two masts. Cogs are usually cargo ships, but their strong walls can be useful in battle. Slow and difficult to maneuver, but with a relatively shallow draft for a sailing ship.
4 Gold, 1 Wood
Capacity: 6
Upkeep: 1 gold/turn
Hulk - A tall sailing ship with two or three masts and no oars. Hulks are relatively slow and difficult to maneuver, but they can withstand bad weather better than most ships and their tall sides give them an advantage fighting lower ships.
5 Gold, 2 Wood
Capacity: 8
Upkeep: 2 gold/turn
UNITS
Archers - 120 Archer marines with bows, light armor and professional training. Excellent for bombarding enemy ships with arrows.
1 Capacity
Boarders - 100 melee marines with handweapons + shields, medium armor and professional training. Best used to board and take enemy ships.
1 Capacity
Marines - 100 marines equipped with bow + handweapon, medium armor and professional training. More flexible than archers or boarders but not as good at their specific role.
1 Capacity
Grappling Balista - A pair of Batista armed with rope and winch along with 30 operators. Once an enemy ship is hooked you can pull them in and board.
1 Gold, 1 Iron
2 Capacity
Requires Siege Works
Bombthrowers - 20 marines armed with clay pots full of a combustible fuel that burns wickedly when thrown. The marines have Medium armor and Professional training.
2 Gold
1 Capacity
Firespout - A spout and pump system that allows your ship to spew burning flames into the enemy. Difficult to set up, but totally devastating when accomplished.
4 Gold
3 Capacity
Requires Siege Works
Catapult - A pair of heavy catapults and 40 crew. The heavy stones thrown can shatter ship hulls and cause great devastation on board.
2 Gold, 1 Iron
2 Capactiy
Requires Siege Works
Mounted crossbows - 10 light balista (or extremely heavy crossbows) mounted on stands or bolted to the ship's side. They have more firepower and range than bows and are excellent for sniping enemy ships.
1 Gold, 1 Wood
1 Capacity
Last edited by Admin on Mon May 11, 2015 10:31 pm; edited 3 times in total
Re: Creating Military Units
Siege Weapons
Siege weapons are treated as a military unit and require a barracks slot, like any other unit. All Siege Units aside from Engineers require a Siege Works construct
Engineers
Siege Engineers know how to build simple siege devices and tackle fortifications. They can build siege ladders and rams, construct ramps, and sap walls to collapse them from underneath. They're not fast or flashy, but effective nonetheless.
6 gold
500 Siege Engineers
No Upkeep
Balista
A team of balista that fire thick bolts the size of javelins. They are highly accurate and quite effective at sniping victims from long range. Their firepower is suitable to destroy light fortifications, but wooden bolts are useless against stone walls.
6 gold / 1 Wood / 1 Iron
Requires Siege Works
Upkeep: 1 gold/turn
Catapult
Catapults on wheeled carriages that hurl heavy stones. They can be used for long-range bombardment of enemy forces or for destroying walls and other fortifications.
7 gold / 2 Wood / 1 Iron
Requires Siege Works
Upkeep: 2 gold/turn
Trebuchet
Trebuchet are enormous counterweight engines that can throw large stones great distances. They are so large that they must be assembled in place. Trebuchets have great range and can destroy stone fortifications swiftly and effectively.
8 gold / 2 Wood / 2 Iron
Requires Siege Works
Upkeep: 2 gold/turn
Siege weapons are treated as a military unit and require a barracks slot, like any other unit. All Siege Units aside from Engineers require a Siege Works construct
Engineers
Siege Engineers know how to build simple siege devices and tackle fortifications. They can build siege ladders and rams, construct ramps, and sap walls to collapse them from underneath. They're not fast or flashy, but effective nonetheless.
6 gold
500 Siege Engineers
No Upkeep
Balista
A team of balista that fire thick bolts the size of javelins. They are highly accurate and quite effective at sniping victims from long range. Their firepower is suitable to destroy light fortifications, but wooden bolts are useless against stone walls.
6 gold / 1 Wood / 1 Iron
Requires Siege Works
Upkeep: 1 gold/turn
Catapult
Catapults on wheeled carriages that hurl heavy stones. They can be used for long-range bombardment of enemy forces or for destroying walls and other fortifications.
7 gold / 2 Wood / 1 Iron
Requires Siege Works
Upkeep: 2 gold/turn
Trebuchet
Trebuchet are enormous counterweight engines that can throw large stones great distances. They are so large that they must be assembled in place. Trebuchets have great range and can destroy stone fortifications swiftly and effectively.
8 gold / 2 Wood / 2 Iron
Requires Siege Works
Upkeep: 2 gold/turn
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