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Some units gain an attack and/or defense bonus when on a certain type of terrain. For example, [[Spearfighter]]s gain 2 defense bonus when on the "bushes" type of terrain and [[Stone Thrower]] gain 1 attack bonus when on the "hills" type. These bonuses are often similar for all units of a similar class but this is not always true (especially in the Industrial Age) |
Some units gain an attack and/or defense bonus when on a certain type of terrain. For example, [[Spearfighter]]s gain 2 defense bonus when on the "bushes" type of terrain and [[Stone Thrower]] gain 1 attack bonus when on the "hills" type. These bonuses are often similar for all units of a similar class but this is not always true (especially in the Industrial Age) |
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− | Some classes gain bonuses against other classes, giving great advantage against them. For example, a [[Legionnaire]] will gain both an attack and defense bonus while fighting [[:Category: |
+ | Some classes gain bonuses against other classes, giving great advantage against them. For example, a [[Legionnaire]] will gain both an attack and defense bonus while fighting [[:Category:Light Unit|Light Unit Class]] units, such as a [[Soldier]]. These bonuses are often critical in deciding victory or defeat in a battle. |
Units deal less damage in battle as their health decreases, but after a battle ends any damaged units will slowly recover. For all units except Spearfighters, the time remaining for a given unit to heal is 1/10 of its training time per bar of health. If the unit was originally trained in a barracks, the time remaining for a damaged unit to be fully healed is displayed within the barracks that trained it (as long as that barracks is not currently training a new unit). |
Units deal less damage in battle as their health decreases, but after a battle ends any damaged units will slowly recover. For all units except Spearfighters, the time remaining for a given unit to heal is 1/10 of its training time per bar of health. If the unit was originally trained in a barracks, the time remaining for a damaged unit to be fully healed is displayed within the barracks that trained it (as long as that barracks is not currently training a new unit). |
Revision as of 13:44, 7 March 2015
Template:Reconstruction
- This page needs to be objectified as it is too subjective.
Introduction
Military units are the soldiers used in battle, acting an essential role in the game. There are five classes of military units in the game. They are light units, heavy units, fast units, ranged units, and artillery units. They each have different properties, and players need to change their play style and tactics depending on which units they use most.
To train a unit, you have to build their specific barracks/building after having researched the technology. An example is to have researched Spears, built a Spearfighter Barracks, and then you can train Spearfighters from this military building. A barracks can train and hold two units after being built, but it has two more slots to be unlocked using gold and supplies. The fifth slot needs diamonds to unlock. This means the most a barracks can hold is 5 units.
Some units gain an attack and/or defense bonus when on a certain type of terrain. For example, Spearfighters gain 2 defense bonus when on the "bushes" type of terrain and Stone Thrower gain 1 attack bonus when on the "hills" type. These bonuses are often similar for all units of a similar class but this is not always true (especially in the Industrial Age)
Some classes gain bonuses against other classes, giving great advantage against them. For example, a Legionnaire will gain both an attack and defense bonus while fighting Light Unit Class units, such as a Soldier. These bonuses are often critical in deciding victory or defeat in a battle.
Units deal less damage in battle as their health decreases, but after a battle ends any damaged units will slowly recover. For all units except Spearfighters, the time remaining for a given unit to heal is 1/10 of its training time per bar of health. If the unit was originally trained in a barracks, the time remaining for a damaged unit to be fully healed is displayed within the barracks that trained it (as long as that barracks is not currently training a new unit).
Bronze Age
Name | Class | Properties Att./Def./Spd./Rg. |
Bonus Against | Terrain Bonus | Training Cost Coins/Supplies/Time |
Healing Time | Building |
---|---|---|---|---|---|---|---|
Spearfighter | Light | 7 / 7 / 14 / 1 | Fast +3 |
Bush D+2 Forest D+3 |
25 / 25 / 20s | 30s | Spearfighter Barracks |
Slinger | Ranged | 6 / 3 / 12 / 5 | Heavy +3 | Rocks A+1 | 60 / 15 / 1h | 2min | Slinger Range |
Horseman | Fast | 8 / 5 / 22 / 1 | Ranged +3 | None | 24 / 100 / 1h | 6min | Horseman Stable |
Warrior | Heavy | 6 / 10 / 11 / 1 | Light +3 | Plain D+2 | 160 / 0 / 1h | 6min | Warrior Barracks |
Stone Thrower | Artillery | 3 / 2 / 6 / 12 | Heavy +3 | Hills A+1 | 0 / 180 / 1h | 6min | Thrower Camp |
Clubman | Light | 3 / 3 / 14 / 1 | Fast +2 | None | Untrainable | - | No Building |
Iron Age
Name | Class | Properties Att./Def./Spd./Rg. |
Bonus Against | Terrain Bonus | Training Cost Coins/Supplies/Time |
Healing Time | Building |
---|---|---|---|---|---|---|---|
Soldier | Light | 9 / 9 / 16 / 1 | Fast +4 | Bush D+3 Forest D+4 |
100 / 100 / 2h | 12min | Soldier Barracks |
Archer | Ranged | 10 / 4 / 12 / 5 | Heavy +4 | Rocks A+2 | 170 / 40 / 2h | 12min | Archery Range |
Mounted Warrior | Fast | 9 / 8 / 22 / 1 | Ranged +4 | - | 40 / 180 / 2h | 12min | Mounted Warrior Stable |
Legionnaire | Heavy | 8 / 13 / 11 / 1 | Light +4 | Plain D+4 | 230 / - / 2h | 12min | Legionnaire Barracks |
Ballista | Artillery | 4 / 3 / 6 / 13 | Heavy +4 | Hills A+2 | - / 250 / 2h | 12min | Ballista Camp |
*In update of version 0.10.0.7497(6.6.2012), the training time of Iron Age military units is decreased to 2 hours.
*In update of version 0.10.1.8027(5.7.2012), archer receive a terrain attack bonus of 2 on rocks.
Early Middle Ages
Name | Class | Properties Att./Def./Spd./Rg. |
Bonus Against | Terrain Bonus | Training Cost Coins/Supplies/Time |
Healing Time | Building |
---|---|---|---|---|---|---|---|
Mounted Archer | Ranged | 9 / 8 / 22 / 5 | Heavy +5 |
Rocks A+3 |
260 / 60 / 4h | 24mins | Mounted Archer Range |
Mercenary | Light | 13 / 13 / 16 / 1 | Fast +5 | Bush D+3 Forest D+5 |
150 / 150 / 4h | 24min | Mercenary Barracks |
Heavy Cavalry | Fast | 12 / 13 / 22 / 1 | Ranged +5 | - | 70 / 260 / 4h | 24min | Heavy Cavalry Stable |
Armored Infantry | Heavy | 12 / 18 / 11 / 1 | Light +5 | Plain D+5 | 340 / - / 4h | 24min | Armored Infantry Barracks |
Catapult | Artillery | 6 / 3 / 6 / 13 | Heavy +5 | Hills A+3 | - / 350 / 4h | 24min | Catapult Camp |
High Middle Ages
Name | Class | Properties Att./Def./Spd./Rg. |
Bonus Against | Terrain Bonus | Training Cost Coins/Supplies/Time |
Healing Time | Building |
---|---|---|---|---|---|---|---|
Berserker | Light | 20 / 16 / 16 / 1 | Fast +6 | Bush D+4 Forest D+6 |
200 / 200 / 4h | 24min | Berserker Barracks |
Crossbowman | Ranged | 20 / 10 / 12 / 5 | Heavy +6 | Rocks A+3 | 340 / 80 / 4h | 24min | Crossbow Range |
Knight | Fast | 16 / 17 / 24 / 1 | Ranged +6 | "Chivalry" | 80 / 340 / 4h | 24min | Knight Stable |
Heavy Infantry | Heavy | 16 / 26 / 12 / 1 | Light +6 | Plain D+6 | 430 / - / 4h | 24min | Heavy Infantry Barracks |
Trebuchet | Artillery | 9 / 4 / 6 / 14 | Heavy +6 | Hills A+3 | - / 450 / 4h |
24min |
Trebuchet Camp |
Late Middle Ages
Name | Class | Properties Att./Def./Spd./Rg. |
Bonus Against | Terrain Bonus | Training Cost Coins/Supplies/Time |
Healing Time | Building |
---|---|---|---|---|---|---|---|
Great Sword Warrior | Light | 25 / 25 / 16 / 1 | Fast +7 | Bush D+4 Forest D+7 |
250 / 250 / 4h | 24min | Great Sword Warrior Barracks |
Longbow Archer | Ranged | 24 / 12 / 12 / 6 | Heavy +7 | Rocks A+4 | 420 / 100 / 4h | 24min | Longbow Archer Range |
Heavy Knight | Fast | 22 / 25 / 24 / 1 | Ranged +7 | "Chivalry" | 110 / 430 / 4h | 24min | Heavy Knight Stable |
Imperial Guard | Heavy | 23 / 33 / 12 / 1 | Light +7 | Plain D+7 | 560 / - / 4h | 24min | Imperial Guard Barracks |
Cannon | Artillery | 13 / 4 / 6 / 12 | Heavy +7 |
Hills A+4 Dug In D+14 |
- / 580 / 4h | 24min | Cannon Camp |
Colonial Age
Name | Class | Properties Att./Def./Spd./Rg. |
Bonus Against | Terrain Bonus | Training Cost Coins/Supplies/Time |
Healing Time | Building |
---|---|---|---|---|---|---|---|
Ranger | Light | 35 / 35 / 16 / 1 | Fast +10 | Bush D+7; Forest D+10 "stealth in forest" |
580 / 140 / 4h | 24min | Ranger Encampment |
Musketeer | Ranged | 30 / 18 / 12 / 7 | Heavy +10 | Rocks A+6 | 350 / 350 / 4h | 24min | Musketeer Range |
Dragoon | Fast | 28 / 40 / 24 / 1 | Ranged +10 | - | 150 / 590 / 4h | 24min | Dragoon Stables |
Grenadier | Heavy | 28 / 40 / 12 / 2 | Light +10 | Plain D+10 | 760 / - / 4h | 24min | Grenadier Barracks |
Field Gun | Artillery | 14 / 6 / 8 / 15 | Heavy +10 | Hills A+6
Dug In D+18 |
- / 780 / 4h | 24min | Field Gun Camp |
*In update of version 0.18(8.10.2012), colonial age is implemented.
**In terrain bonus, A for attack bonus and D for defense bonus.
Industrial Age
Name | Class | Properties Att./Def./Spd./Rg. |
Bonus Against | Terrain Bonus | Training Cost Coins/Supplies/Time |
Healing Time | Building |
---|---|---|---|---|---|---|---|
Jaeger Infantry | Light | 28 / 37 / 16 / 6 | Fast +15 | Bush D+10; Forest D+14 "Stealth in forest" |
830 / 210 / 4h | 24 min | Jaeger Encampment |
Lancer | Fast | 40 / 40 / 24 / 1 | Ranged +15 | - | 220 / 860 / 4h | 24 min | Lancer Stables |
Howitzer | Heavy | 35 / 35 / 10 / 6 | Light +15"Ignores Stealth" | Plains D+14 "Blast" |
1120 / - / 4h | 24 min | Howitzer Factory |
Breech Loader | Artillery | 18 / 9 / 8 / 15 | Heavy +15 | Hills A+9
Dug In D+22 |
- / 1160 / 4h | 24 min | Breech Loader Factory |
Rifleman | Ranged | 38 / 25 / 12 / 8 | Heavy +15 | Rocks A+9 | 500 / 500 / 4h | 24 min | Rifleman Range |
Progressive Era
Name | Class | Properties Att./Def./Spd./Rg. |
Bonus Against | Terrain Bonus | Training Cost Coins/Supplies/Time |
Building |
---|---|---|---|---|---|---|
Conscript | Light | 40 / 48 / 16 / 9 | Artillery +25 Heavy +10 |
Trenches D+25 Entrenchments A/D+10 Close Quarters* +20 ATK |
1120 / 280 / 4h | Conscription Office |
Armored Car | Fast | 45 / 50 / 26 / 9 | Ranged +25 | Plains D+15 | 310 / 1250 / 4h | Armored Car Factory |
Tank | Heavy | 30 / 60 / 14 / 9 | Fast/Ranged +50 | - | 1640 / 0 / 4h | Tank Factory |
Rapid Fire Cannon | Artillery | 23 / 12 / 10 / 15 | Heavy +25 Fast +25 |
Hills A+12 Dug In D+26 |
- / 1720 / 4h | Ordnance Factory |
Sniper | Ranged | 30 / 30 / 18 / 12 | Light +50 | Bushes D+20 Forest D+40 Dug In D+40 |
740 / 740 / 4h | Sniper Camp |
*In update of version 1.06(24.7.2013), Industrial Age is implemented on all world.
**Dug in is when the attacker is more than 2 spaces away, the defender gains bonus defense.
***Trenches and Entrenchments will appear only when either players of the battle have Progressive Era's units, please refer to PE Battle Field.
Modern Era
Name | Class | Properties Att./Def./Spd./Rg. |
Bonus Against | Terrain Bonus | Training Cost Coins/Supplies/Time |
Building |
---|---|---|---|---|---|---|
Bazooka Team | Light | 70 / 45 / 14 / 7 | Heavy +35 Artillery +25 |
Entrenchment +20 ATK +20 DEF Trenches +25 DEF Dug In +30 DEF |
250/250/4 hrs | Heavy Weapons Center |
Mechanized Infantry | Fast | 60 / 60 / 24 / 9 | Ranged +30 Light +10 |
Plains +10 | 100 /430 / 4 hrs | Mechanized Infantry Barracks |
Mechanized Artillery | Artillery | 32 / 35 / 16 / 16 | Heavy +20 Fast +20 |
Hill +15 ATK | 0 /580 /4 hrs | Mechanized Artillery Factory |
Battle Tank | Heavy | 45 / 65 / 20 / 10 | Ranged +55 Fast +55 |
- | 560 / 0 / 4 hrs | Battle Tank Factory |
Paratrooper | Ranged | 48 / 48 / 18 / 9 | Light +25 Artillery +40 |
Bush +20 DEF Forest + 40 DEF "hides in forest" Entrenchment +25 ATK Rocks +25 ATK Rapid Deployment (Starts the battle in a random field on the map and acts before any other units). |
420 / 100/ 4 hrs | Paratrooper Camp |
Postmodern Era
Name | Class | Properties Att./Def./Spd./Rg. |
Bonus Against | Terrain Bonuses | Training Cost Coins/Supplies/Time |
Building |
---|---|---|---|---|---|---|
Rocket Artillery | Artillery | 45 / 35 / 16 / 18 |
+25 Ranged/+35 Heavy |
- | 0/580/4 hrs | Rocket Artillery Factory |
Commando | Light | 80 / 55 / 18 / 7 |
+40 Artillery +40 Heavy |
Entrenchments +25 ATK & DEF Forest +50 DEF, Hides in Forest Close Quarters* +50 ATK |
250/250/4 hrs | Commando Camp |
IFV | Fast | 75 / 65 / 28 / 10 |
+40 Artillery +40 Light |
Plains +25 DEF | 100/420/4 hrs | IFV Factory |
Universal Tank | Heavy | 80 / 75 / 22 /10 |
+65 Ranged +65 Fast |
Plains +15 ATK | 560/0/4 hrs | Universal Tank Factory |
MG Team** | Ranged | 70 / 55 / 14 / 10 |
+35 Light +35 Fast |
Entrenchments +35 ATK & DEF Rocks +25 ATK & DEF Dug In +20 DEF Contact! (Always retaliates against attacks) |
420/100/4 hrs | Machinegun Range |
- Close Quarters is attacking a unit in the adjacent field, so a Commando will get a boost when attacking a unit that is directly next to it. Mighty useful when hiding in a forest.
- MG Team will retaliate even if your unit is hidden (in a forest)
Contemporary Era
Name | Class | Properties Att./Def./Spd./Rg. |
Bonus Against | Terrain Bonuses | Training Cost Coins/Supplies/Time |
Building |
---|---|---|---|---|---|---|
Missile Artillery | Artillery | 50 / 70 / 16 / 18 | +25 Heavy;+10 Ranged | MIRV (Hits targeted and between 1 and 3 additional units in range).
One Shot (Is removed from battle after attacking. Dies when battle is lost). |
0/5,000/ 4 hrs |
Missile Site |
Strike Team | Light | 100 / 80 / 18 / 9 | +60 Artillery;+20 Heavy | Entrenchment +35 ATK & DEF;Forest +60 DEF
"Hides in forest" Rapid Deployment (Starts the battle in a random field on the map and acts before any other units). |
2,500/2,500/ 4 hrs |
Strike Team Center |
Attack Helicopter | Fast | 120 / 100 / 28 / 10 | +40 Light | "Flying" (Cannot be attacked by artillery units. Ignores terrain when moving). | 1,000/4,000/ 4 hrs |
Attack Helicopter Base |
Assault Tank | Heavy | 105 / 90 / 22 / 10 | +65 Ranged;+30 Fast | Plains +20 ATK
"Reactive Armor" (Cannot take more than 4 damage per attack). |
5,000/0/ 4 hrs |
Assault Tank Factory |
Anti-Aircraft Vehicle | Ranged | 90 / 80 / 24 / 10 | +80 Fast;+60 Light | Plains +25 ATK & DEF
Contact! (Always retaliates against attacks) Dug In +20 DEF |
4,000/1,000/ 4 hrs |
Air Defense Factory |
Tomorrow Era
Name | Class | Properties Att./Def./Spd./Rg. |
Bonus Against | Terrain Bonuses | Training Cost Coins/Supplies/Time |
Building |
---|---|---|---|---|---|---|
Mobile Microwave Gun | Artillery | 70 / 80 / 24 / 12 | +60 Heavy;+20 Ranged | Heat (Reduces attack of target) 20%
Blast (Gains attack bonus for each field closer to the target and ignores stealth) +3 ATK |
0/?/ 4 hrs |
Microwave Gun Factory |
Ultra AP | Light | 110 / 85 / 16 / 10 | +50 Artillery;+40 Heavy | Entrenchment +30 DEF;Broken Ground +20 ATK
Contact! (Always retaliates against any attacks within range) Rapid Deployment (Starts the battle in a random field on the map and acts before any other units). |
?/?/ 4 hrs |
Ultra AP Factory |
Combat Drone | Fast | 155 / 80 / 30 / 11 | +50 Light;+10 Artillery | "Flying" (Cannot be attacked by artillery units. Ignores terrain when moving). | ?/?/ 4 hrs |
Combat Drone Base |
Stealth Tank | Heavy | 120 / 105 / 20 / 9 | +50 Ranged;+40 Fast |
"Hides on plains instead of forests" |
?/0/ 4 hrs |
Stealth Tank Factory |
Anti-Material Sniper | Ranged | 100 / 70 / 20 / 16 | +90 Fast;+60 Light | Forest +50 DEF;Bush +30 DEF
Dug In +40 DEF |
?/?/ 4 hrs |
Anti-Material Range |
All ages
Name | Class | Properties Att./Def./Spd./Rg. |
Bonus | Training Cost Coins/Supplies/Time |
Healing Time | Building |
---|---|---|---|---|---|---|
Rogue | Light | 100 / 1 / 14/ 1 | no bonus | 0 / 0 / 24h | 2 hr 24 min | Rogue Hideout |
All items (79)