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|align="center" valign="middle"|Lv8 [[Barracks]]<br />Lv2 [[Stable]]<br />Lv5 [[Workshop]]<br />Lv5 [[Research#Geometry|Geometry]]<br />Lv6 [[Research#Fletching|Fletching]] |
|align="center" valign="middle"|Lv8 [[Barracks]]<br />Lv2 [[Stable]]<br />Lv5 [[Workshop]]<br />Lv5 [[Research#Geometry|Geometry]]<br />Lv6 [[Research#Fletching|Fletching]] |
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− | | colspan="12" valign="middle"|Ballistae fire huge arrow-like bolts at long ranges. They are effective against other |
+ | | colspan="12" valign="middle"|Ballistae fire huge arrow-like bolts at long ranges. They are effective against other siege weapons. |
− | siege weapons. |
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| colspan="13" valign="middle"|<br /> |
Revision as of 04:08, 6 August 2013
Troops are built in the Barracks. They require idle Population and Resources in order to build.
For troop training tips see War tips.
Troops consume Food on an hourly basis. The "Food Upkeep" column in the table below shows how much food a single unit of that troop type requires every hour. Please understand that when you have a large number of troops in your city and not enough Farms to feed them, your hourly food income will be negative, and you will lose food from your stores.
Lots of people say that you need to cheat and use bots to be able to uphold large amounts of Might. This is wrong, however. You can manage a 30 million+ negative food per hour without using auto barbs. It isn't easy, but it is possible.
If you run out of food, your army will start to desert. You will lose approximately 10% of each of your troop types at a time until you can feed your troops again. How often this happens is not well understood. Whether you are online or offline, it appears to be 30-120 minutes between desertions. All desertions will be reported in your Messages section under Reports. Each report will tell you when the troops left, and how many went of each type.
If you are hosting allied troops in your Embassy, your city is responsible for feeding those troops. If you run out of food in this case, the allies will be called back to their parent cities. Allies' troops will not desert their owners in this case.
Troop Types
Picture | Name | Attack | Defense | Life | Speed | Range | Load | Cost Food Wood Stone Ore |
Pop | Might | Food Upkeep |
Construction and Research Requirements |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Infantry | ||||||||||||
Supply Troop | 10 | 3 | 200 | 180 | 10 | 200 | 50 150 0 15 |
1 | 1 | 2 | Lv1 Barracks | |
Supply Troops are not very good at fighting but can carry resources to your other cities or friends or carry loot back when you plunder enemy cities. | ||||||||||||
Militiaman | 100 | 13 | 400 | 200 | 20 | 20 | 80 100 0 50 |
1 | 1 | 3 | Lv1 Barracks | |
Militiamen are citizens of your city who have some military training. They are a good beginning for your army but no match for troops with true training. | ||||||||||||
Scout | 6 | 1 | 20 | 3000 | 20 | 5 | 120 200 0 150 |
1 | 2 | 5 | Lv2 Barracks Lv1 Eagle Eyes | |
Scouts move quickly, and bring back information about enemy positions and numbers but are not strong fighters. See Using Scouts and Eagle Eyes. | ||||||||||||
Pikeman | 300 | 33 | 600 | 300 | 50 | 40 | 150 500 0 100 |
1 | 2 | 6 | Lv2 Barracks Lv1 Poisoned Edge | |
Pikemen are the most basic heavily trained troops. Their long pikes are very effective against horses. | ||||||||||||
Swordsman | 200 | 63 | 700 | 275 | 30 | 30 | 200 150 0 400 |
1 | 3 | 7 | Lv3 Barracks Lv1 Blacksmith Lv1 Metal Alloys | |
Swordsmen are well armored, and are the strongest melee troops. Their shields make them effective against Archers. | ||||||||||||
Bloodthorn | 1300 | 45 | 2100 | 900 | 150 | 250 | 9000 6000 4000 6000 |
13 | 12 | 300 | Lv1 Druid Barracks | |
Born of the wilderness, the Bloodthorn unit is an elite warrior that specializes in dealing quick, deadly blows to its enemies. | ||||||||||||
Executioner | 1700 | 70 | 4200 | 500 | 120 | 500 | 18000 5000 8000 30000 |
25(?) | 24 | 450 | Lv1 Fey Barracks | |
Born of Ice and Steel, the Executioner is an elite unit that specializes in overwhelming its enemies with massive force. | ||||||||||||
Ranged | ||||||||||||
Archer | 240 | 25 | 500 | 250 | 1200 | 25 | 300 350 0 300 |
2 | 4 | 9 | Lv4 Barracks Lv1 Fletching | |
Archers can destroy the enemy's troops from a distance but are vulnerable up close. | ||||||||||||
Ballista | 900 | 40 | 640 | 100 | 1400 | 35 | 2500 3000 0 1800 |
5 | 9 | 50 | Lv8 Barracks Lv2 Stable Lv5 Workshop Lv5 Geometry Lv6 Fletching | |
Ballistae fire huge arrow-like bolts at long ranges. They are effective against other siege weapons. | ||||||||||||
Flame Archer | 1700 | 40 | 800 | 140 | 1600 | 50 | Can't be built | Can't be built | 15 | 150 | Can't be built | |
Flame Archers are extremely adept at slaying troops froma distance. Their flame-tipped arrows wreak extra damage when attack Dark Forests | ||||||||||||
Horsed | ||||||||||||
Cavalry | 500 | 45 | 1000 | 1000 | 100 | 100 | 1000 600 0 500 |
3 | 5 | 18 | Lv5 Barracks Lv1 Stable Lv1 Alloy Horseshoes | |
Cavalry troops move very quickly on horseback and have devastating attacks. | ||||||||||||
Heavy Cavalry | 700 | 87 | 2000 | 750 | 80 | 80 | 2000 500 0 2500 |
6 | 7 | 35 | Lv7 Barracks Lv5 Blacksmith Lv5 Stable Lv5 Alloy Horseshoes | |
Heavy Cavalry are far more armored than regular Cavalry. This armor provides them defense and more power to their attacks but costs them some speed. | ||||||||||||
Supply Wagon | 20 | 15 | 1400 | 150 | 10 | 5000 | 600 1500 0 350 |
4 | 6 | 10 | Lv6 Barracks Lv1 Stable Lv3 Workshop Lv1 Featherweight Powder | |
Supply Wagons are heavily fortified to carry anything you need through a raging battle and not lose the cargo. | ||||||||||||
Seige | ||||||||||||
Battering Ram | 500 | 40 | 10000 | 120 | 600 | 45 | 4000 6000 0 1500 |
8 | 9 | 100 | Lv9 Barracks Lv5 Blacksmith Lv3 Stable Lv7 Workshop Lv8 Metal Alloys Lv7 Geometry | |
A Battering Ram is a large log-like object, used for knocking down the enemy's defenses. | ||||||||||||
Catapult | 1200 | 50 | 960 | 80 | 1500 | 75 | 5000 5000 8000 1200 |
10 | 10 | 250 | Lv10 Barracks Lv2 Stable Lv9 Workshop Lv10 Geometry Lv10 Fletching | |
Catapults throw large rocks from a huge distance. They are most effective against the enemy's defenses. |
Training Speed for Troops
The speed of training is determined at the time you add troops to the queue and depends on a number of factors that will vary from player to player:
- How many barracks in the city: training is split up among all of the available barracks. 2x level-1 barracks will train 100 supply troops in 1/2 the time that it takes a city with only 1 level-1 barracks.
- The level of each barracks: each level above 1 increases the training speed by 10%.
- Research level in Geometry increases the training speed of Siege Engines by 10% per level
- Each level of the Stable increases the training speed of horsed units by 10%.
- Each level of the Workshop increases the training speed of wagons and Siege Engines by 10% per level.
- The Combat level of the Knight assigned to the role of Marshall increases the training speed of all troops.
- The Stone Guardian - Each level of the Stone Guardian will give you a speed percentage up to 10% for a level 10 Stone Guardian. If you happen to have all 4 guardians unlocked, then the Stone Guardian's bonus will ALWAYS be active. If you happen to have all 4 guardians unlocked AND the Stone Guardian is Active, then the bonus will be multiplied by 1.5. (This is called the Set Bonus, 10% becomes 15%)
- The Throne Room has a "Troop Training Speed" item.
Base Training Time Table
This table gives the base training time for each unit, which is the time they would require for training in a single, level-1 Barracks with no other modifiers.
Unit | Time to Train One Unit (secs) |
---|---|
Supply Troop | 50 |
Militiaman | 25 |
Scout | 100 |
Pikeman | 150 |
Swordsman | 225 |
Archer | 350 |
Cavalry | 500 |
Heavy Cavalry | 1500 |
Supply Wagon | 1000 |
Ballista | 3000 |
Battering Ram | 4500 |
Catapult | 6000 |
Cancelling Training
If you cancel a queued unit training assignment you get back 50% of the resources the unit had cost, as well as 50% of the population initially consumed in the queue.
Training Time Formulae
Barracks Speed Modifier
- BT = Base Training Time, as found in the table above
- NB = number of barracks in the city
- TBL = sum of the levels of all the barracks in the city
- BM = total speed modifier for barracks
- BM = 0.9 * NB + 0.1 * TBL (or if you prefer, BM = NB + (TBL-NB) * 0.1 )
Speedup Factors
- MCS = Combat Score of the Knight assigned to the role of Marshal in your city
- MF = Marshal Speedup Factor
- GF = Geometry Speedup Factor
- SF = Stable Speedup Factor
- WF = Workshop Speedup Factor
- MF = MCS / 200
- GF = Geometry Level / 10
- SF = Stable Level / 10
- WF = Workshop Level / 10
Bonuses
- SGB = Stone Guardian Bonus (example: 15% = 0.15)
- TRB = Throne Room Bonus (example: 194% = 1.94)
Training Times
- Training time for Infantry Units (Supply Troop, Militiaman, Scout, Pikeman, Swordsman, and Archer)
- Time = BT / ( BM * (((1 + MF + GF) * (1 + SGB)) * (1 + TRB)))
- Training time for Cavalry Units (Cavalry and Heavy Cavalry)
- Time = BT / ( BM * (((1 + MF + GF + SF) * (1 + SGB)) * (1 + TRB)))
- Training time for Machine Units (Supply Wagon, Balista, Battering Ram, and Catapult)
- Time = BT / ( BM * (((1 + MF + GF + SF + WF) * (1 + SGB)) * (1 + TRB)))
* Note that there appears to be a bug in the Geometry code, and that speedup currently applies to all types of troop training as seen above.
The Stable speedup applies to all non-infantry units: cavalry, wagons, and siege engines.
The Workshop provides an additional bonus to wagons and siege engines.