Troops consume Food on an hourly basis. The "Food Upkeep" column in the table below shows how much food a single unit of that type requires every hour. 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.
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. If you are offline, it appears that troops desert maybe once per day. If you are online, it seems to be 30-120 minutes between desertions. All desertions will be reported in your Messages section under Disaster Reports. All the report will tell you is when the troops left, not how many went.
If you are hosting allied troops in your Embassy your city is responsible for feeding the other player's troops. If you run out of food in this case, the allies will be recalled back to their parent cities. Allies' troops will not desert their owners in this case.
|Construction and Research Requirements|
|File:Unit 1 68.png||10||3||200||180||10||200||50
|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.|
|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.|
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.|
Lv1 Poisoned Edge
|Pikemen are the most basic heavily trained troops. Their long pikes are very effective against horses.|
Lv1 Metal Alloys
|Swordsmen are well armored, and are the strongest melee troops. Their shields make them effective against Archers.|
|Archers can destroy the enemy's troops from a distance but are vulnerable up close.|
Lv1 Alloy Horseshoes
|Cavalry troops move very quickly on horseback and have devastating attacks.|
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.|
Lv1 Featherweight Powder
|Supply Wagons are heavily fortified to carry anything you need through a raging battle and not lose the cargo.|
|Ballistae fire huge arrow-like bolts at long ranges. They are effective against other siege weapons.|
Lv8 Metal Alloys
|A Battering Ram is a large log-like object, used for knocking down the enemy's defenses.|
|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.
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)
If you cancel a queued unit training assignment you get back 50% of the resources the unit had cost.
Training Time Formulae
- 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 )
- MCS = Combat Score of the Knight assigned to the role of Marshal in your city
- MF = Marshal Speedup Factor = MCS / 200
- GF = Geometry Speedup Factor = Geometry Level / 10
- SF = Stable Speedup Factor = Stable Level / 10
- WF = Workshop Speedup Factor = Workshop Level / 10
- Training time for Infantry Units (Supply Troop, Militiaman, Scout, Pikeman, Swordsman, and Archer):
- Time = BT / ( BM * (1 + MF + GF) )
- Training time for Cavalry Units (Cavalry and Heavy Cavalry):
- Time = BT / ( BM * (1 + MF + GF + SF) )
- Training time for Machine Units (Supply Wagon, Balista, Battering Ram, and Catapult):
- Time = BT / ( BM * (1 + MF + GF + SF + WF) )
- 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.