Post by odm on Dec 23, 2016 14:49:09 GMT
Regular units
Infantry>Archers>Cavalry>Infantry and Artillery<Everything except towers
Infantry
-Built in barracks
-Has 5 era types (Classical, Medieval, Empire, Discovery, Gunpowder)
-Limited to melee combat (1-1 range)
-Cheapest, second worst attack, best defence, second best health, usually second best movement (but marching see below)
-Special abilities:
Marching :"Ignore the impact of terrain when marching"
Shield: "-25% damage when attacked by archery units". Top choice against archers
Further notes:Marching allows infantry to be faster than cavalry in most situation, due to ignoring forest and mountain penalties to movement, but it is still slowed to 8 steps in water
Units:
Classical Medieval Empire Discovery Gunpowder
Warrior Spearman Swordsman Musketeer Infantry
Health 190(+20/lv) 290(+24/lv) 400(+28/lv) 525(+32/lv) 675(+36/lv)
Attack 50(+4/lv) 80(+5/lv) 120(+6/lv) 155(+7/lv) 215(+8/lv)
Defence 25(+4/lv) 40(+5/lv) 65(+6/lv) 95 (+7/lv) 130(+8/lv)
Movement 9 10 9 10 12
Hit 0+5/lv 0+10/lv 0+15/lv 0+20/lv 0+25/lv
Evasion 0+2/lv 0+3/lv 0+4/lv 0+5/lv 0+6/lv
Building cost 100 200 300 400+10 tech 500+15 tech
Barracks upgrade cost 125 250 375 500 625
Cavalry
-Built in stables
-Has 5 era types (Classical, Medieval, Empire, Discovery, Industrial)
-Limited to melee combat (except for general skills like Assault Expert/Master)
-Second cheapest, second worst best health (but better than archers by about 35-55%), second best defense and attack
-Special abilities:
Mobility:"Attack again after destroying the enemy". Allows cavalry to kill up 11 enemy units in a turn (realistically 3-5 at most)
Assault:"+50% damage to infantry units". Makes it prime choice to kill infantry in a area (also enhances the usefulness of first)
Units:
Classical Medieval Empire Discovery Industrial
Horseman Cavalry Knight Dragoon Armored Car
Health 150(+18/lv) 245(+21/lv) 355(+24/lv) 490(+27/lv) 640(+30/lv)
Attack 50(+5/lv) 80(+6/lv) 120(+7/lv) 155(+8/lv) 215(+9/lv)
Defence 20(+3/lv) 30(+4/lv) 55(+6/lv) 90 (+7/lv) 125(+8/lv)
Movement 12 12 10 10 10
Hit 0+5/lv 0+10/lv 0+15/lv 0+20/lv 0+25/lv
Evasion 0+1/lv 0+2/lv 0+3/lv 0+4/lv 0+6/lv
Building cost 120 240 360 480+10 tech 600+15 tech
Barracks upgrade cost 150 300 450 600 750
Completion state 15%
Infantry>Archers>Cavalry>Infantry and Artillery<Everything except towers
Infantry
-Built in barracks
-Has 5 era types (Classical, Medieval, Empire, Discovery, Gunpowder)
-Limited to melee combat (1-1 range)
-Cheapest, second worst attack, best defence, second best health, usually second best movement (but marching see below)
-Special abilities:
Marching :"Ignore the impact of terrain when marching"
Shield: "-25% damage when attacked by archery units". Top choice against archers
Further notes:Marching allows infantry to be faster than cavalry in most situation, due to ignoring forest and mountain penalties to movement, but it is still slowed to 8 steps in water
Units:
Classical Medieval Empire Discovery Gunpowder
Warrior Spearman Swordsman Musketeer Infantry
Health 190(+20/lv) 290(+24/lv) 400(+28/lv) 525(+32/lv) 675(+36/lv)
Attack 50(+4/lv) 80(+5/lv) 120(+6/lv) 155(+7/lv) 215(+8/lv)
Defence 25(+4/lv) 40(+5/lv) 65(+6/lv) 95 (+7/lv) 130(+8/lv)
Movement 9 10 9 10 12
Hit 0+5/lv 0+10/lv 0+15/lv 0+20/lv 0+25/lv
Evasion 0+2/lv 0+3/lv 0+4/lv 0+5/lv 0+6/lv
Building cost 100 200 300 400+10 tech 500+15 tech
Barracks upgrade cost 125 250 375 500 625
Cavalry
-Built in stables
-Has 5 era types (Classical, Medieval, Empire, Discovery, Industrial)
-Limited to melee combat (except for general skills like Assault Expert/Master)
-Second cheapest, second worst best health (but better than archers by about 35-55%), second best defense and attack
-Special abilities:
Mobility:"Attack again after destroying the enemy". Allows cavalry to kill up 11 enemy units in a turn (realistically 3-5 at most)
Assault:"+50% damage to infantry units". Makes it prime choice to kill infantry in a area (also enhances the usefulness of first)
Units:
Classical Medieval Empire Discovery Industrial
Horseman Cavalry Knight Dragoon Armored Car
Health 150(+18/lv) 245(+21/lv) 355(+24/lv) 490(+27/lv) 640(+30/lv)
Attack 50(+5/lv) 80(+6/lv) 120(+7/lv) 155(+8/lv) 215(+9/lv)
Defence 20(+3/lv) 30(+4/lv) 55(+6/lv) 90 (+7/lv) 125(+8/lv)
Movement 12 12 10 10 10
Hit 0+5/lv 0+10/lv 0+15/lv 0+20/lv 0+25/lv
Evasion 0+1/lv 0+2/lv 0+3/lv 0+4/lv 0+6/lv
Building cost 120 240 360 480+10 tech 600+15 tech
Barracks upgrade cost 150 300 450 600 750
Completion state 15%