Troop stats
These are the base values of one unit. Range is how far it can strike, load is how much it can carry away from a raid, and food is its upkeep per hour.
| Troop | Attack | Defence | Life | Speed | Range | Load | Food |
|---|---|---|---|---|---|---|---|
| Footmen | 75 | 75 | 150 | 150 | 25 | 80 | 1 |
| Riders | 175 | 175 | 500 | 300 | 40 | 100 | 4 |
| Bowmen | 60 | 25 | 125 | 125 | 600 | 40 | 2 |
| Catapults | 300 | 100 | 450 | 50 | 800 | 40 | 10 |
Training cost
Each troop costs the following to train, before the barracks reduces the time. The time is per unit.
| Troop | Wood | Stone | Iron | Food | Workers | Time |
|---|---|---|---|---|---|---|
| Footmen | 120 | 100 | 180 | 40 | 1 | 114 s |
| Riders | 440 | 550 | 750 | 200 | 4 | 263 s |
| Bowmen | 310 | 250 | 320 | 80 | 2 | 178 s |
| Catapults | 1,800 | 780 | 990 | 250 | 10 | 350 s |
Each barracks level takes a further 4% off the time. The cost of a batch is paid when you start it.
How a battle runs
A battle lasts at most 20 rounds. In every round you give each troop type one of three orders:
- Advance towards the enemy.
- Hold where it stands.
- Fall back.
You also choose what it targets: the nearest enemy, or a particular troop type. Orders you do not change carry on: troops advance and attack the nearest enemy by default. Faster troops act first in a round, and on a tie the defender acts first. Range matters: Bowmen and Catapults can strike from far away, long before Footmen and Riders reach the enemy.
If the 20 rounds pass without a result, the defender wins.
Strengths and weaknesses
Some troops hit certain targets harder.
- Footmen deal 1.5 times damage to Riders and 1.2 times to Catapults.
- Riders deal 1.2 times damage to Bowmen and 1.5 times to Catapults.
- Bowmen deal about three-quarters damage to Footmen.
- Bowmen and Catapults deal only a quarter of their damage to an enemy that is already very close, within 25 distance.
Your general adds attack, defence and speed on top. See Generals and treasures.
Retreat and scouting
You can retreat from a battle in progress. It costs 5 coins.
Scouting a rival’s city is instant and free. The report estimates their troops and resources, and the Academy’s Scouting research makes it sharper. Scout before you march.
Troops that are lost to a battle stay lost, apart from any your general’s Field Medicine skill brings back. To keep an army fed, see Resources and upkeep.