
This page presents how to train the different kind of troops, where to build them, and the main usage of those.
The rally point is required to make any movement, and is also a requirement for the barracks in your village, you can directly train basic units.
| Basic troops | ||
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Legionnaire | Roman Troops |
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Clubswinger | Teutonic Troops |
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Phalanx | Gallic Troops |
In order to train other units, you will need :
Note: The research must be done in each village. Doing the research in a village does not count for any other. If the village in conquered, all researches are lost.
The barracks is the place to build infantry. After researching other infantry in the unit in the Academy, you can train them in the barracks.
| Other Infantry Troops | ||
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Praetorian | Roman Troops |
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Imperian | |
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Spearman | Teutonic Troops |
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Axeman | |
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Scout | |
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Swordsman | Gallic Troops |
With a blacksmith, you may get access to the stable, where all cavalry are trained. All cavalry also have the stable in requirement to even be researched.
Once the specific cavalry unit researched in the Academy, you can train it in your stable.
| Cavalry troops | ||
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Equites Legati | Roman Troops |
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Equites Imperatoris | |
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Equites Caesaris | |
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Paladin | Teutonic Troops |
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Teutonic Knight | |
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Pathfinder | Gallic Troops |
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Theutates Thunder | |
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Druidrider | |
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Haeduan | |
In order to build siege engines, you will need a workshop.
Once the specific siege engine unit has been researched in the Academy, you can train it in your workshop.
| Siege engines troops | ||
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Battering Ram | Roman Troops |
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Fire Catapult | |
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Ram | Teutonic Troops |
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Catapult | |
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Ram | Gallic Troops |
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Trebuchet | |
There are 2 kinds of troops that can be used to expand your kingdom:
Settlers:
The administrators (senator, chief, chieftain)
Setters and Administrators are trained in the Palace or the Residence.
In a Residence you can train 3 settlers OR 1 administrator starting at lvl 10, and again at level 20. The palace allows it starting at levels 10, 15 and 20.
To check how many slots have already been used (beside living troops you might have), you can check the expansion area in the Palace or the Residence of the village.
| Expansion troops | ||
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Senator | Roman Troops |
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Settler | |
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Chief | Teutonic Troops |
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Settler | |
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Chieftain | Gallic Troops |
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Settler | |
All troops have their specific attack and defense values. They all have different means, and are better used accordingly.
Some troops (Legionnaire, Praetorian - Roman troops; Spearman, Paladin - Teutonic troops; Phalanx and Druidrider - Gallic troops) are considered as defensive troops. They are the best at defending for their respective tribes. Some are better at defending against infantry, some are better against cavalry. Having a mix of them is usually a safer bet, avoiding being weak to a specific kind.
When attacked, all troops currently placed in the village will help defend against the attack. You can help an other village (yours, or your allies') defending by sending troops as reinforcement in their village and make sure they arrive prior to the attack. Gathering defense against a big attack is a good way to block the attack, with minimal loss for the defenders.
Units armors can be upgraded in the Armoury of their home village, increasing their defense abilities.
Some troops (Legionnaire, Imperian, Equites Imperatoris, Equites Caesaris - Roman troops; Clubswinger, Axeman, Teutonic Knight - Teutonic troops; Swordsman, Theutates Thunder and Haeduan - Gallic troops) are considered offensive. They tend to deal more damage on the attacking side, than if they were on the defensive side of the battle.
Units weapons can be upgraded in the Blacksmith of their home village, increasing their attacking abilities.
Attacks can have different means.
Raids is usually mainly used when the aim is to steal resources. The attacking units make a quick strike, and leaves fast with what they can carry.
Raid can also be used when the aim is to just deal some damage to the defender, without losing too much, like in a strike that happens before other troops get around
Best raiding units:
The Clubswinger are often seen as good raiders because their low trainning cost allow them to payback the invest quickly, and combined with their attack power, they are also nice to sweep defense produced between raids.
Though the Paladin is not an attacking unit, their ability to raid resources is only matched by the Theutates Thunder velocity, and as all cavalry units, they can be used in early game to kill off some poor Clubswinger that really don't know how to defend properly against cavalry.
Regular Attacks (as in not raids) can also be used to steal resources, but if there are defending troops, more causalities on both side can be expected.
Regular attacks
Walls can give a nice defending bonus. Using rams while attacking can damage the wall, and lower defense during the attack, resulting in less causalities in the attacker, or could even change a humiliating defeat in a beautiful victory. The more rams, the faster the wall is destroyed, the less it will help defending.
How administrators work in takeovers is explained in details on the page Conquering Villages.
Spies (Romans: Equites Legati, Teutons: Scout, Gauls: Pathfinder) can be used to spy enemies and defend against other's spies.
Spies can be sent to scout an enemy's village and try to get either:
If the defender has spies in the village, some of the scouting spies will die, and the defender will be notified. If at least one of the attacking spy gets to leave, the attacker will have the requested information.
In order to detect scouting on your villages, it is recommended to have at least a few scouts (5-30) on each of them. It is also recommended to have much more of them in the few spots (15 crops, capital, offensive village, ...) you really don't want someone to just scout and get the information.