Units
3.1 General
3.1.1 Construction
Building a unit is rather quite simple. First decide what you need to build.
Then go to the building where it is created and click on it. A grid-like
section should show up. The colorful squares are units you can build. Click on
the unit you want or press the hotkey (Section 6.4). A bar will appear on the
bottom of its tab. This is a timer. When full, the unit will be ready to
deploy. Only one unit can be built at a time in that building, so if you want
five, click the button five times and wait 'till the bar fills five times.
Each time a unit is created, it takes away from your resourses (Section 5.4)
3.1.2 Orders
After a unit has been constructed, you must order them to do something. Most
units are designed to fight but there are units that preform other duties.
For your military units you can tell them to patrol an area by clicking on the
tab and drawing out a path for them with the flags and when you are done right
click. Or you can send them out to patrol by clicking the BINOCULARS tab. In
order to see the entire map as it is at that exact moment, you must have
overlapping fields of vision all around the map. Or you can see the past if
your units have been to a place but are not their any more. This is called fog
of war and it means that you can't just know what is going on. Anyway, you can
also assign fighting units to move to a position and attack everything on the
way. They can also guard a building or unit by right clicking it with the army
unit selected. The Search and Destroy task sends your unit out to find the
enemy unit of your choice. After they kill that one, they will track down other
units on their own. Finally you can instruct a unit to move to a certain
location.
3.1.3 Grouping
Moving single units can be a pain. You really need many units working together
to be effective. In order to do this you have to group them. You can either
drag a box around the units to select more than one TYPE of unit (i.e. machine
gunner and tank) or double click on one of the types of unit that you want.
Double clicking selects all of the clicked on units on the screen. If there is
a group of units or a single unit that you want on hand at all times, select
them/it and press CONTROL + 0-9 (Select one). This puts it on the same number
tab at the top of the screen. To acess the unit(s) later, click the tab. You
can do this with any unit including non-military ones. (Note: All units can
attack and be groups although sending citizens on a raid makes no sense).
3.1.4 Stance
A unit's stance refers to how a military unit interacts with the enemy. There
are 5 types of stances. They are Cautious, Defend, Hold Position, Aggressive,
and Hold Fire.
Cautious- Flee at first sight of danger. Goal is to stay alive.
Defend- Units will stay in one location and attack all enemys within their LOS
but will not pursue hostiles.
Hold Position- Only attacks enemys that come right at them. Will not move. Good
for defending a building.
Aggressive- Unit will attack everything in LOS and will pursue. After battle,
will stay where battle ended until another order is given.
Hold Fire-Unit will do nothing until you change the command.
3.1.5 Formation
The way units move. Depends on type of unit. Not really important but units
moving in a mass and not spread out are a target for weapons with splash
damage.
3.1.6 Garrisoning
A garrisoned unit allows a structer to become more productive. Simply select a
unit then right click the building you want it in. To ungarrison any unit,
select the button with the red arrow from the buildign's window. A list of the
units will appear and you can click on the ones you want avalible.
3.1.7 Moral and Fevor
When you units are in a territiory you control, they recieve bonuses to their
attack points and recieve less damage. This is attributed to the Moral and Fevor
of the units. Having a City Center in the territory provides a small bonus and
each house provides more and more. The higher the Moral and Fevor of units, the
more of a bonus they get. But remember, the enemy is recieving the same bonuses
when you attack on their home ground.
3.2 Land Units
3.2.1 Light Infantry
Light Infantry are designed to engage the enemy from farther away and
therefore, have less armor. These units can also convert buildings. They all
require FOOD and WOOD, as well as a changing resourse. Epoch 1-6=TIN Epoch 7-12
=SALTPETER Epoch 13-15=OIL. These units are, BOW MAN, COMPOSITE BOW MAN,
CROSSBOW MAN, GRENADE PISTOLEER, GRENADIER, MORTAR, INCENDIARY MORTAR, and
BOMBLET MORTAR. L. Infantry have a bonus against Heavy Infantry and Heavy
Artillery.
3.2.2 Heavy Infantry
These are the regular troops that in the real world, account for the major mass
of any army. Can also convert buildings. There are two groups of H. Infantry.
Group 1 costs FOOD and GOLD, as well as Epoch 1-4=TIN Epoch 5-6=IRON Epoch
7-12=SALTPETER Epoch 13-15=OIL. The units in group 1 have a bonus against
Light Mounted and Light Artillery and are MACEMAN, SWORDSMAN, MAN AT ARMS,
MUSKETEER, REGULAR, RIFLEMAN, ASSAULT RIFLEMAN, and OBJECTIVE FORCE WARRIOR.
In Group 2 of H. Infantry, are SPEARMAN, PIKEMAN, HALBERDIER, MACHINE GUNNER,
and MINI GUNNER. These cost WOOD and GOLD as well as Epoch 2-4=TIN Epoch
5-7=IRON Epoch 8-10=SALTPETER Epoch 11-15=OIL. H. Infantry Group 2 receive
bonuses against Light Mounted and Light Artillery.
3.2.3 Light Artillery
Basically, this is a unit that hurls a projectile in the air twords its target.
They cost FOOD and GOLD as well as Epoch 1-4=TIN Epoch 5-6=IRON
Epoch 7-10=SALTPETER Epoch 11-14=OIL Epoch 15=URANIUM. They are STONE THROWER,
SCORPIAN, BALLISTA, CULVERIN, FIELD GUN, FIELD ARTILLERY, MOBILE ROCKET
LAUNCHER, and FUSION CASTER. L. Artillery receive bonuses against Heavy Mounted
and Light Infantry.
3.2.4 Heavy Artillery
Same as L. Artillery but bigger. Each unit costs WOOD and GOLD as well as
Epoch 2-3=TIN Epoch 4-7=IRON Epoch 8-9=SALTPETER Epoch 10-13=OIL
Epoch 13-15=URANIUM H. Artillery are good against Heavy Infantry and Light
Mounted. These units are, ONAGER, CATAPULT, TREBUCHET, BOMBARD CANNON, SIEGE
GUN, SELF-PROPELLED ARTILLERY, and NET FIRE LAUNCHER.
3.2.5 LIGHT MOUNTED
Light Infantry on horses. For ranged targets. Cost WOOD and GOLD as well as
Epoch 2-3=TIN Epoch 4-9=IRON Epoch 10-15(Are there still horses?)=SALTPETER.
Bonus against L. Infantry and H. Mounted. Units are MOUNTED SLINGER, MOUNTED
SKIRMISHER, HORSE ARCHER, CARABINEER, and DRAGOON.
3.2.6 HEAVY MOUNTED
Heavy Infantry on horses. Close range. Cost FOOD and GOLD as well as
Epoch 2-5=TIN Epoch 6-9=IRON Epoch 10-15(Are there still horses?)=SALTPETER.
Bonus against L. Infantry and Heavy Artillery. Units are MOUNTED INFANTRY,
ARMORED CAVALRY, MEDIEVAL CAVALRY, LANCER, and IMPERIAL LANCER.
3.2.7 LIGHT TANK
Everybody knows what a tank is. Light Tanks cost WOOD and GOLD as well as
Epoch 11-14=OIL Epoch 15=URANIUM. Bonus against L. Artillery and Heavy Mounted.
Units are GUN TANK, TANK DESTROYER, RPG STRIKER, DISRUPTOR MEDIUM TANK.
3.2.8 HEAVY TANK
Bigger and better than light tanks. Slower too. Cost FOOD and GOLD as well as
Epoch 11-12=OIL Epoch 13-15=URANIUM. Bonus against Light Infantry and Heavy
Artillery. Units are MACHINEGUN TANK, ASSAULT TANK, MAIN BATTLE TANK, and
MYRMIDON HEAVY TANK.
3.2.9 CITIZEN
The back bone of you society. They harvest reasourses (Section 5.3), Can be
garrisoned (Section 3.1.6), and build/repair buildings. Cost FOOD.
3.2.10 PRIEST
Priests are used to convert enemy units and buildings. Cost FOOD and GOLD.
3.2.11 Medic
Can heal all damaged units but HERCs (Section 3.2.14). Cost FOOD and GOLD.
3.2.12 SCOUT
A fast unit with a long line of sight. Good for exploring the map. Cost FOOD.
3.2.13 SPY
A unit that can only be seen by other spys and outposts. Can steal technology
and sabotage buildings. Costs FOOD and GOLD.
3.2.14 HERC
There are four types of HERCs. Repair, Light, Heavy, and Electronic Warefare.
Repair- Used to repair other HERCS. Cost FOOD, GOLD, and URANIUM. The HERA
repair HERC comes in Epoch 14.
Light- Small attack HEREC. Costs FOOD, GOLD, And URANIUM. The ARTEMIS light
HERC comes in Epoch 14.
Heavy- More firepower than the Light HERC but slower. Costs FOOD, GOLD, and
URANIUM. The Minotaur HERC comes in Epoch 14.
Electronic Warefare- This is an anti-aircraft HERC and is invisible to the
enemy (I think). They cost FOOD, GOLD, and URANIUM
3.2.15 ENGINEER
Are only avalible in the Campaign. Don't cost anything. Used to build special
buildings.
3.2.16 RAM
Used to ram down walls or other buildings. Not usefull for buildings that
fight back because they must touch the building to work. Costs WOOD, GOLD,
and TIN. Units are LIGHT RAM and HEAVY RAM
3.2.17 SIEGE TOWER
Most usefull to transport units over walls and other defences that would
otherwise have to be knocked down. To use, garrison (3.1.6) units inside and
move up to a wall then click to unload on the otherside. Costs WOOD, GOLD, and
IRON. Units are LIGHT SEIGE TOWER and HEAVY SEIGE TOWER.
3.2.18 TRADE CART
Very usefull to make gold if none is avalible. Build a market to use as the
home and then another somewhere else to be be destination. Each time the cart
reaches one of these buildingsa, GOLD is made and added to your toatal. Costs
FOOD and WOOD.
3.2.19 MOBILE ANTI-AIRCRAFT
A mobile unit designed to destroy air units. Costs FOOD, GOLD, and OIL. Bonus
against all aircraft.