Infantry
This class is made up of the Squire, Templar, Berserker, and the Long-Bow. They also only require 1 settler to train.
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Clik here to view.Squire
Research at lvl 1 barracks. Principal raiders, they also have the strongest defense against cavalry and archers. This is all in terms of settler requirement to unit ratio. For example. 1 crusader requires 4 settlers to build an can only plunder 80 units of resources, while the same amount of settlers can make 4 squires which can carry 100 units of resources, downside is that they are slower then crusaders.
Speed, 18 minutes per field
Cost in wood/rocks/ore: 20 10 30
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Clik here to view.Templar
Research at lvl 1 barracks. Principal Infantry defender, in terms of settler requirements to unit ratio. Should be built if you are expecting berserkers to come crashing into your settlement. Couple with max walls Templar defensive force overpower berserker offensive force by a factor of 6 to 3.5.
Speed, 22 minutes per field.
Cost in wood/rocks/ore:10 30 80
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Clik here to view.Berserker
Research at lvl 2 barracks. Principal infantry attackers, in terms of settler to unit ratio. Actually these have the highest offensive force in the game, in terms of settler to unit ratio. However be careful to not let them fight a 1:1 battle against a heavy defended Templar force cause they’ll get massacred. Best to bring along Crusaders to crush any pure Templar defense.
Speed, 18 minutes per field.
Cost in wood/rocks/ore:50 40 50
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Clik here to view.Long-Bow
Research at lvl 5 barracks. Most neutral infantry unit in the game. They don’t have the destructive offensive force of the Berserk nor the defensive force of Templars. However use with caution becuase if they are paired against either one of its extreme counter part they will get annihilated. Best used as defense against rams, best ram destroying ability of the game.
Speed, 18 minutes per field
Cost in wood/rocks/ore:160 80 80
Cavalry
This class is made up of the Spy, Crusader, and Black Knight.
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Clik here to view.Spy
Research at lvl 4 barracks. Can give detailed reports of enemy settlements, If all of the attacking spies survive you gain information about troops hiding outside of the defending settlement. Attacking spies can only be killed by defending spies, nothing else. That includes the fact that Morale, Wall bonus, Night bonus, and Luck have no effect on Attacking spies. To wipe-out an attack spy force you’ll need 2 times the amount of spies defending your settlement. Requires 2 settlers to train.
Speed, 9 minutes.
Cost in wood/rocks/ore:60 40 60
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Clik here to view.Crusader
Research at lvl 7 barracks. Principal cavalry raiders/attackers. These units are the fastest raiders/attackers in the game and have a respectable amount of loot carrying capacity of 80. However their main function is to work to destroy Templar defenses, or most defenses for that matter. They have the additional ability to minic spy attacks, which is an advantage for the skilled trickers players out there. Requires 4 settlers to train.
Speed, 10 minutes.
Cost in wood/rocks/ore:100 100 300
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Clik here to view.Black Knight
Research at lvl 16 barracks. Principal cavalry supporting defenders. These units should only be used to defend other settlements, this is due to cost and max settler restrictions on settlements. They can act as attackers however this act should only be taken if you are desperate and need the additional offensive force. Requires 6 settlers to train.
Speed, 11 minutes.
Cost in wood/rocks/ore:300 100 500
Siege
This class is made up of the Ram and Trebuchet.
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Clik here to view.Ram
Research at lvl 20 barracks. These units work to downgrade the levels of walls, making it easier for your troops to wipeout defenders. If there is no walls at the settlement they will simply take damage and return home. With all siege weapons all ways attach cannon fodder to absorb damage.
One trick is to use these to act as fake count attacks. Requires 5 settlers to train.
Speed, 30 minutes per field.
Cost in wood/rocks/ore:500 100 200
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Clik here to view.Trebuchet
Research at lvl 25 barrakcs. These units work to downgrade the levels of the buildings inside a settlement. Don’t use these as count fakes, they just cost too much with respect to rams. Requires 8 settlers to train.
Speed, 30 minutes per field
Cost in wood/rocks/ore:600 200 200
Count
Special Unit: The count.
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Clik here to view.Count
Requires Resident, Mint, and Ducats. These are required to take over settlements. Each attack from a count lowers the approval of a settlement between 20-35%. When the Count takes up resident in the new settlement it’ll disappear and you’ll gain control of an additional settlement. Best way to take a settlement is thru a train of counts attacking the settlement in very quick succession. Do remember that settlement regain 1% approval per hour. Also Counts can only move a maximum of 70 fields.
Speed, 35 minutes per field.
Cost in wood/rocks/ore:80000 100000 120000
Special Unit Notes:
1. Forces alway moves at the speed of its slowest unit whether attacking or supporting.
2. The minimum number of settlers needed to attack is 1% of the points of the settlement the force is dispatched from. (e.g. a 2,000 point settlement must send at least 20 settlers on each attack) <–(thanks Korsonian)
3. Pure spy attacks have a minimum requirement of 5 spies.
4. Supporting forces don’t have a minimum requirement
5. Night bonus add 100% defense to all settlements from 0:00 to 8:00 Central European Time (CET). GMT + 1 or UTC +1.
Note: the time at the bottom-right corner of your screen is your LOCAL time, so if you don’t live in Europe you’ll have to find some way to correct for the time differentials.