_NeT_AnGeLs_ClaN_

Unit Info

The charts below are to help you learn what your troops can do and which troops to use in battle. The stats are updated for 1.0c patch and is the most up to date version on the net (that ive seen) I got most of the stats from MFO and updated where needed (the link to MFO is in the links page)

Contents

Just click on the links below to get quick reference to Stats:-

  1. Barrack units
  2. Archery units
  3. Stable units
  4. Siege units
  5. Castle units
  6. Dock Units
  7. Town center units
  8. Monastery units
  9. Market units
  10. Buildings
  11. Walls, Towers and Gates
  12. Glossary

Glossary
Term Definition
GA GArrisoned units supported: the number of units that fit into a building
LOS Line Of Sight: The number of tiles a unit can see. Tiles can be measured by exactly one wall segment (which is 1x1 tiles).
MR Movement Rate: tiles a unit can move per second. A unit with a MR of 1.0 will travel one tile per second while a unit with a MR of 1.5 will be 50% faster!
FR Fire Rate: Seconds between attacks. The smaller this number is, the faster the unit attacks. A FR of 2.0 is pretty standard while the Skirmisher's FR of 3.0 means that the Skirmiser will only attack once every 3 seconds, instead of the Militia's attack ev
BT Build Time: Time, in seconds, a unit takes to be constructed.
Cost Cost of a unit in food(F), gold(G), wood(W), and stone(S).
HK Hot Key: the keystroke used to create the unit. Many buildings can also be selected by using CTRL-HK
HP Hit Points: amount of damage a unit can sustain before death.
AT Melee ATack: amount of melee (normal) damage a unit causes when attacking.
PT Piercing aTtack: amount of piercing (arrow) damage a unit causes when attacking.
AR ARmour: amount of melee damage deflected when unit is attacked. NOTE: A minimum damage of 1 is always caused.
PA Piercing Armour: amount of piercing damage deflected when unit is attacked. NOTE: Subject to minimum of 1 as well.
RA RAnge: distance a unit can attack from. NOTE: A RA of 0 is for all hand-to-hand troops. This is DIFFERENT than LOS measurements which count the adjacent tile as 1. Kinda weird, but thats just how it is. So, for example, an Archer has a LOS of 6 meaning he
Az Aztecs
Br Britons
By Byzantines
Ce Celts
Ch Chinese
Fr Franks
Go Goths
Hu Huns
Ja Japanese
Ko Koreans
Ma Mayans
Mo Mongols
Pe Persians
Sa Saracens
Sp Spanish
Te Teutons
Tu Turks
Vi Vikings
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Barracks Units

Hot Key Unit Age Cost BT Rsrch Cost & Time Upgrades Unit FR MR LOS HP AT AR/PA RA Special Civs w/ bonus Civs w/o unit
S Militia D 60F, 20G :21 -- -- 2.00 0.9 4 40 4 0/1 -- -- Ce1, Go2, Ja3,Vi4, Az6,Az*, Go* --
S Man-@-Arms F 60F, 20G :21 100F, 40G, :40 Militia 2.00 0.9 4 45 6 0/1 -- +1 AT bld, +2 Eagle Warrior Ce1, Go2, Ja3,Vi4, Az6,Az*, Go* --
S Long Swordsman C 60F, 20G :21 200F, 65G, :45 Man-At-Arms 2.00 0.9 4 55 9 0/1 -- +2 AT bld, +4 Eagle Warrior Ce1, Go2, Ja3,Vi4, Az6,Az*, Go* --
S Two-handed Swordsman I 60F, 20G :21 300F, 100G, 1:15 Long Swordsman 2.00 0.9 5 60 11 0/1 -- +3 AT bld, +6 Eagle Warrior Ce1, Go2, Ja3,Vi4, Az6,Az*, Go* PE
S Champion I 60F, 20G :21 750F, 350G, 1:40 Two-handed Swordsman 2.00 0.9 5 70 13 1/1 -- +3 AT bld, +6 Eagle Warrior Ce1, Go2, Ja3,Vi4, Az6,Az*, Go* Hu, Ma,Pe
E Spearman F 35F, 25W :22 -- -- 3.00 1.00 4 45 3 0/0 -- +15 AT Mounted units (+7 Camels, +3 Cataphract, +0 Elite Cataphract), +30 AT Elephants, +1 AT bld Ce1,Go2, Ja3,Vi4, By5,Az6, Az*,Go* --
E Pikeman C 35F, 25W :22 215F, 90G, :45 Spearman 3.00 1.00 4 55 4 0/0 -- +22 AT Mounted units (+11 Camels, +10 Cataphract, +6 Elite Cataphract), +47 AT Elephants, +1 AT bld Ce1, Go2, Ja3, Vi4, By5,Az6, Az*,Go* Tu
E Halberdier I 35F, 25W :22 300F, 600G, :50 Pikeman 3.00 1.00 4 60 6 0/0 -- +32 AT Mounted units (+16 Camels, +20 Cataphract, +18 Elite Cataphract), +60 AT Elephants, +1 AT bld Ce1, Go2, Ja3, Vi4, By5,Go* Az, Mo, Sa, Tu, Vi
G Eagle Warrior C 20F, 50G :35 -- -- 2.00 1.10 4(6) 50 4 at Dark/Feudal (4+3) at Castle and Imp  0/2 -- In Dark and Feudal Age 6 LOS, in Castle and Imperial, 8 LOS/+2AT Kights/+8AT Monks/+3AT Siege/ +6AT Rams  resists conversion Az6,Az*, Ma* All but Az, Ma
G Elite Eagle Warrior I 20F, 50G :20 800F,500G, :40 Eagle Warrior 2.00 1.30 8 60 9 0/4 -- +10AT Monks/+8AT Knights/+5AT Siege/+8AT Rams, resists conversion Az6,Az*, Ma* All but Az, Ma
1Celts +15% MR
2Goths cost -35%, +1 AT vs buildings, :07 BT Post Imperial
3Japanese FR -25% 
4Viking HP +10% Feudal, +15% Castle, +25% Imperial
5Byzantine cost -25%
6Aztecs -15% BT
Chinese Rsrch cost -10% Feudal Age, -15% Castle Age, -20% Imperial Age
Goths Team Bonus 20% faster
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Archery Range

Hot Key Unit Age Cost BT Rsrch Cost & Time Upgrades Unit FR MR LOS HP PT AR/PA RA Special Civs w/ bonus Civs w/o unit
A Archer F 25W, 45G :35 -- -- 2.07 0.96 6 30 4 0/0 4 +3PT Spearman line Br1, Sa2, Ma7,Az9, Br* --
A Crossbowman C 25W, 45G :27 125F, 75G, :35 Archer 2.07 0.96 7 35 5 0/0 5 +3PT Spearman line Br1, Sa2, Ma7,Az9, Br* Sp
A Arbalest I 25W, 45G :27 350F, 300G, :50 Crossbowman 2.07 0.96 7 40 6 0/0 5 +3PT Spearman line Br1, Sa2, Ma7,Az9, Br* Ce, Fr, Go, Hu, Pe, Sp, Te, Tu
C Cavalry Archer C 40W, 70G :34 -- -- 2.00 1.43 5 50 6 0/0 4 +2PT Spearman line, benefits from Bloodlines, Thumb ring, Parthian Tactics Mo3, Sa4, Hu8 Az, Ma
C Heavy Cavalry Archer I 40W, 70G :34 900F, 500G, :50 Cavalry Archer 2.00 1.43 6 60 1/0 4 +2PT Spearman line, benefits from Bloodlines, Thumbing, Parthian Tactics Mo3, Sa4, Hu8 Az, Ma, Te, Vi
E Hand Cannoneer I 45F, 50G :34 -- -- 3.49 0.96 9 35 17 0/0 7 +10 infantry, requires Chemistry, minimum 2 damage to Battering ram, 1 to all other rams, no min RA Tu5, Sp10 Az, Br, Ce, Ch, Hu, Ma, Mo, Vi
R Skirmisher F 25F, 35W :22 -- -- 3.04 0.96 6 30 2 0/3 4 +3PT Spearman line, +3 PT Archers, min RA=1 By6,Az9,*Br --
R Elite Skirmisher C 25F, 35W :22 250W, 160G, :50 Skirmisher 3.04 0.96 7 35 3 0/4 5 +3PT Spearman line,+4 PT Archers, min RA=1 By6,Az9,*Br Tu
1Britons +1 RA Castle, +2 RA Imperial
2Saracens Team Bonus +2 PT Foot Archer/+4 PT Cavalry Archer vs Buildings
3Mongols -20% FR 
4Saracens +3 PT vs Buildings
5Turks +25% HP; Team Bonus -20% BT
6Byzantines cost -25%
7Mayans cost -10% Feudal, -20% Castle, -30% Imperial
8Huns cost -25% Castle Age, -30% Imperial Age
9Aztecs -15% BT
10Spanish -15% FR
Chinese Rsrch cost -10% Feudal Age, -15% Castle Age, -20% Imperial Age
*Britons Yeomen +1 RA (This is different to what it says in you tech tree for Britons,,,, it's +1 range for Archers, Skirmishers and Towers BUT not Cavalry Archers
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Stable Units

Hot Key Unit Age Cost BT Rsrch Cost & Time Upgrades Unit FR MR LOS HP AT AR/PA RA Special Civs w/ bonus Civs w/o unit
T Scout Cavalry F 80F :30 -- -- 2.04 1.20 in dark age then (1.50) 4 45 3(+2)in feudal 0/2 -- +2AT from Feudal, +2 LOS per age, resists conversion, +6 AT monks, (1,20 MR in Dark Age) Mo1 Az, Ma
T Light Cavalry C 80F :30 150F, 50G, :45 Scout Cavalry 2.04 1.50 4 60 7 0/2 -- +2 LOS per age, resists conversion, +10 AT monks Mo1,2, Tu6 Az, Ma, Te
T Hussar I 80F :30 500F, 600G, :50 Light Cavalry 1.94 1.50 4 75 7 0/2 -- -- Mo1,2, Tu6 Az, Br, Ch, Fr, Ja, Ma, Te, Vi
N Knight C 60F, 75G :30 -- -- 1.84 1.35 4 100 10 2/2 -- -- Fr3, Pe4 Az, Ma
N Cavalier I 60F, 75G :30 300F, 300G, 1:40 Knight 1.84 1.35 4 120 12 2/2 -- -- Fr3, Pe4 Az, Ma, Sa
N Paladin I 60F, 75G :30 1300F, 750G, 2:50 Cavalier 1.94 1.35 5 160 14 2/3 -- -- Fr3, Pe4 Az, Br, Ch, Go, Ja, Ko, Ma, Mo, Sa, Tu, Vi
C Camel C 55F, 60G :22 -- -- 2.04 1.46 4 100 5 0/0 -- +10 mounted units/Elephants (not Cataphracts), +5 Mamelukes By5,Sa* Az, Br, Ce, Fr, Go, Hu, Ja, Ko, Ma, Sp, Te, Vi
C Heavy Camel I 55F, 60G :22 325F, 360G, 2:05 Camel 2.04 1.46 5 120 7 0/0 -- +18 mounted units/Elephants, +9 Cataphracts, +16 Mamelukes By5,Sa* Az, Br, Ce, Fr, Go, Hu, Ja, Ko, Ma, Sp, Te, Vi
1Mongols Team Bonus +2 LOS
2Mongols +30% HP
3Franks +20% HP, Team Bonus +2 LOS
4Persians Team Bonus +2 AT vs archers
5Byzantines cost -25%
6Turks Light Cavalry and Hussar upgrade free
Huns Team Bonus 20% faster
Chinese Rsrch cost -10% Feudal Age, -15% Castle Age, -20% Imperial Age
*Saracens Zealotry +30 HP
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Siege Workshop Units

Hot Key Unit Age Cost BT Rsrch Cost & Time Upgrades Unit FR MR LOS HP AT AR/PA RA Special Civs w/ bonus Civs w/o unit
A Mangonel C 160W, 135G :46 -- -- 6.00 0.50 9 50 40 0/6 7 Area damage; +35 wall/bld, +18 siege, min RA=4 Ce1,Ko6, Az7,Ce*, Ko*,Mo* --
A Onager I 160W, 135G :46 800F, 500G, 1:15 Mangonel 6.00 0.50 10 60 50 0/7 8 Area damage; +45 wall/bld, +18 siege, min RA=4 Ce1,Ko6, Az7,Ce*, Ko*,Mo* Hu, Tu
A Siege Onager I 160W, 135G :46 1450F, 1000G, 2:30 Onager 6.00 0.50 10 70 75 0/8 8 Area damage; +65 wall/bld, +18 siege, min RA=4 Ce1,Ko6, Az7,Ce*, Ko*,Mo* Br, By, Ch, Fr, Go, Hu, Ja, Ma, Pe, Sp, Tu, Vi
N Scorpion C 75W, 75G :30 -- -- 3.60 0.65 9 40 12 0/6 7 PT (not AT), Damages all enemy units in path; +6 AT vs Elephants, 4 ram, 1 unpacked trebuchet, 2 buildings, min RA=1 Ce1,Az7, Ce*,Ch*, Mo* --
N Heavy Scorpion I 75W, 75G :30 1000F, 1100W, :50 Scorpion 3.60 0.65 9 50 16 0/7 7 PT (not AT), Damages all enemy units in path; +8 AT vs Elephants, 5 ram, 2 unpacked trebuchet, 4 buildings, min RA=1 Ce1,Ce*, Ch*,Mo* Az, Br, By, Hu, Ko, Sa, Sp
R Battering Ram (4 GA)3,4 C 160W, 75G :36 -- -- 5.00 0.5 Empty/ 0.75 Full (varies to how many people in it) 3 175 2 0/180 0 +125/+165 wall/bld, +40 Siege, +150/+190 with Siege Engineers, ram armor 0 5 (NO damage to surrounding blds) Ce1,Az7, Ce*,Mo* --
R Capped Ram (4 GA)3,4 I 160W, 75G :36 300F, :50 Battering Ram 5.00 0.5 Empty/ 0.75 Full (varies to how many people in it) 3 200 3 0/190 0 +150/+190 wall/bld, +50 Siege, +180/+220 with Siege Engineers, ram armor 1 (5)(does damage to all surrounding blds bit like trample damage) Ce1,Az7, Ce*,Mo* --
R Siege Ram (6 GA)3,4 I 160W, 75G :36 1000F, 1:15 Capped Ram 5.00 0.6 Empty/ 1.00 Full (varies to how many people in it)

 

3 270 4 0/195 0 +200/+260 wall/bld, +65 Siege, +240/+300 with Siege Engineers, ram armor 2 (5) (does damage to all surrounding blds bit like trample damage) Ce1,Az7, Ce*,Mo* Br, Fr, Go, Ja, Ko, Te
C Bombard Cannon I 225W, 225G :56 -- -- 6.50 0.70 14 80 40 2/5 12 +200 wall/bld, +160 towers, +20 Siege, +40 ships, min RA=5 Tu2, Sp8, Tu* Az, Br, Ce, Ch, Hu, Ja, Ma, Mo, Vi
1 Celts fires 20% faster
2 Turks +25% HP; Team Bonus -20% BT
3 rams gain +10 AT/+10% MR per garrisoned infantry unit (not archers)
4 rams lose an extra 3 HP for every hit they take (AT, not PT)
5 ram armor protects against units with ram bonus (e.g. War Wagon does 4 damage to battering ram and unpacked trebuchet, but only 3 to capped ram)
6 Koreans Team Bonus +1 RA
7Aztecs -15% BT
8Spanish -15% FR
Celts Team Bonus 20% faster
Chinese Rsrch cost -10% Feudal Age, -15% Castle Age, -20% Imperial Age
*Celts Furor Celtica +50% HP
*Koreans Shinkichon +2 RA (+1 with 1.0c patch)
*Mongols Drill +50% MR
*Turks Artillery +2 RA
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Castle Units

Hot Key Unit Age Cost BT Rsrch Cost & Time Upgrades Unit FR MR LOS HP AT(PT) AR/PA RA Special Civs w/ unit
R Trebuchet (packed) I 200W, 200G :50 -- -- -- 0.80 18 150 -- 2/8 -- Unpack :11 All Ja*
-- Trebuchet (UNpacked) I -- -- -- -- 10.00 -- 18 150 200 1/150 16 PT, +250 AT wall/bld; min RA=4, ram armor 0 (3) All 1, 2,Ja*
P Petard C 80F, 20G :25 -- -- -- 0.80 4 50 25 0/2 -- 523 AT TC/bld, 609 AT Castles, 85 AT Siege, 1400 AT Stone Wall All 3
T Berserk C 65F, 25G :16 -- -- 2.00 1.00 3 57 9 0/1 -- +2 AT bld +3 AT Eagle Warrior, Regeneration 20 HP/min Vi*
T Elite Berserk I 65F, 25G :16 1300F, 550G, :45 Berserk 2.00 1.00 5 72 14 2/1 -- +3 AT bld +3 AT Eagle Warrior, Regeneration 20 HP/min Vi*
T Cataphract C 70F, 75G :23 -- -- 1.84 1.35 4 110 9 2/1 -- +9 vs infantry (trample damage does 5 damage to all units/bld around) By*
T Elite Cataphract I 70F, 75G :23 1600F, 800G, :50 Cataphract 1.73 1.35 5 150 12 2/1 -- +12 vs infantry By*
T Chu Ko Nu C 40W, 35G :19 -- -- 3.65 0.96 6 45 8 0/0 4 PT, fires volleys with 2 extra arrows with 3 PT each Ch*
T Elite Chu Ko Nu I 40W, 35G :13 760F, 760G, :50 Chu Ko Nu 3.82 (YES! slower fire rate but fires more arrows) 0.96 6 50 8 0/0 4 PT, fires volleys with 4 extra arrows with 3 PT each Ch*
T Conquistador C 60F, 70G :24 -- -- 3.00 1.35 8 55 16 2/2 6 PT minimum 4 damage Vs rams, 3 Vs Capped ram, 2 Vs Siege ram Sp
T Elite Conquistador I 60F, 70G :24 1200F, 600G, 1:00 Conquistador 3.00 1.35 8 70 18 2/2 6 PT, +2 bld, minimum 6 damage Vs ram, 5 Vs Capped ram, 4 Vs Siege ram Sp
T Huskarl C 68F, 34G :16 (quicker at baraks) -- -- 2.00 0.90 3 60 10 0/6 -- +6 archers, +2 bld, +2 Eagle Warrior Go*
T Elite Huskarl I (60F, 30G in Imp) :16 (quicker at baraks) 1200F, 550G, :40 Huskarl 2.00 0.90 5 70 12 0/8 -- +10 archers, +3 bld, +3 Eagle Warrior Go*
T Jaguar Warrior C 60F, 30G :17 -- -- 2.00 0.90 3 50 10 1/0 5 +10 infantry Az*
T Elite Jaguar Warrior I 60F, 30G :17 1000F, 500G, :45 Jaguar Warrior 2.00 0.90 5 75 12 2/0 6 +10 infantry Az*
T Janissary C 60F, 55G :17 -- -- 3.49 0.96 10 44 17 1/0 8 minimum 2 damage Vs rams, 1 Vs Capped/Siege Tu
T Elite Janissary I 60F, 55G :21 850F, 750G, :55 Janissary 3.49 0.96 10 50 22 2/0 8 minimum damage 3 Vs rams, 2 Vs Capped, 1 Vs Siege Tu
T Longbowman C 35W, 40G :19 -- -- 2.07 0.96 7 35 6 0/0 5 PT Br*
T Elite Longbowman I 35W, 40G :19 850F, 850G, 1:00 Longbowman 2.07 0.96 8 40 7 0/1 6 PT Br*
T Mameluke C 55F, 85G :23 -- -- 2.00 1.41 5 65 7 0/0 4 +9 vs Mounted units/Elephants (not Camels/ Cataphracts) Sa*
T Elite Mameluke I 55F, 85G :23 600F, 500G, :50 Mameluke 2.00 1.41 5 80 10 1/0 5 +12 vs Mounted units/Elephants (not Camels/ Cataphracts) Sa*
T Mangudai C 55W, 65G :21 -- -- 2.00 1.43 6 60 6 0/0 -- PT, +1 Spearman line, minimum 3 damage vs Siege Mo
T Elite Mangudai I 55W, 65G :21 1100F, 675G, :50 Mangudai 2.00 1.43 6 60 8 1/0 -- PT, +1 Spearman line, minimum 5 damage vs Siege Mo
T Plumed Archer  C 37W, 37G  :16 -- -- 1.93 1.20 6 50 5 0/1 -- PT, +1 Swordman line, +3 Spearman line Ma
T Elite Plumed Archer  I (32W, 32G in Imp) :16 500F, 1000W, :45 Plumed Archer  1.93 1.20 7 65 5 0/2 -- PT, +2 Swordman line, +4 Spearman line, minimum 2 damage Vs Huskarl(+Elite) Ma
T Samurai C 60F, 30G :9 -- -- 1.94 1.00 4 60 8 1/1 -- +10 vs Unique Units, +2 bld, +3 Eagle Warrior Ja
T Elite Samurai I 60F, 30G :9 950F, 875G, 1:00 Samurai 1.94 1.00 5 80 12 1/1 -- +12 vs Unique Units, +3 bld, +3 Eagle Warrior Ja
T Tarkan C 60F, 60G :14 -- -- 2.14 1.35 4 90 7 1/2 -- +3 TC, +6 bld, +10 Castle Hu
T Elite Tarkan I 60F, 60G :14 1000F, 500G, :45 Tarkan 2.14 1.35 5 150 11 1/3 -- +5 TC, +8 bld, +12 Castle Hu
T Teutonic Knight C 85F, 40G :12 -- -- 2.00 0.65 3 70 12 5/2 -- +4 bld, +4 Eagle Warrior Te
T Elite Teutonic Knight I 85F, 40G :12 1200F, 600G, :50 Teutonic Knight 2.00 0.65 5 100 17 10/2 -- +4 bld, +4 Eagle Warrior Te
T Throwing Axeman C 55F, 25G :17 -- -- 2.00 0.90 5 50 7 0/0 3 +1 bld, +2 Eagle Warrior Fr*
T Elite Throwing Axeman I 55F, 25G :17 1000F, 850G, :45 Throwing Axeman 2.00 0.90 6 60 8 1/0 4 +2 bld, +2 Eagle Warrior Fr*
T War Elephant C 200F, 75G :31 -- -- 2.04 0.60 4 450 15 1/2 -- +7 buildings + towers Pe*
T Elite War Elephant I 200F, 75G :31 1600F, 1200G, 1:15 War Elephant 2.04 0.60 5 600 20 1/3 -- +10 buildings + towers, Elite causes trample damage (Trample 15 damage Vs buildings, 10 At Vs Units - half AR Pe*
T War Wagon C 120W, 60G :25 -- -- 2.56 1.20 6 150 9 0/3 4 PT, +5 bld,  Ko
T Elite War Wagon I 120W, 60G :25 1000W, 800G, 1:15 War Wagon 2.56 1.20 7 200 9 0/4 5 PT, +5 bld,  Ko
T Woad Raider C 65F, 25G :10 -- -- 2.00 1.35 3 65 8 0/1 -- +2 bld, +3 Eagle Warrior Ce
T Elite Woad Raider I 65F, 25G :10 1000F, 800G, :45 Woad Raider 2.00 1.35 5 80 13 0/1 -- +3 bld, +3 Eagle Warrior Ce
1Celts trebs fire 20% faster
2Huns +30% Accuracy
3 number of petards to destroy a: TC (5), Castle (8), Ram/Trebuchet (2), Wall/Gate (2)
*Aztecs Garland Wars +4 AT
*Britons Yeomen +1 RA
*Byzantines Logistica cause +5 trample damage
*Chinese Rocketry +2 PT
*Franks Bearded Axe +1 RA
*Goths Anarchy can be built in Barracks
*Goths Perfusion -50% BT if in Barracks
*Japanese Kataparuto FR=8, pack/unpack time=3
*Persians Mahouts +30% MR
*Saracens Zealotry +30 HP
*Vikings Berserkergang regenerate 2x faster
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Dock Units
HK Unit Age Cost BT Rsrch Cost & Time Upgrades Unit FR MR LOS HP PT AR/PA RA Special Civs w/ bonus Civs w/o unit
F Fishing Ship D 75W :40 -- -- -- 1.30 5 60 -- 0/4 -- -- Ja8 --
T Trade Cog F 100W, 50G :36 -- -- -- 1.30 6 80 -- 0/6 -- 2,00 MR with Caravan Sp9 --
P Transport Ship F 125W :45 -- -- -- 1.40 5 100 -- 4/8 -- GA:5 (10 with Careening, 20 with Dry Dock) Sa1 --
A Galley F 90W, 30G :60 -- -- 3.04 1.43 7 120 6 0/6 5 +8 ships, 3 ram, 6 buildings Sa2, Vi3, Ja7,Az11 --
A War Galley C 90W, 30G :36 230F, 100G, :50 Galley 3.04 1.43  135  0/6  +9 ships, 4 ram, 7 buildings  Sa2, Vi3, Ja7, Az11 --
A Galleon I 90W, 30G :36 400F, 315W, 1:05 War Galley 3.04 1.43 165  0/8  +11 ships, 4 ram, 8 buildings  Sa2, Vi3, Ja Az  
R Fire Ship C 75W, 45G :36 -- -- 0.25 1.35 5 100 2 0/6 2 +3 ships, 2 buildings, +5PA vs Galley By4,Az11 Vi
R Fast Fire Ship I 75W, 45G :36 280W, 250G, :50 Fire Ship 0.25 1.43 6 120 3 0/8 2 +4 ships, 3 buildings, +7 PA vs Galley, War Galley upgrade required By4, Az11 Ce, Ch, Hu, Sa, Tu, Vi
D Demolition Ship C 70W, 50G :31 -- -- -- 1.60 6 50 110 0/3 0 220 buildings, +3 ship armour Ch5, Vi3>, Az11 --
D Heavy Demolition Ship I 70W, 50G :31 200W, 300G, :50 Demolition Ship -- 1.60 5 60 140 0/5 0 280 buildings, +5 ship armour, War Galley upgrade required Ch5, Vi3 Az, Ja, Ko
C Cannon Galleon I 200W, 150G :46 400F, 500W, :50 -- 10.00 1.10 15 120 35 0/6 13 +200 bld, +40 Siege, Chemistry upgrade required Tu6, Vi3, Sp10,Tu* Az, Br, Ma
C Elite Cannon Galleon I 200W, 150G :46 525W, 500G, :30 Cannon Galleon 10.00 1.10 17 150 45 0/8 15 +275 bld, +40 Siege Tu6, Vi3, Sp10,Tu* Az, Br, Ce, Ch, Fr, Go, Hu, Ko, Ma, Te
L Longboat C 80W, 40G :25 -- -- 3.34 1.50 8 130 7 0/6 6 +9 ships, 4 ram, 7 buildings, volleys of 4 arrows (7-1-1-1), Castle needed -- All but Vi
L Elite Longboat I 80W, 40G :25 750F, 475G, 1:00 Longboat 3.34 1.54 9 160 8 0/8 7 +11 ships, 4 ram, 8 buildings, volleys of 4 arrows (8-1-1-1), Castle needed -- All but Vi
S Turtle Ship C 200W, 200G :50 -- -- 6.04 1.10 8 200 50 6/5 6 +7PA vs Galley, Castle needed -- All but Ko
S Elite Turtle Ship I 200W, 200G :50 1000F, 800G, 1:05 Turtle Ship 6.04 1.10 8 300 50 8/6 6 +9PA vs Galley, Castle needed -- All but Ko
1Saracens 2X HP, 2X GA capacity
2Saracens fires 20% faster
3Vikings cost -20%
4Byzantines +20% AT
5Chinese +50% HP
6Turks +25% HP, -50% research cost; Team Bonus -20% BT
7Japanese Team Bonus +2 LOS
8Japanese 2X HP,+2 PA, work rate +10% Feudal, +15% Castle, +20% Imperial
9Spanish Team Bonus +33% trade profit
10Spanish benefit from Ballistics (fire faster, more accurately)
11Aztecs -15% BT
Persians 10% faster Feudal, 15% Castle, 20% Imperial
Chinese Rsrch cost -10% Feudal Age, -15% Castle Age, -20% Imperial Age
*Turks Artillery +2 RA
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Town Center Units
HK Unit Age Cost BT Rsrch Cost & Time Upgrades Unit FR MR LOS HP AT AR/PA RA Special Civs w/ bonus Civs w/o unit
C Villager D 50F :25 -- -- 2.07 0.80 4 25 3 0/0 0 +3 AT bld, +8 AT Towers Az9, Ce10, Go1, Ko8, Mo12, Pe3 , Sp13, Tu11, Br14, Sp* --
-- Villager w/ Loom D -- -- -- -- -- -- -- 40 -- 1/1 -- -- -- --
-- Villager w/ Wheelbarrow F -- -- -- -- -- 0.88 -- -- -- -- -- -- Vi2 --
-- Villager w/ Hand Cart C -- -- -- -- -- 0.97 -- -- -- -- -- -- Vi2 --
-- Villager w/ Sappers C -- -- -- -- -- -- -- -- -- -- -- +15 AT buildings (21 AT total) -- By, Fr, Ja, Ko, Sa
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Monastery Units,
HK Unit Age Cost BT Rsrch Cost & Time Upgrades Unit FR MR LOS HP AT AR/PA RA Special Civs w/ bonus Civs w/o unit
T Monk C 100G :51 -- -- 5.50 0.70 11 30 0 0/0 9 Convert units,(1:02 Rejuvenation), Heal 4 squares away, Collect Relics By4, Te5, Az7 --
-- Monk w/ Fervor C -- -- -- -- -- 0.80 -- -- -- -- -- -- -- --
-- Monk w/ Sanctity C -- -- -- -- -- -- -- 45 -- -- -- -- -- Mo, Pe, Vi
-- Monk w/ Illumination I -- -- -- -- -- -- -- -- -- -- -- :33 Rejuvenation -- Ce, Ko, Ma, Mo, Pe, Tu, Vi
-- Monk w/ Block Printing I -- -- -- -- -- -- 14 -- -- -- 12 -- -- Ce, Ch, Go, Hu, Mo, Tu
S Missionary C 100G :51 -- -- -- -- 9 30 -- 0/0 7 can't pick up relics, Castle needed, vulnerable to Pikemen and Camels, no Bloodlines -- All but Sp

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Market Units
HK Unit Age Cost BT Rsrch Cost & Time> Upgrades Unit FR MR LOS HP AT AR/PA RA Special Civs w/ bonus Civs w/o unit
T Trade Cart F 100W, 50G :50 -- -- -- 1.00 6 70 -- 0/0 -- -- Sp6 --
-- Trade Cart w/ Caravan C -- -- -- -- -- 1.50 -- -- -- 0/0 -- -- Sp6 --
1Goths +5 AT vs boars, Hunters carry +15 meat (best to put 3 instead of 4 villagers on a deer)
2Vikings Wheelbarrow/Hand Cart free
3Persians BT -10% Feudal, -15% Castle, -20% Imperial
4Byzantines Team Bonus +50% Heal Speed (3,75 HP/s instead of 2,5 HP/s)
5Teutons heal 2X as far (8 RA)
6Spanish Team Bonus +33% trade profit
7Aztecs +5 HP per monastery technology researched (max of 75HP in castle, 95 HP in imperial)
8Koreans +3 LOS, Stone miners work 20% faster
9Aztecs +5 carrying capacity (15 instead of 10 without Wheelbarrow)
10Celts Lumberjacks work 15% faster
11 Turks Gold miners work 15% faster
12Mongols Hunters work 50% faster
13Spanish Builders work 30% faster (except on Wonders)
14Britons Shepherds work 25% faster
*Spanish Supremacy more powerful
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Buildings
Create Hotkey Building Select Hotkey Age Cost BT FR LOS HP AT AR/PA RA Garrison/Special Prerequisite Civs w/ bonus
B Barracks CTRL-B D 175W :50 -- 5 1200 -- 0/7 -- 10 created units -- Az17, By2, Go10
D Dock CTRL-D D 150W :35 -- 5 1800 -- 0/7 -- 10 created units -- Az17, By2, Pe8, Vi13
F Farm -- D 60W :15 -- 0 480 -- 0/0 -- Standard=175 food
Horse Collar=250 food
Heavy Plow=375 food
Crop Rotation=550 food
Mill By2, Te11, Ch12
E House -- D 30W :25 -- 1 900 -- 0/7 -- (Supports 5 population) -- By2, Hu15
Z Lumber Camp CTRL-Z D 100W :35 -- 5 1000 -- 0/7 -- -- -- By2, Ja6
I Mill CTRL-I D 100W :35 -- 5 1000 -- 0/7 -- queue up to 40 farms -- By2, Ja6
G Mining Camp CTRL-G D 100W :35 -- 5 1000 -- 0/7 -- -- -- By2, Ja6
A Archery Range CTRL-A F 175W :50 -- 5 1500 -- 1/8 -- 10 created units Barracks Az17, By2, Br9
S Blacksmith CTRL-S F 150W :40 -- 5 2100 -- 0/7 -- -- -- By2
R Fish Trap -- F 100W :53 -- 1 50 -- 0/0 -- 715 food -- By2
M Market CTRL-M F 175W 1:00 -- 4 2100 -- 1/8 -- -- Mill By2
L Stable CTRL-L F 175W :50 -- 5 1500 -- 1/8 -- 10 created units Barracks By2, Hu14
V Castle CTRL-V C 650S 3:20 1.5 8 4800 11 (Per Arrow) 8/11 8 20 units (Supports 20 population), min RA=2, max 20 arrows, +21PT vs ships -- Az17, By2, Fr5, Te16,Te*,Te**
Y Monastery CTRL-Y C 175W :40 -- 5 2100 -- 2/7 -- 10 created units -- Az17, By2
K Siege Workshop CTRL-K C 200W :40 -- 4 2100 -- 2/9 -- 10 created units Blacksmith Az17, By2, Ce7
N Town Center H C 275W, 100S 2:30 2.0 7 2400 5 (Per Arrow) 3/5 6 15 units (Supports 5 population), max 10 arrows -- Br3, By2, Ch4, Pe>8, Te1,Te**
U University CTRL-U C 200W 1:00 -- 4 2100 -- 2/9 -- -- -- By2
O Wonder -- I 1000WSG 58:23 -- 6 4800 -- 3/10 -- -- -- By2
1Teutons +5 LOS (no +2 AT)
2Byzantines HP +10% Dark Age, +20% Feudal, +30% Castle, +40% Imperial
3Britons cost -50%W (138W) in Castle and Imperial
4Chinese supports 10 population
5Franks cost -25% (488S)
6Japanese cost -50% (50W)
7Celts Team Bonus work rate +20%
8Persians 2X HP, work rate +10% Feudal, +15% Castle, +20% Imperial
9Britons Team Bonus work rate +20%
10Goths Team Bonus work rate +20%
11Teutons cost -33% (40W)
12Chinese Team Bonus +45 F
13Vikings Team Bonus cost -25% (113W)
14Huns Team Bonus work rate +20%
15Huns no houses
16Teutons no min RA (Murder Holes free)
17Aztecs work rate +15% for military units
*Teutons Crenellations +3 RA
**Teutons Crenellations garrisoned infantry fire arrows
NOTES:
Work rate bonus benefits to both units' BT and technologies Rsch Time
Multiple Town Centers are not allowed until Castle Age.
Feudal Age adds +1 AR / +1 PA to all buildings except the Farm.
Castle Age adds +1 AR / +1 PA to all buildings except the Farm and Fish Trap.
Imperial Age adds +1 AR / +1 PA to all buildings except the Farm, Fish Trap, and Siege Workshop.
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Towers, Walls, and Gates
HK Unit Age Cost BT Rsrch Cost & Time Upgrades Unit FR LOS HP AT AR/PA RA Special Civs w/bonus Civs w/o unit
Q Outpost D 25W, 10S :15 -- -- -- 5 500 -- 0/0 0 +2 LOS per age By5 --
T Watch Tower F 25W, 125S 1:20 -- -- 2.0 10 1020 5 1/7 8 GA:5; Min RA=2, 7 ships, max 5 arrows Ko1, Te2, By5, Br*, Te* --
T Guard Tower C 25W, 125S 1:20 100F, 250W, :30 Watch Tower 2.0 10 1500 6 2/8 8 GA:5; Min RA=2, 9 ships, max 5 arrows Ko1, Te2, By5, Br*, Te* Go, Hu
T Keep I 25W, 125S 1:20 300F, 600W, 1:15 Guard Tower 2.0 10 2220 7 3/9 8 GA:5; Min RA=2, 10 ships, max 5 arrows Ko1, Te2, By5, Br*, Te* Az, Fr, Go, Hu, Mo, Pe, Vi
J Bombard Tower I 125S, 100G 1:20 800F, 400W, 1:00 -- 6.0 10 2220 120 3/9 8 GA:5; Min RA=2, 40 ships, Do Pierce Attack Ko1, Te2, Tu4, By5, Tu* Az, Br, Ce, Fr, Go, Hu, Ja, Ma, Mo, Pe, Sa, Vi
P Palisade Wall D 2W :05 -- -- -- 2 250 -- 2/5 -- -- Ma3, By5 --
W Stone Wall F 5S :08 -- -- -- 2 1800 -- 8/10 -- -- Ma3, By5 Go
W Fortified Wall C 5S :08 200F, 100W, :50 Stone Wall -- 2 3000 -- 12/12 -- -- Ma3, By5 Go, Hu, Pe
/ Gate F 30S :30 -- -- -- 5 2750 -- 10/10 0 +1250 HP w/ Fortified Wall upgrade Ma3, By5 Go
1Koreans +1 RA in Castle, +1 RA in Imperial (for +2 RA total, not Bombard Tower), tower upgrades free (Bombard Tower requires Chemistry)
2Teutons 10 GA; 2X GA arrows; Murder Holes free (in Castle Age)
3Mayans Team Bonus -50% cost
4Turks-50% research cost
5Byzantines HP +10% Dark Age, +20% Feudal, +30% Castle, +40% Imperial
*Britons Yeomen +2 PT
*Teutons Crenellations garrisoned infantry fire arrows
*Turks Artillery +2 RA
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