Troops are used for defence and attack as well as carrying loot. Troops do not count towards your population figures, but they all consume crop whether at home or out moving (though their host must feed them when they are in another village as reinforcements).
How to get troops
Prerequisites:
- Main Building - level 3
- Rally Point - level 1
- Barracks - for infantry
- Stable - for cavalry
- Workshop - for siege weapons
- Residence or Palace - for settlers and administrators
- Academy - to research new troops
- Blacksmith - to improve the attack and defense of troops
Each building that can produce troops works on one unit at a time, but all buildings act simultaneously. Units whose construction has been ordered are queued within each building. So, for example, you might have a queue of 20 Phalanx and then 10 Swordsmen in your Barracks, and a queue of 15 Theutates Thunder in your Stable. Both troop queues will be built in parallel, and you will see Phalanx and Theutates Thunder appear in your village (and start eating your crop) as soon as each one is finished.
Basic statistics
Gaul Troops[]
Troop | Att. / Upk. | D. Inf. / Upk. | D. Cav. / Upk. | Speed | Carry | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Phalanx | 15 | 15 | 40 | 40 | 50 | 50 | 1 | 7 | 35 | 315 | 0:21:40 |
Swordsman | 65 | 65 | 35 | 35 | 20 | 20 | 1 | 6 | 45 | 535 | 0:30:00 |
Pathfinder (Scout) | 0 | 0 | 20 | 10 | 10 | 5 | 2 | 17 | 0 | 380 | 0:28:20 |
Theutates Thunder | 100 | 50 | 25 | 12.5 | 40 | 20 | 2 | 19 | 75 | 1090 | 0:51:40 |
Druidrider | 45 | 22.5 | 115 | 57.5 | 55 | 27.5 | 2 | 16 | 35 | 1090 | 0:53:20 |
Haeduan | 140 | 46.66 | 50 | 16.66 | 165 | 55 | 3 | 13 | 65 | 1965 | 1:05:00 |
Ram | 50 | 13.33 | 30 | 10 | 105 | 35 | 3 | 4 | 0 | 1910 | 1:23:20 |
Trebuchet | 70 | 11.66 | 45 | 15 | 10 | 1.66 | 6 | 3 | 0 | 3130 | 2:30:00 |
Chieftain | 40 | 10 | 50 | 12.5 | 50 | 12.5 | 4 | 5 | 0 | 144650 | 25:11:40 |
Settler | 0 | 0 | 80 | 80 | 80 | 80 | 1 | 5 | 3000 | 22700 | 6:18:20 |
Roman Troops[]
Troop | Att. / Upk. | D. Inf. / Upk. | D. Cav. / Upk. | Speed | Carry | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Legionnaire | 40 | 40 | 35 | 35 | 50 | 50 | 1 | 6 | 50 | 400 | 0:33:20 |
Praetorian | 30 | 30 | 65 | 65 | 35 | 35 | 1 | 5 | 20 | 460 | 0:36:40 |
Imperian | 70 | 70 | 40 | 40 | 25 | 25 | 1 | 7 | 50 | 600 | 0:40:00 |
Equites Legati (Scout) | 0 | 0 | 20 | 10 | 10 | 5 | 2 | 16 | 0 | 360 | 0:28:20 |
Equites Imperatoris | 120 | 40 | 65 | 21.66 | 50 | 16.66 | 3 | 14 | 100 | 1410 | 0:55:00 |
Equites Caesaris | 180 | 45 | 80 | 20 | 105 | 26.25 | 4 | 10 | 70 | 2170 | 1:13:20 |
Battering Ram | 60 | 20 | 30 | 10 | 75 | 25 | 3 | 4 | 0 | 1830 | 1:16:40 |
Fire Catapult | 75 | 12.5 | 60 | 10 | 10 | 1.66 | 6 | 3 | 0 | 2990 | 2:30:00 |
Senator | 50 | 10 | 40 | 8 | 30 | 6 | 5 | 4 | 0 | 140450 | 25:11:40 |
Settler | 0 | 0 | 80 | 80 | 80 | 80 | 1 | 5 | 3000 | 23800 | 7:28:20 |
Teuton Troops[]
Troop | Att. / Upk. | D. Inf. / Upk. | D. Cav. / Upk. | Speed | Carry | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Macemen | 40 | 40 | 20 | 20 | 5 | 5 | 1 | 7 | 60 | 250 | 0:15:00 |
Spearman | 10 | 10 | 35 | 35 | 60 | 60 | 1 | 7 | 40 | 340 | 0:23:20 |
Axeman | 60 | 60 | 30 | 30 | 30 | 30 | 1 | 6 | 50 | 490 | 0:25:00 |
Scout | 0 | 0 | 10 | 10 | 5 | 5 | 1 | 9 | 0 | 360 | 0:23:20 |
Paladin | 55 | 27.5 | 100 | 50 | 40 | 20 | 2 | 10 | 110 | 1005 | 0:50:00 |
Teutonic Knight | 150 | 50 | 50 | 16.66 | 75 | 25 | 3 | 9 | 80 | 1525 | 1:01:40 |
Ram | 65 | 21.66 | 30 | 10 | 80 | 26.66 | 3 | 4 | 0 | 1720 | 1:10:00 |
Catapult | 50 | 8.33 | 60 | 10 | 10 | 1.66 | 6 | 3 | 0 | 2760 | 2:30:00 |
Chief | 40 | 10 | 60 | 15 | 40 | 10 | 4 | 4 | 0 | 114300 | 19:35:00 |
Settler | 10 | 10 | 80 | 80 | 80 | 80 | 1 | 5 | 3000 | 25000 | 8:36:40 |
Hun Troops[]
Egyptian Troops[]
Spartan Troops[]
[]
Interpreting the statistics
Notes on troops speed:
- Speed is the number of fields (tiles) a unit can cover in an hour. The higher the speed, the faster the troops will reach their target.
- Siege weapons, such as catapults, move slowly. Players may be able to guess that a catapult attack is incoming, from the long time it takes in reaching them.
- Conquerors (Chief, Senator, and Chieftain) also move slowly, although the Gallic Chieftain is notably faster than the other two.
- Cavalry is generally faster than infantry.
- The three fastest units belong to Gauls: Druidrider, Pathfinder, and Theutates Thunder.
- For Romans, the fastest units are the Equites Imperatoris and Equites Legati (Scout). If you are looking for defence reinforcements from your alliance, it may be best not to ask Romans because Praetorian are one of the slowest moving troops. Phalanx or Spearman from the same distance will reach you much sooner.
- Paladin are the 'Teutons' fastest troop.
- Troops will move up to three times faster beyond the first 30 fields of their journey if you have a level 20 Tournament square.
Additional offensive analysis including off/upkeep and off/training time is available here
Notes on carrying capacity:
- All attacking troops who survive an attack or raid will carry off as many resources as they can.
- Settler's can be used during raids to carry huge piles of resources, but strategically, this is not a recommended practice due to the risk of losing the settlers to unexpected reinforcements.
Notes on build time:
- The times listed are for a level 1 building of the appropriate type, even if a higher level building is actually needed to build the troops. (E.g. a level 10 Residence or Palace is required to build a Settler, so the build time will always be considerably less than shown.)
- Every Barracks level upgrade reduces the build time by 10% from the previous level. (A level N Barracks has a build time multiplier of 0.9^(N-1) which is 0.135 at level 20.)
- The same formula is used for the Stable, Workshop and Residence/Palace.
Advanced statistics
This table shows some statistics which are derived by simple calculations from the basic statistics table above. Explanations follow the table. Because of the nature of these figures, only regular infantry and cavalry units are included here.
Gaul Troops[]
Attacking | Defending | Raiding | ||||||
---|---|---|---|---|---|---|---|---|
Unit | Attack Per Rsc | Attack Per Upk | Attack Per Hr | Def-Inf Per Upk | Def-Cav Per Upk | Def-Tot Per Upk | Carry * Fld Per Hr | Cost Per Carry |
Phalanx | .048 | 15 | 41.5 | 40 | 50 | 90 | 210 | 10.5 |
Swordsman | .121 | 65 | 130.0 | 35 | 20 | 55 | 270 | 11.9 |
Theutates Thunder | .083 | 45 | 104.5 | 12.5 | 20 | 32.5 | 1425 | 14.5 |
Druidrider | .041 | 22.5 | 50.6 | 57.5 | 27.5 | 85 | 560 | 31.1 |
Haeduan | .071 | 46.7 | 129.2 | 16.7 | 55 | 71.7 | 845 | 30.2 |
Roman Troops[]
Attacking | Defending | Raiding | ||||||
---|---|---|---|---|---|---|---|---|
Unit | Attack Per Rsc | Attack Per Upk | Attack Per Hr | Def-Inf Per Upk | Def-Cav Per Upk | Def-Tot Per Upk | Carry * Fld Per Hr | Cost Per Carry |
Legionnaire | .091 | 40 | 72.0 | 35 | 50 | 85 | 300 | 8.0 |
Praetorian | .065 | 30 | 49.1 | 65 | 35 | 100 | 100 | 23.0 |
Imperian | .117 | 70 | 105.0 | 40 | 25 | 65 | 350 | 12.0 |
Equites Imperatoris | .085 | 40 | 130.9 | 21.7 | 16.7 | 38.3 | 1400 | 14.1 |
Equites Caesaris | .083 | 45 | 147.3 | 20 | 26.25 | 46.25 | 700 | 31.0 |
Teuton Troops[]
Attacking | Defending | Raiding | ||||||
---|---|---|---|---|---|---|---|---|
Unit | Attack Per Rsc | Attack Per Upk | Attack Per Hr | Def-Inf Per Upk | Def-Cav Per Upk | Def-Tot Per Upk | Carry * Fld Per Hr | Cost Per Carry |
Clubswinger | .160 | 40 | 160.0 | 20 | 5 | 25 | 420 | 4.2 |
Spearman | .029 | 10 | 25.7 | 35 | 60 | 95 | 280 | 8.5 |
Axeman | .122 | 60 | 144.0 | 30 | 30 | 60 | 300 | 9.8 |
Paladin | .055 | 27.5 | 66.0 | 50 | 20 | 70 | 1110 | 9.1 |
Teutonic Knight | .098 | 50 | 145.9 | 16.7 | 25 | 41.7 | 720 | 19.1 |
Huns Troops[]
Attacking | Defending | Raiding | ||||||
---|---|---|---|---|---|---|---|---|
Unit | Attack Per Rsc | Attack Per Upk | Attack Per Hr | Def-Inf Per Upk | Def-Cav Per Upk | Def-Tot Per Upk | Carry * Fld Per Hr | Cost Per Carry |
Mercenary | .121 | 35 | 155.6 | 40 | 30 | 70 | 300 | 5.8 |
Bowman | .135 | 50 | 160.7 | 30 | 10 | 40 | 180 | 12.3 |
Steppe | .135 | 60 | 180 | 15 | 7.5 | 22.5 | 1200 | 11.9 |
Marksman | .1095 | 57.5 | 166.9 | 40 | 35 | 75 | 1680 | 10.0 |
Marauder | .102 | 60 | 216.7 | 20 | 13.3 | 33.3 | 1120 | 22 |
Egyptian Troops[]
Attacking | Defending | Raiding | ||||||
---|---|---|---|---|---|---|---|---|
Unit | Attack Per Rsc | Attack Per Upk | Attack Per Hr | Def-Inf Per Upk | Def-Cav Per Upk | Def-Tot Per Upk | Carry * Fld Per Hr | Cost Per Carry |
Slave Militia | 0.067 | 10 | 67.9 | 30 | 20 | 50 | 105 | 10 |
Ash Warden | 0.071 | 30 | 81.8 | 55 | 40 | 95 | 300 | 8.4 |
Khopesh Warrior | 0.100 | 65 | 162.5 | 50 | 20 | 70 | 300 | 14.4 |
Anhur Guard | 0.046 | 25 | 70.3 | 55 | 25 | 80 | 750 | 21.8 |
Resheph Chariot | 0.061 | 36.7 | 122.2 | 40 | 50 | 90 | 700 | 25.7 |
|}
- Attack Per Rsc is the unit's attack value divided by its total build cost. This value indicates the resource efficiency for building offensive units. The higher this value, the more bang you get for your buck.
- Attack Per Upk is the unit's attack value divided by its crop upkeep cost. This tells you how expensive it will be to keep these units around. The higher this value, the more power you can afford to support when you hit your crop limits.
- Attack Per Hr is the unit's attack value divided by its build time. This tells you how quickly you can build a "hammer" using this unit. The higher this value, the faster you can crush your foes (if you can afford it).
- Def-Inf Per Upk is the unit's infantry defense divided by its crop upkeep cost. The higher this value, the less crop production you need for a standing infantry defense.
- Def-Cav Per Upk is the unit's cavalry defense divided by its crop upkeep cost. The higher this value, the less crop production you need for a standing cavalry defense.
- Def-Tot Per Upk is the unit's total defense (infantry plus cavalry) divided by its crop upkeep cost. The higher this value, the less crop production you need for a defense against mixed forces.
- Carry * Fld Per Hr is the unit's carrying capacity multiplied by its speed. This tells you how good the unit is at "farming" resources via raids. The higher this value, the better this unit is at farming.
- Cost Per Carry is the unit's build cost divided by its carrying capacity. This tells you how many full-resource raids a unit must complete to pay for its own build cost. The lower this value is, the more quickly the unit pays for itself.
It is important to note that improvements in blacksmith and roman Horse Drinking Pool have significant affects on offensive statistics and rankings. Some graphs showing the changes caused by the two building are shown here