05.02 · Army, training and defense

Unit types, values and available count

Each unit's role, cost, strength, speed, and carrying are different.

How it works

  • Attack and defence points are fixed per unit type; the Army screen, the defence panel and battle resolution all use the same central values.
  • A mixed army marches at the count-weighted average of its unit speeds; travel time is scaled by 55 ÷ average speed, clamped between 0.55 and 1.70.
  • Loot and gathering cargo are capped by the total carry capacity of the units that reach the target and survive; the excess never arrives.
  • Training time is base seconds per soldier × number of soldiers; Reserve Horse Pack, the Commander's duty and world multipliers are applied to that base.
  • Idle count = total in the village − assigned to defence positions − away on marches; only idle soldiers can be sent on marches, placed in formations, sent as reinforcements or disbanded.
  • Wolf Agents add no combat power; they are only sent on scouting missions and cannot be placed in a battle formation.

Step by step

  1. Open up the Army section.
  2. Find infantry, cavalry, support or agent with a search or role filter.
  3. Compare the total, idle, defensive and on-campus numbers on the unit card.
  4. Read the terms of attack, defense, speed, transport, cost and opening of the selected unit.

Soldiers in the campaign or defensive position are not idle and cannot be assigned new orders.

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