Unit System
Land units are recruited in the barracks and form the backbone of your military power. Each unit has an attack value, defence value, hit points and speed. The right composition decides between victory and defeat — an army of only one type is almost always inferior to a mixed force.
Recruitment time depends on the barracks level. At high levels, even large troop contingents are completed in an acceptable time. Plan recruitment ahead — if an attack is imminent, it is too late to produce troops.
All Units
| Unit | Row | Styrke | Role |
|---|---|---|---|
| Militia | Front | Very weak | Emergency defence, free from population |
| Swordsman | Front | Balanced | Versatile standard unit for all phases |
| Phalanx | Front | Høj defence | Damage absorption, indispensable front line |
| Archer | Ranged | Høj attack | Main damage source, essential for attacks |
| Steam Giant | Front | Massive | Town defence behind the wall, siege |
| Gyrocopter | Air | Fast | Reconnaissance, quick raids on unprotected towns |
| Cook | Support | — | Reduces upkeep costs of the entire army |
| Doctor | Support | — | Heals units after combat, reduces losses |
Composing Armies
For attacks, 60% archers for main damage, 30% phalanx as a shield and 10% support units is recommended. For town defence: 50% phalanx, 30% steam giants behind the wall and 20% archers. Always adapt the composition to the specific opponent.
Do not forget support units: cooks noticeably reduce the upkeep of the entire army. From 50 units onwards, 5 to 8 cooks pay off significantly. Doctors reduce losses after battles and save recruitment costs in the long run. Both support types do not fight, but make the army more economical and sustainable.
Specialise your towns: a military town with a high barracks level on a sulphur island produces and recruits more efficiently than a research town that trains troops on the side.
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