Land units

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The smallest military unit is called a cohort. A cohort is comprised of 1000 men; these 1000 men are subtracted from the manpower pool when the cohort is recruited. A number of cohorts can be grouped to form an army.

Cohorts are trained in cities at a cost of money, Manpower.png manpower and time. When a cohort is fully trained, an army is created to "house" it; or alternatively, the newly trained cohort will join an existing army in the current city.

Cohorts can usually be moved between Armies at any time for no cost.

Basic stats[edit]

All units types in Imperator: Rome have the same identical basic stats. These are:

  • strength = All units start at 1000 strength, equivalent to the 1000 Manpower.png manpower it cost to build
    • A cohort at 750 strength will cost 250 Manpower.png manpower to replenish
    • The replenishment time it takes for a cohort regain full strength depends on the Manpower recovery speed.png manpower recovery rate
  • morale = 3.0

List of unit types[edit]

There are 9 types of land units. Only 2 of them are always available. Others can be acquired by having required resources or Military Traditions.

Unit type Cost Time Monthly Cost Upkeep Build Requirements Siege Assault Movement
speed
Maneuver Morale
damage
taken
Strength
damage
taken
Attrition weight Unit archers.png Unit camel cavalry.png Unit chariots.png Unit cavalry.png Unit heavy infantry.png Unit horse archers.png Unit light cavalry.png Unit light infantry.png Unit war elephants.png
Unit archers.png Archers 4 45 0.21 none, always available 2 1 +25% −10% −10% −10% −10% +25%
Unit camel cavalry.png Camel Cavalry 10 40 0.54 Camels Camels 3 4 +10% +10% −20% −10% +10% +10% −50%
Unit chariots.png Chariots 8 45 0.43 Military tradition: Barbarian or Indian 2 1 +20% −10% −50% −10% −50% +10% +35% −50%
Unit cavalry.png Heavy Cavalry 15 60 0.81 Horses Horses 3 2 +100% +50% +10% +25% −10% +10% +25% −50%
Unit heavy infantry.png Heavy Infantry 10 60 0.54 Iron Iron 2 1 −10% +50% −10% +25% +20% −25% −10% +20%
Unit horse archers.png Horse Archers 10 60 0.54 Steppe horses Steppe Horses 4 5 +25% −10% +25% −10% +25% −10% +25% −20%
Unit light cavalry.png Light Cavalry 6 45 0.32 Horses Horses 4 3 +25% +25% −20% −50% +25% +25% −50%
Unit light infantry.png Light Infantry 4 30 0.21 none, always available 2 1 −25% −50% −10% −10% −25% −25% −50% −25%
Unit war elephants.png War Elephants 20 365 1.08 Elephants Elephants 2 1 −50% +200% +50% −10% +50% −10% +30% −10% −10% +50%

Explanations[edit]

  • Siege Assault: Whether this unit type can assault forts.
  • Movement speed: Speed in the map.
  • Maneuver: How many squares away this unit type can target enemies on the Battle chess board. All land units have at least 1 maneuver so they can target at least 3 squares.
  • Morale damage taken: Affects how fast the unit flees from combat. Also affects caused morale damage (scales with unit's morale)
  • Strength damage taken: Affects how much manpower will be lost in combat. Also slightly affects all caused damage (scales with unit's strength).
  • Attrition weight: Modifies the size of a unit for the purpose of determining whether the army exceeds the supply limit of the city it's in. This does not affect how many units can be transported by sea.
  • Unit Type Icons: Multiplier for caused damage against that unit type.


Modifiers to unit types[edit]

There are many modifiers to the available unit types. Most of them are unlocked from Military Traditions and Technology.

  • Discipline: Increases caused damage.
  • Terrain bonus: Increases caused damage when fighting in a specific terrain.
  • Offense: Increases caused damage.
  • Defense: Reduces received damage.
  • Morale: Increases caused morale damage and makes the unit stay longer in combat.
  • Maintenance: Reduces upkeep costs.
  • Starting experience: Increases initial experience when recruiting this unit.

Each cohort may also become loyal to a specific character giving +10% Discipline.


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