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 one army (Rome calls an army a legion). Any character in the realm can be designated as leader of a legion.

Cohorts are trained in cities in exchange for money and Manpower.png manpower. This training takes time. As soon as a cohort is fully trained, an army is created to "house" it, or alternatively the newly trained cohort joins an already existing army. An army can be constituted out of one cohort only. An army can have a leader.

Armies can be created and destroyed any time at will at no cost just by attaching cohorts around. Do this to create smaller armies with lower attrition weight or armies with different troop compositions.

List of unit types[edit]

There are 9 types of land units.

Unit type Cost Time Monthly Cost Requirements Assault Movement
speed
Maneuver Morale
damage
taken
Strength
damage
taken
Attrition weight Archers.png Camel cavalry.png Chariots.png Cavalry.png Heavy infantry.png Horse archers.png Light cavalry.png Light infantry.png War elephants.png
Archers.png Archers 4 45 0.21 Yes Always available Yes 2 1 +25% −10% −10% −10% −10% +25%
Camel cavalry.png Camel Cavalry 10 40 0.54 Camels Camels No 3 4 +10% +10% −20% −10% +10% +10% −50%
Chariots.png Chariots 8 45 0.43 Celtic or Mauryan military traditions No 2 1 −10% −50% −10% −50% +10% +30% −50%
Cavalry.png Heavy Cavalry 15 60 0.81 Horses Horses No 3 2 +100% +50% +10% +25% −10% +10% +25% −50%
Heavy infantry.png Heavy Infantry 10 60 0.54 Iron Iron Yes 2 1 −10% +50% −10% +25% +20% −25% −10% +20%
Horse archers.png Horse Archers 10 60 0.54 Steppe horses Steppe Horses No 4 5 +25% −10% +25% −10% +25% −10% +25% −20%
Light cavalry.png Light Cavalry 6 45 0.32 Horses Horses No 4 3 +25% +25% −20% −50% +25% +25% −50%
Light infantry.png Light Infantry 4 30 0.21 Yes Always available Yes 2 1 −25% −50% −10% −10% −25% −25% −50% −25%
War elephants.png War Elephants 20 365 1.08 Elephants Elephants No 2 1 −50% +200% +50% −10% +50% −10% +30% −10% −10% +50%

Explanations[edit]

The different unit types are equal in base stats before bonuses from advancements, inventions etc. However, each does have a bonus or penalty to damage against each other unit type, which applies only when it is actually attacking that unit. In addition, some unit types have modifiers to:

  • Attrition weight: This increases or decreases the size of a cohort 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. But units out at sea, do take attrition!
  • Morale damage taken and strength damage taken modify respectively the damage taken to a cohort's morale and strength in combat.
  • Requirements: Archers and light infantry can be built by anyone in any owned city, whereas other unit types require either specific traditions or for the province to have a particular trade good.

Some unit types prefer to deploy on the flank; these are light cavalry, camel cavalry, and horse archers. However, the army's selected flank type will take precedence. A unit's maneuver stat determines how far away it can strike in combat; cohorts with higher values are better for flanking.

Only infantry (including archers) can assault fortresses.

The cost and recruitment time of the different cohort types is also important to consider: light infantry has penalties to damage against everything else, but it's also the cheapest type and the quickest to recruit, and can be recruited anywhere regardless of trade goods.

Finally, bear in mind the effectiveness of each unit type for choosing between different combat tactics.

Modifiers to unit types[edit]

Unlocking those modifiers is one of the key tasks of the player.

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