Units

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Units can be either of two types: Civilian units (which require Growth.png Growth) or Military units (which require Training.png Training). This page lists all known units.

Civilian Units[edit]

Build Growth.png Cost Food.png Stats
Name Initial Increase Initial Upkeep Strength Move Vision Notes
Settler 80 5 100 2 3 2 4 Found City, Harvest. Cannot attack. Can Upgrade to Worker.
Worker 60 5 0 2 3 2 4 Harvest, Build Improvement, Build Road. Cannot attack. Can Upgrade to Militia.
Scout 60 0 0 0 3 3 5 4 Fatigue, Harvest, Stealth in Trees, Ignore ZOC. Cannot attack.
Caravan 80 0 0 0 3 2 3 Caravan Mission. Cannot attack.
Disciple 80 5 0 0 3 3 3 Build Religious Improvement, Spread Religion, Establish Theology. Cannot attack. Standing on Religion Improvements gives Yields: +1 Science on Monastery, -1 Discontent on Temple, +1 Orders on Cathedral.
Militia 60 0 0 1 3 2 4 Melee, Infantry, Has ZOC
Conscript 100 0 0 2 5 2 4 Melee, Infantry, Polearm, Has ZOC, +25% vs Mounted

Military Units[edit]

All infantry and mounted units can Pillage and appoint Generals. All Infantry units have Zone of Control.

Build Cost Upkeep Stats
Name Training.png Food.png Wood.png Iron.png Training.png Food.png Wood.png Iron.png Strength Range Move Vision Traits Upgrades Notes Nation
Warrior 60 0 0 50 0 0 0 1 4 2 4 Melee, Infantry Axeman, Spearman Can Fortify
Axeman 80 0 0 100 0 0 0 2 5 2 4 Melee, Infantry Maceman, Swordsman Can Fortify, +25% vs Polearm, starts with Cleave I
Spearman 80 0 50 50 0 0 0 2 5 2 4 Melee, Infantry, Polearm Pikeman, Swordsman Can Fortify, +50% vs Mounted, starts with Pierce I
Maceman 100 0 0 150 1 0 0 3 6 2 4 Melee, Infantry Pikeman, Swordsman Can Fortify, +25% vs Infantry
Swordsman 120 0 0 200 2 0 0 4 8 2 4 Melee, Infantry Can Fortify, +50% vs Infantry, starts with Cleave II
Pikeman 100 0 50 100 1 0 0 3 8 2 4 Melee, Infantry, Polearm Can Fortify, +100% vs Mounted, starts with Pierce II
Slinger 60 0 0 50Stone.png 0 0 0 1Stone.png 4 2 2 4 Ranged, Infantry Archer, Longbowman
Archer 80 0 100 0 0 0 2 0 5 3 2 4 Ranged, Infantry Longbowman, Crossbowman
Longbowman 100 0 150 0 1 0 3 0 8 3 2 4 Ranged, Infantry
Crossbowman 100 0 100 50 1 0 3 0 8 1 2 4 Ranged, Infantry +50% vs Melee, starts with Pierce II
Polybolos 120 0 100 100 2 0 0 4 10 1 2 4 Ranged, Siege +50% vs Ranged, starts with Cleave II and Pierce II
Chariot 80 50 50 0 0 2 0 0 5 3 5 Melee, Mounted, Horse Horseman, Horse Archer Ignores ZOC, Starts with Rout
Horseman 100 100 0 50 1 3 0 0 6 3 5 Melee, Mounted, Horse Cataphract Ignores ZOC, Starts with Rout
Cataphract 160 100 0 100 2 4 0 0 10 3 5 Melee, Mounted, Horse Ignores ZOC, Starts with Rout and Circle
Horse Archer 100 100 50 0 1 3 0 0 6 2 3 5 Ranged, Mounted, Horse
Camel Archer 80 100 50 0 1 3 0 0 5 2 3 5 Ranged, Mounted, Camel +1 Fatigue, +50% vs Horse, starts with Nomad
War Elephant 100 100 0 50 1 3 0 0 6 2 4 Melee, Mounted, Elephant starts with Rout, Panic
Akkadian Archer 120 0 150 0 1 0 2 0 6 3 2 4 Ranged, Infantry Cimmerian Archer starts with Splash I Babylonia
Cimmerian Archer 160 0 200 0 2 0 4 0 8 3 2 4 Ranged, Infantry starts with Splash I Babylonia
African Elephants 120 100 50 0 1 2 0 0 6 2 5 Melee, Mounted, Elephant Turreted Elephant starts with Rout, Panic, Circle Carthage
Turreted Elephant 160 100 100 0 2 4 0 0 8 2 5 Melee, Mounted, Elephant starts with Rout, Panic, Circle Carthage
Light Chariot 120 100 50 0 1 2 0 0 6 2 4 6 Ranged, Mounted, Horse Kushite Cavalry Ignores ZOC Egypt
Kushite Cavalry 160 100 100 0 1 3 0 0 8 2 4 6 Ranged, Mounted, Horse Ignores ZOC Egypt
Hoplite 120 0 50 100 1 0 0 2 6 2 4 Melee, Infantry, Polearm Phalangite Can Fortify, +50% vs Mounted, starts with Formation, Pierce I Greece
Phalangite 160 0 100 100 2 0 0 4 8 2 4 Melee, Infantry, Polearm Can Fortify, +50% vs Mounted, starts with Formation, Pierce I Greece
Heavy Chariot 120 100 50 0 1 2 0 0 6 3 5 Melee, Mounted, Horse Three Man Chariot Ignores ZOC, starts with Rout, Circle Hatti
Three Man Chariot 160 100 100 0 2 4 0 0 8 3 5 Melee, Mounted, Horse Ignores ZOC, starts with Rout, Circle Hatti
Palton Cavalry 120 50 0 100 1 0 0 2 6 2 3 4 Ranged, Mounted, Horse Cataphract Archer Ignores ZOC, starts with Rout Persia
Cataphract Archer 160 100 0 100 2 0 0 4 8 2 3 4 Ranged, Mounted, Horse Ignores ZOC, starts with Rout Persia
Hastatus 120 0 0 150 1 0 0 2 6 2 4 Melee, Infantry Legionary Can Fortify, Can Testudo, +25% vs Infantry Rome
Legionary 160 0 0 200 2 0 0 4 8 2 4 Melee, Infantry Can Fortify, Can Testudo, +25% vs Infantry Rome

Military Siege Units[edit]

All Siege Units below have Zone of Control, can appoint Generals, but cannot Pillage. All have 1 Movement and 3 Vision.

Build Cost Upkeep Stats
Name Training.png Wood.png Iron.png Stone.png Training.png Wood.png Iron.png Stone.png Strength Range Upgrades Notes Nation
Ballista 100 50 100 0 1 0 3 0 6 1 Polybolos +100% vs Infantry, starts with Pierce III
Onager 100 50 0 100 1 0 0 3 6 2-4 Mangonel Must be Unlimbered before attacking, starts with Splash I
Mangonel 120 100 0 100 2 0 0 4 8 2-5 Must be Unlimbered before attacking, starts with Splash II
Battering Ram 80 50 50 0 1 2 0 0 6 Siege Tower Melee, +25% vs Ranged, starts with Assault Assyria
Siege Tower 100 100 50 0 2 4 0 0 8 Melee, +25% vs Ranged, starts with Assault Assyria

Military Water Units[edit]

All Water-Based Units below are Melee attackers who have Zone of Control, can Pillage and appoint Generals.

Build Cost Upkeep Stats
Name Training.png Wood.png Iron.png Training.png Wood.png Strength Movement Vision
Bireme 80 50 50 0 2 6 3 5
Trireme 100 100 50 1 3 8 4 6
Dromon 120 150 50 2 4 10 5 7


Military Traits[edit]

Name Feature
Melee
  • across River -50%
  • Counterattacks for 1HP during melee combat
Infantry Defending Urban +25%
Polearm ZOC blocks Mounted
Ranged
  • attack into Trees -50%
  • attack into Scrub -25%
Mounted
  • attacking Siege +50%
  • attack into Flat/Clear +25%
Siege
  • attack into Urban +50%
  • Ignores distance modifier