Units

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Revision as of 01:04, 8 October 2023 by Decamerone (talk | contribs) (→‎Civilian Units: Link to individual, generated unit pages)
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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

The Production increase is each time this particular unit is built in the same city (it is no longer by unit type since Patches).

Build Growth.png Cost Upkeep Stats
Name Initial Increase Food.png Food.png Strength Move Vision Upgrades Notes
80 10 100 2 3 2 4 Worker Found City, Harvest. Cannot attack.
60 10 0 2 3 2 4 Militia Harvest, Build Improvement, Build Road. Cannot attack.
60 0 0 0 3 3 5 4 Fatigue, Harvest, Stealth in Trees, Ignore ZOC. Cannot attack.
80 0 0 0 3 2 3 Caravan Mission. Cannot attack.
Disciple
80 10 0 2 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.
60 0 0 1 3 2 4 Conscript Melee, Infantry, Has ZOC
100 0 0 2 5 2 4 Melee, Infantry, Polearm, Has ZOC, +25% vs Mounted

Military Units

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

Military Siege Units

All Siege Units below have Zone of Control, can appoint Generals, but cannot Pillage.

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

Military Water Units

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 Move 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

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