An Unit is a group of soldiers of the same type, who make up the armies of King Arthur and his foes. When recruiting units, there is an upfront recruitment cost in both gold and food. Once the units are in the army, they have a seasonal upkeep cost. In general, the recruitment cost is mostly gold, whereas the upkeep is mostly food. Upkeep for high-tier units can become very expensive; it is advised to have a strong economy before upgrading unit types or recruiting high-tier units.
Units are usually recruited from Settlements and Strongholds; Strongholds can construct buildings which grant newly-recruited units some experience.
Otherwise, units gain experience from battle or by ending a season on the Field of the Just; like Knights (heroes), units can level up in wintertime if they've reached the XP threshold. When they level up, one of five stats can be updated:
- Melee - increases attack damage.
- Defense - increases hit points, defense and ranged defense.
- Archery - increases ranged attack damage. (only available to Archers)
- Stamina - increases stamina by 10%.
- Devotion - reduces upkeep cost by 5%.
As units level up, they also get to choose a special ability at levels 5 and 10, for a total of two additional special abilities at level 10, which is also the maximum level.
A unit is wiped out when you lose the last man standing - otherwise, you can visit the nearest settlement and refill a weakened unit, keeping all the levels and special abilities at the cost of gold, food and time. Note that a Knight doesn't have to be present to refill units; the only requirement is for the unit to be inside a Settlement you own. However, armies consisting soley of units cannot move on the Campaign Map.
Military branches Edit
The primary classification of units is by branch; how units interact with each other or with your heroes is primarily based on their branch. The branches are:
- Light Infantry
- Heavy Infantry
- Knights (Heavy Cavalry)
Unit Strengths Edit
Note that terrain and weather also affect the effectiveness of units.
- Spears are most effective against cavalry.
- Cavalry are very effective against archers.
- Light infantry are great for fighting in forests and as interceptors (against enemy melee who are attacking your archers).
- Heavy infantry are good against light infantry and spears.
- Archers are good against everyone, but are incredibly weak when engaged in melee.
Units can also be divided into three categories: Basic, Cultural, and Aligned. Basic units are available for recruitment in all provinces, either from the start or once their required tech has been researched; Cultural units are only available in provinces of their respective culture; Aligned units are only available when your realm has reached the proper alignment threshold; note that many units require both Tyrant/Rightful and Old Faith/Christian moralities before they can be recruited, e.g. Royal Guards.
Basic Units Edit
|Name||Branch||Upgrades From||Available||Specials||On Promotion|
|Footmen||Light Infantry||N/A||From start|
|Longaxes||Light Infantry||N/A||Research (Axemen)|
|Heavy Footmen||Heavy Infantry||N/A||From start|
|Breakshields||Heavy Infantry||Heavy Footmen||Research|
|Breakshields Elite||Heavy Infantry||Breakshields||Research|
|Spearmen||Spears||N/A||From start||Armor Piercing, Spearwall|
|Light Cavalry||Cavalry||N/A||Research (Patrols)||Trample|
|Tourney Knights||Knights||N/A||Research (Breakshield Elites & Light Cavalry)||Trample|
|Camelot Knights||Knights||Champions||Research (Champions & Cavalry Elite)||Trample|
|King's Guard||Knights||N/A||Research ( Longshields & Camelot Knights)||Trample|
|Longshields||Heavy Infantry||Research (Breakshield Elites & Swordsmen)|
|Deepwood Archers||Archers||Research (Master Longbowmen)|
Cultural Units Edit
|Welsh Infantry||Welsh||Light Infantry|
Aligned Units Edit
|Golden Gryphons||Rightful||Heavy Infantry|
|Sentinels||Rightful (Christian)||Light Infantry||Experienced Retainers|
|Royal Guards||Christian (Rightful)||Spears|
|Lionhearts||Christian (Tyrant)||Heavy Infantry|
|Wasteland Warriors||Tyrant (Christian)||Light Infantry|
|Raven Guard||Tyrant||Heavy Infantry|
|Winterbreed||Unseelie (Old Faith, Tyrant)||Heavy Infantry|
|Unseelie Archers||Unseelie (Old Faith, Tyrant)||Archers|
|Unseelie Warriors||Unseelie (Old Faith, Tyrant)||Heavy Infantry|
|Autumnbreed||Unseelie (Old Faith)||Light Infantry|
|Springborn||Seelie (Old Faith)||Light Infantry|
|Summerborn||Seelie (Old Faith, Rightful)||Heavy Infantry|
|Seelie Archers||Seelie (Old Faith, Rightful)||Archers|
|Seelie Warriors||Seelie (Old Faith, Rightful)||Heavy Infantry|
Aligned Units of Opposing Morality Edit
Aligned units of opposing morality (Rightful vs Tyrant, Christian vs Old Faith) should not serve in the same army as this lowers the morale of units in the morality minority.
Benefits From Alignment Edit
There are some alignment-based passive benefits for units. These are:
- Rightful: Organized Reserves (-10% upkeep)
- Old Faith/Tyrant: Elite Troops (+10% experience gain)