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Autumnbreed were children, taken from human villages and raised by the Sidhe. None of them decided to come back after they grew up. Or at least that's what the Sidhe say...

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
  • Spears
  • Archers
  • Cavalry
  • 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.

Categories Edit

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
Axemen Light Infantry Footmen Research
Swordsmen Light Infantry Axemen Research
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
Pikemen Spears Spearmen Research
Heavy Pikemen Spears Pikemen Research
Bowmen Archers N/A From start
Longbowmen Archers Bowmen Research
Master Longbowmen Archers Longbowmen Research
Light Cavalry Cavalry N/A Research (Patrols) Trample
Cavalry Cavalry Light Cavalry Research Trample
Cavalry Elite Cavalry Cavalry Research Trample
Tourney Knights Knights N/A Research (Breakshield Elites & Light Cavalry) Trample
Champions Knights Tourney Knights Research 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)
Crossbowmen Archers Research (Longbowmen)
Deepwood Archers Archers Research (Master Longbowmen)

Cultural Units Edit

Name Culture Branch Specials
Briton Archers Briton Archers
Briton Cavalry Briton Cavalry
Welsh Archers Welsh Archers
Welsh Infantry Welsh Light Infantry
Huscarls Saxon Spears
Saxon Riders Saxon Cavalry

Aligned Units Edit

Name Alignment Branch Specials
Yeomen Rightful Spears Armor Piercing;
Golden Gryphons Rightful Heavy Infantry
Sentinels Rightful (Christian) Light Infantry Experienced Retainers
Marksmen Rightful (Christian) Archers
Crusaders Christian Light Infantry
Royal Guards Christian (Rightful) Spears
Sangreal Knights Christian Knights
Lionhearts Christian (Tyrant) Heavy Infantry
Marauders Tyrant (Christian) Cavalry
Wasteland Warriors Tyrant (Christian) Light Infantry
Harvesters Tyrant
Brigands Tyrant Archers
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)