TRAVIA.LT

Game guide

×
01First steps

Develop resource fields and storage, then follow starter and daily tasks. Each village has separate resources, queues, troops and movements.

  • Capital fields reach level 25; other village fields reach level 15.
  • Keep crop production healthy before growing an army.
02World speed and stages

Automatic balance links production, training, travel and action timers to server speed.

  • Development allows raids, scouting, trade, settlement and oasis combat.
  • Pre-war enables normal attacks and rams; war enables catapults, chiefs and conquest.
03Tribes

Romans are balanced, Teutons raid, Gauls defend, Huns rely on cavalry, Egyptians build an economy and Spartans field elite troops.

  • Your tribe is fixed for that world.
04Resources and storage

Wood, clay, iron and crop are produced continuously and spent only after server validation.

  • Troops away from their home village do not consume its crop; upkeep resumes on return.
  • Great storage starts at level 1 after conversion and holds three times as much.
05Construction

Building requirements depend on the selected village, tribe and capital status.

  • Browser input can never bypass server-side requirements.
  • From Main Building level 10, you can demolish one building level over time for free, or instantly demolish the entire building to level 0 for 10 gold. Resources are not refunded. Research and troop upgrades remain.
06Units, research and smithies

Research units in the Academy and train them in Barracks, Stable or Workshop. Smithy upgrades belong to the origin village.

  • Base times differ and hero helmets apply after normal speed bonuses.
07Rally point and movements

Send attacks, raids, scouting and reinforcements from the Rally Point. Movements are filtered by village.

  • The slowest unit determines march speed.
08Combat, loot and reports

Combat includes troops, wall, upgrades, hero, alliance bonuses and reinforcements.

  • Only survivors provide carry capacity; reports show taken / capacity.
  • Attackers see reinforcement troops, not their owners.
09Rams and catapults

Rams damage walls and catapults damage fields or buildings. Required numbers depend on levels, resistance and battle pressure.

  • A weak or losing army has reduced siege effect.
  • Siege resistance follows the full season-start-to-war duration and troop training speed, not elapsed or remaining days. Without dates, configured stage lengths apply (default 28 + 21 days).
  • Completely destroying one level-20 building requires about 60% of this period’s uninterrupted catapult production from one level-20 workshop at Smithy upgrade 20. The reference is Roman catapults without alliance or weather bonuses. Unupgraded catapults require about 47% more.
  • Higher levels require more siege power to remove. Only surviving catapults count; a Stonemason strengthens capital structures, and two targets split catapult power equally.
  • In automatic mode, fully upgraded rams need about 12% of preparation-period production for a Roman wall from level 20 to 0. Gaul walls have double durability, Egyptian walls quadruple, German walls fivefold. This assumes base count 10 and multiplier 1; manual admin settings and reduced combat pressure change the counts.
  • Rams and catapults share one workshop queue. Construction, research, idle time, resources and upkeep reduce actual production; alliance and weather can increase it. Surviving siege units can be reused.
10Oases

Oases may be attacked during development and captured with a living hero plus a free Hero's Mansion slot.

  • Slots unlock at levels 10, 15 and 20.
  • In the automatic profile, wild animal quantities are proportional to server speed: x100 has 20 times the population of the same oasis at x5. Speed changes preserve the remaining population fraction. Already captured village animals are not multiplied.
  • Oasis loyalty recovers from 0 to 100% in 12 real hours on every server.
11Hero, adventures and items

The hero gains experience, resources and items. Status, location and equipment are server-validated.

  • Hero revival always takes 24 hours. Dead heroes cannot change equipment.
  • x50: +2 adventures every 1 h 30 min; x100: +3 every 1 h; x150: +3 every 45 min; x200: +3 every 30 min. Limit: 100.
  • Adventure travel time depends on server speed and hero bonuses.
  • New auctions last 24 real hours on every server. Starting price: 1 silver; active auction limit: 20. The cancellation deadline is shown for each auction.
  • Troops, cages and resources grow in proportion to server speed from the x5 baseline. Silver and ointment quantities do not depend on server speed. Tier II multiplies quantities by 1.5, tier III by 2. Scrolls and tablets grow more slowly; bandages keep their previous quantity curve. Exact ranges appear under Possible finds. Books, buckets, artworks and equipment are awarded one at a time.
  • Reduces the account-wide village expansion waiting time. Reductions accumulate and are retained. Any selected quantity you own can be used without a cooldown.
12Settlement and conquest

Settlers found villages. During war, chiefs reduce loyalty after the administrative building is destroyed.

  • Capitals cannot be conquered.
  • At every speed, loyalty recovers from 0 to 100% in 24 hours while an administrative building of at least level 1 is standing. Without it, loyalty does not recover.
  • A small celebration takes 12 hours and grants a base 15-minute reduction to village permit waiting time; a large one takes 24 hours and grants 35 minutes. Hero and alliance bonuses increase the reward. It is awarded only when the celebration finishes.
13Trade and Gold

Merchants move resources, NPC exchange redistributes them and the international market uses Gold.

  • The three-hour resource offer is frozen when opened.
14Alliance and communication

Use the Embassy, messages, forum, global chat and suggestions to coordinate.

  • Same-language messages do not show a translation action.
15Tasks, rankings and seasons

Tasks grant rewards; weekly points and conquests determine the season ranking.

  • Final season results are immutable.
  • Daily quest resource quantities grow with production, and troop quantities with training capacity. Action counts and the 25 / 50 / 75 / 100 point reward thresholds stay unchanged.
  • Requirements remain fixed until the next daily reset. Tasks already started retain their progress and requirements.
16Protection, rules and support

New-player protection blocks player attacks. Oasis actions do not remove it.

  • Use Help to contact administration and report problems.

All buildings

Main BuildingMax level 20+

The village builders work here. Higher levels shorten construction and upgrades of all other buildings.

Requirements
None
Cost · 1 lvl
Wood 210Clay 120Iron 180Crop 60
WarehouseMax level 20+

Stores wood, clay and iron. Each level increases the capacity of one warehouse, allowing more resources to be saved for construction.

Requirements
None
Cost · 1 lvl
Wood 390Clay 480Iron 270Crop 120
GranaryMax level 20+

Stores crop. Higher levels increase the capacity of one granary, allowing more food to be saved for troops and construction.

Requirements
None
Cost · 1 lvl
Wood 240Clay 300Iron 210Crop 60
CrannyMax level 10+

Hides some of each resource from raiders. Gaul crannies protect 50% more. At level 10, additional crannies can be built.

Requirements
None
Cost · 1 lvl
Wood 120Clay 150Iron 90Crop 30
EmbassyMax level 20+

The embassy is the village’s diplomatic center. Level 1 lets you join an alliance, level 3 lets you create one, and higher levels increase its capacity up to 25 members.

Requirements
None
Cost · 1 lvl
Wood 540Clay 390Iron 450Crop 240
Rally PointMax level 20+

Controls village troops: attacks, raids and reinforcements. Higher levels unlock more precise catapult targeting; level 20 allows two targets.

Requirements
None
Cost · 1 lvl
Wood 330Clay 480Iron 270Crop 210
MarketplaceMax level 20+

Merchants transport resources to other villages. Each level adds one merchant, allowing more shipments at once.

Requirements
Warehouse 1 lvl · Granary 1 lvl · Main Building 3 lvl
Cost · 1 lvl
Wood 240Clay 210Iron 360Crop 210
Trade OfficeMax level 20+

The Trade Office increases merchant capacity: each level adds 40% of base capacity for Romans and 20% for other tribes.

Requirements
Marketplace 20 lvl · Stable 10 lvl
Cost · 1 lvl
Wood 4,200Clay 3,990Iron 3,600Crop 1,200
Town HallMax level 20+

Town hall celebrations reduce the account's village expansion waiting time. A small celebration lasts 12 hours; a large one lasts 24 hours and unlocks at level 10. The reduction is credited when the celebration ends. Each village can hold one celebration at a time. Base reduction: 10 minutes for a small celebration and 30 minutes for a large one.

Requirements
Academy 10 lvl · Main Building 10 lvl
Cost · 1 lvl
Wood 3,750Clay 3,330Iron 3,780Crop 1,800
HospitalMax level 20+

The hospital preserves some eligible battle casualties as wounded soldiers. Healing costs twice the resources needed to train a new soldier. Base healing time is halved and higher building levels shorten it further.

Requirements
None
Cost · 1 lvl
Wood 960Clay 840Iron 1,260Crop 1,080
AsclepeionMax level 20+

The Spartan healing temple preserves 60% of eligible battle casualties as wounded soldiers. Healing costs twice the resources needed to train a new soldier. Base healing time is halved.

Requirements
Main Building 5 lvl · Academy 10 lvl · Spartans
Cost · 1 lvl
Wood 960Clay 840Iron 1,260Crop 1,080
ResidenceMax level 20+

Protects the village and prepares settlers. Expansion slots unlock at levels 10 and 20. Each level strengthens administrative defence.

Requirements
Main Building 5 lvl
Cost · 1 lvl
Wood 1,740Clay 1,380Iron 1,050Crop 540
PalaceMax level 20+

At level 10, the village can become the capital. Expansion slots unlock at levels 10, 15 and 20. The palace also strengthens administrative defence.

Requirements
Main Building 15 lvl · Embassy 1 lvl
Cost · 1 lvl
Wood 1,650Clay 2,400Iron 2,250Crop 750
Command CentreMax level 20+

A unique Hun expansion building. Grants expansion slots at levels 10, 15 and 20 and strengthens administrative defence.

Requirements
Main Building 5 lvl · Huns
Cost · 1 lvl
Wood 4,800Clay 3,750Iron 3,150Crop 600
BarracksMax level 20+

Trains infantry. Each higher level reduces the training time per soldier, allowing your army to grow faster.

Requirements
Rally Point 1 lvl · Main Building 3 lvl
Cost · 1 lvl
Wood 630Clay 420Iron 780Crop 360
AcademyMax level 20+

Researches new troop types. Each level raises the available research requirements and unlocks more advanced research.

Requirements
Main Building 3 lvl · Barracks 3 lvl
Cost · 1 lvl
Wood 660Clay 480Iron 270Crop 120
WeaponsmithMax level 20+

Upgrades weapons for each troop type separately, up to the smithy level (maximum 20). Upgrades apply to all troops of that type originating from this village.

Requirements
Academy 3 lvl
Cost · 1 lvl
Wood 540Clay 750Iron 1,500Crop 480
ArmouryMax level 20+

Upgrades armour for each troop type separately, up to the armoury level (maximum 20). Upgrades also apply to this village's troops defending other villages.

Requirements
Academy 1 lvl
Cost · 1 lvl
Wood 540Clay 750Iron 1,500Crop 480
StableMax level 20+

Trains cavalry. Higher levels shorten training time. The Roman Horse Drinking Trough reduces it further.

Requirements
Weaponsmith 3 lvl · Academy 5 lvl
Cost · 1 lvl
Wood 780Clay 420Iron 660Crop 300
WorkshopMax level 20+

Builds rams and catapults. Higher levels shorten production time for each siege engine.

Requirements
Academy 10 lvl · Main Building 5 lvl
Cost · 1 lvl
Wood 1,380Clay 1,530Iron 1,800Crop 960
Hero's MansionMax level 20+

Manages the hero and occupied oases. Oasis slots unlock at building levels 10, 15 and 20.

Requirements
Rally Point 1 lvl · Main Building 3 lvl
Cost · 1 lvl
Wood 2,100Clay 2,010Iron 2,100Crop 720
Tournament SquareMax level 20+

Trains endurance for long marches. The first 20 fields are unchanged; beyond that distance, each level increases troop speed by 20%.

Requirements
Rally Point 15 lvl
Cost · 1 lvl
Wood 5,250Clay 6,750Iron 4,590Crop 720
WallMax level 20+

Adds fixed defence and a percentage defence multiplier. The exact bonus depends on the tribe and increases with each level.

Requirements
None
Cost · 1 lvl
Wood 210Clay 270Iron 510Crop 210
SawmillMax level 5+

Processes the village's wood. Each level raises all wood field production by 5%, up to 25%.

Requirements
Main Building 5 lvl · Wood 10 lvl
Cost · 1 lvl
Wood 1,560Clay 1,140Iron 870Crop 270
BrickyardMax level 5+

Prepares clay for construction. Each level raises all clay field production by 5%, up to 25%.

Requirements
Main Building 5 lvl · Clay 10 lvl
Cost · 1 lvl
Wood 1,320Clay 1,440Iron 960Crop 150
Iron FoundryMax level 5+

Refines ore into iron. Each level raises all iron field production by 5%, up to 25%.

Requirements
Main Building 5 lvl · Iron 10 lvl
Cost · 1 lvl
Wood 600Clay 1,350Iron 1,530Crop 360
Grain MillMax level 5+

Mills crop faster with less waste. Each level increases village crop production by 5%, up to 25%.

Requirements
Main Building 5 lvl · Crop 5 lvl
Cost · 1 lvl
Wood 1,500Clay 1,320Iron 1,140Crop 3,720
BakeryMax level 5+

Uses milled crop more efficiently. Adds 5% crop production per level, up to another 25%, on top of the Grain Mill bonus.

Requirements
Grain Mill 5 lvl · Main Building 5 lvl · Crop 10 lvl
Cost · 1 lvl
Wood 3,600Clay 4,440Iron 2,610Crop 4,800
Great WarehouseMax level 20+

Convert a level 20 Warehouse using resources and 20 gold. The Great Warehouse starts at level 1 and holds three times as much as a normal warehouse of the same level.

Requirements
Warehouse 20 lvl
Cost · 1 lvl
Wood 1,950Clay 2,400Iron 1,350Crop 600
Great GranaryMax level 20+

Convert a level 20 Granary using resources and 20 gold. It starts at level 1 and holds three times as much crop as a normal granary of the same level.

Requirements
Granary 20 lvl
Cost · 1 lvl
Wood 1,200Clay 1,500Iron 1,050Crop 300
TrapperMax level 20+

A unique Gaul defensive building. Its traps capture some attackers before battle. Maximum capacity grows with each level.

Requirements
Rally Point 1 lvl · Gauls
Cost · 1 lvl
Wood 240Clay 360Iron 210Crop 270
WaterworksMax level 20+

A unique Egyptian building that improves irrigation in occupied oases. Each level strengthens oasis production bonuses by 5%.

Requirements
Hero's Mansion 10 lvl · Egyptians
Cost · 1 lvl
Wood 2,730Clay 2,835Iron 2,730Crop 1,020
Horse Drinking TroughMax level 20+

A unique Roman building. Each level additionally reduces the training time of all Stable cavalry by 1%.

Requirements
Stable 20 lvl · Rally Point 10 lvl · Romans
Cost · 1 lvl
Wood 2,340Clay 1,260Iron 1,980Crop 1,620
BreweryMax level 20+

A military building exclusive to the Teuton capital. During a beer celebration, each level adds 1% attack to troops from all your villages. Catapults fire at random targets.

Requirements
Granary 20 lvl · Rally Point 10 lvl · Teutons · Capital only
Cost · 1 lvl
Wood 9,630Clay 6,150Iron 8,250Crop 11,490
Stonemason's LodgeMax level 20+

Strengthens all capital buildings and resource fields. Each level adds 10% resistance to catapult damage. The lodge is selected last among random targets.

Requirements
Palace 3 lvl · Main Building 5 lvl · Capital only
Cost · 1 lvl
Wood 465Clay 390Iron 375Crop 210

Units of every tribe

Base time is shown at x1. Actual time also depends on the world, building, hero helmets and bonuses.

RRomansBalanced · 10+

Legionnaire

Barracks
Attack
40
Infantry defence
35
Cavalry defence
50
Carry
50
Upkeep
1
Speed
6

A versatile Roman infantryman, useful in both attack and defence. His broad training makes him reliable, but he cannot match specialist troops in their own roles.

Wood 120Clay 100Iron 150Crop 30
Base time (×1): 00:02:30

Praetorian

Barracks
Attack
30
Infantry defence
65
Cavalry defence
35
Carry
20
Upkeep
1
Speed
5

An imperial guard ready to defend the empire with his life. Specialised defensive training makes praetorians weak attackers.

Wood 100Clay 130Iron 160Crop 70
Base time (×1): 00:03:00

Imperian

Barracks
Attack
70
Infantry defence
40
Cavalry defence
25
Carry
50
Upkeep
1
Speed
7

The empire's main offensive infantry. Fast and strong, imperians are a nightmare for defenders, but training them requires plenty of time and resources.

Wood 150Clay 160Iron 210Crop 80
Base time (×1): 00:03:20

Equites Legati

Stable
Attack
0
Infantry defence
20
Cavalry defence
10
Carry
0
Upkeep
2
Speed
16

Fast Roman scouts gather intelligence on enemy troops and resources. The mission remains unnoticed if the enemy has no scouts or none of your scouts are lost.

Wood 140Clay 160Iron 20Crop 40
Base time (×1): 00:03:40

Equites Imperatoris

Stable
Attack
120
Infantry defence
65
Cavalry defence
50
Carry
100
Upkeep
3
Speed
14

Standard Roman cavalry. Not especially fast but well armed, they devastate unprepared enemies. Their upkeep is expensive.

Wood 550Clay 440Iron 320Crop 100
Base time (×1): 00:05:20

Equites Caesaris

Stable
Attack
180
Infantry defence
80
Cavalry defence
105
Carry
70
Upkeep
4
Speed
10

Heavy Roman cavalry with excellent weapons and armour. Their power comes at a price: slow speed, smaller loads and very high upkeep.

Wood 550Clay 640Iron 800Crop 180
Base time (×1): 00:06:10

Battering Ram

Workshop
Attack
60
Infantry defence
30
Cavalry defence
75
Carry
0
Upkeep
3
Speed
4

A powerful support weapon for infantry and cavalry. It destroys enemy walls, making their defences easier to overcome.

Wood 900Clay 360Iron 500Crop 70
Base time (×1): 00:08:20

Fire Catapult

Workshop
Attack
75
Infantry defence
60
Cavalry defence
10
Carry
0
Upkeep
6
Speed
3

A long-range siege engine that destroys enemy buildings. Send an escort, as it cannot defend itself. A higher Rally Point level improves targeting.

Wood 950Clay 1,350Iron 600Crop 90
Base time (×1): 00:11:40

Senator

Palace
Attack
50
Infantry defence
40
Cavalry defence
30
Carry
0
Upkeep
5
Speed
4

An elected leader and gifted speaker who persuades enemy villagers to join your empire. Each speech lowers their loyalty until the village changes hands.

Wood 30,750Clay 27,200Iron 45,000Crop 37,500
Base time (×1): 02:37:30

Roman Settler

Residence
Attack
0
Infantry defence
80
Cavalry defence
80
Carry
3,000
Upkeep
1
Speed
5

Brave Roman citizens trained to found new villages. They travel in groups of three because settling is dangerous. Founding a village also requires 750 of each resource.

Wood 5,800Clay 5,300Iron 7,200Crop 5,500
Base time (×1): 00:46:40
GTeutonsOffensive · 10+

Clubswinger

Barracks
Attack
40
Infantry defence
20
Cavalry defence
5
Carry
60
Upkeep
1
Speed
7

The cheapest troop, trained quickly with average attack and poor armour. Almost helpless against cavalry.

Wood 95Clay 75Iron 40Crop 40
Base time (×1): 00:02:00

Spearman

Barracks
Attack
10
Infantry defence
35
Cavalry defence
60
Carry
40
Upkeep
1
Speed
7

A defensive infantryman, especially effective against cavalry. His weak attack makes offensive use inadvisable.

Wood 145Clay 70Iron 85Crop 40
Base time (×1): 00:02:40

Axeman

Barracks
Attack
60
Infantry defence
30
Cavalry defence
30
Carry
50
Upkeep
1
Speed
6

The strongest Teuton infantryman. Good attack and reliable protection, but slower and more expensive than other infantry.

Wood 130Clay 120Iron 170Crop 70
Base time (×1): 00:03:00

Scout

Barracks
Attack
0
Infantry defence
10
Cavalry defence
5
Carry
0
Upkeep
1
Speed
9

Gathers intelligence on troops, defences and resources. Teuton scouts travel on foot and are slower than Roman and Gaul scouts. Scouting is unnoticed if the enemy has no scouts or yours suffer no losses.

Wood 160Clay 100Iron 50Crop 50
Base time (×1): 00:03:30

Paladin

Stable
Attack
55
Infantry defence
100
Cavalry defence
40
Carry
110
Upkeep
2
Speed
10

A heavily armoured defender, particularly strong against infantry. Attack is modest and speed below average for cavalry. Training is relatively slow and expensive.

Wood 370Clay 270Iron 290Crop 75
Base time (×1): 00:05:00

Teutonic Knight

Stable
Attack
150
Infantry defence
50
Cavalry defence
75
Carry
80
Upkeep
3
Speed
9

One of the strongest troops, with good cavalry defence. Relatively slow and expensive to train and maintain.

Wood 450Clay 515Iron 480Crop 80
Base time (×1): 00:07:00

Ram

Workshop
Attack
65
Infantry defence
30
Cavalry defence
80
Carry
0
Upkeep
3
Speed
4

A heavy support engine that destroys enemy walls, palisades and earthworks, helping the army break through defences.

Wood 1,000Clay 300Iron 350Crop 70
Base time (×1): 00:08:20

Catapult

Workshop
Attack
50
Infantry defence
60
Cavalry defence
10
Carry
0
Upkeep
6
Speed
3

A long-range siege engine that destroys buildings. It needs an escort to survive. Higher Rally Point levels improve targeting.

Wood 900Clay 1,200Iron 600Crop 60
Base time (×1): 00:11:40

Teuton Chief

Palace
Attack
40
Infantry defence
60
Cavalry defence
40
Carry
0
Upkeep
4
Speed
4

An elected Teuton leader who persuades enemy villagers to join your people. Repeated speeches reduce their loyalty until they change allegiance.

Wood 35,500Clay 26,600Iron 25,000Crop 27,200
Base time (×1): 02:47:50

Settler

Residence
Attack
10
Infantry defence
80
Cavalry defence
80
Carry
3,000
Upkeep
1
Speed
5

Brave Teuton citizens who travel to found villages. They form groups of three. Founding a village also requires 750 of each resource.

Wood 7,200Clay 5,500Iron 5,800Crop 6,500
Base time (×1): 01:13:50
LGaulsFast · 10+

Phalanx

Barracks
Attack
15
Infantry defence
40
Cavalry defence
50
Carry
35
Upkeep
1
Speed
7

Cheap, quickly trained infantry. Weak in attack but reliable against both infantry and cavalry.

Wood 100Clay 130Iron 55Crop 30
Base time (×1): 00:02:20

Swordsman

Barracks
Attack
65
Infantry defence
35
Cavalry defence
20
Carry
45
Upkeep
1
Speed
6

More expensive than phalanxes but suited to attack. Weak on defence, particularly against cavalry.

Wood 140Clay 150Iron 185Crop 60
Base time (×1): 00:03:00

Pathfinder

Stable
Attack
0
Infantry defence
20
Cavalry defence
10
Carry
0
Upkeep
2
Speed
17

Very fast Gaul scouts gather intelligence on troops, resources and buildings. Scouting remains unnoticed if the enemy has no scouts or yours suffer no losses.

Wood 170Clay 150Iron 20Crop 40
Base time (×1): 00:03:40

Theutates Thunder

Stable
Attack
100
Infantry defence
25
Cavalry defence
40
Carry
75
Upkeep
2
Speed
19

Very fast cavalry with solid attack and good carrying capacity, ideal for raiding. Defensive ability is only average.

Wood 350Clay 450Iron 230Crop 60
Base time (×1): 00:04:50

Druidrider

Stable
Attack
45
Infantry defence
115
Cavalry defence
55
Carry
35
Upkeep
2
Speed
16

Excellent defence against infantry and outstanding mobility. Relatively expensive to train and maintain.

Wood 360Clay 330Iron 280Crop 120
Base time (×1): 00:05:10

Haeduan

Stable
Attack
140
Infantry defence
60
Cavalry defence
165
Carry
65
Upkeep
3
Speed
13

Elite Gaul cavalry, among the best in attack and cavalry defence. Expensive to train, with upkeep of 3 crop per hour per soldier.

Wood 500Clay 620Iron 675Crop 170
Base time (×1): 00:06:20

Gaul Ram

Workshop
Attack
50
Infantry defence
30
Cavalry defence
105
Carry
0
Upkeep
3
Speed
4

A heavy support engine that destroys enemy walls, palisades and earthworks, helping the army break through defences.

Wood 950Clay 555Iron 330Crop 75
Base time (×1): 00:08:20

Trebuchet

Workshop
Attack
70
Infantry defence
45
Cavalry defence
10
Carry
0
Upkeep
6
Speed
3

A long-range engine for destroying enemy buildings. Send an escort as it cannot defend itself. Higher Rally Point levels improve targeting.

Wood 960Clay 1,450Iron 630Crop 90
Base time (×1): 00:11:40

Gaul Chieftain

Palace
Attack
40
Infantry defence
50
Cavalry defence
50
Carry
0
Upkeep
4
Speed
5

An experienced, wise leader whose speeches and presence in attacks persuade enemy villagers to join your empire.

Wood 30,750Clay 45,400Iron 31,000Crop 37,500
Base time (×1): 03:04:10

Gaul Settler

Residence
Attack
0
Infantry defence
80
Cavalry defence
80
Carry
3,000
Upkeep
1
Speed
5

Brave Gaul citizens who found new villages. They travel in groups of three. Founding also requires 750 of each resource.

Wood 5,500Clay 7,000Iron 5,300Crop 4,900
Base time (×1): 00:46:00
HHunsCavalry · 10+

Mercenary

Barracks
Attack
35
Infantry defence
40
Cavalry defence
30
Carry
50
Upkeep
1
Speed
7

An all-round soldier with average attack and defence. He excels at neither, but his moderate training cost reflects these balanced abilities.

Wood 130Clay 80Iron 40Crop 40
Base time (×1): 00:02:10

Bowman

Barracks
Attack
50
Infantry defence
30
Cavalry defence
10
Carry
30
Upkeep
1
Speed
6

An excellent choice for large offensive strikes. Best kept on the front line, as his defensive skills are poor.

Wood 140Clay 110Iron 60Crop 60
Base time (×1): 00:02:45

Spotter

Stable
Attack
0
Infantry defence
20
Cavalry defence
10
Carry
0
Upkeep
2
Speed
19

An extremely fast scout who uncovers military and economic secrets in enemy villages.

Wood 160Clay 100Iron 50Crop 50
Base time (×1): 00:03:30

Steppe Rider

Stable
Attack
120
Infantry defence
30
Cavalry defence
15
Carry
75
Upkeep
2
Speed
16

A strong attacker trained faster than most cavalry. His defence is weak.

Wood 290Clay 370Iron 190Crop 45
Base time (×1): 00:04:30

Marksman

Stable
Attack
110
Infantry defence
80
Cavalry defence
70
Carry
105
Upkeep
2
Speed
15

A versatile warrior with strong attack, also the Huns' skilled defensive troop.

Wood 320Clay 350Iron 330Crop 50
Base time (×1): 00:05:00

Marauder

Stable
Attack
180
Infantry defence
60
Cavalry defence
40
Carry
80
Upkeep
3
Speed
14

A formidable force combining tremendous attack with impressive speed, able to overcome most defensive efforts.

Wood 450Clay 560Iron 610Crop 140
Base time (×1): 00:06:00

Ram

Workshop
Attack
65
Infantry defence
30
Cavalry defence
90
Carry
0
Upkeep
3
Speed
4

A heavy support engine that destroys enemy walls and helps troops overcome fortifications.

Wood 1,060Clay 330Iron 360Crop 70
Base time (×1): 00:08:20

Catapult

Workshop
Attack
45
Infantry defence
55
Cavalry defence
10
Carry
0
Upkeep
6
Speed
3

A long-range weapon that destroys enemy fields and buildings. Useless without an escort, so send troops with it.

Wood 950Clay 1,280Iron 620Crop 90
Base time (×1): 00:11:40

Logades

Palace
Attack
50
Infantry defence
40
Cavalry defence
30
Carry
0
Upkeep
4
Speed
5

Logades earned their rank by defeating rivals in deadly combat through strength and cunning. They now leave home only with war in mind.

Wood 37,200Clay 27,600Iron 25,200Crop 27,600
Base time (×1): 03:02:00

Settler

Residence
Attack
10
Infantry defence
80
Cavalry defence
80
Carry
3,000
Upkeep
1
Speed
5

Brave, determined citizens trained to found a new village. Three settlers must travel together. They need 750 units of each resource.

Wood 6,100Clay 4,600Iron 4,800Crop 5,400
Base time (×1): 00:58:10
EEgyptiansEconomy · 10+

Slave Militia

Barracks
Attack
10
Infantry defence
30
Cavalry defence
20
Carry
15
Upkeep
1
Speed
7

The cheapest and quickest troop to produce, allowing rapid defensive growth. Individually weaker than other defensive troops.

Wood 45Clay 60Iron 30Crop 15
Base time (×1): 00:01:50

Ash Warden

Barracks
Attack
30
Infantry defence
55
Cavalry defence
40
Carry
50
Upkeep
1
Speed
6

A standard infantryman with solid fighting power. Particularly effective against infantry, with useful cavalry defence too.

Wood 115Clay 100Iron 145Crop 60
Base time (×1): 00:02:45

Khopesh Warrior

Barracks
Attack
65
Infantry defence
50
Cavalry defence
20
Carry
45
Upkeep
1
Speed
7

An elite soldier with strong attack and excellent defence against infantry.

Wood 170Clay 180Iron 220Crop 80
Base time (×1): 00:03:15

Sopdu Explorer

Stable
Attack
0
Infantry defence
20
Cavalry defence
10
Carry
0
Upkeep
2
Speed
16

Rides into unknown territory to scout and count enemy troops. Also identifies weaknesses in enemy villages.

Wood 170Clay 150Iron 20Crop 40
Base time (×1): 00:03:40

Anhur Guard

Stable
Attack
50
Infantry defence
110
Cavalry defence
50
Carry
50
Upkeep
2
Speed
15

A mounted defender, excellent against infantry. Average in cavalry defence and attack. Egypt's fastest troop after the Sopdu Explorer.

Wood 360Clay 330Iron 280Crop 120
Base time (×1): 00:05:10

Resheph Chariot

Stable
Attack
110
Infantry defence
120
Cavalry defence
150
Carry
70
Upkeep
3
Speed
10

A capable all-round unit with strong attack and infantry defence, especially good against cavalry. Expensive training and high crop upkeep.

Wood 450Clay 560Iron 610Crop 180
Base time (×1): 00:06:40

Ram

Workshop
Attack
55
Infantry defence
30
Cavalry defence
95
Carry
0
Upkeep
3
Speed
4

A heavy support engine for infantry and cavalry. Destroys enemy walls to help troops overcome fortifications.

Wood 1,000Clay 380Iron 420Crop 70
Base time (×1): 00:08:20

Stone Catapult

Workshop
Attack
65
Infantry defence
55
Cavalry defence
10
Carry
0
Upkeep
6
Speed
3

A long-range engine for destroying fields and buildings. It needs an escort, so remember to send troops with it.

Wood 980Clay 1,300Iron 650Crop 90
Base time (×1): 00:11:40

Nomarch

Palace
Attack
40
Infantry defence
50
Cavalry defence
50
Carry
0
Upkeep
4
Speed
4

An Egyptian administrator who negotiates surrender and persuades enemies to join your empire. Each visit lowers loyalty until the village accepts your rule.

Wood 34,000Clay 50,000Iron 34,000Crop 42,000
Base time (×1): 03:09:00

Settler

Residence
Attack
0
Infantry defence
80
Cavalry defence
80
Carry
3,000
Upkeep
1
Speed
5

Brave, determined citizens trained to found a new village. Three settlers must travel together. They need 750 units of each resource.

Wood 4,560Clay 5,890Iron 4,370Crop 4,180
Base time (×1): 00:51:40
SSpartansElite army · 10+

Hoplite

Barracks
Attack
50
Infantry defence
35
Cavalry defence
30
Carry
60
Upkeep
1
Speed
6

A versatile Spartan infantryman with spear and shield. Strong on the attack, but needs support against cavalry.

Wood 170Clay 130Iron 110Crop 30
Base time (×1): 00:02:50

Sentinel

Barracks
Attack
0
Infantry defence
40
Cavalry defence
22
Carry
0
Upkeep
1
Speed
9

An infantry scout who gathers intelligence on enemy villages and detects hostile scouts. His shield also helps defend the village.

Wood 150Clay 160Iron 100Crop 35
Base time (×1): 00:02:20

Shieldsman

Barracks
Attack
40
Infantry defence
85
Cavalry defence
45
Carry
40
Upkeep
1
Speed
8

Fast, resilient defensive infantry. Particularly effective against enemy infantry.

Wood 200Clay 150Iron 130Crop 50
Base time (×1): 00:03:40

Twinsteel Therion

Barracks
Attack
90
Infantry defence
55
Cavalry defence
40
Carry
50
Upkeep
1
Speed
6

An elite attacker wielding two swords. Great offensive strength is balanced by costly, lengthy training.

Wood 220Clay 220Iron 260Crop 100
Base time (×1): 00:04:00

Elpida Rider

Stable
Attack
55
Infantry defence
120
Cavalry defence
90
Carry
110
Upkeep
2
Speed
16

Fast defensive cavalry that can quickly reinforce allies and carry substantial loot.

Wood 595Clay 400Iron 345Crop 110
Base time (×1): 00:07:00

Corinthian Crusher

Stable
Attack
200
Infantry defence
80
Cavalry defence
75
Carry
80
Upkeep
3
Speed
9

Heavy, powerful Spartan cavalry. Devastating on the attack, but requires plentiful resources and lengthy preparation.

Wood 660Clay 620Iron 850Crop 190
Base time (×1): 00:09:10

Spartan Ram

Workshop
Attack
65
Infantry defence
35
Cavalry defence
80
Carry
0
Upkeep
3
Speed
4

A siege ram that demolishes enemy walls. Send it into battle with troops to protect it.

Wood 950Clay 400Iron 500Crop 80
Base time (×1): 00:09:10

Ballista

Workshop
Attack
75
Infantry defence
60
Cavalry defence
10
Carry
0
Upkeep
6
Speed
3

A long-range siege weapon that destroys selected enemy buildings and resource fields.

Wood 1,050Clay 1,450Iron 700Crop 100
Base time (×1): 00:12:30

Ephor

Palace
Attack
40
Infantry defence
40
Cavalry defence
30
Carry
0
Upkeep
4
Speed
4

The Spartan leader lowers enemy village loyalty, allowing conquest under the war phase rules.

Wood 34,600Clay 26,600Iron 42,800Crop 38,400
Base time (×1): 03:03:20

Spartan Settler

Residence
Attack
0
Infantry defence
80
Cavalry defence
80
Carry
3,000
Upkeep
1
Speed
5

Three settlers found a new village. Expansion follows the shared village limits and season rules.

Wood 5,800Clay 5,400Iron 5,900Crop 5,200
Base time (×1): 00:51:40