Units

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

Unit stats include movement (how many tiles a unit can move on one order), fatigue limit (how many times a unit can move each turn without Forced March), Strength (determins damage deal and received), and Range (how far away a unit can attack).

## Civilian units

**All Civilian units cannot attack. Their strength value is only used for calculating the damage received. The one exception is the Militia, which can attack but doesn't gain experience or promotions.**

**Settler (130 Growth + 100 Food):** Allows you to build new cities (Movement: 2, Range: 1, Attack: 3)

**Worker (80 Growth ):** Can build rural or urban tile improvements (Movement: 2, Range: 1, Attack: 3)

**Scout (50 Growth ):** Basic scouting unit. (Movement: 3, Range: 1, Attack: 3)

**Caravan (90 Growth ):** Trade route, requires Traders family city or governor trait. (Movement: 2, Range: 1, Attack: 3)

**Militia (60 Growth ):** Cannot train or Earn XP (Movement: 2, Range: 1, Attack: 3)

## Military units

**Warrior (60 Training + 50 Iron):** Basic military unit. (Movement: 2, Range: 1, Attack: 4)

**Axeman (80 Training + 100 Iron):** Tier 2 military unit (Movement: 2, Range: 1, Attack: 5)

**Spearman (80 Training + 50 Iron + 50 Wood):** Tier 2 military unit. Attacks hit the unit behind target as well. Retaliates for one point of damage in melee combat. (Movement: 2, Range: 1, Attack: 5)

**Slinger (60 Training + 50 Food):** Basic ranged unit (Movement: 2, Range: 2, Attack: 4)

**Archer (80 Training + 100 Wood):** Tier 2 ranged unit (Movement: 2, Range: 3, Attack: 5)

**Maceman (80 Training + 100 Iron):** Tier 3 military unit. Attacks hit units to the left and right of target. (Movement: 2, Range: 1, Attack: 5)

### Civilization exclusive units

#### Greece

* Hoplite **(120 Training + 50 Wood + 100 Iron):** (Movement: 2, Range: 1, Attack: 5, Anti-cavalry modifier: 5)
* Phalangite **(160 Training + 100 Wood + 100 Iron):** (Movement: 2, Range: 2, Attack: 8, Anti-cavalry modifier: 10)

## Zone of Control

Most military units have a "Zone of Control" that extends one tile around them. Units cannot move directly from one tile in an enemy Zone of Control to another tile in an enemy Zone of Control (even if the two Zones belong to different units). However, units can move from an enemy Zone of Control to a neutral tile and then back in to the Zone of Control. Friendly units will also negate the Zone of Control (so units may always pass through tiles containing friendly units, even if it would otherwise be prevented due to the enemy Zone of Control). Also note that most cavalry units ignore the Zone of Control.

**Tactical Advice:**

Surrounding a unit on both sides will prevent that unit from running away due to the Zone of Control.

Also note that only one unit needs to be directly adjacent to the unit you wish to trap. It is possible to trap a unit using one melee unit directly adjacent and two ranged units on the other side, both one tile away. In this situation the trapped unit cannot move closer to the ranged units because it is already in the Zone of Control for the adjacent melee unit.

## Combat

The attacker deals damage to the defender according to the formula 6 \* (Attacker Strength) / (Defender Strength). The result is rounded up if the Attacker Strength is greater than the Defender Strength, and rounded down if the Attacker Strength is less than the Defender Strength. Note this means it is possible for the attacker to deal 0 damage.

Only certain units (such as the Spearmen) will deal retaliation damage.