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Offline sin_zaek

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Military
« on: October 17, 2017, 01:18:07 PM »
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  • Military Units, Defense Structures and Traps


    There are different military units and defense structures. Access to more units, defense structures and traps is granted when unlocking discoveries and progressing through the ages. They all have different features. Some of them can be used to attack only, others are powerful in defense and the defense structures and traps are simply irreplaceable when defending your home. You can upgrade them (increasing their health points and the damage they deal) in the Temporal Academy.

    Different military units have different army limit costs (‘population’). Also they differ in speed, way of moving, stamina (visualized as yellow bar in battle), health points, range, favorite targets, damage, and healing points. Military units can be of common (infantry), armored or air type. Common and armored units can be used in both offense and defense except for the Turtle that can be used in offense only. Some of the units have different favorite targets depending on whether they are in offense or in defense. Air units can be used in offense only.

    In order to have access to military units in your army you have to build the corresponding military building. Every military building can hold and train up to 5 corresponding units -- first two are trained for free, to train the third one amount of workers is needed (different units require different amount of workers), to train the forth one you need to use Goods, and the fifth one requires Gems. To have access to more than five units of the same kind you can build more than one military building of that kind.
    More information on military buildings can be found in the Buildings post.

    Defense structures and traps can be used in defense only. Their features differ as well -- population, size (how many squares they occupy), range, health points, favorite target, and damage. When they have taken damage they are healed or repaired using wealth and workers instead of healing points (or by themselves over time). Traps are invulnerable.  Traps are not visible to the attacker until the battle starts and a unit is going to step on them. Traps also have special features affecting the units that step on them.


    A short explanation of the different features of the military units, defense structures and traps follows:

    •   Type: Common, Armored, Air; Building (Defense structure), Trap
    •   Favorite Target: Common, Armored, Air; Building (both defense structures and other buildings); in offense and in defense if different
    •   Population – army limit cost
    •   Size (Defense Structures and Traps only) – how many squares the structure occupies
    •   Health – how many health points the unit or defense structure has
    •   Range – what is the range of the military unit, defense structure or trap (measured from the center of the place it occupies)
    •   Damage to – what damage is done to common, armored, air units and buildings
    •   Healing – how many healing points are needed to heal the unit completely
    •   Stamina – how long a unit can hit a defense structure or building (measured in seconds)
    •   Speed – how fast a unit moves (squares per 1 second)
    •   Active Effect (Traps only) – how the trap affects units stepping on it
    •   Particular behavior – particularities (if any) concerning the unit’s behavior in offense or in defense
    •   Cost: (Defense Structures and Traps only) – how much does it cost to build the structure or trap

    « Last Edit: October 17, 2017, 01:55:43 PM by sin_zaek »

    Offline sin_zaek

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    Re: Military
    « Reply #1 on: October 17, 2017, 01:42:01 PM »
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  • Military Units:

    Age 1 – Stone Age

    1.   Clubman

    •   Type:  Common
    •   Favorite Target: Common
    •   Population: 5
    •   Health : 100
    •   Range: 0-2
    •   Damage to:
               o Common: 30
               o Armored: 15
               o Building: 15
    •   Healing: 4
    •   Stamina: 30
    •   Speed: 1.25
    •   Particular behavior: Can’t attack air units

    2.   Huntress

    •   Type:  Common
    •   Favorite Target:
               o In Offense: Building
               o In Defense: Air
    •   Population: 5
    •   Health : 60
    •   Range: 0-5
    •   Damage to:
               o Common: 9
               o Armored: 9
               o Air:  100.2
               o Building: 60
    •   Healing: 6
    •   Stamina: 30
    •   Speed: 1
    •   Particular behavior: Will not stop moving, while attacking not favorite target

    3.   Tiger Rider

    •   Type:  Armored
    •   Favorite Target: Common
    •   Population: 10
    •   Health : 150
    •   Range: 0-2
    •   Damage to:
               o Common: 50
               o Armored: 15
               o Building: 15
    •   Healing: 7
    •   Stamina: 30
    •   Speed: 1.25
    •   Particular behavior: Can’t attack air units


    Age 2 – Bronze Age

    1.   Turtle

    •   Type:  Armored
    •   Favorite Target: Building
    •   Population: 12
    •   Health : 300
    •   Range: 0-2
    •   Damage to:
               o Common: 6
               o Armored: 6
               o Building: 40
    •   Healing: 11
    •   Stamina: 30
    •   Speed: 0.75
    •   Particular behavior: Will not stop moving, while attacking not favorite target

    2.   Swordsmen

    •   Type:  Common
    •   Favorite Target: Armored
    •   Population: 8
    •   Health : 120
    •   Range: 0-2
    •   Damage to:
               o Common: 10
               o Armored: 100
               o Building: 10
    •   Healing: 8
    •   Stamina: 30
    •   Speed: 1.25

    3.   Warballoon

    •   Type:  Air
    •   Favorite Target: Building
    •   Population: 12
    •   Health : 100
    •   Range: 0-1.4
    •   Damage to:
               o Building: 190
    •   Healing: 11
    •   Stamina: 15
    •   Speed: 1.5
    •   Particular behavior: Will not stop to attack it’s favorite target; Will not collide with other flying units


    Age 3 – Iron Age

    1.   Marauder

    •   Type:  Common
    •   Favorite Target: Armored
    •   Population: 9
    •   Health : 120
    •   Range: 0-5
    •   Damage to:
               o Common: 9
               o Armored: 60
               o Air: 9
               o Building: 9
    •   Healing: 8
    •   Stamina: 30
    •   Speed: 1
    •   Particular behavior: Will not stop moving, while attacking not favorite target

    2.   Ballista

    •   Type:  Armored
    •   Favorite Target:
               o In Offense: Building
               o In Defense: Air
    •   Population: 13
    •   Health : 150
    •   Range: 0-7.5
    •   Damage to:
               o Common: 6.4
               o Armored: 6.4
               o Air: 40
               o Building: 40
    •   Healing: 12
    •   Stamina: 40
    •   Speed: 1.25
    •   Particular behavior: Will not stop moving, while attacking not favorite target

    3.   Birdie

    •   Type:  Air
    •   Favorite Target: Common
    •   Population: 13
    •   Health : 100
    •   Range: 0-7.5
    •   Damage to:
               o Common: 50
               o Armored: 10
               o Building: 10
    •   Healing: 10
    •   Stamina: 20
    •   Speed: 1.25
    •   Particular behavior: Will not stop to attack it’s favorite target; Will not collide with other flying units


    Age 4 – Early Medieval age

    1.   Catapult

    •   Type:  Armored
    •   Favorite Target:  Armored
    •   Population: 12
    •   Health : 150
    •   Range: 0-5
    •   Damage to:
               o Common: 7.5
               o Armored: 75
               o Building: 7.5
    •   Healing: 10
    •   Stamina: 30
    •   Speed: 1
    •   Particular behavior: Can’t attack air units; Will not stop moving, while attacking not favorite target

    2.   Archer

    •   Type:  Common
    •   Favorite Target: Common
    •   Population: 7
    •   Health : 50
    •   Range: 0-7.5
    •   Damage to:
               o Common: 60
               o Armored: 6
               o Air: 6
               o Building: 6
    •   Healing: 8
    •   Stamina: 30
    •   Speed: 1.25
    •   Particular behavior: Will not stop moving, while attacking not favorite target

    3.   Gyrocopter

    •   Type:  Air
    •   Favorite Target: Armored
    •   Population: 15
    •   Health : 200
    •   Range: 0-5
    •   Damage to:
               o Common: 7.5
               o Armored: 75
               o Building: 7.5
    •   Healing: 12
    •   Stamina: 30
    •   Speed: 1.5


    Age 5 – Late Medieval age

    1.   Knight

    •   Type:  Armored
    •   Favorite Target: Armored
    •   Population: 25
    •   Health : 500
    •   Range: 0-2
    •   Damage to:
               o Common: 30.6
               o Armored: 90
               o Building: 30.6
    •   Healing: 19
    •   Stamina: 40
    •   Speed: 1.25
    •   Particular behavior: Can’t attack air units

    2.   Airship

    •   Type: Air
    •   Favorite Target: Building
    •   Population: 25
    •   Health : 200
    •   Range: 0-7.5
    •   Damage to:
               o Common: 103.5
               o Armored: 13.5
               o Building: 90
    •   Healing: 13
    •   Stamina: 40
    •   Speed: 1.25
    •   Particular behavior: Will not stop moving, while attacking not favorite target

    « Last Edit: March 10, 2018, 11:04:41 AM by sin_zaek »

    Offline sin_zaek

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    Re: Military
    « Reply #2 on: October 17, 2017, 01:51:34 PM »
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  • Defense Structures:

    Age 1 – Stone Age

    1.   Wall

    •   Type:  Building
    •   Population: 2
    •   Size: 1*1
    •   Health: 100
    •   Cost: 30 Wealth, 10 Workers

    2.   Watchtower

    •   Type:  Building
    •   Favorite Target: Common
    •   Population: 5
    •   Size: 3*3
    •   Health: 130
    •   Range: 0-5
    •   Damage to:
               o Common: 30
               o Armored: 15
               o Air: 15
    •   Cost: 500 Wealth, 130 Workers


    Age 3 – Iron Age

    1.   Archer Tower

    •   Type:  Building
    •   Favorite Target: Air
    •   Population: 10
    •   Size: 3*3
    •   Health: 300
    •   Range: 0-7.5
    •   Damage to:
               o Common: 7.2
               o Armored: 7.2
               o Air: 60
    •   Cost: 25000 Wealth, 6000 Workers


    Age 4 – Early Medieval age

    1.   Greek Fire

    •   Type: Building
    •   Favorite Target: Common
    •   Population: 20
    •   Size: 3*3
    •   Health: 200
    •   Range: 8-13.5
    •   Damage to:
               o Common: 30
               o Armored: 13.5
    •   Particular behavior: Can’t attack Air units
    •   Cost: 151000 Wealth, 38000 Workers


    Age 5 – Late Medieval age

    1.   Trebuchet Tower

    •   Type: Building
    •   Favorite Target: Armored
    •   Population: 20
    •   Size: 3*3
    •   Health: 200
    •   Range: 8-13.5
    •   Damage to:
               o Common: 12
               o Armored: 40
    •   Particular behavior: Can’t attack Air units
    •   Cost: 544000 Wealth, 136000 Workers

    2.   Cannon Tower

    •   Type:  Building
    •   Favorite Target: Air
    •   Population: 20
    •   Size: 3*3
    •   Health: 200
    •   Range: 8-13.5
    •   Damage to:
               o Common: 12.6
               o Armored: 12.6
               o Air: 35
    •   Particular behavior:
    •   Cost: 544000 Wealth, 136000 Workers
    « Last Edit: March 12, 2018, 08:12:48 AM by sin_zaek »

    Offline sin_zaek

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    Re: Military
    « Reply #3 on: October 17, 2017, 02:00:45 PM »
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  • Traps:


    Age 2 – Bronze Age

    1.   Quicksand

    •   Type:  Trap
    •   Population: 6
    •   Size: 2*2
    •   Health: invulnerable
    •   Range: 0-0.9
    •   Damage to:
               o Common: 3
               o Armored: 1
    •   Active effect: Stamina of units in its range decreases faster
    •   Particular behavior: Can’t attack Air units
    •   Cost: 1500 Wealth, 400 Workers


    Age 3 – Iron Age

    1.   Tar Pit

    •   Type:  Trap
    •   Population: 3
    •   Size: 1*1
    •   Health: invulnerable
    •   Range: 0-0.4
    •   Damage to:
               o Common: 1
               o Armored: 2
    •   Active Effect: Speed of units in its range is decreased
    •   Particular behavior: Can’t attack Air units
    •   Cost: 1400 Wealth, 300 Workers


    Age 4 – Early Medieval age

    1.   Smoke Field

    •   Type:  Trap
    •   Population: 10
    •   Size: 3*3
    •   Health: invulnerable
    •   Range: 0-1.4
    •   Damage to:
               o Common: 1
               o Armored: 1
               o Air: 3
    •   Active Effect: Range of units in its range is decreased
    •   Cost: 45000 Wealth, 11000 Workers

    2.   Fire Trap

    •   Type: Trap
    •   Population: 20
    •   Size: 3*3
    •   Health: invulnerable
    •   Range: 0-1.4
    •   Damage to:
               o Common: 3.34
               o Armored: 10
    •   Active effect: Damages enemy’s units 3 more seconds after they leave its range
    •   Particular behavior: Can’t attack Air units
    •   Cost: 45000 Wealth, 11000 Workers