Access
- Military is available, after you research Basic weapons or Sword.
Technology required: | |||
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Technology | Requirement | Research cost | |
Basic weapons |
build 2 Libraries |
Wood | 200 |
Copper | 5 | ||
or | |||
Sword | build 3 Libraries |
Food | 500 |
Iron | 10 |
Content
New military units become available as your culture develops.
- Military contains options, to:
- recruit and disband military units to build your army; and
- send your army on an Expedition.
Available items:
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Military |
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Pikeman | Swordman | Knight | Medic | Bersek | War elephant | Musketeer | Light tank | Expedition |
Tabs |
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Buildings | Casino | Crafting | Dock | Facilities | Heirlooms | Jobs | Leaders | Legacy | Market | Military | Technologies |
Military units
- New military units appear on Military after you research a relevant technology.
- You can recruit, disband and send units on an exploration Expedition.
- Units are hired from your unallocated Population and require resources to recruit; maintain; and go on expeditions.
- You can disband one unit at a time, using the 'Fire 1' button, freeing up Population.
- Military units have specifications for Attack, Hp, Armor and Healing, which determine the outcome of fights and the quantity of resources got on expeditions.
- Other aspects of the game improve base specifications.
- Available units:
Medic — heals the wounded.
Bersek — deals double damage at the start of combat.
War elephant — has a chance to disobey and not attack.
Light tank — has a crew of 3.
Unit specifications
- Military units have specifications for Attack, Hp and some other attributes.
- Attack determines damage inflicted to enemies in a fight.
- Hp determines how much damage can be taken, before defeat.
- Armor blocks damage from enemies.
- Healing determines how much Hp is restored, by medics, to your wounded during combat.
- Morale is generated by some units.
- Musketeers and Light tanks require Ammo to attack.
- Other factors improve unit specifications.
Base specifications: Unit Attack Hp Morale
generatedOther Pikeman 5 30 0.02 per second — Swordman 10 50 0.01 per second armor blocks 3 damage Knight 25 200 0.04 per second armor blocks 10 damage Medic 1 50 — 10 Healing per round Bersek 80 100 0.20 per second deals ×2 damage in round 1 War elephant 100 1 200 0.02 per second 25% chance to disobey Musketeer 200 400 0.05 per second 1 Ammo per attack Light tank 500 5 000 — armor blocks 50 damage;
4 Ammo per attack
Changing specifications
- Other factors improve the specifications of military units:
Changes to attack
- You can get bonuses, to the base value of Attack, from:
- the research of some technologies and Knowledge invested into Military, on Technologies;
- a Sword heirloom, on Heirlooms;
- titles granted to Warmuk, on Leaders; and
- Vengeance, on Legacy.
Bonuses to attack: Item Amount Armament 40% Tactics 20% Power mastery depends on level Military depends on invest Sword heirloom varies Warmuk 10% per Title Vengeance 5% per level
- Bonuses to Attack also affect finds, number of enemies that appear and some rewards when you defeat them in combat.
Changes to Hp
- You can get bonuses to the base value of Hp, from:
- the research of some technologies and Knowledge invested into Military, on Technologies;
- a Dress, on Heirlooms;
- titles granted to Xochiquetzal, on Leaders; and
- Aegis, on Legacy.
Bonuses to Hp: Item Amount Healing 5% Hp mastery depends on level Military depends on invest Dress varies Xochiquetzal 5% per Title Aegis 5% per level
- Bonuses to Hp also affect the number of enemies that appear and some rewards when you defeat them in combat.
Changes to armor
- Bonuses to armor also affect the number of enemies that appear and some rewards when you defeat them in combat.
Changes to healing
- Bonuses to Healing also affect the number of enemies that appear and some rewards when you defeat them in combat.
Morale generated
- You can get bonuses to Morale generated by units, from:
Unit costs
- Military units require resources to access; recruit; maintain; and to go on an Expedition.
- Some units require Ammo for combat.
Military units cost tables |
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Access costs | Hire costs | Upkeep costs |
Access requirement
- New military units appear, on Military, after you research the required technology.
Military units cost table |
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Table of requirements and costs for accessing military units |
Recruitment
- You need free Population and resources to recruit military units.
- Some units require weapons, which can be crafted or found on expeditions.
- Some units require animals, which can be found on expeditions.
Military units cost table |
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Table of requirements and costs for recruiting military units |
Maintenance
- Some military units require resources to maintain.
Military units cost table |
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Table of requirements and costs for maintaining military units |
Military |
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Pikeman | Swordman | Knight | Medic | Bersek | War elephant | Musketeer | Light tank | Expedition |
Expeditions

Send your army on expeditions
- You can find resources and encounter enemies when you send your army to explore, on Military..
- Expedition is available, after you research Exploration.
- Military units require resources to explore.
- Enemies may appear in your way.
- The tooltip indicates resources required to go on an expedition; and the combat specifications of your army.
Expedition on Military
Access:
- Expedition appears, on Military, after you research Exploration on Technologies
Technology required:
Technology Requirement Research cost Exploration build 2
LibrariesFood 100
Expedition cost
- Military units require resources to go on an Expedition.
- The tooltip displays the resources required, by your army, to go on an Expedition.
- Musketeers and Light tanks also require Ammo for combat.
- If you do not have enough resources, your army will not be able to explore.
Finds

Gain resources and other items
- Your units may find some items on an Expedition, if no enemies appear in the way.
- There is a 60% chance you will not encounter any enemies.
- The chance to find resources, depends on:
- the item; and
- if you have researched the required technology.
- The quantity of items you find, apart from heirlooms, varies in a range that depends on:
- the item found; and
- a calculation involving the Attack of your army; and
- any bonus from a Glasses heirloom.
Items you can find:
Item Required technology Chance Amount Block Storage management 5% 1 → 1 + ( A ÷ 200) Bottle Canteen 5% 0 → (A ÷ 500) Brick Finding 5% 0 → (A ÷ 500) Chest Cache 1% 0 → (A ÷ 500) Clay Finding 10% 0 → (A ÷ 50) Coin Coin forging 5% 1 → 1 + (A ÷ 300) Copper Exploration 7.5% 0 → (A ÷ 5) Elephant Domestication 5% 1 → 1 + (A ÷ 800) Food Exploration 20% 0 → (5 × A) Gold Exploration 5% 0 → (A ÷ 20) Heirloom Exploration 0.1% 1 Horse Husbandry 10% 1 → 1 + (A ÷ 300) Iron Exploration 7.5% 0 → (A ÷ 8) Lock Cache 5% 1 → 1 + (A ÷ 300) Mineral Exploration 30% 0 → (15 × A) Nickel Safe storage 10% 0 → (A ÷ 500) Sand Finding 15% 0 → A Spear Basic weapons 5% 1 → 1 + (A ÷ 50) Sword Sword 5% 1 → 1 + (A ÷ 50) Wood Exploration 50% 0 → (25 × A) where 'A' depends on your army
- The value of 'A', depends on:
- the base value of Attack of your army;
- the number of Musketeers in your army;
- any bonuses to Attack; and
- if you have researched Carrying.
Value, used to calculate quantity of finds, ('A'),
Carrying not researched:A = [ 'army attack' - ( 125 × Musketeers ) ] + ( 'bonuses to attack' ) where 'army attack' is the attack of your army
Value, used to calculate quantity of finds, ('A'),
Carrying researched:A = { ['army attack' - ( 125 × Musketeers ) ] + ( 'bonuses to attack ) } × 1.5 where 'army attack' is the attack of your army
- Glasses, provide an additional bonus that depends on its name and any upgrades.
Enemies
- Some enemies may appear in the way of an exploration Expedition.
Enemies on Military
You can fight enemies for a reward and other items or you can flee empty handed.
- There is a 40% chance for some enemies to appear in your way.
- The number of enemies varies in a range determined by the strength of your army
Enemy units
- Different enemy units appear as your army grows in strength.
- Enemy units have specifications used to calculate the outcome of a fight:
- Enemy attack is used to calculate damage to your Hp.
- Enemy Hp is reduced by your attack.
- Armor for some enemy units blocks damage from your army.
Enemy units Unit Attack Hp Armor Peasant 2 8 — Bandit 4 15 — Mercenary 9 40 5 Soldier 15 100 10 Halberdier 40 160 — Warrior 50 400 — Rifleman 200 400 —
Enemy size
- The quantity and composition of enemies varies in a range, which depends on:
- some specifications of your army; and
- some bonuses to unit specifications.
- The type and size of Enemy that appears is based on the attack, hp and composition of your army.
- A variable X determines the size and composition of the enemy army.
Enemy size: X Enemy Amount 0 → <25 Peasant 1 + ( 0.14 × Xmax ) → 1 + ( 0.64 × Xmax ) 25 → <50 Bandit 1 + ( 0.07 × Xmax ) → 1 + ( 0.29 × Xmax ) 50 → <100 Peasant 1 + ( 0.07 × Xmax ) → 1 + ( 0.32 × Xmax ) Bandit 1 + ( 0.035 × Xmax ) → 1 + ( 0.145 × Xmax ) 100 → <150 Mercenary 1 + ( 0.018 × Xmax ) → 1 + ( 0.108 × Xmax ) 150 → <200 Peasant 1 + ( 0.05 × Xmax ) → 1 + ( 0.27 × Xmax ) Bandit 1 + ( 0.015 × Xmax ) → 1 + ( 0.085 × Xmax ) Mercenary 1 + ( 0.01 × Xmax ) → 1 + ( 0.02 × Xmax ) 200 → <280 Soldier 1 + ( 0.01 × Xmax ) → 1 + ( 0.05 × Xmax ) 280 → <420 Halberdier 1 + ( 0.007 × Xmax ) → 1 + ( 0.029 × Xmax ) 420 → <600 Warrior 1 + ( 0.005 × Xmax ) → 1 + ( 0.016 × Xmax ) 600 → <800 Halberdier 1 + ( 0.0034 × Xmax ) → 1 + ( 0.0144 × Xmax ) Warrior 1 + ( 0.0024 × Xmax ) → 1 + ( 0.0074 × Xmax ) >800 Rifleman 1 + ( 0.0022 × Xmax ) → 1 + ( 0.0072 × Xmax ) where 'X' is calculated using the composition of your army.
- The value for X is random and lies in the range 0 → Xmax
Limit of the variable used to calculate the composition of the enemy, Xmax: { ( [ 'army attack' - ( 25 × War elephants ) - ( 250 × Light tanks ) - ( 100 × Musketeers )
+ ( 16 × Berseks ) ] + ' bonuses to attack' ) + ( [ 'army hp' + 'bonuses to hp' ] ÷ 5 )
+ ( [ 10 × Medics ] + 'bonuses to healing' ) + ( [ 50 × Light tanks ] + [ 10 × Knights ] + [ 3 × Swordman ] + 'bonuses to armor' ) } ÷ 2
Reward
- You get some coins, as a reward, if you defeat the enemy.
- The reward varies in a range determined by the number of the enemy that appears.
Coin reward: Enemy Possible reward Peasant ( 0.015 × n ) → ( 0.085 × n ) Bandit ( 0.03 × n ) → ( 0.17 × n ) Mercenary ( 0.07 × n ) → ( 0.39 × n ) Soldier ( 0.15 × n ) → ( 0.83 × n ) Halberdier ( 0.3 × n ) → ( 1.5 × n ) Warrior ( 0.5 × n ) → ( 2.5 × n ) Rifleman ( 1.5 × n ) → ( 6.5 × n ) where 'n' is the number of the enemy unit.
Your army
- Your army consists of all your military units.
- All your units go to explore on an Expedition.
- Unit specifications, bonuses and chance determine the result of the Expedition.
- Light tanks, Knights and Swordman have Armor that blocks damage.
- Light tanks and Musketeers require Ammo to attack.
- Medics heal your wounded during combat.
Combat specifications: Unit Attack Hp Other Pikeman 5 30 — Swordman 10 50 armor blocks 3 damage Knight 25 200 armor blocks 10 damage Medic 1 50 10 Healing Bersek 80 100 attack bonus in round 1 War elephant 100 1 200 25% chance to disobey Musketeer 200 400 1 Ammo per attack Light tank 500 5 000 4 Ammo per attack
armor blocks 50 damage
- Other factors improve values for Military Attack, Hp, Armor and Healing.
Fight

Engage with the enemy
- Fights take place in rounds; attack in a round reduces the opponent's Hp.
- Total attack is used to calculate damage inflicted to Hp.
- Healing restores some Hp.
- You win if you defeat the enemy.
- You lose if you lose all your Hp.
Rounds in a fight
- Berseks deal double damage in the first round.
- In a round of a fight:
- units and enemy units are not lost and continue to attack until the fight is over;
- opponents inflict damage to each other using their attack;
- there is a 25% chance that all your War elephants will disobey and not attack;
- Light tanks and Musketeers need Ammo to attack and take one round to reload;
- Light tanks, Knights, Swordman, Soldiers and Mercenaries have Armor that can block damage; and
- Medics heal some of your wounded.
- At the end of a round:
- if both sides have positive Hp, the fight continues to the next round;
- if the enemy's Hp is 0 or under and your army's Hp is positive, you win; or
- if your army's Hp is 0 or under, you lose the fight.
- Fights last 50 rounds, if both sides survive 50 rounds it is a draw.
Reload
- Light tanks and Musketeers need Ammo to attack
Ammo per attack: Unit Ammo Musketeer 1 Light tank 4
Armor
- Miitary and enemy units with armor block damage in each round of a fight.
- Light tanks, Knights and Swordman have armor that blocks damage from enemy attacks
- Soldiers and Mercenaries in the enemy force block some damage from your attack.
- A Shield heirloom provides a bonus, that depends on its name and any upgrades, to the Armor of your units.
Heal
- In every round of a fight, Medics will heal your wounded to restore some Hp.
- The amount of Hp restored varies in a range, and depends on:
- the number of Medics in your army; and
- any bonus from a Jar heirloom.
Variation in healing, in each round: {(10 × Medics) + Bonus} ± 12.5%
- A Jar heirloom, provides a bonus that depends on its name and any upgrades.
Your attack
- Your army attacks, in the rounds of a fight, to reduce enemy Hp.
- The enemy is damaged by your attack.
- The damage you inflict is determined by the units in your army and some bonuses:
- Berseks deal double damage in the first round;
- there is a 25% chance War elephants will not attack in any round; and
- Light tanks and Musketeers need to reload, and so only attack every other round.
- In each round of a fight, damage you inflict varies within a range.
Variation in damage, each round: Your attack ± 25%
- Mercenaries and Soldiers have armor that blocks damage you inflict.
- You win if your attack reduces enemy Hp to 0 or below.
Enemy attack
- Your army is damaged by Enemy attack.
- The enemy attacks, in the rounds of a fight, to reduce your army's Hp.
- The amount of damage inflicted each round is determined by the composition of the enemy.
- In each round of a fight, damage inflicted by the enemy varies in a range.
Variation in damage, each round: Enemy attack ± 25%
- Swordman, Knight and Light tank have armor that will block damage from enemies.
- You lose the fight if enemy attack reduces your army's Hp to 0 or below.
After the fight
- If both sides still have some Hp after 50 rounds it is a draw.
- At the end of a round:
You win
- You win when, if at the end of a round in a fight, your enemy loses all its Hp and your army still has some Hp.
- When you defeat the enemy:
- all your units survive;
- you win some Coin as a reward;
- you have a chance to get loot; and
- your intelligence service has a chance to steal some knowledge from the enemy and also produce some Plans.
- The chance to get loot, depends on:
- the item; and
- if you have researched the required technology.
- The quantity of loot depends on:
- the item; and
- can vary in a range set by specifications of your army.
Loot: Item Technology Chance Amount Chest Cache 20% 0 → ( G + H ) ÷ 300 Lock Cache 10% ( G ÷ 150 ) + 1 1 Bottle Canteen 20% 0 → ( G + H ) ÷ 400 Knowledge Intelligence 30% 0 → ( G + H ) ÷ 4 Plans War games 50% 0 → ( G + H ) ÷ 4 Diamond Exploration 2% 1 Heirloom Exploration 1% 1 Artifact Exploration 0.1% 1 where 'G' and 'H' are determined by your army 1 rounded down to the nearest whole number
- The value for 'G' is determined by the Attack of some units in your army and any bonuses to attack.
- War elephants, Musketeers and Light tanks do not affect the value of 'G'.
Value of 'G' used to calculate the quantity of loot: { [ 'army attack' - ( 100 × War elephants ) - ( 200 × Musketeers )
- ( 500 × Light tanks ) ] + 'bonuses to attack' } ÷ 2
- The value for 'H' is determined by the Hp of your army and any bonuses to Hp.
Value of 'H' used to calculate the quantity of loot: ( 'army Hp' + 'bonuses to Hp' ) ÷ 15
You lose
- You lose the fight, if at the end of a round in a fight, your army has lost all Hp.
- When you lose, you do not win any reward, nor gain any loot or other resources.
- Potential losses are calculated collectively for units of the same type.
- There is 75% chance that all troops of any one type of unit will survive.
- There is a 25% chance for each unit type to have none, some, or all units destroyed.
Potential army losses: Unit Loss chance Amount Pikeman 25% 0 → n Swordman 25% 0 → n Knight 25% 0 → n Medic 25% 0 → n Bersek 25% 0 → n War elephant 25% 0 → n Musketeer 25% 0 → n Light tank 25% 0 → n where 'n' is the total number of the unit
Flee

You flee cowardly!
- This will avoid a fight too hard for you.
- You will get nothing and loose any Food, Water, Morale and Coal that your soldiers used to explore.
Military |
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Pikeman | Swordman | Knight | Medic | Bersek | War elephant | Musketeer | Light tank | Expedition |
Tabs |
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Buildings | Casino | Crafting | Dock | Facilities | Heirlooms | Jobs | Leaders | Legacy | Market | Military | Technologies |