Troops questions and answers
These are the published Troops questions, with the answer under each one.
Do Blacksmith and Armoury upgrades actually affect battle?
Yes. A Blacksmith upgrade increases the unit's effective attack, while an Armoury upgrade increases its effective infantry and cavalry defense. The upgrades are not cosmetic and apply in battle through level 20.
How do I research a new unit in the Academy?
You can research only a unit of your own tribe that is not researched yet; anything else is refused without cost. You must meet the unit's prerequisites and have its research resources. A village can run only 1 research task at a time, and its duration is adjusted by world speed. When the task finishes, the unit becomes available for training in its eligible building.
How do I upgrade a unit's attack and defense?
The unit must be researched first. Upgrade attack strength in the Blacksmith and defense strength in the Armoury; each level costs resources and time. Each building level unlocks one upgrade level, so a unit can reach upgrade level 5 only with the Blacksmith or Armoury at level 5 or higher. A village may run 1 attack upgrade and 1 defense upgrade at the same time.
How is the resource cost of a troop-training batch calculated?
The unit's base wood, clay, iron, and wheat costs are multiplied by the unit count, then eligible training-building and Artefact effects are applied and each resource is rounded up. The resources are deducted when training is queued.
How is troop wheat upkeep calculated for a village?
Each unit type's effective upkeep is multiplied by its count, then home troops, hosted reinforcements, and the village's troops still in transit are summed. Owned-oasis garrisons are billed separately to the parent village. Nature and Tatar units use no wheat, and the Horse Drinking Trough can reduce Roman cavalry upkeep.
How many troop types can player tribes train?
Each player tribe has 10 units, for 40 across Romans, Germanic, Greeks, and Arabs. A tribe's roster includes infantry, cavalry, a scout, ram, catapult, chief, and settler. Nature and Tatar troops are not player-trainable.
How much do settlers and chiefs cost, and how long do they take to train?
Costs per unit in wood, clay, iron and wheat: Roman Senator 30750, 27200, 45000, 37500 and Roman Settler 5800, 5300, 7200, 5500. Germanic Chief 35500, 26600, 25000, 27200 and Germanic Settler 7200, 5500, 5800, 6500. Greek Chieftain 30750, 45400, 31000, 37500 and Greek Settler 5500, 7000, 5300, 4900. Arab Nomarch 46125, 40800, 67500, 65250 and Arab Settler 8700, 7950, 10800, 8250. Base training times per unit at world speed 1 are 25 hours 11 minutes 40 seconds for the Senator, 7 hours 28 minutes 20 seconds for the Roman Settler, 19 hours 35 minutes for the Germanic Chief, 8 hours 36 minutes 40 seconds for the Germanic Settler, 25 hours 11 minutes 40 seconds for the Chieftain, 6 hours 18 minutes 20 seconds for the Greek Settler, 26 hours 11 minutes 40 seconds for the Nomarch and 8 hours 28 minutes 20 seconds for the Arab Settler. The base time is divided by the world speed and the world's training speed, then multiplied by 10 divided by the Residence or Palace level plus 9, and rounded up to the whole second. On a default x10 world with a level 10 Residence, a Roman Settler takes 23 minutes 36 seconds. A training-time or training-cost Artifact still applies.
How much does training cost in a Great Barracks or Great Stable?
Units trained in a Great Barracks or Great Stable cost 3 times the wood, clay, iron and wheat they cost in the Barracks or Stable. A training-cost Artifact still applies on top, and each resource is rounded up. The training time is the same as in a Barracks or Stable of the same level, and the great building has its own queue, so it lets you train more units at the same time.
Is troop research shared between my villages?
No. Each village keeps its own research and its own Blacksmith and Armoury upgrade levels. A village you found with settlers starts with only the units that need no research unlocked, and every upgrade at level 0. You must research a unit in a village before you can train it there.
What are Tatar NPC troops?
They are eight active NPC troop types used by end-game villages and system-guarded sites: six regular units, a ram, and a catapult. Players cannot train them and they consume no wheat. Their statistics are intentionally tuned as a stronger challenge than many player units.
What are the Nature troops found in oases?
They are 10 oasis-animal types ranging from Rat to Elephant. Players cannot train them; they carry no resources and use no wheat. Their strength rises through the roster, with the Elephant reaching 600 attack, 440 infantry defense, and 520 cavalry defense.
What determines a unit's training time?
Training starts from the unit's base time, then becomes shorter with the training-speed setting, world speed, and a higher training-building level. The Horse Drinking Trough can reduce Roman cavalry time, and a relevant Artefact may also apply. Each building trains units one at a time across all batches and troop types, including Great Barracks and Great Stable. Splitting an order does not make it finish faster. Different buildings and villages train independently.
What do a troop unit's statistics mean?
Velocity is tiles per hour, carry load is raid capacity, and crop consumption is upkeep. Units also have attack strength, separate infantry and cavalry defense, plus research and training costs, times, eligible buildings, and unlock prerequisites.
What is required to found a new village with settlers?
• The source village needs 3 settlers, the founding resources, and the culture points required for your next village. Culture points are required but are not deducted when settlers are sent. • Only 1 founding mission may be active for your player at a time. While it is active, you cannot send another from a different village. • Each source village may have up to 2 non-oasis child villages. If it already has 2, it cannot launch another founding mission. • The settlers must reach the target tile before the village is created. If the source slots fill while they travel, the settlers and their founding resources are removed. If a slot remains but the target is taken before arrival, they return with the founding resources. An earlier chief capture takes priority over settlers still travelling.
What prerequisites unlock a unit's research and training?
Each unit has required buildings and levels that must be met before research. After research completes, it can train in its eligible building. Starter units need no research, while chiefs and settlers use a Residence-or-Palace requirement.
Which buildings train each troop class?
Infantry train in the Barracks or Great Barracks, cavalry in the Stable or Great Stable, rams and catapults in the Workshop, and chiefs and settlers in the Residence or Palace. Scouts depend on the tribe: Germanic and Arab scouts train in the Barracks or Great Barracks, Roman and Greek scouts in the Stable or Great Stable. Each unit's description determines its eligible training buildings.
Which unit is each tribe's scout?
The Roman scout is unit 4, Germanic 14, Greek 23, and Arab 54. Scout units have high speed and carry no resources.
Which units are catapults, and what can they target?
Player-tribe catapults are units 8, 18, 28, and 58. Rally Point levels 2-4 can select Warehouse or Granary, levels 5-9 also unlock resource-production buildings, and level 10 unlocks the full direct-target list, including Treasury. Walls can never be catapult targets. Random targeting uses the non-wall building pool and may hit buildings not offered as direct targets.
Which units are chiefs and settlers, and what unlocks them?
Chiefs are units 9, 19, 29, and 59; settlers are 10, 20, 30, and 60. Both train in a Residence or Palace and require one at level 10 or higher. There are exactly 2 expansion slots in every village: one at building level 10 and one at level 20, for either building and whether capital or regular. Each slot holds 1 chief or 3 settlers. Founding a village needs 3 settlers, and the Residence or Palace level and existing child villages limit special-unit slots. When reinforcing another village you own, chiefs and settlers do not merge into its troops; they remain returnable reinforcements owned by the source village and continue occupying its expansion slots.
Which units are the wall-destroying rams?
Player-tribe rams are unit 7 for Romans, 17 for Germanic, 27 for Greeks, and 57 for Arabs. Rams carry no resources and reduce the wall during an attack.



