= Forests,
= Bushes,
= Rocks,
= Plains,
= Hills
Light Units - Light units are the most versatile of all fighters: Fast, well armed and not too fragile! For the starting eras, Lights units are great to use against Fast units, and have defense bonuses in the forests and bushes!
Ranged Units - Fast and deadly: Ranged units attack the enemies from a distance! For the starting eras, Ranged units are great to use against Heavy units, and have an attack bonus on the rocks!
Fast Units - Fast units rush over the battlefield and engage the enemies of their choice! For the starting eras, Fast units are great to use against Ranged units!
Heavy Units - Slow, tough, deadly: Heavy units can take a lot of damage and pack a big punch! For the starting eras, Heavy units are great to use against Light units, and have a defense bonus on the plains!
Artillery Units - Artillery units rain down destruction upon the enemy from far away! For the starting eras, Artillery units are great to use against Heavy units, and have an attack bonus on hills!
Attack - The second column's header refers to the base attack of the unit. Mainly, the higher the attack your unit has, the more damage it will do. Any attack bonuses from buildings/structures will only effect this value. Back to the table above, if you see "+2
" it is stating that the unit will gain 2 attack (i.e. an archer while on the rocks will have 10+2= 12 attack).
Defense - The third column's header refers to the base defense of the unit. Mainly, the higher the defense your unit has, the less damage it will take. Any defense bonuses from buildings/structures will only effect this value. Back to the table above, if you see "+3
" it is stating that the unit will gain 3 defense (i.e. a soldier while in the bushes will have 9+3= 12 defense).
Range - The fourth column's header refers to the range of attack of the unit. A range of 1 means that the unit can attack any opponent that is 1 hex away (which is directly next to). A unit with 13 range can attack any opponent from 1-13 hexes away. Note that all Light, Heavy and Fast units will retaliate once per turn if the unit attacks directly next to it.
Movement (and Speed) - The fifth column's header refers to the movement and speed of the unit. The higher the movement a unit has, the further it can travel per turn. Different terrain may cost more movement to traverse, but the minimum cost is 2 movement per hex. Speed refers to the turn order of the units. Mainly, the unit with highest movement will have the highest speed, and hence move first. Until the Modern Era, movement = speed for all units.
Attack and Defense Bonus - A unit will gain an attack and defense bonus (i.e. an archer will have 10+4= 14 attack and 4+4= 8 defense when attacking and defending against a Heavy unit [Legionnaire or Warrior]). Note almost all bonuses stack (i.e. an archer attacking a legionnaire on the rocks will have 10+4+2= 16 attack).
Points (Base) - The first line displays the amount of battle points you gain when killing this unit when your city is enthusiastic/delighted (you'll see a "120%" on your battle results screen). The line underneath shows the battle points you gain when your city is just happy. (100%).