Military Model Data
When a rival army invades, your rabble, hoplites and horsemen are there to defend your city, but several other people too can do something.
Soldiers
The strength of your rabble, hoplites and horsemen (or archers, spearmen and chariots in Atlantean adventures), depends on the difficulty level you're playing at: the higher the difficulty, the weaker your soldiers are, and the harder it is to beat invasions.
Walker | Hitpoints | Attack value | Armor value | Armor vs missiles | MA | MR | Missile Rate of Fire | SPD | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
B | M | H | T | O | B | M | H | T | O | B | M | H | T | O | B | M | H | T | O | B | M | H | T | O | ||||
Rabble/Archer | 100 | 90 | 80 | 80 | 80 | 5 | 4 | 4 | 4 | 3 | 2 | 1 | - | - | - | 4 | 2 | 1 | 1 | 1 | 6 | 10 | 70 | 75 | 80 | 85 | 90 | 8 |
Hoplite/Spearman | 180 | 160 | 140 | 120 | 110 | 15 | 14 | 12 | 12 | 12 | 8 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 5 | - | - | - | - | - | - | - | 6 |
Horseman/Chariot | 300 | 260 | 240 | 200 | 180 | 18 | 16 | 15 | 15 | 15 | 7 | 6 | 4 | 4 | 4 | 5 | 4 | 4 | 4 | 4 | - | - | - | - | - | - | - | 12 |
Wall sentry | 100 | 100 | 100 | 100 | 100 | 5 | 5 | 5 | 5 | 5 | - | - | - | - | - | 4 | 4 | 4 | 4 | 4 | 8 | 10 | 50 | 50 | 60 | 65 | 75 | 5 |
Tower sentry | 120 | 120 | 120 | 120 | 120 | 6 | 6 | 6 | 6 | 6 | - | - | - | - | - | 5 | 5 | 5 | 5 | 5 | 60 | 13 | 100 | 100 | 100 | 100 | 100 | - |
Trireme | 300 | 300 | 300 | 300 | 300 | 80 | 80 | 80 | 80 | 80 | 5 | 4 | 3 | 2 | 2 | 6 | 6 | 6 | 6 | 6 | 15 | 8 | 50 | 55 | 60 | 60 | 65 | 7 |
Wolf | 15 | 15 | 20 | 25 | 30 | 5 | 5 | 5 | 6 | 6 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | 7 |
Citizens
Most of your citizens won't do a thing to defend your city, or to even defend themselves: they'll just die after a few seconds when they encounter an enemy soldier. Some citizens do have the privilege to be able to defend themselves, they are listed in this table.
Walker | HP | ATT | ARM | AvsM | MA | MR | MRF | SPD |
---|---|---|---|---|---|---|---|---|
Nobleman | 25 | 6 | 2 | 2 | - | - | - | 6 |
Shepherd | 15 | 6 | - | - | - | - | - | 6 |
Goatherd | 15 | 6 | - | - | - | - | - | 6 |
Hunter | 50 | 3 | 1 | - | 4 | 3 | 75 | 8 |
Boar | 9 | 1 | - | - | - | - | - | 7 |
Rancher | 15 | 4 | - | - | - | - | - | 6 |
Cattle | 80 | - | 5 | 10 | - | - | - | 5 |
Lumberjack | 10 | 4 | - | - | - | - | - | 6 |
Watchman | 20 | 6 | 1 | 1 | - | - | - | 6 |
Actor | 100 | 7 | - | - | - | - | - | 6 |
Priest | 10 | 2 | - | - | 3 | 3 | 75 | 6 |
God | 200 | 100 | 20 | - | - | - | - | 7 |
Monster | 500 | 50 | 10 | 10 | - | - | - | 7 |
Hero | 300 | 50 | 10 | 10 | - | - | - | 7 |
Legend
HP | Hit Points: the more hitpoints a unit has, the longer it takes before it dies in battle. |
---|---|
ATT | Attack Value: how much damage a unit will cause in melee combat. |
ARM | Armor Value: if this number is high, the unit won't get as much damage from a blow in melee as another unit with less armor value. |
AvsM | Armor versus Missiles: same as Armor Value, but for missile attacks instead of melee. |
MA | Missile Attack: how much damage a missile (arrow, rock) from that unit will cause. |
MR | Missile Range: maximum number of tiles from which an archer/rabble soldier can fire their 'missiles' |
MRF | Missile Rate of Fire: how often a unit fires an arrow/throws a rock; a lower number means more often. |
SPD | Speed; see the Walker Speeds page for details. |
FRQ | Frequency: how often a unit strikes in melee; a lower number means more often. |