Units

Units are trained from cities, they are the backbone of any army. Units deal damage to each other's Health stat. When a unit's health reaches zero it dies. Units also have a defense stat, which blocks 1 incoming damage a turn. If a unit has a range of values for its damage stat, it will roll on when it attacks randomly.

Units get one action per turn. These actions include moving up to a certain distance of tiles, garrisoning (Increases defense), and healing (1 health per turn outside of cities, 2 per turn inside). Units fight enemy units by moving onto the opposing unit's tile.

Melee Units- Move 2 tiles per turn. Heals fully in one turn while in a city, get +2 Defense while on the same tile as an allied unit with the same name.

Ranged Units- Move 2 tiles per turn. Get to strike first against Melee and Cavalry units. Can deal 1 damage to a neighboring unit without engaging in battle.

Cavalry Units- Move 4 tiles per turn. Have a 25% chance to retreat in battle instead of dying.

Tier 1 10 Production
Swordsman - Melee- 3-5 Attack 6 Health - +2 Attack against cities.

Pikeman  - Melee-  3 Attack 7 Health - +5 Attack against Cavalry. First Strike against Cavalry.

Maceman - Melee- 3-5 Attack 6 Health - +3 Attack against Melee.

Longbowman - Ranged- 3-5 Attack 4 Health - +2 Attack from being garrisoned in a city. Receives double defensive bonuses.(An early game deterrent to sieges.)

Crossbowman - Ranged- 3-5 Attack 4 Health - +2 Attack against Melee.

Knight - Cavalry- 4-6 Attack 8 Health - Additional 15% chance to retreat instead of dying. Slaver - Cavalry- 4-5 Attack 7 Health - +2 Attack against Melee.