Contents
Troops are led by heroes: how many soldiers march is set by the hero's command stat. There are ten tiers, each unlocked by a Training Ground level.
Tiers
| Tier | Training Ground level | Power per soldier |
|---|---|---|
| 1 | 1 | 25 |
| 4 | 10 | 210 |
| 7 | 20 | 781 |
| 8 | 24 | 1,065 |
| 10 | 30 plus a technology | above 1,500 |
Growth is uneven: moving from tier three to four multiplies a soldier's power by 2.6, from nine to ten only by 1.2.
The price of an army
Hiring costs grain and wood in equal parts. Healing a wounded soldier costs exactly 30% of hiring. A battle that puts a thousand tier-ten soldiers in the infirmary costs about 4.2 million resources: 2.1 million grain and the same in wood.
Carrying capacity grows from 400 at tier one to 2,200 at tier ten, so gathering on the map is limited by tier as much as by numbers.
Counters between troop types
They exist, and they form a full circle: each type hits one other at a 1.5 multiplier and takes 0.7 against the third. That spread is wider than the 20% swing between hero factions.
Which means the army composition is picked against the enemy you expect, not stacked into one type because it looks strongest.
What to upgrade first
Combat technologies from research give percentages to the whole army at once, while a new tier needs Training Ground levels and time. Per unit spent, technology almost always wins.
Related pages
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Pages that mention this one. The list is built from the markup, not filled by hand.
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