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Units

Walls buy time, but only soldiers hold ground. From raw conscripts hurling stones to armoured swordsmen behind shield walls, every settlement must raise the forces it can afford, and field them wisely. This chapter covers every unit mustered in the archipelago, on land and at sea.

Mustering Forces

Most land soldiers require a roof: one population per unit, supplied by the HousingHousing. The lone exception is the Guard HoundGuard Hound, which kennels its own pack and costs no population (see The Garrison below). Land forces are trained in the BarracksBarracks. Ships are launched from the HarbourHarbour and do not count against population. Instead, a fleet is limited by harbour berths: the dock can only hold so many hulls, and the harbour level sets how many (see Harbour berths below). Only one training order runs at a time, but multiple units may be commissioned in a single batch. Higher building levels and research advancements unlock stronger forces.

Fleet Speed
A war fleet sails only as fast as its slowest vessel. Plan your ship mix carefully. A single heavy hull will hold the whole fleet to its pace.

The Garrison

Foot soldiers form the backbone of every army. The cheapest to train are Stone ThrowersStone Throwers, raw conscripts armed with little more than courage. With Spearcraft research, SpearfightersSpearfighters become available, reliable defenders that anchor the garrison. Later, ArchersArchers bring ranged striking power, and SwordsmenSwordsmen, unlocked through Shieldwork Level 3, are the finest defenders gold can buy.

Stone ThrowerStone Thrower

infantry

Islanders with slings, good arms and little else. Mustered in an afternoon, and spent nearly as fast.

Atk 5Def 3Carry 0Cost 2020 / 1515 / 1010Train 30s
Barracks Lv 1

SpearfighterSpearfighter

infantry

Levy soldiers drilled behind a hedge of spear-points. Steady holding a line, and no shame in pushing one.

Atk 10Def 20Carry 0Cost 5050 / 3030 / 3030Train 1m
Barracks Lv 3 + Spearcraft Lv 1

ArcherArcher

infantry

Bowmen who loose their work from a distance. Deadly while the range holds — best kept behind someone with a shield.

Atk 20Def 8Carry 0Cost 6060 / 2020 / 4040Train 50s
Barracks Lv 5 + Bowcraft Lv 1

SwordsmanSwordsman

infantry

Mailed veterans with heavy blades and heavier patience. Where they plant their feet, the line does not move.

Atk 15Def 35Carry 0Cost 100100 / 5050 / 8080Train 1m 30s
Barracks Lv 7 + Shieldwork Lv 3
Marshal Voss
Marshal Voss: Field order
Stone Throwers are cheap but they break fast. Replace them with Spearfighters as soon as the Laboratory permits. A garrison of Swordsmen behind a Stone Wall is worth ten times its number in conscripts.

The Kennels

The Guard HoundGuard Hound is a young Governor's best friend. Raised at the KennelsKennels once you hold a Main House at Level 3 and a single rank of Houndcraft, a Warfare study that opens in the Laboratory's second tier, the hound arrives well before the tall Barracks and deep Shieldwork ranks that gate a Swordsman. For a handful of gold it stands a sturdy defender, and unlike every other land soldier it needs no housing and eats no food: the pack is fed and quartered by the Kennels itself, which supports up to thirty hounds per level. That makes a kennel of hounds the cheapest way for a new island to thicken its garrison without crowding its population or draining its harvest. The hound cannot board ships and never leaves the island, so it is a pure home guard, never an expedition trooper.

Guard HoundGuard Hound

guard

Disciplined war dogs trained to hold the homestead and tear into invaders at close range. Cannot board ships.

Def 14Carry 0Cost 3535 / 2020 / 3030Train 45s
Kennels Lv 1 + Houndcraft Lv 1
Marshal Voss
Marshal Voss: Field order
Build a Kennels early. A pack of hounds costs you nothing in food or housing and turns a soft island hard while your Barracks is still raising its first Spearfighters. Each rank of Houndcraft makes them stand firmer still.

Siege Engines

When a Governor intends not just to defeat an enemy but to raze their fortifications, siege weapons are required. The CatapultCatapult is the only engine of war capable of destroying buildings, and it is the instrument through which colonisation becomes possible. Catapults are devastatingly powerful on offence but nearly defenceless when caught without escort. They must be carried by ships with enough troop capacity.

CatapultCatapult

siege

Timber, rope and counterweight on groaning wheels. It cracks walls open — and no new charter is planted without one in the train.

Atk 35Def 2Carry 0Cost 150150 / 120120 / 100100Train 2m
Barracks Lv 10 + Siegecraft Lv 1
Marshal Voss
Marshal Voss: Field order
Never send catapults without a screen of warships. They hit harder than anything afloat, but one stiff breeze of resistance will sink them.

The Fleet

No island stands alone. Ships connect settlements to trade, war, and expansion. The Small WarshipSmall Warship is the workhorse of any attack fleet, fast and capable of ferrying infantry. The heavier Large WarshipLarge Warship carries a larger boarding force and hits harder, but sails slower and demands advanced Sailcraft research. For trade and supply, Small Merchant ShipsSmall Merchant Ships and Large Merchant ShipsLarge Merchant Ships haul resources between settlements. The Spy ShipSpy Ship slips past defences to gather intelligence, but if detected by a Watch-Tower, it is lost. And when the time comes to claim new territory, the Colonisation ShipColonisation Ship carries the means to establish a new domain.

Troop transport
Both Small and Large Warships can carry infantry and siege engines. Small Warships ferry light forces quickly, while Large Warships carry more troops and hit harder at a slower pace.

Spy ShipSpy Ship

naval

A low, quick hull that slips harbours unannounced and reads them closely. If a watch-tower's bell finds her, she does not come home.

Def 2Spd 2Carry 0Berths 1Cost 8080 / 6060Train 1m 30s
Harbour Lv 3 + Espionage Lv 1

Small WarshipSmall Warship

naval

A lean raider rigged for the chase. What she lacks in weight of timber she makes up in being everywhere first.

Atk 10Def 10Spd 1.2Carry 40Troops 5Berths 1Cost 100100 / 120120Train 2m
Harbour Lv 1

Large WarshipLarge Warship

naval

The fist of any war fleet, broad-beamed and iron-prowed. Soldiers and siege engines ride to battle in her hold.

Atk 30Def 30Spd 0.8Carry 90Troops 10Berths 2Cost 300300 / 350350Train 4m
Harbour Lv 5 + Sailcraft Lv 3

Small Merchant ShipSmall Merchant Ship

naval

A modest coaster, patched sails and an honest hold. She moves small cargoes between islands without fuss.

Def 5Spd 1Carry 80Troops 5Berths 1Cost 8080 / 100100Train 1m 40s
Harbour Lv 1

Large Merchant ShipLarge Merchant Ship

naval

A deep-bellied trader built for the long haul. Whole harvests ride in her hold, and the docks groan when she ties up.

Def 10Spd 0.7Carry 200Troops 10Berths 2Cost 200200 / 250250Train 3m
Harbour Lv 3 + Sailcraft Lv 1

Colonisation ShipColonisation Ship

naval

A sturdy vessel built to carry settlers across the sea. She makes one voyage only — her timbers become the new settlement's first walls.

Def 5Spd 0.5Carry 5000Berths 10Cost 80008000 / 70007000Train 5m
Harbour Lv 10 + Sailcraft Lv 5

Harbour berths

A harbour is a fixed size, and every ship needs somewhere to tie up. Your whole fleet, warships, merchants, spy ships and colonisation ships alike, shares one pool of berths. The harbour grants 50 berths per level, so a fully upgraded harbour at level 20 holds 1000.

Bigger hulls take more room. A light ship costs one berth; a large warship or large merchant takes two; a colonisation ship is a floating town and eats ten. So a harbour forces a choice: a wall of light warships, a smaller line of heavy hulls, a merchant train, or some balance of all three. To dock more, raise the harbour.

Treasurer Mora
Treasurer Mora: Ships at sea still belong to you
A returning fleet is never turned away or scuttled, even if it puts you over the line — but the whole fleet counts against the harbour, at sea or in port. A harbour holding far more hulls than it has berths becomes choked: the harbourmaster raises it as an island condition, the waterfront's mood and trade income suffer until the fleet shrinks or the harbour grows, and you cannot build more ships while over the line.
How many berths does each ship cost?6 ships
Treasurer Mora
Treasurer Mora: Treasury habit
Merchant ships earn no glory, but they keep the supply lines open. A Governor with two settlements and no trade fleet has doubled the problems without doubling the resources.

At a Glance

For quick comparison, the following roster summarises every unit in the archipelago. Consult the individual entries above for full training requirements and descriptions.

What are the unit stats at a glance?12 units
UnitTypeAtkDefSpdCarryTroopsBerthsTrain
Stone ThrowerStone Throwerinfantry53none00030s
SpearfighterSpearfighterinfantry1020none0001m
ArcherArcherinfantry208none00050s
SwordsmanSwordsmaninfantry1535none0001m 30s
Guard HoundGuard Houndguard014none00045s
CatapultCatapultsiege352none0002m
Spy ShipSpy Shipnaval0220011m 30s
Small WarshipSmall Warshipnaval10101.240512m
Large WarshipLarge Warshipnaval30300.8901024m
Small Merchant ShipSmall Merchant Shipnaval05180511m 40s
Large Merchant ShipLarge Merchant Shipnaval0100.72001023m
Colonisation ShipColonisation Shipnaval050.550000105m
Marshal Voss
Marshal Voss: Field order
Numbers alone do not win battles. A fleet of speed without reconnaissance is a fleet sailing blind. Consult the Combat and Espionage chapters before committing forces.

Common questions

Do ships count against population?

No. Land units and training queues use housing capacity. Ships are limited instead by harbour berths, plus research, resources, and training time.

What happens if a returning fleet puts me over my berths?

Returning ships always dock, even over capacity, and none are ever taken from you. But a fleet well over its berths chokes the harbour: an island condition appears, happiness and trade income drain while it lasts, and you cannot build new ships until losses, upgrades, or breaking ships up bring you back under the line. The same principle applies to war engines beyond what your barracks can crew and to hounds beyond the kennels.

Can I get rid of ships or war engines I no longer want?

Yes. Open the ship or engine in your island's list and choose Break Up. The yards take it apart and return a quarter of the materials it was built from, straight to that island's stores. It cannot be undone, and only units standing at the island can be broken up — crews away at sea or garrisoned elsewhere are beyond the shipwright's reach until they return.

Salvage is not held back by your storehouse: if the reclaimed materials put you over its capacity, the excess spoils over the following hours like any other overflow, so plan what to spend it on before breaking up a large fleet at once. Soldiers and guard hounds cannot be broken up — they are living, and are not disbanded this way.

Can Large Warships carry infantry?

Yes. Large Warships have more troop capacity than Small Warships and can carry any transportable land unit, including siege engines.

Which unit cannot board ships?

Guard Hounds stay on their island. They are defensive patrols, not expedition troops.