Inselnova Wiki

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

Every land soldier requires a roof: one population per unit, supplied by the HousingHousing. Land forces are trained in the BarracksBarracks. Ships are launched from the HarbourHarbour and do not count against population. Only harbour level and resources limit your fleet. 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 Spear research, SpearfightersSpearfighters become available, reliable defenders that anchor the garrison. Later, ArchersArchers bring ranged striking power, and SwordsmenSwordsmen, unlocked through Shield Level 3, are the finest defenders gold can buy. The Guard HoundGuard Hound, trained at the KennelsKennels, cannot board ships but is a fierce and cost-effective island defender.

Stone ThrowerStone Thrower

infantry

Cheap unit with no weapons. Quick to train but weak in combat.

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

SpearfighterSpearfighter

infantry

Balanced infantry unit. Good for defense, decent in attack.

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

ArcherArcher

infantry

Ranged unit with high attack strength. Weak in close combat defense.

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

SwordsmanSwordsman

infantry

Elite defensive infantry. Heavily armored and difficult to defeat. The backbone of any place's defense.

Atk 15Def 35Carry 0Cost 100100 / 5050 / 8080Train 1m 30s
Barracks Lv 7 + Shield Lv 3

Guard HoundGuard Hound

infantry

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 + Dog Training Lv 1
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.

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

Siege weapon that destroys enemy buildings. Slow but devastating. Required to colonise places.

Atk 35Def 2Carry 0Cost 150150 / 120120 / 100100Train 2m
Barracks Lv 10 + Catapult 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 Sail 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.

Fleet Capacity
Both Small and Large Warships can transport infantry and siege engines. Small Warships provide quick berths for light expeditions, while Large Warships carry more troops and hit harder at a slower pace.

Spy ShipSpy Ship

naval

Fast, stealthy vessel used for espionage missions. Scouts enemy places to reveal resources, buildings, and troop counts. If detected by a Watch-Tower, the ship is destroyed.

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

Small WarshipSmall Warship

naval

Light combat vessel. Fast and cheap but less powerful than large warships.

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

Large WarshipLarge Warship

naval

Heavy combat vessel. Carries troops and siege engines into battle.

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

Small Merchant ShipSmall Merchant Ship

naval

Light transport vessel for carrying resources between places.

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

Large Merchant ShipLarge Merchant Ship

naval

Heavy transport vessel with large cargo capacity for resources.

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

Colonisation ShipColonisation Ship

naval

A sturdy vessel built to carry settlers across the sea. Consumed when a new settlement is founded.

Def 5Spd 0.5Carry 5000Cost 80008000 / 70007000Train 5m
Harbour Lv 10 + Sail Lv 5
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
UnitTypeAtkDefSpdCarryBerthsTrain
Stone ThrowerStone Throwerinfantry53none0030s
SpearfighterSpearfighterinfantry1020none001m
ArcherArcherinfantry208none0050s
SwordsmanSwordsmaninfantry1535none001m 30s
Guard HoundGuard Houndinfantry014none0045s
CatapultCatapultsiege352none002m
Spy ShipSpy Shipnaval022001m 30s
Small WarshipSmall Warshipnaval10101.24052m
Large WarshipLarge Warshipnaval30300.890104m
Small Merchant ShipSmall Merchant Shipnaval0518051m 40s
Large Merchant ShipLarge Merchant Shipnaval0100.7200103m
Colonisation ShipColonisation Shipnaval050.5500005m
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 by harbour access, research, resources, and training time.

Can Large Warships carry infantry?

Yes. Large Warships have more troop berths 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.