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
Housing. The lone exception is the
Guard Hound, which kennels its own pack and costs no population (see The Garrison below). Land forces are trained in the
Barracks. Ships are launched from the
Harbour 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.
The Garrison
Foot soldiers form the backbone of every army. The cheapest to train are
Stone Throwers, raw conscripts armed with little more than courage. With Spear research,
Spearfighters become available, reliable defenders that anchor the garrison. Later,
Archers bring ranged striking power, and
Swordsmen, unlocked through Shield Level 3, are the finest defenders gold can buy.
infantry
Islanders with slings, good arms and little else. Mustered in an afternoon, and spent nearly as fast.
infantry
Levy soldiers drilled behind a hedge of spear-points. Steady holding a line, and no shame in pushing one.
infantry
Bowmen who loose their work from a distance. Deadly while the range holds — best kept behind someone with a shield.
infantry
Mailed veterans with heavy blades and heavier patience. Where they plant their feet, the line does not move.
The Kennels
The
Guard Hound is a young Governor's best friend. Raised at the
Kennels once you hold a Main House at Level 3 and a single rank of Guard research, the hound arrives long before the Barracks and Shield research 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
Disciplined war dogs trained to hold the homestead and tear into invaders at close range. Cannot board ships.
Siege Engines
When a Governor intends not just to defeat an enemy but to raze their fortifications, siege weapons are required. The
Catapult 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.
siege
Timber, rope and counterweight on groaning wheels. It cracks walls open — and no new charter is planted without one in the train.
The Fleet
No island stands alone. Ships connect settlements to trade, war, and expansion. The
Small Warship is the workhorse of any attack fleet, fast and capable of ferrying infantry. The heavier
Large Warship carries a larger boarding force and hits harder, but sails slower and demands advanced Sail research. For trade and supply,
Small Merchant Ships and
Large Merchant Ships haul resources between settlements. The
Spy 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 Ship carries the means to establish a new domain.
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.
naval
A lean raider rigged for the chase. What she lacks in weight of timber she makes up in being everywhere first.
naval
The fist of any war fleet, broad-beamed and iron-prowed. Soldiers and siege engines ride to battle in her hold.
naval
A modest coaster, patched sails and an honest hold. She moves small cargoes between islands without fuss.
naval
A deep-bellied trader built for the long haul. Whole harvests ride in her hold, and the docks groan when she ties up.
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.
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.
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
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?
Nothing bad. Returning ships always dock, even over capacity. You just cannot build new ships until losses or upgrades bring you back under the line.
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.


