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Units

Recruiting Armies[]

Armies and Militias are the primary methods of recruiting and controlling units in Ymir. The in-game tutorial provides a full explanation for how to create, reinforce, and manage them in the worldmap.

As you progress in the game, new unit types automatically become available for recruiting once you have the equipment for it. So for example, you can scavenge bows from an event and produce leather clothes, then recruit bowpigs even without the technology that allows bows production.

Where Coin costs are listed, they only apply once players have unlocked the State Treasury

Stats Comparison[]

Combat in Ymir is entirely AI-controlled, so players often put a great deal of effort into planning the composition and positioning of their troops ahead of possible engagements. As a result, the stat system in Ymir may be more complex than most players have encountered in other games.

While the exact combat formulas are not currently known, the in-game tooltips provide the following summaries for each stat:

Base Stats[]

Icon strength.png Strength
A procedurally calculated score based on all of the units stats to estimate its overall level of combat abilities.
A basic measure of a units overall strength. Affects how much Loyalty is gained from armies or lost from militias when units are stationed in a Territory.
Icon movement.png Movement
The movement speed of the unit on the battlefield. It also affects the overall movement speed of the formation in the worldmap.
Icon mass.png Mass
The mass of the unit combined with its speed gives a damage bonus when charging and a skill bonus in melee combat versus lighter units.
Icon carry.png Carrying Capacity
The amount of resources this unit can carry. The formations inventory capacity is the sum of all its units carrying capacity.

Armor and Toughness[]

In combat units do not have a health value, but die from a single landed hit which penetrated their Toughness and Armor. When a unit is hit - the game rolls 2 dice, one after another, to determine if the unit has survived the attack. The unit has to roll a good outcome on either one of the dice to survive.

Icon toughness.png Toughness
The resistance of the unit to damage. The higher the toughness is compared to the received damage, the lower the odds of being killed by the hit.
Damage Resist

When a unit is hit, the game determines whether the unit resists it or not, by rolling a die.

This roll is affected by the units Toughness and by the attackers Damage like this: Damage equal to Toughness would give a unit 50% chance to resist the blow, with every point difference between damage and toughness changing the % by 12, up or down accordingly (For example: A unit with 3 toughness has a 50% chance to resist an attack with 3 damage. And a unit with 2 toughness has a 26% chance to resist a blow with 4 damage).

More Damage - More Toughness
-4 -3 -2 -1 0 +1 +2 +3 +4
2% 14% 26% 38% 50% 62% 74% 86% 98%
Icon armor.png Armor
Gives chances to deflect enemy hits. Odds are increased versus ranged attacks.
Armor is a stat that works like Toughness, except that it provides a percentage chance to deflect the attack, for every unit of Armor the unit has.

Each point gives a 14% chance to deflect a melee hit OR a 16% chance to deflect a ranged hit (A unit that has 3 Armor has a 42% chance to deflect a melee blow and 48% chance to deflect an arrow hit).

There is always a minimum chance for a unit to still be hit through all the armor - some one in a million arrow may kill your armored elephant.

High armor units are very durable and may survive for longest. Units that deal more than 5 damage per hit reduce Armor with their Armor Penetration bonus (refer to Damage below for more information).

Wall Cover The Cover Bonus from Walls can also affect Armor and make a unit practically immune to arrows (The cover bonus provides Armor equal to the value it gives).

Walls provide the following amount of Cover:

Palisade Mudbrick Cobblestone Brick Stoneblock
Wall palisade.png Wall mudbrick.png Wall cobblestone.png Wall brick.png Wall stoneblock.png
5 4 6 5 7

Damage[]

Damage is compared against enemy Toughness and Armor values to determine whether the unit has deflected the blow in relevant checks. See more in the Toughness & Armor paragraphs above.

Penetration Bonus A damage value above 5 provides a Armor Penetration bonus that reduces the enemy Armor by 1 for every additional point of damage. (For example: An Axepig's damage of 9 provides an Armor Penetration bonus of 4, reducing enemy Armor by 4).

Wall/Gate Damage

Damage also determines the speed of wall/gate breaking by a ram during city invasions. It has a linear effect, with 9 damage unit being 3 times quicker then 3 damage unit.

Damage Types Attacks are split into two types: Melee, and Ranged.

Melee[]

Icon WS.png Offensive and Defensive Melee Skill
The ability to hit enemies or dodge their attacks in melee attacks. Chances to hit depends on the differences between the offensive skill of the attacker and the defensive skill of the defender.
Icon damage.png Melee Damage & Attack Speed
The amount of damage inflicted to the enemy when successfully hit with a melee attack. Attack speed etermines the average amount of attacks dealt per turn.
Damage above 5 gives an armor piercing bonus reducing the enemy's armor saving rate.
Icon reach.png Reach
Represents the maximum distance at which the unit can strike its enemy in melee attacks. A higher reach than the opponents gives a skill bonus to hit.
A reach above 2 also gives a bonus to hit in melee against units of higher mass (Excluding spears vs cavalry).

Ranged[]

Icon BS.png Ballistic Skill
The ability to hit distant enemies in ballistic attacks. Difficulty is increased by distance of the target and its movement speed.
Icon damage.png Ballistic Damage & Attack Speed
The amount of damage inflicted to the enemy when successfully hit with a ballistic attack. Attack speed determines the average amount of attacks dealth per turn.
Damage above 5 gives an armor piercing bonus reducing the enemys armor saving rate.
Height Bonus

Attacking from above or below another unit improves/reduces the amount of damage a unit will do:

  • Attacking from above will give +1 damage per tile height difference.
  • Attacking from below will give -1 damage per tile height difference.
The Height Bonus is capped at -3/+3.
Icon range.png Range
For ballistic attacks, the maximum distance in terrain tiles this unit can target enemies.

Civilian Units[]

All civilian units are available from start of the game, since their equipment does not require any knowledges.

Cost and Requirements:

UnitTypeCost Per Unit
Resource(s)CostUpkeep
Icon unit male 2.pngPorcoSettler40.9
Icon unit sow 2.pngSowSettler40.9
Icon unit carrier 1.pngCarrierSettler
Resource leather.png
60.9
Icon unit piglet 1.pngPigletSettlerNot Recruitable0.9
Icon unit oldpig 2.pngOldpigSettlerNot Recruitable0.9

* While Armies may contain Piglets and Oldpigs, they can't be recruited voluntarily. Players typically acquire them when starting the game as a Primitive Tribe, from exploration events, or when evacuating a territory.

Battle Statistics:

Unit Name
Icon strength.png
Strength
A procedurally calculated score based on all of the units stats to estimate its overall level of combat abilities.
Icon toughness.png
Toughness
The resistance of the unit to damage. The higher the toughness is compared to the received damage, the lower the odds of being killed by the hit.
Icon armor.png
Armor
Gives chances to deflect enemy hits. Odds are increased versus ranged attacks.
Icon WS.png
Offensive & Defensive Melee Skill
The ability to hit enemies or dodge their attacks in melee attacks. Chances to hit depends on the differences between the offensive skill of the attacker and the defensive skill of the defender.
Icon damage.png
Melee Damage & Attack Speed
The amount of damage inflicted to the enemy when successfully hit with a melee attack. Attack speed etermines the average amount of attacks dealt per turn.
Damage above 5 gives an armor piercing bonus reducing the enemy's armor saving rate.
Icon reach.png
Reach
Represents the maximum distance at which the unit can strike its enemy in melee attacks. A higher reach than the opponents gives a skill bonus to hit.
A reach above 2 also gives a bonus to hit in melee against units of higher mass (Excluding spears vs cavalry).
Icon BS.png
Ballistic Skill
The ability to hit distant enemies in ballistic attacks. Difficulty is increased by distance of the target and its movement speed.
Icon damage.png
Ballistic Damage & Attack Speed
The amount of damage inflicted to the enemy when successfully hit with a ballistic attack. Attack speed determines the average amount of attacks dealth per turn.
Damage above 5 gives an armor piercing bonus reducing the enemys armor saving rate.
Icon range.png
Range
For ballistic attacks, the maximum distance in terrain tiles this unit can target enemies.
Icon movement.png
Movement
The movement speed of the unit on the battlefield. It also affects the overall movement speed of the formation in the worldmap.
Icon mass.png
Mass
The mass of the unit combined with its speed gives a damage bonus when charging and a skill bonus in melee combat versus lighter units.
Icon carry.png
Carrying Capacity
The amount of resources this unit can carry. The formations inventory capacity is the sum of all its units carrying capacity.
Porco0.3101110.50n/a2751
Sow0.30.500.50.50.50.50n/a1.8601
Carrier0.3101110.50n/a1.59015
Piglet0.2100.50.50.210n/a1.5401
Oldpig10.500.50.50.210n/a1601

Melee Units[]

Melee units form the core of most Armies in Ymir. Players should decide carefully whether they want to emphasize cheaper cost, added damage, or added armor when choosing which units to recruit.

Cost and Requirements:

UnitTypeCost Per Unit
Resource(s)CostUpkeep
Icon unit hammerer 1.pngWarriorBasic Unit
Resource wood.png
20.6
Icon eaglewarrior big.pngEagle WarriorCustom Sword Icon.png
Resource macana.png
Resource leather clothes.png
80.7
Icon pitsotl big.pngPitsotlCustom Guard Icon.png
Resource topilli.png
Resource wooden shield.png
Resource leather clothes.png
20.7
Icon wolfwarrior big.pngWolf WarriorCustom Sword Icon.png
Resource wood.png
Resource flint.png
Resource wolf.png
20.7
Icon bearserker big.pngManbearpigCustom Guard Icon.png
Resource wood.png
Resource flint.png
Resource bear.png
30.8
Icon snout big.pngSnoutBasic Unit
Resource spear.png
Resource leather clothes.png
70.7
Icon snout shielded big.pngShield SnoutBasic Unit
Resource spear.png
Resource wooden shield.png
Resource leather clothes.png
100.7
Icon axepig.pngAxepigBasic Unit
Resource battleaxe.png
Resource leather clothes.png
Resource light helmet.png
20.7
Icon spearpig big.pngSpearpigCustom Guard Icon.png
Resource spear.png
Resource wooden shield.png
Resource padded armor.png
Resource light helmet.png
40.9
Icon swordpig big.pngSwordpigCustom Sword Icon.png
Resource short sword.png
Resource wooden shield.png
Resource padded armor.png
Resource light helmet.png
40.9
Icon immortal big.pngImmortalBasic Unit
Resource spear.png
Resource wooden shield.png
Resource scale armor.png
Resource light helmet.png
61.1
Icon hoplite big.pngHogliteCustom Guard Icon.png
Resource spear.png
Resource metal shield.png
Resource cuirass.png
Resource heavy helmet.png
101.2
Icon battleswine big.pngBattleswineCustom Sword Icon.png
Resource longsword.png
Resource brigandine.png
Resource light helmet.png
50.9
Icon porcus big.pngPorcusBasic Unit
Resource short sword.png
Resource heavy shield.png
Resource laminar armor.png
Resource light helmet.png
71.5
Icon swordboar big.pngSwordboarCustom Guard Icon.png
Resource short sword.png
Resource wooden shield.png
Resource chainmail.png
Resource heavy helmet.png
71.2
Icon baconeer big.pngBaconeerBasic Unit
Resource longsword.png
Resource plate armor.png
Resource heaume.png
81.5
Icon warhog big.pngWarhogCustom Sword Icon.png
Resource halberd.png
Resource plate armor.png
Resource heaume.png
81.5
Icon martelsnout big.pngMartelsnoutCustom Guard Icon.png
Resource warhammer.png
Resource steel shield.png
Resource plate armor.png
Resource heaume.png
111.8

Battle Statistics (all of the following units (including Ranged and Mounted) have 3 Carry and 3 Pillage stat, so they will not be listed separately):

Unit Name
Icon strength.png
Strength
A procedurally calculated score based on all of the units stats to estimate its overall level of combat abilities.
Icon toughness.png
Toughness
The resistance of the unit to damage. The higher the toughness is compared to the received damage, the lower the odds of being killed by the hit.
Icon armor.png
Armor
Gives chances to deflect enemy hits. Odds are increased versus ranged attacks.
Icon WS.png
Offensive & Defensive Melee Skill
The ability to hit enemies or dodge their attacks in melee attacks. Chances to hit depends on the differences between the offensive skill of the attacker and the defensive skill of the defender.
Icon damage.png
Melee Damage & Attack Speed
The amount of damage inflicted to the enemy when successfully hit with a melee attack. Attack speed etermines the average amount of attacks dealt per turn.
Damage above 5 gives an armor piercing bonus reducing the enemy's armor saving rate.
Icon reach.png
Reach
Represents the maximum distance at which the unit can strike its enemy in melee attacks. A higher reach than the opponents gives a skill bonus to hit.
A reach above 2 also gives a bonus to hit in melee against units of higher mass (Excluding spears vs cavalry).
Icon BS.png
Ballistic Skill
The ability to hit distant enemies in ballistic attacks. Difficulty is increased by distance of the target and its movement speed.
Icon damage.png
Ballistic Damage & Attack Speed
The amount of damage inflicted to the enemy when successfully hit with a ballistic attack. Attack speed determines the average amount of attacks dealth per turn.
Damage above 5 gives an armor piercing bonus reducing the enemys armor saving rate.
Icon range.png
Range
For ballistic attacks, the maximum distance in terrain tiles this unit can target enemies.
Icon movement.png
Movement
The movement speed of the unit on the battlefield. It also affects the overall movement speed of the formation in the worldmap.
Icon mass.png
Mass
The mass of the unit combined with its speed gives a damage bonus when charging and a skill bonus in melee combat versus lighter units.
Icon carry.png
Carrying Capacity
The amount of resources this unit can carry. The formations inventory capacity is the sum of all its units carrying capacity.
Warrior82032.7411n/a2723
Eagle Warrior12304.5370.81.7n/a1.8783
Pitsotl14312.73.53.50.93n/a1.9953
Wolf Warrior23326.55.2531n/a3723
Manbearpig265373.71321n/a1.5723
Snout123032.5313.5n/a2753
Shield Snout15312.73.530.93.5n/a1.9953
Axepig16317.5290.92n/a1.9843
Spearpig19422.73.530.93.5n/a1.91113
Swordpig18424.763.51.41n/a1.91083
Immortal21432.43.230.93.5n/a1.71213
Hoglite2635.51.93.330.83.5n/a1.41503
Battleswine2152.55.34.3612n/a1.71013
Porcus294.56.53.67.33.51.31n/a1.31483
Swordboar2664.84.45.73.51.41n/a1.71273
Baconeer345.57.54.83.8612n/a1.51153
Warhog345.57.52.82.880.83n/a1.41203
Martelsnout435.510.555.3110.81.3n/a1.11503

Ranged Units[]

Ranged units are a mainstay of city defense throughout the game, but always perform best when they have either a Wall or melee formation between them and the enemy. While fewer options are available than melee units, each tier increases both the recruiting cost and attack range at which they can engage enemy formations.

Cost and Requirements:

UnitTypeCost Per Unit
Resource(s)CostUpkeep
Icon rockthrower big.pngRock ThrowerResized Ranged Icon.png
Resource stone.png
-0.5
Icon unit javelineer 1 big.pngJavelineerResized Ranged Icon.png
Resource javelin.png
10.6
Icon bowpig big.pngBowpigResized Ranged Icon.png
Resource bow.png
Resource leather clothes.png
20.7
Icon longbowpig big.pngLongbowpigResized Ranged Icon.png
Resource longbow.png
Resource padded armor.png
Resource light helmet.png
30.8
Icon crossbowpig big.pngCrossbowpigResized Ranged Icon.png
Resource crossbow.png
Resource brigandine.png
Resource light helmet.png
40.9

Ranged units benefit from an alternate set of Attack stats when performing a ranged attack on enemy units, which behave like their melee equivalents with some minor differences:

  • Ranged Attack Rate - (Not shown in-game) Determines the time between ranged attacks. Continues for as long as units have ammo remaining.
  • Ranged Damage - Amount of damage inflicted to the enemy when hit by a ranged attack.
  • Ranged Skill - Provides a bonus to hit enemies based on this unit's Ranged Skill. Does not provide any bonus chance to evade attacks.
  • Range - The maximum distance (in terrain tiles) at which a ranged attack can hit enemies. Does not provide any bonus hit chance. If attacked by an enemy unit outside of their available Range, formations will attempt to charge them in melee combat instead.


Range attack modificators:

  • Ratio of target distance to max Range: modifies skill. bonus below 40%, malus above it.
  • Height difference: +/-1 damage per 5 heights, +/-1 skill per 5 heights.
  • Target under cover: adds cover level as armor to target.
  • Target is moving: skill malus proportionnal to target moving speed
  • Target in melee: skill -50%
  • Is embarked: skill -1 damage -1
  • Target is embarked: target's armor -50%
  • +1 attack per 5 units in the troop
  • -6% skill per unit below 5 units in the troop

Battle Statistics:

Unit Name
Icon strength.png
Strength
A procedurally calculated score based on all of the units stats to estimate its overall level of combat abilities.
Icon toughness.png
Toughness
The resistance of the unit to damage. The higher the toughness is compared to the received damage, the lower the odds of being killed by the hit.
Icon armor.png
Armor
Gives chances to deflect enemy hits. Odds are increased versus ranged attacks.
Icon WS.png
Offensive & Defensive Melee Skill
The ability to hit enemies or dodge their attacks in melee attacks. Chances to hit depends on the differences between the offensive skill of the attacker and the defensive skill of the defender.
Icon damage.png
Melee Damage & Attack Speed
The amount of damage inflicted to the enemy when successfully hit with a melee attack. Attack speed etermines the average amount of attacks dealt per turn.
Damage above 5 gives an armor piercing bonus reducing the enemy's armor saving rate.
Icon reach.png
Reach
Represents the maximum distance at which the unit can strike its enemy in melee attacks. A higher reach than the opponents gives a skill bonus to hit.
A reach above 2 also gives a bonus to hit in melee against units of higher mass (Excluding spears vs cavalry).
Icon BS.png
Ballistic Skill
The ability to hit distant enemies in ballistic attacks. Difficulty is increased by distance of the target and its movement speed.
Icon damage.png
Ballistic Damage & Attack Speed
The amount of damage inflicted to the enemy when successfully hit with a ballistic attack. Attack speed determines the average amount of attacks dealth per turn.
Damage above 5 gives an armor piercing bonus reducing the enemys armor saving rate.
Icon range.png
Range
For ballistic attacks, the maximum distance in terrain tiles this unit can target enemies.
Icon movement.png
Movement
The movement speed of the unit on the battlefield. It also affects the overall movement speed of the formation in the worldmap.
Icon mass.png
Mass
The mass of the unit combined with its speed gives a damage bonus when charging and a skill bonus in melee combat versus lighter units.
Icon carry.png
Carrying Capacity
The amount of resources this unit can carry. The formations inventory capacity is the sum of all its units carrying capacity.
Rock Thrower420112.51125141703
Javelineer82011311361102.3703
Bowpig103011211341202.1703
Longbowpig17411121.31341.3262863
Crossbowpig2352.50.80.850.415100.4161.71023

Mounted Units[]

Mounted units become available at later stages of the game and are best employed as separate Armies to take advantage of their high movement speed (the slowest units in an Army set overall worldmap speed). They are especially useful for skirmishes with smaller Armies and raiding territories for resources, where slower units might be left open to follow-up attacks by enemy forces.

Mounted units benefit from a "mobile attacker" trait making them considered as moving even when in melee. This means they benefit from the moving cover against enemy range attacks event when they are fighting in melee, further increasing their strength against range units.

Melee Horse/Camel unlocked by Horseback riding

Ranged Horse/Camel unlocked by Composite bow

Elephant unlocked by Elephant riding

Cost and Requirements:

UnitTypeCost Per Unit
Resource(s)CostUpkeep
Icon camelpig light big.pngLight CamelpigResized Mounted Icon.png
Unit porco.png
Porco
Resource camel.png
Resource spear.png
Resource padded armor.png
?3.9
Icon horsepig light big.pngLight HorsepigResized Mounted Icon.png
Unit porco.png
Porco
Resource horse.png
Resource spear.png
Resource padded armor.png
?3.9
Icon unit camelpig big.pngCamelpigResized Mounted Icon.png
Unit porco.png
Porco
Resource camel.png
Resource bow.png
Resource wooden shield.png
Resource padded armor.png
Resource light helmet.png
364.1
Icon unit horsepig big.pngHorsepigResized Mounted Icon.png
Unit porco.png
Porco
Resource horse.png
Resource spear.png
Resource wooden shield.png
Resource padded armor.png
Resource light helmet.png
364.1
Icon unit camelbow big.pngCamelbowResized Mounted Icon.png
Unit porco.png
Porco
Resource camel.png
Resource bow.png
Resource padded armor.png
Resource light helmet.png
354
Icon unit horsebow big.pngHorsebowResized Mounted Icon.pngResized Ranged Icon.png
Unit porco.png
Porco
Resource horse.png
Resource bow.png
Resource padded armor.png
Resource light helmet.png
354
Icon unit camephract big.pngCamephractResized Mounted Icon.png
Unit porco.png
Porco
Resource camel.png
Resource spear.png
Resource metal shield.png
Resource scale armor.png
x2
Resource light helmet.png
434.7
Icon unit cataphract big.pngCataphractResized Mounted Icon.png
Unit porco.png
Porco
Resource horse.png
Resource spear.png
Resource metal shield.png
Resource scale armor.png
x2
Resource light helmet.png
434.7
Icon stomper big.pngStomperResized Mounted Icon.png
Unit porco.png
Porco
Resource elephant.png
Resource spear.png
Resource leather.png
x10
Resource padded armor.png
Resource light helmet.png
32332.8
Icon crusher big.pngCrusherResized Mounted Icon.png
Unit porco.png
Porco
Resource mammoth.png
Resource spear.png
Resource leather.png
x10
Resource padded armor.png
Resource light helmet.png
48348.8
Icon unit cubiphant big.pngCubiphantResized Mounted Icon.png
Unit porco.png
Porco
Resource elephant.png
Resource spear.png
Resource leather.png
x10
Resource brigandine.png
x5
Resource light helmet.png
32633.1
Icon camelier big.pngSaladinResized Mounted Icon.png
Unit porco.png
Porco
Resource camel.png
Resource short sword.png
Resource metal shield.png
Resource plate armor.png
x2
Resource heavy helmet.png
465.2
Icon unit pigatarms big.pngPig-at-armsResized Mounted Icon.png
Unit porco.png
Porco
Resource horse.png
Resource spear.png
Resource steel shield.png
Resource plate armor.png
x2
Resource heaume.png
465.5
Icon unit megaphant big.pngMegaphantResized Mounted Icon.png
Unit porco.png
x4
Porco
Resource mammoth.png
Resource bow.png
x3
Resource brigandine.png
x3
Resource plate armor.png
x4
Resource light helmet.png
x3
50251.4

Battle Statistics:

Unit Name
Icon strength.png
Strength
A procedurally calculated score based on all of the units stats to estimate its overall level of combat abilities.
Icon toughness.png
Toughness
The resistance of the unit to damage. The higher the toughness is compared to the received damage, the lower the odds of being killed by the hit.
Icon armor.png
Armor
Gives chances to deflect enemy hits. Odds are increased versus ranged attacks.
Icon WS.png
Offensive & Defensive Melee Skill
The ability to hit enemies or dodge their attacks in melee attacks. Chances to hit depends on the differences between the offensive skill of the attacker and the defensive skill of the defender.
Icon damage.png
Melee Damage & Attack Speed
The amount of damage inflicted to the enemy when successfully hit with a melee attack. Attack speed etermines the average amount of attacks dealt per turn.
Damage above 5 gives an armor piercing bonus reducing the enemy's armor saving rate.
Icon reach.png
Reach
Represents the maximum distance at which the unit can strike its enemy in melee attacks. A higher reach than the opponents gives a skill bonus to hit.
A reach above 2 also gives a bonus to hit in melee against units of higher mass (Excluding spears vs cavalry).
Icon BS.png
Ballistic Skill
The ability to hit distant enemies in ballistic attacks. Difficulty is increased by distance of the target and its movement speed.
Icon damage.png
Ballistic Damage & Attack Speed
The amount of damage inflicted to the enemy when successfully hit with a ballistic attack. Attack speed determines the average amount of attacks dealth per turn.
Damage above 5 gives an armor piercing bonus reducing the enemys armor saving rate.
Icon range.png
Range
For ballistic attacks, the maximum distance in terrain tiles this unit can target enemies.
Icon movement.png
Movement
The movement speed of the unit on the battlefield. It also affects the overall movement speed of the formation in the worldmap.
Icon mass.png
Mass
The mass of the unit combined with its speed gives a damage bonus when charging and a skill bonus in melee combat versus lighter units.
Icon carry.png
Carrying Capacity
The amount of resources this unit can carry. The formations inventory capacity is the sum of all its units carrying capacity.
Light Camelpig31405.82.55.51.56n/a3.54858
Light Horsepig32405.52.361.55n/a45856
Camelpig3340.85.53.55.51.46n/a3.45118
Horsepig34415.23.361.45n/a3.96116
Camelbow3540.43.813.31.53.53.86.51.5193.64868
Horsebow3940.53.50.83.51.52.53.571.5194.15866
Camephract366254.25.51.36n/a2.95518
Cataphract3862.54.7461.35n/a3.46516
Stomper68110.361.51357.5n/a2.5809113
Crusher83130.372.51868.5n/a2.41009115
Cubiphant75242.85.82.81357.5n/a1.5818113
Saladin4595.26.86.561.83.5n/a2.55778
Pig-at-arms5397.54.54.561.35n/a36756
Megaphant380348.54.50.511.5666236200.51026815

Tamed Units[]

Although they're exceptionally rare, players can sometimes obtain Animal units through "taming" exploration events when moving Civilian units. These animals cannot be re-recruited if they are lost or disbanded, but have nearly perfect stats to serve as early game scouts. Although new units of animals can't be recruited already existing units can be reinforced using animals from your stockpiles, as some of the animals you can get are breedable at ranches this means that you can more easily replenish losses to those units.

Unit Name Power Movement Attack Rate Damage Skill Reach Mass Armor Toughness
Wolf 9 3.5 1 3 4 1.2 20 0 2
Ostrich ? 2 ? 3 1.5 1.5 120 0 2
Elephant 103 2 ? 8 3 3 4500 1 8
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