One of the main aspects of this game are your armies. As with any RTS each unit has it’s strengths and costs. Below is a simple break down of each unit.
Name Atk Def wood/ore/stone/food Pop
Supply Troop 5 10 150/10/0/50 1
Militiaman 50 50 100/50/0/80 1
Scout 20 20 200/150/0/120 1
Pikeman 150 150 500/100/0/150 1
Swordsman 100 250 150/400/0/200 1
Archer 120 50 350/300/0/300 2
Cavalry 250 180 600/500/0/1k 3
Heavy Cavalry 350 350 200/2.5k/0/2k 6
Supply Wagon 10 60 1.5k/350/0/600 4
Ballista 450 160 3k/1.8k/0/2.5k 5
Battering Ram 250 160 6k/1.5k/0/4k 8
Catapult 600 200 5k/1.2k/8k/5k 10
Now, there are a couple of methods of comparing these units. Because it’s possible to have disproportionate resource production and put emphasis into a specific good, I’m going to be treating all resources as being equal. It should be noted that Range is not taken into account because no information is given regarding what effect it has on combat.
Name Atk/Res Def/Res Atk+Def / Res
Supply Troop 0.024 0.048 0.071
Militiaman 0.217 0.217 0.435
Scout 0.043 0.043 0.085
Pikeman 0.200 0.200 0.400
Swordsman 0.133 0.333 0.467
Archer 0.126 0.053 0.179
Cavalry 0.119 0.086 0.205
Heavy Cavalry 0.074 0.074 0.149
Supply Wagon 0.004 0.024 0.029
Ballista 0.062 0.022 0.084
Battering Ram 0.022 0.014 0.036
Catapult 0.031 0.010 0.042
Name Atk/Res /pop Def/Res /pop Atk+Def / Res /pop
Supply Troop 0.024 0.048 0.071
Militiaman 0.217 0.217 0.436
Scout 0.43 0.043 0.085
Pikeman 0.200 0.200 0.400
Swordsman 0.133 0.333 0.467
Archer 0.063 0.026 0.089
Cavalry 0.040 0.029 0.068
Heavy Cavalry 0.012 0.012 0.025
Supply Wagon 0.001 0.006 0.007
Ballista 0.012 0.004 0.017
Battering Ram 0.003 0.002 0.004
Catapult 0.003 0.001 0.004
So what does this all mean?
Atk/Res: This represents how much attack power you can get for a finite amount of resources and assuming an infinite population. The top unit here is what you would want to train for purely offensive
purposes.
Def/Res: This represents how much defense you can get for a finite amount of resources and assuming an infinite population. The top unit here is what you want to train for purely defensive purposes.
Atk+Def/Res: This represents how many stats you can get for a finite amount of resources and assuming an infinite population. The top unit here is the unit which is most efficient. This unit is your best general purpose unit, in the case of ties these units are overall equivalent to each other so it becomes a question of whether you want to be heavier on offense or defense.
*/Pop: These values are similar to the above, but they assume that you have a limited amount of population at your disposal.
Keep in mind when training your troops that they do consume food and so your production will need to keep up. One way you can get around this is by sending them to a nearby wilderness area. The downside is that you will need to recall them before you’re able to use them. Additionally, those troops will not be immediately available to defend you from attacks.
What Good are the upper level troops?
As you are able to build more and more troops, you will eventually encounter a limiter on your armies. Namely that you can only send so many units at a time. At this point the higher level units become useful. I did not do a break down since it’s fairly obvious since all you’ll need to look at is the overall atk/def values that the troops provide.