Commanders gain bonuses based on
rank. Bonuses are applied to troops
within their area of influence.
These are shown below (again R =
Roman, B = Barbarian, E = Egyptian):
-----+----------+-----+-----+-----+-----+-----+-----
| | Offensive Bonus | Defensive Bonus
Level|Experience| R | B | E | R | B | E
-----+----------+-----+-----+-----+-----+-----+-----
0 | 0 | 0% | 10% | 5% | 10% | 0% | 5%
1 | 200 | 2% | 15% | 8% | 15% | 2% | 8%
2 | 500 | 5% | 20% | 13% | 20% | 5% | 13%
3 | 1500 | 7% | 25% | 17% | 25% | 7% | 17%
4 | 4000 | 10% | 30% | 20% | 30% | 10% | 20%
-----+----------+-----+-----+-----+-----+-----+-----
Special formations are as follows:
* Protecting: Protection
from arrows.
* Stationary: Immobile.
Archers gain increased
range and damage. Spearmen
gain increased damage to
enemy, particularly cavalry.
* Turtle: Improved defense,
particularly from arrows,
but with penalties to speed
and attack.
Special abilities are as follows:
* Ambush: Hide in woodland
and later assault passing
enemy unit.
* Barrage: Attack with
multiple small missiles,
suited to groups of enemy.
* Blind Troop: Blind enemy
temporarily.
* Building Effect: Work
faster, but at cost of
health.
* Construct: Build or repair
siege engines and
fortifications.
* Cure Disease: Cures poison
and blindness.
* Dragnet: Thrown net over
enemy.
* Extra Energy Regeneration:
Troops in area of influence
regain stamina quicker.
* Flaming Stone: For use
against flammable targets.
* Frenzy: Undocumented.
Appears to give some sort
of combat bonus but can
only be used after running.
* Heal: Regenerate lost
health.
* Impale Charge: Lanced based
charge.
* Mana Aura: As Extra Energy
Regeneration, troops in
area of influence regain
stamina quicker.
* Mirage Effects: Creates
illusion of nearby unit,
lasting until melee combat
starts.
* Moving Shot: Fire bows
whilst riding.
* Poison: Dart which ignores
armor and causes damage
over time.
* Pray: Regain stamina
quicker.
* Send Hawk: Aerial scouting.
* Send wolf: Ground/woodland
scouting.
* Steal Energy Effect: Drain
energy from enemy.
* Throw Pilum: Thrown javelin
at range, normally used
before engaging in melee.
* Throwing Axes: Thrown axes
at range, normally used
before engaging in melee.
* Throwing Stones: Thrown
stones at range that
immobilise enemy
temporarily.
All archers will fire flaming arrows
at flammable targets by default.
The next table compares total hit
points (health):
------------------+---------+---------+---------
Unit Type | Roman |Barbarian| Egyptian
------------------+---------+---------+---------
REGULAR | | |
Infantry | 1000 | 1500 | 1000
Archers | 1000 | 1500 | 1000
Spearmen | 1500 | 2250 | 1500
Heavy Infantry | 2000 | 2900 | 2000
Cavalry | 3000 | 3000 | 3000
Archer Cavalry | 2000 | 2000 | 2000
------------------+---------+---------+---------
SPECIAL | | |
Gladiators | 2000 | |
Praetorians | 3000 | |
Berserkers | | 3500 |
Balearic Slingers | 2000 | |
Hunters | | 2500 |
Nubian Archers | | | 2000
German Cavalry | | 3000 |
Parthian Cavalry | | | 2500
War Chariots | | | 4000
------------------+---------+---------+---------
OTHER | | |
Commanders | 1000 | 1000 | 1000
Healers | 1000 | 1000 | 1000
Scouts | 100 | 100 | 100
Assault Ladder | 2000 | 2000 | 2000
Assault Tower | 5000 | 5000 | 5000
Ballista | 4000 | 4000 | 4000
Battering Ram | 8000 | 8000 | 8000
Catapult | 4000 | 4000 | 4000
------------------+---------+---------+---------