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⚔️ Units & Nations

Every nation trains the same seven units in its own style. Pick a nation to see its units and its permanent bonuses.

Nation

🌙 Ottomans · The Janissary Corps

Disciplined janissary archers. Durable and nimble on campaign.

  • +15% Archer defense
  • +8% Attack power
  • +8% March speed
Ottomans Swordsman

🗡️ Swordsman

Balanced infantry; the cheap backbone of an army. Weak against archers.

Attack
10
Defense
10
Health
32
Speed
1
Carry
15
🏛️ Barracks⏱️ 30 s
Ottomans Spearman

🔱 Spearman

Cavalry hunter; high defense. Weak against archers.

Attack
8
Defense
14
Health
28
Speed
0.9
Carry
15
🏛️ Spear Hall⏱️ 20 s
Ottomans Archer

🏹 Archer

Ranged striker; fires in the first round. Strong against infantry, very fragile against cavalry (glass cannon).

Attack
16
Defense
3
Health
16
Speed
1.1
Carry
12
🏛️ Archery Range⏱️ 25 s
Ottomans Cavalry

🐎 Cavalry

Hit and run; archer hunter. Weak against spearmen. Horses eat a lot.

Attack
18
Defense
8
Health
46
Speed
1.6
Carry
10
🏛️ Stable⏱️ 1 min
Ottomans Siege Weapon

⚙️ Siege Weapon

Wall/tower breaker; high attack but very fragile in the field. Highest carry capacity → the main unit for gathering resources.

Attack
30
Defense
2
Health
50
Speed
0.5
Carry
150
🏛️ Siege Workshop⏱️ 1 min 15 s
Ottomans Paladin

⚜️ Paladin

Heavily armored elite knight — very strong in every way, expensive.

Attack
430
Defense
150
Health
1,100
Speed
0.9
Carry
25
🏛️ Paladin Hall⏱️ 2 min 30 s
Ottomans Dragon

🐉 Dragon

Legendary destruction. Scatters armies on its own; very hard to raise.

Attack
30,000
Defense
34,000
Health
240,000
Speed
2.5
Carry
100
🏛️ Dragon Lair⏱️ 7 min

⚖️ Unit counters

Spearmen beat cavalry, cavalry beats archers, archers beat infantry (swordsmen). Paladins are superior to everyone; everyone, dragons included, is weak against paladins. In the first round only archers strike. Combat page →