Making different kind of troops
This page presents how to train the different kind of troops, where to build them, and the main usage of them.
The rally point is required to use troops and is also a requirement for the barracks.
Once you have a barracks in your village you can train basic units.
| Basic troops | ||
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Legionnaire | Roman Troops |
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Clubswinger | Teutonic Troops |
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Phalanx | Gallic Troops |
In order to train other units, you will need to:
Note: The research must be done in each village. Doing the research in a village does not count for any other. If the village is conquered, all research is lost.
The barracks is the place to build infantry. After researching other infantry units in the academy, you can train them in the barracks.
| Other infantry troops | ||
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Praetorian | Roman Troops |
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Imperian | |
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Spearman | Teutonic Troops |
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Axeman | |
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Scout | |
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Swordsman | Gallic Troops |
By building a smithy you get access to the stable which is where all cavalry is trained. All cavalry also have the stable in requirement for being researched.
Once the cavalry unit is researched in the academy you can train it in your stable.
| Cavalry troops | ||
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Equites Legati | Roman Troops |
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Equites Imperatoris | |
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Equites Caesaris | |
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Paladin | Teutonic Troops |
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Teutonic Knight | |
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Pathfinder | Gallic Troops |
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Theutates Thunder | |
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Druidrider | |
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Haeduan | |
In order to build siege engines, you will need a workshop.
Once the specific siege engine unit has been researched in the academy, you can train it in your workshop.
| Siege engines troops | ||
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Battering Ram | Roman Troops |
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Fire Catapult | |
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Ram | Teutonic Troops |
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Catapult | |
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Ram | Gallic Troops |
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Trebuchet | |
There are 2 kinds of troops that can be used to expand your kingdom:
Settlers:
The administrators (senator, chief, chieftain)
Settlers and Administrators are trained in the palace or the residence.
In a residence you can train 3 settlers OR 1 administrator starting at level 10, and again at level 20. The palace allows it starting at levels 10, 15 and 20.
To check how many slots have already been used (as well as living troops you might have), you can check the expansion area in the palace or the residence of the village.
| Expansion troops | ||
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Senator | Roman Troops |
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Settler | |
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Chief | Teutonic Troops |
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Settler | |
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Chieftain | Gallic Troops |
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Settler | |
All troops have their specific attack and defence values. They all have different purposes, and are better used accordingly.
Furthermore, each village possesses a basic defence value. This means that a village without any defending troops may be able to kill attacking troops.This basic defence is affected by the residence / palace, the stone wall / earth wall / palisade and the morale bonus.
There is a limit on the number of outgoing troops, and this is set to 10k outgoing movements per account.
Some troops (Legionnaire, Praetorian - Roman troops; Spearman, Paladin - Teutonic troops; Phalanx and Druidrider - Gallic troops) are considered defensive troops. They are the best at defending for their respective tribes. Some are better at defending against infantry, some are better against cavalry. Having a mix of them is usually a safer bet, so that you avoid being weak to a specific type of troop.
When attacked, all troops currently placed in the village will help defend against the attack. You can enhance another village’s (yours or your allies') defence by sending troops as reinforcement to their village. You should also make sure they arrive prior to the attack. Gathering defence against a big attack is a good way to block the attack, with minimal loss for the defenders.
You can withdraw your reinforcements by calling them back home via your rally point.
Unit's armour can be upgraded in the smithy of their home village, increasing their defence abilities.
Some troops (Legionnaire, Imperian, Equites Imperatoris, Equites Caesaris - Roman troops; Clubswinger, Axeman, Teutonic Knight - Teutonic troops; Swordsman, Theutates Thunder and Haeduan - Gallic troops) are considered offensive. They tend to deal more damage on the attacking side than if they were on the defensive side of the battle.
Unit's weapons can be upgraded in the smithy of their home village, increasing their attacking abilities.
Attacks can be done in two different ways.
Raids are usually used when the aim is to steal resources. The attacking units make a quick strike and leave fast with what they can carry.
Raid can also be used when the aim is to just deal some damage to the defender, without losing too much, like in a strike that happens before other troops get around.
Best raiding units:
Clubswingers are often seen as good raiders because their low training costs allow them to payback the investment quickly. Also, because of their attack power, they can be used to sweep defence produced between raids.
Though the Paladin is not an attacking unit, their ability to raid resources is only matched by the Theutates Thunder's velocity, and as with all cavalry units, they can be used in early game to kill off some poor Clubswingers who really don't know how to defend properly against cavalry.
Regular Attacks (as in not raids) can also be used to steal resources. However, if there are defending troops more casualties can be expected on both sides.
Regular attacks
Walls can give a nice defending bonus. Using rams while attacking can damage the wall and lower defence during the attack resulting in less casualties for the attacker. This could even change a humiliating defeat in a beautiful victory. The more rams, the faster the wall is destroyed.
How administrators work in takeovers is explained in detail on the page "Conquering Villages".
Spies (Romans: Equites Legati, Teutons: Scout, Gauls: Pathfinder) can be used to spy on enemies and defend against other spies.
Spies can be sent to scout an enemy's village and try to count either:
If the defender has spies in the village, some of the scouting spies will die, and the defender will be notified. If at least one of the attacking spies gets to leave, the attacker will have the requested information.
In order to detect scoutings on your villages, it is recommended to have at least a few scouts (5-30) on each of them. It is also recommended to have much more of them in the few spots (15 crops, capital, offensive village, ...) you really don't want someone to just scout and get the information.
During truce times you have to consider the following: