Version 4 (modified by Erik Johansson, 15 years ago) ( diff )

--

INFANTRY

UNITS

■■■■ = all
■■■□ = high
■■□□ = medium
■□□□ = low
□□□□ = none

INFANTRY CITIZEN SOLDIERS

Infantry Swordsman

Id.Class2:Infantry
Id.Class3:Melee
Id.Type:UnitFoot; UnitNonMechanical; UnitWorker; UnitMilitary; UnitInfantry; UnitCitizenSoldier; UnitMelee; UnitSwordsman; FootSword;
Armour.Crush:■■■□
Armour.Hack:□□□□
Armour.Pierce:■□□□
Armour.Value:■■□□
Attack.Crush:□□□□
Attack.Damage:■□□□
Attack.Hack:■■■■
Attack.Pierce:□□□□
Attack.Speed:■■□□
Attack.Primary:FootSpear
Attack.Secondary:FootJav
Create.Construct:■□□□
Create.!!!!!CostFood:■■□□
Create.!!!!!CostOre:■■□□
Create.!!!!!EntityList:structure; field; corral;
Create.Phase:town (or village, depends on civ)
Formation.Category:melee
Formation.Type:box; column_c; column_o; line_c; line_o; flank;
Gather.Speed:■■■□
Health.Hitpoints:■■□□
Health.Regen:■□□□
Move.Speed:■□□□
Population.Sub:1
Repair.Rate:■□□□
Vision.LOS:■□□□
Special:Experience;



History:

  • Weapon is basically a developed sickle. Probably from the club, to the axe, to the sickle to the sword.
  • It was the Romans who used them to combat the long range of the sarissa. Their spears were so long they had to use two hands to wield them. In a formation they were almost impossible to maneouvre. If flanked, they were easily cut down by a sword as demonstrated by the Romans at the battle of Cynoscephalae.
  • Generally swordsmen were well armoured, had shields, and tended to be nobles. A good sword was an expensive weapon.

Infantry Spearman

Id.Class2:Infantry
Id.Class3:Melee
Id.Type:UnitFoot; UnitNonMechanical; UnitWorker; UnitMilitary; UnitInfantry; UnitCitizenSoldier; UnitMelee; UnitSpearman; FootSpear;
Armour.Crush:■■■□
Armour.Hack:■□□□
Armour.Pierce:■□□□
Armour.Value:■■□□
Attack.Crush:□□□□
Attack.Damage:■□□□
Attack.Hack:■■■□
Attack.Pierce:■□□□
Attack.Speed:■■□□
Attack.Primary:CavSword
Attack.Secondary:CavSpear
Create.Construct:■□□□
Create.!!!!!CostFood:■■□□
Create.!!!!!CostOre:■■□□
Create.!!!!!CostWood:■□□□
Create.!!!!!EntityList:structure; field; corral;
Create.Phase:town (or village, depends on civ)
Formation.Category:melee
Formation.Type:box; column_c; column_o; line_c; line_o; flank;
Gather.Speed:■■■□
Health.Hitpoints:■■□□
Health.Regen:■□□□
Move.Speed:■□□□
Population.Sub:1
Repair.Rate:■□□□
Vision.LOS:■□□□
Special:Experience;

History:

  • Probably one of the most primitive units in the game. Fighting with a sharp object at the end of the pole didn’t require a lot of technology to develop.
  • It also allowed the human to distance themselves from their attacker. As time passed the spears got longer and longer.
  • Started with a fighting style similar to using a quarterstaff, then to using them in numbers as a ‘pin cushion’ vs. humans (sarissa in a phalanx).
  • Later it was developed to combat cavalry.
  • During the medieval period it evolved to the pike.
  • These units tended to be armoured as heavily as possible.

Infantry Javelinist

Id.Class2:Infantry
Id.Class3:Ranged
Id.Type:UnitFoot; UnitNonMechanical; UnitWorker; UnitMilitary; UnitInfantry; UnitCitizenSoldier; UnitRanged; UnitJavelinists; FootJav;
Armour.Crush:■■■□
Armour.Hack:■□□□
Armour.Pierce:■□□□
Armour.Value:■□□□
Attack.Accuracy:■■□□
Attack.Crush:□□□□
Attack.Damage:■□□□
Attack.Hack:■■□□
Attack.Pierce:■■□□
Attack.Range:■□□□
Attack.Speed:■■□□
Attack.Primary:FootSpear
Attack.Secondary:CavArch
Create.Construct:■□□□
Create.!!!!!CostFood:■□□□
Create.!!!!!CostOre:■□□□
Create.!!!!!CostWood:■■□□
Create.!!!!!EntityList:structure; field; corral;
Create.Phase:town (or village, depends on civ)
Formation.Category:ranged
Formation.Type:box; column_c; column_o; line_c; line_o; flank; skirmish;
Gather.Speed:■■■□
Health.Hitpoints:■■□□
Health.Regen:■□□□
Move.Speed:■■□□
Population.Sub:1
Repair.Rate:■□□□
Vision.LOS:■■□□
Special:Experience;

History:

  • These were the skirmishers. These lightly armoured units would advance quickly, throw a hail of javelins and then retreat back to their ranks. Grab another spear and repeat.
  • They would do well against any unit that wasn’t wearing proper armour, but more poorly if they fought hand to hand vs a well armoured unit.
  • They didn’t always have to throw their spears either. They used these light small spears in hand to hand similar to a quarterstaff.
  • Also note that the development of the pilum was a key transition. This pilum was a weapon with a long steel shaft that would sink into a shield, nearly impossible to remove. This rendered the shield useless. They also weighted and balanced them to make them accurately hit with a punch.

Infantry Archer

Id.Class2:Infantry
Id.Class3:Ranged
Id.Type:UnitFoot; UnitNonMechanical; UnitWorker; UnitMilitary; UnitInfantry; UnitCitizenSoldier; UnitRanged; UnitArchers; FootArch;
Armour.Crush:■■■□
Armour.Hack:■□□□
Armour.Pierce:■□□□
Armour.Value:■□□□
Attack.Accuracy:■□□□
Attack.Crush:□□□□
Attack.Damage:■□□□
Attack.Hack:□□□□
Attack.Pierce:■■■□
Attack.Range:■■□□
Attack.Speed:■□□□
Attack.Primary:FootSword
Attack.Secondary:CavSpear
Create.Construct:■□□□
Create.!!!!!CostFood:■□□□
Create.!!!!!CostOre:■□□□
Create.!!!!!CostWood:■■■□
Create.!!!!!EntityList:structure; field; corral;
Create.Phase:town (or village, depends on civ)
Formation.Category:ranged
Formation.Type:box; column_c; column_o; line_c; line_o; flank; skirmish;
Gather.Speed:■■■□
Health.Hitpoints:■■□□
Health.Regen:■□□□
Move.Speed:■■□□
Population.Sub:1
Repair.Rate:■□□□
Vision.LOS:■■□□
Special:Experience;

History:

  • They tended to be lightly armoured.
  • They usually only participated in the first stage of a battle, sending a volley of arrows raining down the enemy.
  • Of course they would have to stop shooting once the melee units closed in. This means their job was largely over once the ‘true battle’ was underway.
  • They spent hours training with a bow, but if you were hit by an arrow it was more likely an act of random chance than being specifically targeted by an archer.

Infantry Slinger

Id.Class2:Infantry
Id.Class3:Ranged
Id.Type:UnitFoot; UnitNonMechanical; UnitWorker; UnitMilitary; UnitInfantry; UnitCitizenSoldier; UnitRanged; FootSling;
Armour.Crush:■■■□
Armour.Hack:□□□□
Armour.Pierce:□□□□
Armour.Value:■□□□
Attack.Accuracy:■■□□
Attack.Crush:■■■□
Attack.Damage:■□□□
Attack.Hack:□□□□
Attack.Pierce:■□□□
Attack.Range:■□□□
Attack.Speed:■■□□
Attack.Primary:(None)
Attack.Secondary:(None)
Create.Construct:■□□□
Create.!!!!!CostFood:■□□□
Create.!!!!!CostStone:■□□□
Create.!!!!!EntityList:structure; field; corral;
Create.Phase:town (or village, depends on civ)
Formation.Category:ranged
Formation.Type:box; column_c; column_o; line_c; line_o; flank; skirmish;
Gather.Speed:■■■□
Health.Hitpoints:■■□□
Health.Regen:■□□□
Move.Speed:■■■□
Population.Sub:1
Repair.Rate:■□□□
Vision.LOS:■■□□
Special:Experience;

History:

  • They were amazing shots with their slings. They used choice rocks, and often specifically created ‘shot’ made from lead.
  • They could pierce armour at close distances.
  • They were lightly armoured because they needed the mobility in their arm regions.
  • They could be outfitted with little expense.
  • Because the slinger is the odd one out in the RPS dynamic, he'll be the jack of all trades, and master of none. The wild card. He has no particular advantage against any other unit class, but neither is he vulnerable to any particular counter-unit. A general-purpose unit, he doesn't have the long term advantages of the specialists, but in times of need and in significant numbers, he can be used to quickly bolster a weakened force or repel an incoming attack, for example.
Note: See TracWiki for help on using the wiki.