Units 
 
 3.1 General 
 
 3.1.1 Construction 
 
 Building a unit is rather quite simple. First decide what you need to build. 
 Then go to the building where it is created and click on it. A grid-like 
 section should show up. The colorful squares are units you can build. Click on 
 the unit you want or press the hotkey (Section 6.4). A bar will appear on the 
 bottom of its tab. This is a timer. When full, the unit will be ready to 
 deploy. Only one unit can be built at a time in that building, so if you want 
 five, click the button five times and wait 'till the bar fills five times. 
 Each time a unit is created, it takes away from your resourses (Section 5.4) 
 
 3.1.2 Orders 
 
 After a unit has been constructed, you must order them to do something. Most 
 units are designed to fight but there are units that preform other duties. 
 For your military units you can tell them to patrol an area by clicking on the 
 tab and drawing out a path for them with the flags and when you are done right 
 click. Or you can send them out to patrol by clicking the BINOCULARS tab. In 
 order to see the entire map as it is at that exact moment, you must have 
 overlapping fields of vision all around the map. Or you can see the past if 
 your units have been to a place but are not their any more. This is called fog 
 of war and it means that you can't just know what is going on. Anyway, you can 
 also assign fighting units to move to a position and attack everything on the 
 way. They can also guard a building or unit by right clicking it with the army 
 unit selected. The Search and Destroy task sends your unit out to find the 
 enemy unit of your choice. After they kill that one, they will track down other 
 units on their own. Finally you can instruct a unit to move to a certain 
 location. 
 
 3.1.3 Grouping 
 
 Moving single units can be a pain. You really need many units working together 
 to be effective. In order to do this you have to group them. You can either 
 drag a box around the units to select more than one TYPE of unit (i.e. machine 
 gunner and tank) or double click on one of the types of unit that you want. 
 Double clicking selects all of the clicked on units on the screen. If there is 
 a group of units or a single unit that you want on hand at all times, select 
 them/it and press CONTROL + 0-9 (Select one). This puts it on the same number 
 tab at the top of the screen. To acess the unit(s) later, click the tab. You 
 can do this with any unit including non-military ones. (Note: All units can 
 attack and be groups although sending citizens on a raid makes no sense). 
 
 3.1.4 Stance 
 
 A unit's stance refers to how a military unit interacts with the enemy. There 
 are 5 types of stances. They are Cautious, Defend, Hold Position, Aggressive, 
 and Hold Fire. 
 
 Cautious- Flee at first sight of danger. Goal is to stay alive. 
 Defend- Units will stay in one location and attack all enemys within their LOS 
 but will not pursue hostiles. 
 Hold Position- Only attacks enemys that come right at them. Will not move. Good 
 for defending a building. 
 Aggressive- Unit will attack everything in LOS and will pursue. After battle, 
 will stay where battle ended until another order is given. 
 Hold Fire-Unit will do nothing until you change the command. 
 
 3.1.5 Formation 
 
 The way units move. Depends on type of unit. Not really important but units 
 moving in a mass and not spread out are a target for weapons with splash 
 damage. 
 
 3.1.6 Garrisoning 
 
 A garrisoned unit allows a structer to become more productive. Simply select a 
 unit then right click the building you want it in. To ungarrison any unit, 
 select the button with the red arrow from the buildign's window. A list of the 
 units will appear and you can click on the ones you want avalible. 
 
 3.1.7 Moral and Fevor 
 
 When you units are in a territiory you control, they recieve bonuses to their 
 attack points and recieve less damage. This is attributed to the Moral and Fevor 
 of the units. Having a City Center in the territory provides a small bonus and 
 each house provides more and more. The higher the Moral and Fevor of units, the 
 more of a bonus they get. But remember, the enemy is recieving the same bonuses 
 when you attack on their home ground. 
 
 3.2 Land Units 
 
 3.2.1 Light Infantry 
 
 Light Infantry are designed to engage the enemy from farther away and 
 therefore, have less armor. These units can also convert buildings. They all 
 require FOOD and WOOD, as well as a changing resourse. Epoch 1-6=TIN Epoch 7-12 
 =SALTPETER Epoch 13-15=OIL. These units are, BOW MAN, COMPOSITE BOW MAN, 
 CROSSBOW MAN, GRENADE PISTOLEER, GRENADIER, MORTAR, INCENDIARY MORTAR, and 
 BOMBLET MORTAR. L. Infantry have a bonus against Heavy Infantry and Heavy 
 Artillery. 
 
 3.2.2 Heavy Infantry 
 
 These are the regular troops that in the real world, account for the major mass 
 of any army. Can also convert buildings. There are two groups of H. Infantry. 
 Group 1 costs FOOD and GOLD, as well as Epoch 1-4=TIN Epoch 5-6=IRON Epoch 
 7-12=SALTPETER Epoch 13-15=OIL. The units in group 1 have a bonus against 
 Light Mounted and Light Artillery and are MACEMAN, SWORDSMAN, MAN AT ARMS, 
 MUSKETEER, REGULAR, RIFLEMAN, ASSAULT RIFLEMAN, and OBJECTIVE FORCE WARRIOR. 
 In Group 2 of H. Infantry, are SPEARMAN, PIKEMAN, HALBERDIER, MACHINE GUNNER, 
 and MINI GUNNER. These cost WOOD and GOLD as well as Epoch 2-4=TIN Epoch 
 5-7=IRON Epoch 8-10=SALTPETER Epoch 11-15=OIL. H. Infantry Group 2 receive 
 bonuses against Light Mounted and Light Artillery. 
 
 3.2.3 Light Artillery 
 
 Basically, this is a unit that hurls a projectile in the air twords its target. 
 They cost FOOD and GOLD as well as Epoch 1-4=TIN Epoch 5-6=IRON 
 Epoch 7-10=SALTPETER Epoch 11-14=OIL Epoch 15=URANIUM. They are STONE THROWER, 
 SCORPIAN, BALLISTA, CULVERIN, FIELD GUN, FIELD ARTILLERY, MOBILE ROCKET 
 LAUNCHER, and FUSION CASTER. L. Artillery receive bonuses against Heavy Mounted 
 and Light Infantry. 
 
 3.2.4 Heavy Artillery 
 
 Same as L. Artillery but bigger. Each unit costs WOOD and GOLD as well as 
 Epoch 2-3=TIN Epoch 4-7=IRON Epoch 8-9=SALTPETER Epoch 10-13=OIL 
 Epoch 13-15=URANIUM H. Artillery are good against Heavy Infantry and Light 
 Mounted. These units are, ONAGER, CATAPULT, TREBUCHET, BOMBARD CANNON, SIEGE 
 GUN, SELF-PROPELLED ARTILLERY, and NET FIRE LAUNCHER. 
 
 3.2.5 LIGHT MOUNTED 
 
 Light Infantry on horses. For ranged targets. Cost WOOD and GOLD as well as 
 Epoch 2-3=TIN Epoch 4-9=IRON Epoch 10-15(Are there still horses?)=SALTPETER. 
 Bonus against L. Infantry and H. Mounted. Units are MOUNTED SLINGER, MOUNTED 
 SKIRMISHER, HORSE ARCHER, CARABINEER, and DRAGOON. 
 
 3.2.6 HEAVY MOUNTED 
 
 Heavy Infantry on horses. Close range. Cost FOOD and GOLD as well as 
 Epoch 2-5=TIN Epoch 6-9=IRON Epoch 10-15(Are there still horses?)=SALTPETER. 
 Bonus against L. Infantry and Heavy Artillery. Units are MOUNTED INFANTRY, 
 ARMORED CAVALRY, MEDIEVAL CAVALRY, LANCER, and IMPERIAL LANCER. 
 
 3.2.7 LIGHT TANK 
 
 Everybody knows what a tank is. Light Tanks cost WOOD and GOLD as well as 
 Epoch 11-14=OIL Epoch 15=URANIUM. Bonus against L. Artillery and Heavy Mounted. 
 Units are GUN TANK, TANK DESTROYER, RPG STRIKER, DISRUPTOR MEDIUM TANK. 
 
 3.2.8 HEAVY TANK 
 
 Bigger and better than light tanks. Slower too. Cost FOOD and GOLD as well as 
 Epoch 11-12=OIL Epoch 13-15=URANIUM. Bonus against Light Infantry and Heavy 
 Artillery. Units are MACHINEGUN TANK, ASSAULT TANK, MAIN BATTLE TANK, and 
 MYRMIDON HEAVY TANK. 
 
 3.2.9 CITIZEN 
 
 The back bone of you society. They harvest reasourses (Section 5.3), Can be 
 garrisoned (Section 3.1.6), and build/repair buildings. Cost FOOD. 
 
 3.2.10 PRIEST 
 
 Priests are used to convert enemy units and buildings. Cost FOOD and GOLD. 
 
 3.2.11 Medic 
 
 Can heal all damaged units but HERCs (Section 3.2.14). Cost FOOD and GOLD. 
 
 3.2.12 SCOUT 
 
 A fast unit with a long line of sight. Good for exploring the map. Cost FOOD. 
 
 3.2.13 SPY 
 
 A unit that can only be seen by other spys and outposts. Can steal technology 
 and sabotage buildings. Costs FOOD and GOLD. 
 
 3.2.14 HERC 
 
 There are four types of HERCs. Repair, Light, Heavy, and Electronic Warefare. 
 Repair- Used to repair other HERCS. Cost FOOD, GOLD, and URANIUM. The HERA 
 repair HERC comes in Epoch 14. 
 Light- Small attack HEREC. Costs FOOD, GOLD, And URANIUM. The ARTEMIS light 
 HERC comes in Epoch 14. 
 Heavy- More firepower than the Light HERC but slower. Costs FOOD, GOLD, and 
 URANIUM. The Minotaur HERC comes in Epoch 14. 
 Electronic Warefare- This is an anti-aircraft HERC and is invisible to the 
 enemy (I think). They cost FOOD, GOLD, and URANIUM 
 
 3.2.15 ENGINEER 
 
 Are only avalible in the Campaign. Don't cost anything. Used to build special 
 buildings. 
 
 3.2.16 RAM 
 Used to ram down walls or other buildings. Not usefull for buildings that 
 fight back because they must touch the building to work. Costs WOOD, GOLD, 
 and TIN. Units are LIGHT RAM and HEAVY RAM 
 
 3.2.17 SIEGE TOWER 
 
 Most usefull to transport units over walls and other defences that would 
 otherwise have to be knocked down. To use, garrison (3.1.6) units inside and 
 move up to a wall then click to unload on the otherside. Costs WOOD, GOLD, and 
 IRON. Units are LIGHT SEIGE TOWER and HEAVY SEIGE TOWER. 
 3.2.18 TRADE CART 
 
 Very usefull to make gold if none is avalible. Build a market to use as the 
 home and then another somewhere else to be be destination. Each time the cart 
 reaches one of these buildingsa, GOLD is made and added to your toatal. Costs 
 FOOD and WOOD. 
 
 3.2.19 MOBILE ANTI-AIRCRAFT 
 
 A mobile unit designed to destroy air units. Costs FOOD, GOLD, and OIL. Bonus 
 against all aircraft.