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Overview[edit | edit source]

In Civilization, the call to arms is typically made by one who feels he has both a justifiable reason and a legitimate advantage... though the former is often less important than the latter. The same is true here. The tech tree indicates the technologies necessary to be able to put a certain unit in play. Much like structures are managed by individual players, Units are trained, leveled, and equipped by players. Units are like enchantments upon the players themselves; units are not represented by items. They confer powerful, themed bonuses which improve with time and experience. Units can and will make the difference in War.

Managing Units[edit | edit source]

Units are managed in the Barracks. Talk to the NPC in the Barracks to bring up the menu where you will perform actions related to your own units. You cannot manage the units of other players, even if you are the mayor of a town or leader of a Civ.

Units do not have an upkeep cost but they do have hit points. Each Unit has 5 Hit Points. Dying while you have a unit equipped will remove one of these hit points. You can recover the Unit for a fee of 500gp per time it has died. A unit will recover a single lost hit point during the daily upkeep tick (do "/c time" to find out when this is) if you do not have it equipped.

If your Unit ever reaches 0 hit points, it is permanently destroyed and you will have to train a fresh one.

Researching Units[edit | edit source]

All players begin the game with the Citizen unit equipped. In order to unlock the ability to train and equip different unit types, you will have to research the appropriate technology. Once your people have learned this tech, you can train the new unit at the Barracks.

Training Units[edit | edit source]

Speak to the NPC in the Barracks in order to train a Unit. This does not cost hammers or trade goods anymore. You can "Rush" the training of your unit by spending coins with the NPC, getting it faster. You will NOT need to pay this every time you wish to equip the unit unless you allow the unit to permanently die by losing all 5 of its hit points.

The Units[edit | edit source]

The Citizen: All players start the game with the Citizen unit equipped. Citizens have no special powers but do get a 10% bonus to all defenses while in their own cultural borders.

The Phalanx: These ancient warriors are famed for their defensive prowess. Phalanx units provide a 50% bonus to heath. Their bows do 25% less damage.

The Swordsman: Trained to storm enemy ramparts with devastating overhead thrusts in tight quarters, the swordsman unit provides a 20% health increase and 2.5 extra attack with the sword.

The Longbowman: Meant to fire a hail of arrows from the safety of their walls and far from combat, longbowman excel with a 2 attack bonus with a bow but suffer a 20% reduction to their melee damage.

The Crossbowman: Equipped to punch through enemy shields with powerful bolts, crossbowman stand behind their front-line fighters in a support position near the front lines. Crossbowman get 2 bonus damage with the bow, but suffer a 20% penalty to melee damage. They also do 5 extra damage when more that 25 blocks from their target.

The Knight: Horsemen have historically turned the tide of battle with their overwhelming speed and tactical advantage. Once per daily upkeep tick, a Knight unit can spawn a saddled horse. Only the Knight which spawned the horse can ride it. Knights have 25% extra health, but deal 10% less damage.

The Spy: Espionage is the unsung cornerstone of War. Gathering intelligence on your enemy and sabotaging key defenses are the roles of the Spy. Spies are invisible to all towers and can plant special explosives next to structures which destroy them. Spys cannot wear use bows or enderpearls and can only do 1 damage to structures.

The Engineer: This lynchpin support Unit can make or break an assault. Engineers bring an expertise which allow them to construct the special War Camp and War Cannon structures during wartime. Finally, an engineer double damage to defensive structures. They receive no additional bonuses or penalties to defense or offense.

Skirmisher: This unit gains 10% extra movement speed but deals 10% less damage.

Equipping Units[edit | edit source]

Speak to the NPC in any Barracks in your Civilization or City-State in order to switch between equipped unit. You may only have 1 unit equipped at a time. If you died when you last had that unit equipped, you will have to pay a fee of 500GP to revive it. This fee increases by 500gp each time you die with that unit!

Promoting Units[edit | edit source]

Your Units can gain specific, unique advantages which you can mix and match to suit your strategic needs. Once selected though, you may not change your unit's promotions! They are permanent! A Unit may have a maximum of 6 promotions.

To promote one of your Units, speak to the NPC at the Barracks and follow the menu prompts. Promoting units costs trade goods specific to that Unit as well as Unit XP. Promoting your unit will consume the Unit XP item along with the trade goods you deposit.

Unit XP is rewarded in the following ways:

  • +1 XP for logging in while at war, during a war.
  • +1 XP for each building destroyed (based on who last hit it) Note : Wall doesn't give xp for destroying it
  • +1 XP for each control block destroyed (based on who last hit it)
  • 30% chance for +1 XP when an enemy player is killed, provided that player has a non-citizen unit equipped.
  • 0.5% chance for +1 XP every time a building is damaged.
  • 1% chance for +1 XP every time a control block is damaged.

The unit xp items are mailed to you via a parcel at the end of war time. The Unit XP is not currently soulbound, meaning it can be transferred and dropped if players are killed with the items on them. They can be traded. This may change in the future if it's abused.

The amount of unit XP to promote a unit is based on a formula. The more promotions you have the more unit XP it costs to get the next one.

Promotion # XP Cost Trade Goods
1 4 XP 10
2 16 XP 40
3 36 XP 90
4 64 XP 160
5 100 XP 250
6 144 XP 360
7 196 XP 490
8 256 XP 640
9 324 XP 810
10 400 XP 1000
11 484 XP 1210

You cannot have more than 11 promotions on a given unit.

The Promotions[edit | edit source]

You can choose from the following promotions on any unit you own. Promotions can also be immediately seen in the player's nameplate and the scoreboard by pressing Tab. The player's title will appear on the left of their name and indicates the Civ they belong to. To the right there will be their level unit which correspond to their amount of promotion.

  • Veteran (levels 1, 2, 3, 4, 5, 6, 7, 8, 9, 10,) - 3% attack and defense bonus everywhere
  • City Raider (levels 1, 2, 3, 4, 5, 6,) - 5% attack bonus in enemy culture
  • Patriot (levels 1, 2, 3, 4, 5, 6,) - 5% attack bonus in friendly culture.
  • SpeedToe (levels 1, 2, 3, 4, 5, 6, Unlocks at Veteran 1) - 2.5% Speed increase while wearing leather armor.
  • Evasion (levels 1, 2, 3, 4, 5, 6, Unlocks at Veteran 1) - 1.5% chance to evade melee damage while wearing leather armor
  • Ox Health (levels 1, 2, 3, 4, 5, 6, Unlocks at Patriot I) - Regens 0.05 health per second even when hungry.
  • Cover (levels 1, 2, 3, 4, 5, 6, Unlocks at Patriot I) - 5% damage reduction from Archery Units
  • Shock (levels 1, 2, 3, 4, 5, 6, Unlocks at City-Raider I, Only melee units can use) - 5% damage increase to melee units
  • Punchout (levels 1, 2, 3, 4, 5, 6, Unlocks at City-Raider I) - +1 extra damage to structures and control blocks
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