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|title=Trained Units
|title=Trained Units
|content=
|content=
Trained units are the rank and file units that make up the armies of a nation. They are known as trained units because of the fact that they must be trained in a city, as opposed to Champions which are recruited in the wild. Because of this distinction, trained units are a much more consistent source of troops for armies, but they do have their drawbacks.


In general, trained units are not as strong as Champions, mainly due to reduced Hit Point and Accuracy values. They will not be able to change their equipment freely and are restricted to equipment that has been unlocked through technologies. Trained units do not gain new Traits when they level up. They are locked to the traits they have when trained. If they fall in battle, trained units suffer permanent death and are gone for good.
'''Group sizes'''<br>
An easy way to differentiate trained units from Champions is that the majority of trained units are trained in groups. While an individual trained unit is almost never as strong as a Champion, a group of 3-7 of them may be. As the technology level increases there will unlocked larger group options for trained units. While groups of trained units are controlled as a single unit it is important to realize that they still actually are individual units in the group. For instance, when attacking, every troop in a group of trained units will make its own attack that is able to be dodged and reduced in damage by the defending unit. Conversely, as a group of trained units is damaged, the individual units in the group will be incapacitated one by one, reducing the damage potential of that group. When a group is healed those incapacitated troops will be able to rejoin the battle.
'''Trained Unit Traits'''<br>
Much like Champions, traits are a key distinguishing factor for trained units. Unlike Champions, trained units do not receive traits when gaining levels making their traits on creation of the utmost importance. Trained units and Champions have completely different traits that enable them to function quite differently from one another.
'''Pre-Designed Units'''<br>
As the player researches technologies that provide new weapons and armor it will also unlock new unit types that can be trained in cities. New unit types are essential to training better troops.
'''Special Unit types'''<br>
Many factions have access to special types of trained units with different rules and bonuses. These units are often restricted to a single unit (rather than being trainable as a group), but they possess special abilities or traits that can provide them with extraordinary power.
'''Designing a Unit'''<br>
The player can opt to design their own unit types. New units types are created in the “Design Units” tab of the govern screen. Here pre-existing units can be edited, new designs created, and even retire designs that are no longer need. As a bonus, any units designed will be available in all future games played once everything they require has been unlocked.
'''Weapons'''<br>
When creating a custom unit type perhaps the most important choice to make is what weapon they will have. A specific weapon can be selected for a unit. In order to have a design that can grow along with the faction one may choose an “upgradable” weapon of a particular type. This will cause the design to create units with the best available weapon of that classification when they are trained. Note that this will not automatically upgrade units of this type if they have already been trained when unlocking a better weapon. In order to upgrade trained units in this case they will have to be selected in the world, manually select the “upgrade weapon” action in their action pane, and pay a fee.
'''Armor'''<br>
What armor is chosen for a unit design can be every bit as important as their weapon. In the case of armor it is especially important to keep an eye on the unit’s Encumbrance. Heavier armor may require special Traits to wear in tandem with a heavy weapon. Much like weapons, if one would prefer to have more modular armor selections, they can choose to have the best available armor in a slot instead of a specific piece of armor. The same restrictions apply with armor for upgrading already trained units as weapons.
'''Equipment'''<br>
Equipment is one of the ways that can further customize a particular unit design to distinguish them from other units with similar weapons or armor. Here one will find all sorts of accessories and mounts that can be outfitted on units. Keep in mind that a unit can have up to a maximum of four accessories equipped at a time.
'''Other'''<br>
The “other” category is where one can customize the look of their unit design. Every unit trained of this type will look like this.
'''Trait Slots'''<br>
Every unit design can possess up to four special Traits. Some Traits serve to boost a unit’s general performance, while others allow them to specialize themselves further. For instance, if one is looking to make a unit design that is heavily armored with a heavy weapon, they will probably need to supplement that design with Traits that increase its weight capacity.
'''Total Cost'''<br>
All of these options for units come with trade-offs, specifically those of increased training costs. Every weapon, armor, equipment and Trait selected for a unit design comes with its own increase to training costs. Sometimes this is simply an increase in the amount of labor that unit will require. However, they can also include resources such as Crystal and Metal. Balancing the strength of trained units with available resources and production speeds is crucial to fielding the optimal army for a nation.
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[[Category:Fallen Enchantress]]
[[Category:Fallen Enchantress]]

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