Settler: Cost: 1000 Damage: 0 Armor: none Health: 100 Half Price for: Incans, Hittites, Zulus
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The settler is the base of your empire. He is the builder of cities, and the key to expansion. Guard him with care, and make sure your cities rise. Although he is an infantry unit, his status of carrying enough equipment to build a city requires him to be classified as a vehicle.
-The Wheel
Chariot: Cost: 200 Damage: 10 Armor: none Health: 100

The chariot is the firs horse unit available to you. It is very fast, however as it is very primitive it is not an overall effective fighting machine. Low health and low a low attack may confine it’s abilities, but the chariot does have the ability to crush certain infantry, so this could be a vital strategy…
War Chariot: Cost: 200 Damage: 18 Armour: none Health: 100

The War chariot is Egypt's archer based versoion of the chariot. Basically the attack of the archer combined with the speed and crushing ability of the normal chariot, the war chariot is a highly effectve early game offensive unit. For balance reasons, the war chariot cannot attack while moving.
Three Man Chariot: Cost: 300 Damage: 18 Armour: bronze HEalth: 160

The three man chariot is a monstrousity of a unit. The largest chariot in the game, this unit has twice the offesnive capabilities and twice the health as the normal chariot. A crusher, this chariot can cause a quick decisive victory for it's Hittite owners.
-Horseback Riding
Mounted Warrior: Cost: 300 Damage: 27 Armor:none Health: 100

The mounted warrior is a hell of a unique unit. He replaces the horsemen for the Iroquis, and not only has a buffed attack, but his weapon is changed from a spear to a bow, allowing him range attacks. The ultimate hit and run unit of the ancient era, this guy can be devastating if used properly. He does have a weakness though, he has extremely low health, so if the enemy can get close...
-Mathematics
Catapult: Cost:300 Damage:40 Armor: light Health: 100
The mighty catapult is the destroyer of cities. The most effective unit in ancient times against buildings, and the only one who can destroy walls. He has a powerful attack, but weak health and a very slow speed mean he must be guarded and escorted at all times. This unit can make or break your ancient era. -Engineering Trebuchet: Cost: 400 Damage: 90 Armor: light Health: 150 The trebuchet is the next step in seige warfare. This unit is better than the catapult in virtually every aspect (minus speed). He has a higher attack and range, so he is ideal for breaking any castles that may come up in this mideval age. Once the player can build trebuchets, catapults are no longer available. -Metalurgy Cannon: Cost: 500 Damage: 120 ArmourL Light HEalth: 150 The Cannon is an absolutly devastating part of new seige warfare brought about by gunpowder. The cannon will rip anything to shreds. No wall is too thick. The cannon does require iron. Once the prerequisites for cannons are met, trebuchets are no longer available. Hwacha Hwacha are the korean replacement for the cannon. The hwacha does lethal splach damage, making this unit especially devastating agaisnt incoming hordes of troops. Ancient Cavaly Damage: 30 Armour: Bronze Health: 160 The ancient Cavalry is one of the fastest and most devastating units from the ancient era. He's basically a swordsman that is twice as fast. I don't know if he'll be in the skirmish mode, but he defiantly has a place in campaigns/scenarios

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-Chivalry
Rider: Cost: 700 Damage: 600 Armour: Iron Health: 450

The rider is the chinese replacement for the knight. He is a little bit faster. A perfect unit for hit and run, and the rider has enough firepower and armour to take on any unit in the ancient OR mideval era. The rider requires Iron. Once the prerequisite for the Rider are met, the horseman is no longer available.
Ansar Warrior: Cost: 600 Armour: Iron HEalth: 300
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The Ansar Warrior is the arab replacemnt for the knight. He is a cheaper version. He has LESS health than the knight, although he is 100 credits cheaper. He also does not require Iron in order to be built. Therefore he is more avalable to be built, and can be produced en masse more so than the knight. Once the prerequisite for the Ansar Warrior are met, the horseman is no longer available.
War Elephant: Cost 700 Armour: Iron Health: 450

The War Elephant is the indian replacement for the knight. He does not require iron. This large unit is an omnicrusher, so he has the ability to crush most units on the battlefeild, including horseunits and spearmen! If you face the elephant, make sure he take him down quickly from afar.
-Astrometry
Conquistador

The spanish replacement of the explorer. The conquistador is a mounted unit, he is faster than the explorer, and he has decent offensive and defensive capanilities, this allowing him to engage the "natives".
******************************Navy***************************
-Map Making
Galley: Cost: 300 Damage: 20 Armour: none Health: 200 Transports: 3

The Galley is the first naval unit available in the game, and is integral in the ancient era for all things naval. Attack, defend, and transport; this ship is all purpose. She can carry 3 infantry units, or one heavy unit (catapult, horse-unit).
Dromon: Cost: 300 Damage: 40 Armour: none Health: 200 Transports: 3

The Dromon is the byzantine warship replacement for the Byzantines. With an attack buff, it allows for an early naval domination. More effective than it's cousin the galley, the dromon can enter battle without fear of a 50/50 outcome. Original weilding the "greek fire", the dromon is an early attempt at a flame thrower. She can carry 3 infantry units, or one heavy unit (catapult, horse-unit).
-Astrometry
Caravel: Cost: 400 Damage:20 Armour: None Health: 400 Transports: 5
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The caravel is the next step in the evolution of boats. She has more health than her predecessors, and can transport more units. This makes her even better at staging naval assualts.
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