What's the Difference? (Civilization)

Discussion in 'PvE Tips & Tutorials' started by Tim619, Nov 21, 2022.

  1. Tim619

    Tim619 Long Swordsman

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    Wants 2 be a fully comprehensive guide. Post any feedback! Can click on icons to see the total difference provided on the UnitStat website. Baseline used will be relying on Greeks with exceptions.

    * All Greek buildings can be upgraded to increase their health.
    * All Celtic buildings/units can be affected by rites to deal more damage, bonus vs buildings, train faster or move faster if applicable.
    * All Persian military units can be trained faster with increased cost as per their toggle technologies.
    * All Roman buildings can be upgraded to increase their crush armor.
    * All Babylonian military units can be upgraded to increase their damage.
    * All Babylonian Infantry, Ranged, and Cavalry can be upgraded to increase health regeneration.

    Scouts
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    Egyptian Scouts deal pierce damage and toss a javelin instead of wielding a sword.
    The Norse do not have 1 scout on a horse, but 1 Scout (Melee) and Scout (Ranged) with reduced health, damage, and movement speed. The Scout (Melee) can build a barrack twice the time it would take a villager. The Scout (Range) wields a bow instead of a sword.
    (Dev Blog #4) Indian Scouts can respawn at the town center after a short while when it dies.

    Watch Posts
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    The Norse do not have Watch Posts, but Outposts that cost 25 more wood, take 10 seconds longer to build and train war dogs.
    (Dev Blog #1) Indian Watch Posts are no different than the rest of their counterpart.

    Support Animals
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    Greeks, Egyptians, Persians, and Romans do not have support animals.
    Celtic Sacred Deer can be trained for a small amount of wood as available food in herdable form or be used in rites by Augur.
    Babylonians have a support animal in the form of their storehouse and economic support unit.
    Norse War Dogs can be trained for a small amount of food as available population-free units that can snare units.
    (Dev Blog #10) Indian Sacred Cow are herdable that are build cap that is to be garrisoned inside their shrines.

    Guard Towers
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    Greek, Egyptian, Roman, Babylonian, and Norse Guard Towers can access Stronghold Towers (2).
    Greek Towers can be upgraded to deal bonus damage versus buildings, ships, and siege, increase their damage and have their minimum attack range threshold removed.
    Celtic and Persian Guard Towers can only access Fortified Tower (1).
    Roman Towers can be upgraded to cost less in stone.
    Babylonian Towers can be upgraded to cost less and be built faster.
    (Dev Blog #6) Indian Guard Towers can only access Fortified Tower (1).

    Fortresses
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    Greek, Persian, Roman, and Babylonian Fortresses can only train their Palintonon.
    Greek Fortresses can be upgraded to deal bonus damage versus buildings, ships, and siege.
    Egyptian and Norse Fortresses build faster and require 100 more wood, and 100 less stone. They also have less health, damage, range, and line of sight.
    Egyptian Fortresses cannot train their Palintonon here instead they can train their War Elephants and Elephant Archers.
    Celtic and Norse Fortresses cannot train any Palintonons here instead they can train their rams and stone/log throwers.
    Roman Fortresses can be upgraded to cost less in stone.
    Babylonian Fortresses can be upgraded to cost less and be built faster.
    Norse Fortresses can be upgraded to deal burning damage over time.
    (Dev Blog #8) Indian Fortress can train their rams in addition to their Palintonon here.

    Walls
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    Greek, Persians, Romans, and Norse Walls can only access up to Reinforced Wall (2).
    Egyptian and Babylonian Walls can access Rampart Walls (3).
    Celtic Walls can only access Stone Wall (1).
    Roman Walls can be upgraded to cost less in stone.
    Babylonians do not have regular walls, but Clay Walls that are weaker and cost wood instead of stone. Their Stone Wall upgrade cost less in gold but more in stone as well as converting the wood cost to stone.
    (Dev Blog #6) Indian Walls can only access up to Reinforced Wall (2).

    Town Centers
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    Greek Town Centers can be upgraded to deal bonus damage versus buildings, ships, and siege.
    Roman Town Centers can be upgraded to cost less in stone.
    Babylonian Town Centers can be upgraded to cost less and be built faster.
    (Dev Blog #7) Indian Town Centers are no different than the rest of their counterparts.

    Villagers
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    Egyptian Villagers are the only ones to have an increased training time to compensate for their Priestess's empowerment.
    Celtic Villagers can be upgraded to deal more damage.
    Roman Villagers can be upgraded to cost less, train faster, conserve more gold from mining, and regenerate health.
    Babylonian Villagers can be upgraded to conserve more wood from trees and food from berries. They cannot use Wheelbarrow nor Hand Cart technologies..
    (Dev Blog #6/#7) Indian Villagers cannot gather food from herdables.

    Economic Support Unit
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    Greeks, the Celts, Persians, and the Norse do not have an economic support unit.
    Egyptians have an economic support unit in their Support Priest, the Priestess of Ra that can empower buildings to reduce construction/training/research time and resource dropoffs by 10%.
    Roman Engineers cannot gather but build 35% faster than villagers. They can be upgraded to regenerate health, increase their health, repair rate, and build rate. They also build the millarium that can boost movement speed of military units.
    Babylonian Ox Carts serve as mobile storehouses. They can be upgraded to garrison villagers. They do not benefit from the research time reduction from gardens.
    (Dev Blog #8) Indian Gatherer Elephants cannot build but gather much faster. They do not benefit from storehouse nor wheelbarrow/handcart technologies.

    Support Buildings
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    Greeks, Egyptians, Persians, and the Norse do not have a support building.
    Celtic Gold Mine can be built after the Silver Age, being able to garrison up to 20 villagers and conserve 50% of the gold mined. It can also function as a resource drop-off site but only for gold.
    Roman Millariums can be built after the Bronze Age by only engineers, being able to boost the movement speed of any military units (including military ships) by 15% within its radius.
    Babylonian Gardens can generate 0.5 food per second and globally reduce the training/research time of buildings while build capped. Both effects can be increased with an upgrade and age progression respectively as well as the build cap with age progression.
    Dev Blog (#4) Indian Shrine garrison herdable to trickle resources and train unique monkey units (subject to change).

    Storehouses
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    Greek Storehouses can research up to Two-man Saw (3), Placer Mining (2), Stone Saw (2), and Irrigation (2).
    Egyptian Storehouses can research up to Pull Saw (2), Hydraulic Mining (3), Stone Splitting (3), And Crop Rotation (3).
    Celtic Storehouses can research up to Two-man Saw (3), Pickaxe (1), Stone Saw (2), and Crop Rotation (3).
    Persian Storehouses can research up to Pull Saw (2), Hydraulic Mining (3), Stone Saw (2), and Crop Rotation (3). It can also be upgraded to heal nearby units.
    Roman Storehouses can research up to Pull Saw (2), Placer Mining (2), Stone Saw (2), and Irrigation (2).
    Babylonians do not have storehouses, but Ox Carts act as mobile storehouses in addition to having an additional cost of 50 food, taking up 1 population, and training in 10 seconds.
    Babylonian Ox Carts can research up to Two-man Saw (3), Placer Mining (2), Chisel (1), and Plow (1).
    The Norse Storehouses can research up to Two-man Saw (3), Placer Mining (2), Stone Saw (2), and Crop Rotation (3).
    (Discord) Indian Storehouses can research up to Crop Rotation (3), click on this sentence to see more.

    Farms
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    (Dev Blog #1) Indians do not have Farms, but Plantations that can be worked by more than 1 villagers. (subject to change).

    Houses
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    The Norse do not have houses, but Longhouses that cost 50 more wood, provide 10 more population, can garrison 10 villagers, and take 5 seconds longer to build.

    Docks
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    Roman and Babylonian Docks cost an additional 50 wood.
    (Dev Blog #2) Indian Docks are no different than the rest of their counterparts.

    Fishing Boats
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    Egyptian Fishing Boats are the only ones to have a reduced fishing rate to compensate for their Priestess's empowerment.
    Greek, Egyptian, and Norse Fishing Boats can access Net Landlines (3).
    Celtic and Babylonian Fishing Boats can only access up to Net Weights (2).
    Persian and Roman Fishing Boats can only access Net Lures (1).
    (Dev Blog #2) Indian Fishing Boats are no different than the rest of their counterparts.

    Merchant Transport
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    Celtic Merchant Transport can be upgraded to carry 8 more units.
    (Dev Blog #2) Indian Merchant Transports are no different than the rest of their counterparts.

    Arrow Ships
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    Greek and Egyptian Triremes are identical to each other. They can be championed to increase range and movement speed.
    Celtic Swanships cost the most wood but boast the highest health, damage, movement speed, and training time. They can be championed to increase their health.
    Persian Galleys cost more in wood and less in gold. They have reduced health and train faster. They can be championed to increase range and movement speed.
    Roman Liburnians and Babylonian Biremes are identical in that they train faster, take up 1 less population, and cost less wood but more in gold. They have reduced health and damage. They can be championed to increase range and movement speed.
    Norse Longships are identical to the Greeks and Egyptians with the exception to transport 16 units. They can be championed to increase damage.
    (Dev Blog #9) Indian Vimana are expected to function identically to the triremes with the exception of being championed to increase damage.

    Anti-Ship Ships
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    Greek, Egyptian, and Norse Fire Ships are identical to each other. They can be championed to take less damage from bonus damage.
    The Celts do not have an Anti-Ship Ship.
    Persian and Babylonian Ram Ships are identical to each other. The Ram Ships cost more, have a bonus vs buildings, and have increased health and bonus vs ship but are slower. They can be championed to deal more bonus damage vs buildings and increase movement speed.
    Roman Enneris cost more, deal less damage, and train longer, but has an increased bonus vs ships. They can be championed to function as a Siege Ship.
    (Dev Blog #9) Indians will have a Fire Ship!

    Siege Ships
    [​IMG]

    Greek Ballista Trireme, Egyptian Catapult Trireme, and Persian Mangonel Galley are identical to each other. They can be championed to deal more damage.
    The Celts, Babylonians, and the Norse do not have a Siege Ship.
    Roman Enneris when championed can function as a Siege Ship. They cost less, take up less population, have increased health, damage, movement speed, pierce armor, and train faster.
    (Dev Blog #9) Indians do not have a Siege Ship.


    Markets
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    Roman Markets can research Abacus instead of Coinage and Price Adjusting (0.3 buy/sell mult penalty vs 0.36 buy/sell mult penalty).
    Celtic, Persian, and Roman Markets can research their Roads technology in names of Wooden Roads, Royal Roads, Roman Roads; increasing their caravan movement speed.
    (Dev Blog #6) Indian Markets are no different than the rest of their counterparts. (Dev Note) They cannot research Road technology.


    Caravans
    [​IMG]

    Egyptian Caravans are the only ones to have a reduced trade rate to compensate for their Priestess's empowerment (Empowerment cannot boost trade income, only reduce training time of caravans).
    (Dev Blog #6) Indian Caravans are no different than the rest of their counterparts.

    Barracks
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    Egyptian Barracks are unique for being able to train a ranged unit.
    Persians can also train another infantry unit at their Immortal Camp which has the same stats as the barracks respectively.
    Romans do not have barracks, but Castellums which can be upgraded to have increased health, the ability to garrison 10 villagers/engineers, and grant a ranged attack while garrisoned.
    Roman Castellums are also unique for being able to train a cavalry unit.
    (Dev Blog #5) Indian Barracks are no different than the rest of their counterparts. (Dev Blog #5) No special technology here.

    Spearmen
    [​IMG]

    Greek Spearmen cost the most in food and can be championed to increase their damage and have pierce armor.
    Egyptian Spearmen have reduced health, damage, bonus vs cavalry, training time, and cost. They can be championed to increase health, train faster, and require no gold cost.
    Celtic Spearmen have reduced health, training time, and cost (including 0 gold cost), but increased damage, bonus vs cavalry, and movement speed. They can be championed to increase their bonus vs cavalry and buildings.
    Persian Spearmen can only be trained after the Bronze Age. Costing less in food and more in gold, they have increased health, damage, and bonus vs cavalry. They can also be championed to increase their bonus vs cavalry and movement speed.
    Roman Spearmen cost less in food and more in gold. They have increased health and bonus vs cavalry. They can be championed to increase their bonus vs cavalry, movement speed, and snare.
    Babylonian Spearmen cost the least in food but most in gold. They have increased health but reduced bonus vs cavalry. They can be championed to increase their damage and snare.
    Norse Spearmen cost less in food and more in gold. They have the most health and increased bonus vs cavalry. They can be championed to increase their bonus vs cavalry, movement speed, and snare. They have the most health but reduced damage and bonus vs cavalry. They can be championed to increase their health and bonus vs cavalry.
    (Dev Blog #5) Indian Spearmen can be seen here. They can be championed to increase their bonus vs cavalry and pierce armor.

    Anti-Infantry Infantry
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    Greek Hypaspists can be championed to increase their health and movement speed.
    Egyptian Axemen are weaker, cheaper, and train faster with an increased bonus vs infantry. They can be championed to increase health, damage, and splash damage.
    Celtic Long Swordsmen are the fastest with average baseline stats. They can be championed to increase their melee-infantry and pierce armor.
    Persian Immortals can be trained later after the Silver Age. They cost food, wood, and gold, have the highest damage, start with melee-infantry, pierce armor, and can use their ranged attack at range. They do not benefit from barrack technologies. They can be championed to take up 1 less population.
    Roman Legionaires have a high base melee-infantry armor with average stats. They can be upgraded to cost less gold. Their uniqueness is able to be championed twice with the first increasing health and damage and the second granting a charge and increasing movement speed.
    Babylonian Royal Guard can be trained after the Golden Age, and cost the most in food and gold. They can be championed to increase their attack rate but reduce their damage vs buildings.
    Norse Throwing Axemen cost food, wood, and gold, and has bonus damage vs ranged. They are unique in dealing melee-infantry damage from a range. They can be championed to ignore armor.
    (Dev Blog #5) Indian Gada Warriors can be seen here. They can be championed to increase their health, melee attack range, and the ability to ignore armor.

    Heavy Infantry
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    Greek Hoplites have the most health, damage, bonus vs cavalry, and crush armor. They also cost the most and train the longest. They can be championed to increase their pierce armor and bonus vs cavalry.
    Egyptians do not have a Heavy Infantry at all. The Celts and Romans do not have a Heavy Infantry as they are served by their anti-infantry and elite infantry respectively instead.
    Persian Sparabaras can be trained earlier after the Copper Age. They have increased pierce armor and can snare. They can be upgraded to improve their health and crush armor at a cost of movement speed. They can be championed to increase their health and snare.
    Babylonian Shield Bearers can be trained earlier after the Bronze Age. They have the most pierce armor, cost no gold, and have a bonus vs ranged. However, they have the least amount of health and damage. They can be championed to increase their pierce armor.
    Norse Harjars have a bonus vs infantry and train the fastest out of their counterpart. They can be championed to increase their melee-infantry armor making them the toughest vs enemy infantry out of their counterparts.

    Elite Infantry
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    Greek, Egyptians, and Babylonians do not have an Elite Infantry.
    Celtic Champions are trained later after the Golden Age. They have the highest melee-infantry armor with the ability to splash. They are slower than their counterparts but the cheapest and fastest to train of all. They can be championed to increase their health and damage.
    Persian Immortals cost food, wood, and gold and can use their ranged attack at range. They do not benefit from barrack technologies. They can be championed to take up 1 less population making them the most population efficient than their counterparts.
    Roman Centurion have the highest health, damage, bonus vs priest, pierce armor, and are the most resistant to conversion. They also have the ability to toss a javelin every 15 seconds and snare on both the attack and javelin. However, they cost the most and have lower melee-infantry armor, capped to a build limit that can be increased with an upgrade. They can be championed to increase their pierce armor, melee-infantry armor, and ignore armor.
    Norse Berserkers carry a burst of damage with terrifying splash damage compared to their counterpart but are much costlier. They can be championed to be immune to snare, gain health regeneration, and can charge in on enemies from a distance (no bonus damage).

    Archery Range
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    Egyptians do not have archery ranges. Their ranged units are trained at the Barrack, Stable, and Fortress.
    Romans do not have archery ranges but Auxilia Camps that trains ranged units.
    (Dev Blog #3) Indian Archery Ranges are no different than the rest of their counterparts. (Dev Blog #5) No special technology here.

    Bowman
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    Greek Toxotes can be championed to increase their health and damage and can be upgraded to deal bonus damage vs buildings, ships, and siege.
    Egyptians do not have a bowman.
    Celtic Bowmen can only be trained after the Silver Age, cost less gold, and have increased damage and health but at a cost of no bonus vs infantry. They can be championed to increase their range.
    Persian Bowmen cost less wood and train faster but have reduced health, damage, and bonus vs infantry. They can be championed to increase their attack rate and upgraded to increase their range at a cost of health.
    Roman Cretan Bowmen can only be trained after the Silver Age, have more health, bonus vs health, and cost less in wood but more in gold. They do not upgrade from regular archery range technology that increases line of sight and range but instead upgrade to reduce their cost, damage, and movement speed. They can be championed to increase their damage, range, and line of sight.
    Babylonian Bowmen cost less in gold, train faster, and have reduced health, damage, and range, but increased bonus vs infantry. They can be championed to require no gold to train and train faster.
    Norse Bowmen can only be trained after the Silver Age, have the most in health, cost less in wood, and have reduced damage. They can be championed to snare enemies.
    (Dev Blog #3) Indian Bowmen can be seen here. They can be championed to increase their bonus vs infantry and movement speed.

    Anti-Ranged Ranged
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    Greek Peltasts can only be trained after the Silver Age, cost more wood, train slower, increased damage, and reduced range. They can be championed to increase their health and movement speed.
    Egyptian Slingers cost less wood and gold, have reduced health, damage, and pierce armor. They can be championed to have more pierce armor, train faster, and increased line of sight. They do not benefit from regular archery range technology that increases line of sight and range but instead upgrades to train faster and increase their damage and health.
    Celtic Slingers cost less wood and have increased health, damage, and movement speed but at a cost of reduced range. They can be championed to increase their range.
    Persian Takabaras cost more in gold and have the most damage but reduced bonus vs ranged and range. They can be championed to increase their range and upgraded to increase their range at a cost of health.
    Roman Balearic Slingers have reduced health, damage, and pierce armor, but increased range. They do not upgrade from regular archery range technology that increases line of sight and range but instead upgrade to reduce their cost, damage, and movement speed. They can be championed to increase their attack rate, range, and line of sight.
    Babylonian Slingers cost the least in wood and train faster with reduced health, damage, and pierce armor. They can be championed to be immune to bonus damage.
    Norse Skirmishers cost the most in wood but the least in gold. They have the lowest damage but the highest bonus vs ranged. They can be championed to increase their bonus vs ranged and train faster.
    (Dev Blog #3) Indian Rangers can be seen here. They can be championed to increase their bonus vs ranged and be immune to splash damage.

    Fast Ranged
    These units do not benefit from Archery Range technologies, but rather Stable technologies.
    [​IMG]

    Greeks, the Celts, Romans, and the Norse do not have a Fast Ranged unit.
    Egyptian Chariot Archers have the least health, slower, but deal the most damage. They can be championed to increase their health and bonus vs infantry.
    Persians Mounted Archers cost less wood and gold and take up 1 less population space for reduced damage and range. They train faster, have more health, are faster, and deal more bonus damage to cavalry. They can be championed to deal more damage and can snare.
    Babylonian Chariot Archers have the most health and range, and train faster but are the slowest. They can be championed to cost less, have pierce armor, and increased line of sight. They can be upgraded to increase their health and movement speed.
    (Dev Blog #3) Indian Blade Chariots can be seen here. They can be championed to increase their movement speed and bonus vs villagers.

    Elite Ranged
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    Greek Gastraphetes take up 2 population, and cost the least wood and gold. With reduced stats, they make up in large quantities with their bonus vs infantry, melee-infantry armor, and training faster. They can be championed to attack faster. They can be upgraded to deal bonus damage vs buildings, ships, and siege.
    Egyptian Elephant Archers take up 5 population, cost food instead of wood, and have the highest damage that additionally splashes, range, and line of sight. They can be championed to take up 1 less population.
    Celtic Carpentom take up 3 population, is the fastest, has a bonus vs ranged, and pierce armor. They can be championed to move faster and deal splash damage. They benefit from 2 Stable upgrades instead of Archery Range upgrades.
    Persians do not have an Elite Ranged unit. This role is supplemented by their Immortals.
    Romans do not have an Elite Ranged unit.
    Babylonian War Chariots take 4 up population, cost the most wood, train the longest, have the most health, moves faster, more resistant to conversion, and has a bonus vs ranged. They can be championed to deal bonus damage to siege. They benefit from 3 Stable upgrades instead of Archery Range upgrades. They can be upgraded to increase their health and movement speed.
    The Norse do not have an Elite Ranged unit.
    (Dev Blog #9) Indian Elephant Archers are expected to function like Egyptian Elephant Archers except being available earlier and much faster.

    Stables
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    Romans do not have Stables but Auxilia Camps, Castellums, Praetorium that train mounted units and are cheaper than stable counterparts.
    (Dev Blog #3) Indian Stables are no different than the rest of their counterparts. (Dev Blog #5) No special technology here.

    Raiders
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    Greek Sarissophoroi are unique raiders in having a ranged attack and the highest base pierce armor and bonus vs ranged. They can be championed to increase their range and movement speed.
    Egyptian Camel Riders train the fastest functioning as an Anti-Cavalry Cavalry with a bonus vs cavalry. They can be championed to deal bonus damage vs ranged and have pierce armor.
    The Celts do not have traditional raiders at the stable but at the barracks known as Woad Raiders after the Silver Age. They can charge dealing more damage on impact as well as having a bonus vs ranged, sieges, and priests. They can be championed to make their charge apply splash damage and be immune to snares.
    Persian Asabaras have the most health and damage but at the cost of being the most expensive and being slow. They can be championed to increase their health, damage, and movement speed.
    Roman Eques can be trained after the Silver Age, has a bonus vs ranged and cavalry with a unique base melee-cavalry armor. They can be championed to deal more bonus damage vs ranged, have more pierce armor, and move faster.
    Babylonian Lancer are unique with their bonus vs infantry and melee-infantry armor. They are also one of the few units that has an increased melee range allowing them to hit units over walls. They can be championed to increase their health and grant a mighty charge that deals more damage on impact.
    Norse Raiders take up only 1 population, fastest, and are the cheapest but with reduced damage, pierce armor, and bonus vs ranged. They can be championed to deal bonus damage vs villagers and be immune to snares.
    The Norse despite having a traditional raider at the stable can also train at the barrack after the Golden Age, Ulfheoinn which has devastating damage, bonus vs ranged and cavalry. They can be championed to deal bonus damage vs ranged and priests.
    (Dev Blog #3) Indian Turanga can be seen here. They can be championed to deal bonus damage vs cavalry.

    Anti-Cavalry Cavalry
    [​IMG]

    Greek Prodromos can be championed to deal bonus damage vs siege and buildings and can snare.
    Egyptian Camel Riders functioning as a raider with an emphasis on speed and training speed means they don't have the melee-cavalry armor most start with but they do appear after the Bronze Age. They can be championed to deal bonus damage vs ranged and have pierce armor.
    Celtic Horsemen have the highest damage vs cavalry and speed but lack melee-cavalry armor. They can be championed to have pierce armor and can snare.
    Persians and Babylonians do not have an Anti-Cavalry Cavalry. This role is served by their Fast Ranged.
    Romans do not have an Anti-Cavalry Cavalry as their Raider and Elite Cavalry serves this role.
    Norse Horsemen begin with reduced bonus vs cavalry and speed but starts with base pierce armor and bonus vs siege. They can be championed to increase their bonus damage vs cavalry and siege.
    (Dev Blog #3) Indians do not have an Anti-Cavalry Cavalry as this role is served by their Raiders after the champion upgrade.

    Elite Cavalry
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    Greek Hippikons deal the most damage to a single target. They can be championed to take 1 less population which makes them shine in terms of efficiency for elite cavalries.
    Egyptian War Elephants take up 1 more population, have the most health, deal bonus damage to buildings and siege, splash damage, and move faster. They do not benefit from stable technologies. They can be championed to have more pierce armor and resist conversion better.
    The Celts, Babylonian, and Norse do not have an Elite Cavalry unit.
    Persian Cataphracts cost the most gold but have more health, deal bonus damage to infantry and siege, and start with melee-infantry armor. They can be championed to deal more damage and have more pierce armor.
    Roman Decurions can be trained early after the Bronze Age. They cost the least in food, deal the most damage with Hippikons, regenerate health, deal bonus damage to priests, can snare, start with high base pierce armor, and are more resistant to conversions. They do not benefit from stable technologies. They are capped to a build limit and can be increased with an upgrade. They can be championed to be more resistant to snare and bonus damage.
    Roman Gallic Horsemen cost more and lack pierce armor, but have increased health, damage, and melee-cavalry armor. They can be upgraded to have the most damage out of the Elite Cavalry line. They do not upgrade from regular stable technology that increases movement speed, health, and damage but instead upgrade to reduce their cost, damage, and movement speed. They can be championed to increase their damage and bonus damage vs siege.

    Siege Workshops
    [​IMG]

    Egyptian Siege Workshops are unique for being able to train their palintonon here.
    The Celtic and the Norse do not have Siege Workshops. Their siege units are trained at the fortresses.
    (Dev Blog #9) Indians do not have Siege Workshops but Mahout Camps that trains their elephant units.

    Melee Siege
    [​IMG]

    Greek Battering Rams can be championed to deal more damage and be immune to snares.
    Egyptian Siege Towers cost more wood and gold, train slower, take up 1 more population, and have increased health, damage, and line of sight. They can be championed to deal more damage and be immune to snares.
    Celtic Rams cost less gold and wood, take up 1 less population, move faster, and train faster, but have reduced health, damage, and pierce armor. They cannot be repaired but healed instead. They can be championed to have more health, train faster, and be immune to snares.
    Persian Battering Rams can be championed to deal more damage, move faster, and be immune to snares.
    Roman Battering Rams can be championed to deal more damage, have more health, and be immune to snares.
    Babylonian Siege Towers cost more gold and wood, train slower, take up 1 more population, have reduced bonus vs building, and have increased health and line of sight. They can garrison up to 12 units which give them a special ranged attack that scales with the number of garrisoned units. They can be championed to have more health, a larger ranged splash attack, and be immune to snares. They can be upgraded to increase their health and movement speed.
    Norse Farbjoors do not cost gold but food and cost less wood, take up 1 less population, have increased damage, move faster, and train faster, but have reduced health, bonus vs buildings, and pierce armor. They cannot be repaired but healed instead. They can be championed to attack non-buildings.
    (Dev Blog #10) Indian Rams cannot be repaired, but healed instead.

    Ranged Siege
    [​IMG]

    Greek Ballistas can be championed to move faster.
    Egyptian Catapults cost more wood, gold, and train slower. They have increased health and damage. They can be championed to deal more damage.
    The Celtic and the Norse do not have ranged sieges. This role is served by their "Palintonon."
    Persian War Wagons cost more wood but less gold. They have more health, reduced range and line of sight but instead of dealing crush damage and bonus vs buildings, they deal splashing pierce damage. They can be championed to increase their health and the splash effect.
    Roman Scorpios cost less wood, and gold, move faster, train faster, start with melee-infantry armor and take up 2 less population space. They can also be trained earlier after the Silver Age. They have reduced health, damage, line of sight, minimum range, maximum range, and splash, and deal bonus damage to infantry and ranged instead of buildings. They can be championed to deal more bonus damage to infantry, be allowed to snare, and have their minimum attack range removed.
    Roman Onagers cost less wood, train faster, have reduced health and damage. They can be championed to increase their damage and movement speed.
    Babylonians do not have ranged sieges. This role is served by their Melee Siege.

    Palintonon
    [​IMG]

    Greek, Egyptian, Persian, Roman, and Babylonian Palintonon can all be championed to increase their range and line of sight.
    Egyptian Palintonon takes the longest to train as they are trained in the Siege Workshop as opposed to the Fortresses.
    Celtic Stone Throwers cost less wood and gold, train faster, and take 1 less population space. They have reduced health, damage, minimum attack range, maximum attack range, and line of sight. They cannot be repaired but healed instead. They can be championed to deal bonus damage vs siege and take up 1 less population.
    Norse Log Throwers function identically as Stone Throwers with a bonus vs infantry. They cannot be repaired but healed instead. They can be championed to deal bonus damage vs siege, move faster, and take up 1 less population.
    (Dev Blog #6) Indian Palintonon are no different than the rest of their counterpart.

    Military Support Units
    [​IMG]

    Greek, Egyptian, Persians, and Babylonian do not have a support combat unit.
    The Celts have a military support unit in their Support Priest, the Druid that can increase the damage of any friendly units recently healed by the druid by 20%.
    Roman Aquilifier are infantry that can boost the damage of any friendly military unit by 10% (including military ships).
    Roman Primus Pilus is a cavalry that can reduce the damage of any enemy military unit by 10% (including military ships).
    Norse Chief is an "infantry" that does not fail any optionals and increases the health of any friendly military unit by 10% (including military ships).

    Temples
    [​IMG]

    Egyptian Temple of Ra cost the same as researching the Bronze Age. They have increased health.
    Egyptian Temple of Set cost the same as researching the Silver Age. They have increased health and take longer to build.
    Egyptian Temple of Ptah cost the same as researching the Golden Age. They have increased health and take longer to build.
    Celtic Sacred Groves cost less in wood and can be built after the Bronze Age. Can train Sacred Deer herdable here.
    Persian War Academy can research unique upgrades here and toggle technologies.
    Babylonian Ziggurat cost the same as researching the Bronze Age and can research unique upgrades here.
    Norse Great Hall can train a powerful Chief here.
    Dev Blog (#4) Indian Monastery can research choose-one technologies.

    Support Priests
    [​IMG]

    Greeks, Persians, Babylonians, and Norse do not have a support priest.
    Egyptian Priests of Ra take the longest to train and have the most health. They may empower buildings to generate more resources from dropoffs, train units faster, and build faster. They can be upgraded to increase their healing rate, healing range, line of sight, movement speed, and health as well as to cost cheaper and train faster. They can potentially be the fastest in speed and training as well the cheapest support priests.
    Celtic Druid cost less gold, and have reduced health, and healing but they can deal damage. They apply a temporary damage buff to the recently healed. They can be upgraded to increase their health, damage, and healing rate.
    Roman Clinicus can only be trained after the Silver Age. They have reduced health, one of the strongest healing in the game, but cannot area heal. They can be upgraded to area heal.

    Converting Priests
    [​IMG]

    Greek Priests can be upgraded to increase their conversion range and line of sight.
    Egyptian Priests of Set have reduced healing rate, healing range, and health. They also inflict chaos (converting to neutral) rather than converting enemy units to their side. They can be upgraded to increase their healing rate, healing range, chaos range, line of sight, movement speed, and health as well as to cost cheaper and train faster. They also can be the cheapest, fastest, and provide the most line of sight. THEY DO NOT COUNT AS CONVERTING PRIESTS FOR OPTIONALS AND WILL NOT FAIL THEM.
    Egyptian Priests of Ptah cost more, take up 1 more population, convert slower, have reduced conversion range, healing range, line of sight, and movement speed but can convert buildings and multiple units in an area of effect. They can be upgraded to increase their healing rate, healing range, conversion range, line of sight, movement speed, and health as well as to cost cheaper and train faster. They also can have the most health but are also the slowest.
    Celtic Augur cost more in gold but can cast rites on huntable/herdable to provide training time reduction, bonus vs buildings, increased damage, or movement speed. They can only be upgraded to increase their healing rate. They can potentially be one of the strongest healer.
    Persian Magus converts slower. They can be upgraded to increase their conversion rate to become the fastest converter.
    Roman Pontifex have increased conversion range but cannot heal. They can be upgraded to increase their conversion rate, conversion range, and line of sight. They have the largest conversion range.
    Babylonian Priests can be upgraded to increase their conversion rate, conversion range, and line of sight. However, they can be trained the fastest with all the garden training time reduction.
    Norse Seers cost less gold but cannot heal and have reduced line of sight. They can summon a raven that can move unobstructed across the map to explore. They can be upgraded to increase their line of sight and of their ravens.
    Norse Rhapsodes cost more in gold, and have increased health, reduced healing, and line of sight. However, they have the largest healing area. They can be upgraded to increase their healing.
    (Dev Blog #4) Indian Gurus are unique in being able to convert and heal in-combat at one's choice.

    Armories
    [​IMG]

    Egyptian Armories are unique in replacing their Scale Mail/Shield Rim, Chain Mail/Shield Truss, and Laminar Armor/Shield Boss with Scale Mail and Hide Armor; Chain Mail and Boiled Leather Armor; and Lamellar and Lacquered Leather Armor respectively saving down on upgrade times and cost efficiency.
    (Dev Blog #1) Indian Armories are no different than the rest of their counterparts.

    Advanced Technology Building
    [​IMG]

    Greek Academy focuses on ranged and defensive technologies.
    Egyptian do not have any specific advanced technology buildings. The Egyptians research their advanced priest-focused technologies in their temples.
    Celtic Bard Hall focuses on infantry technologies.
    Persian War Academy serves as a temple and focuses on toggle technologies which greatly decrease training time for additional costs.
    Roman Forum focuses on economic and civilian technologies.
    Babylonian Ziggurat serves as a temple and a way to age up to the Bronze Age. They focus on a variety of economic and military technologies.
    The Norse do not have any specific advanced technology buildings. The Norse do not have one unless you are in Champion Mode/PvP which their Great Hall serves to focus on construction speed and towers.
    Dev Blog (#4) Indian Monastery serves as a temple and focuses on choose-one technologies between two upgrades that allow Indians to adapt based on the situation.

    Wonders (Champion Mode/PvP Difference)
    [​IMG]

    Greek Statue of Zeus increases the damage of all military units, the maximum range for all ranged and siege units, and bolsters the health of fortresses.
    Egyptian Great Pyramid adds 20 maximum population cap, increased health, movement speed, and health regeneration for all barrack units.
    Celtic Tree of Life increases damage, movement speed, bonus damage vs buildings, and training time reduction for all military units.
    Persian Gate of All Nations generates 25 gold per second and increases movement speed for all military units as well as villagers and caravans.
    Roman Colosseum increases damage for all siege units, bonus damage vs buildings for all non-siege military units, and reduces population count for all praetorium units.
    Roman Wonders can be upgraded to cost less in stone.
    Babylonian Hanging Garden generates 10 food and 10 wood per second as well as increases the training and research rate of all buildings and villagers build and repair faster.
    Norse Dragonship grants bonus damage protection for all military units, increased attack rate and construction rate for all infantry units as well as granting 1 more Chief to train.
     
    #1 Tim619, Nov 21, 2022 at 2:03 AM
    Last edited: Dec 14, 2022
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  3. Donar

    Donar Champion

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    Nice overview, i would add that castellums also can garrison engineer
     
  4. ConradIII

    ConradIII Woad Raider

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  5. Slyrevick

    Slyrevick Hippikon

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    Thanks for this comparative :)

    The wonder's boost apply only to PVP, right ?
     
  6. Tim619

    Tim619 Long Swordsman

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    Or if you're doing the Champion Mode version of questlines like the one in Zabol!
     
    Donar and Slyrevick like this.
  7. Tim619

    Tim619 Long Swordsman

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    I think I documented the differences between every civilization as well as included in some India blog notes that can differentiate the Indian civilization already!
     
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