Units
Walls buy time, but only soldiers hold ground. From raw conscripts hurling stones to armoured swordsmen behind shield walls, every settlement must raise the forces it can afford — and field them wisely. This chapter covers every unit mustered in the archipelago, on land and at sea.
Mustering Forces
Every soldier requires a roof — one population per unit, supplied by the
Housing. Land forces are trained in the
Barracks, while ships are launched from the
Harbour. Only one training order runs at a time, but multiple units may be commissioned in a single batch. Higher building levels and research advancements unlock stronger forces.
The Garrison
Foot soldiers form the backbone of every army. The cheapest to train are
Stone Throwers — raw conscripts armed with little more than courage. With Spear research,
Spearfighters become available — reliable defenders that anchor the garrison. Later,
Archers bring ranged striking power, and
Swordsmen — unlocked through Shield Level 3 — are the finest defenders gold can buy. The
Guard Hound, trained at the
Kennels, cannot board ships but is a fierce and cost-effective island defender.
infantry
Cheap unit with no weapons. Quick to train but weak in combat.
infantry
Balanced infantry unit. Good for defense, decent in attack.
infantry
Ranged unit with high attack strength. Weak in close combat defense.
infantry
Elite defensive infantry. Heavily armored and difficult to defeat. The backbone of any place's defense.
infantry
Disciplined war dogs trained to hold the homestead and tear into invaders at close range. Cannot board ships.
Siege Engines
When a Governor intends not just to defeat an enemy but to raze their fortifications, siege weapons are required. The
Catapult is the only engine of war capable of destroying buildings — and it is the instrument through which colonisation becomes possible. Catapults are devastatingly powerful on offence but nearly defenceless when caught without escort. They must be carried by
Large Warships, which cannot transport infantry.
siege
Siege weapon that destroys enemy buildings. Slow but devastating. Required to colonise places.
The Fleet
No island stands alone — ships connect settlements to trade, war, and expansion. The
Small Warship is the workhorse of any attack fleet, fast and capable of ferrying infantry. The heavier
Large Warship carries siege engines and hits harder, but sails slower and demands advanced Sail research. For trade and supply,
Small Merchant Ships and
Large Merchant Ships haul resources between settlements. The
Spy Ship slips past defences to gather intelligence — but if detected by a Watch-Tower, it is lost. And when the time comes to claim new territory, the
Colonisation Ship carries the means to establish a new domain.
naval
Fast, stealthy vessel used for espionage missions. Scouts enemy places to reveal resources, buildings, and troop counts. If detected by a Watch-Tower, the ship is destroyed.
naval
Light combat vessel. Fast and cheap but less powerful than large warships.
naval
Heavy combat vessel. Carries troops and siege engines into battle.
naval
Light transport vessel for carrying resources between places.
naval
Heavy transport vessel with large cargo capacity for resources.
naval
Special vessel required to found new settlements. Enemy islands require the target Main House at level 1; uninhabited islands do not. The ship is consumed only on successful colonisation.
At a Glance
For quick comparison, the following ledger summarises every unit in the archipelago. Consult the individual entries above for full training requirements and descriptions.


