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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 HousingHousing. Land forces are trained in the BarracksBarracks, while ships are launched from the HarbourHarbour. 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.

Fleet Speed
A war fleet sails only as fast as its slowest vessel. Infantry and siege engines travel as passengers aboard ships — their land speed does not affect the voyage. Plan fleet composition carefully, or swift ships will wait for heavy ones.

The Garrison

Foot soldiers form the backbone of every army. The cheapest to train are Stone ThrowersStone Throwers — raw conscripts armed with little more than courage. With Spear research, SpearfightersSpearfighters become available — reliable defenders that anchor the garrison. Later, ArchersArchers bring ranged striking power, and SwordsmenSwordsmen — unlocked through Shield Level 3 — are the finest defenders gold can buy. The Guard HoundGuard Hound, trained at the KennelsKennels, cannot board ships but is a fierce and cost-effective island defender.

Stone ThrowerStone Thrower

infantry

Cheap unit with no weapons. Quick to train but weak in combat.

Atk 5Def 3Spd 1Carry 0Cost 2020 / 1515 / 1010Train 30s
Barracks Lv 1

SpearfighterSpearfighter

infantry

Balanced infantry unit. Good for defense, decent in attack.

Atk 10Def 20Spd 0.8Carry 0Cost 5050 / 3030 / 3030Train 1m
Barracks Lv 3 + Spear Lv 1

ArcherArcher

infantry

Ranged unit with high attack strength. Weak in close combat defense.

Atk 20Def 8Spd 0.9Carry 0Cost 6060 / 2020 / 4040Train 50s
Barracks Lv 5 + Bow Lv 1

SwordsmanSwordsman

infantry

Elite defensive infantry. Heavily armored and difficult to defeat. The backbone of any place's defense.

Atk 15Def 35Spd 0.7Carry 0Cost 100100 / 5050 / 8080Train 1m 30s
Barracks Lv 7 + Shield Lv 3

Guard HoundGuard Hound

infantry

Disciplined war dogs trained to hold the homestead and tear into invaders at close range. Cannot board ships.

Atk 7Def 14Spd 1.1Carry 0Cost 3535 / 2020 / 3030Train 45s
Kennels Lv 1 + Dog Training Lv 1
Marshal Voss
Marshal Voss notes
Stone Throwers are cheap but they break fast. Replace them with Spearfighters as soon as the Laboratory permits. A garrison of Swordsmen behind a Stone Wall is worth ten times its number in conscripts.

Siege Engines

When a Governor intends not just to defeat an enemy but to raze their fortifications, siege weapons are required. The CatapultCatapult 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 WarshipsLarge Warships, which cannot transport infantry.

CatapultCatapult

siege

Siege weapon that destroys enemy buildings. Slow but devastating. Required to colonise places.

Atk 35Def 2Spd 0.3Carry 0Cost 150150 / 120120 / 100100Train 2m
Barracks Lv 10 + Catapult Lv 1
Marshal Voss
Marshal Voss notes
Never send catapults without a screen of warships. They hit harder than anything afloat, but one stiff breeze of resistance will sink them.

The Fleet

No island stands alone — ships connect settlements to trade, war, and expansion. The Small WarshipSmall Warship is the workhorse of any attack fleet, fast and capable of ferrying infantry. The heavier Large WarshipLarge Warship carries siege engines and hits harder, but sails slower and demands advanced Sail research. For trade and supply, Small Merchant ShipsSmall Merchant Ships and Large Merchant ShipsLarge Merchant Ships haul resources between settlements. The Spy ShipSpy 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 ShipColonisation Ship carries the means to establish a new domain.

Fleet Capacity
Both Small and Large Warships can transport infantry and siege engines. Plan deployments by total troop capacity: Small Warships provide quick escorts, while Large Warships carry heavier expedition forces.

Spy ShipSpy Ship

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.

Atk 0Def 2Spd 2Carry 0Cost 8080 / 6060Train 1m 30s
Harbour Lv 3 + Espionage Lv 1

Small WarshipSmall Warship

naval

Light combat vessel. Fast and cheap but less powerful than large warships.

Atk 10Def 10Spd 1.2Carry 40Cost 100100 / 120120Train 2m
Harbour Lv 1

Large WarshipLarge Warship

naval

Heavy combat vessel. Carries troops and siege engines into battle.

Atk 30Def 30Spd 0.8Carry 90Cost 300300 / 350350Train 4m
Harbour Lv 5 + Sail Lv 3

Small Merchant ShipSmall Merchant Ship

naval

Light transport vessel for carrying resources between places.

Atk 0Def 5Spd 1Carry 80Cost 8080 / 100100Train 1m 40s
Harbour Lv 1

Large Merchant ShipLarge Merchant Ship

naval

Heavy transport vessel with large cargo capacity for resources.

Atk 0Def 10Spd 0.7Carry 200Cost 200200 / 250250Train 3m
Harbour Lv 3 + Sail Lv 1

Colonisation ShipColonisation Ship

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.

Atk 0Def 5Spd 0.5Carry 5000Cost 80008000 / 70007000Train 5m
Harbour Lv 10 + Sail Lv 5
Treasurer Mora
Treasurer Mora notes
Merchant ships earn no glory, but they keep the supply lines open. A Governor with two settlements and no trade fleet has doubled the problems without doubling the resources.

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.

UnitTypeAtkDefSpdCarryTrain
Stone ThrowerStone Throwerinfantry531030s
SpearfighterSpearfighterinfantry10200.801m
ArcherArcherinfantry2080.9050s
SwordsmanSwordsmaninfantry15350.701m 30s
Guard HoundGuard Houndinfantry7141.1045s
CatapultCatapultsiege3520.302m
Spy ShipSpy Shipnaval02201m 30s
Small WarshipSmall Warshipnaval10101.2402m
Large WarshipLarge Warshipnaval30300.8904m
Small Merchant ShipSmall Merchant Shipnaval051801m 40s
Large Merchant ShipLarge Merchant Shipnaval0100.72003m
Colonisation ShipColonisation Shipnaval050.550005m
Marshal Voss
Marshal Voss notes
Numbers alone do not win battles. A fleet of speed without reconnaissance is a fleet sailing blind. Consult the Combat and Espionage chapters before committing forces.