1 .TH Concept "Unit Types"
2 .NA Unit-types "Description of the different types of land units"
4 Some of the units currently available in Empire are:
7 infantry The Bloody Infantry. Lotsa guys on foot with guns. They're
8 slow, and they carry their supplies in horse-drawn wagons,
9 which slows them down even more. Slow. They're also not
10 terribly good at scouting. They don't attack very well,
11 with a multiplier ranging from 1 to 1.5 or so with better
12 tech. However, they really shine on defense, with a multiplier
13 from 1.5 to 3.0. If you want to hold a line... use infantry.
14 They're fairly resistant to shelling and bombing, with the
15 later types of infantry units being better.
17 cavalry Empire starts just at the end of the age of cavalry. They're
18 quick, and they scout pretty well. They're better at attacking
19 than defending. They are pretty easy to kill with shelling or
20 bombing. Still, if you want a low-tech unit to go somewhere
21 quick, they're the guys.
23 supply Supply units range from horse and wagon to truck units. Early
24 supply units are slow, but the later supply unit types are
25 motorized and are faster. Supply units carry a bunch of stuff,
26 but try your best not to get them in combat, because they don't
27 enjoy it, and they're REALLY bad at it. Supply units can give
28 supplies to land units, as well as forts/ships/sectors. See
31 lt armor Armor units may be light, medium, or heavy. Light armor units
32 armor have much the same uses as cavalry, although they are a good
33 hvy armor bit less fragile. Medium armor is medium-fast, good for general
34 attacking, while heavy armor is slow, but good for assaults,
35 any situation where you need to destroy a heavily-defended
38 All armor is better at attacking than defending. Higher tech
39 types of armor units are better at defending, however. Armor
40 gets much of its combat advantage from its mobility, being
41 able to attack and move in, severing supply lines & blocking
42 reaction & reinforcements.
44 Armor is fairly resistant to shelling/bombing.
46 artillery Artillery is a long range killer. You can use it to shell
47 lt artillery sectors, but it can often be more effective when used as
48 hvy artillery support for your attacks. Lt artillery has more mobility,
49 mech artillery but less damage. Hvy artillery has less mobility, but more
50 damage. Mechanized artillery gives you good damage and good
51 mobility, but is very expensive.
53 The better the accuracy of the artillery, the better it is
54 at assisting your troops or shelling ships. The better the
55 damage rating, the better the damage done. High-damage, low
56 accuracy artillery is mostly good for shelling sectors, while
57 high-accuracy artillery is good at supporting your troops,
60 All artillery is bad at attacking, but can usually defend in
61 a not-horrible fashion. Artillery units are, however, pretty
62 vulnerable to shelling and bombing. (except for mech artillery)
64 engineers Engineers are the most versatile unit. They can lay mines,
65 mech engineers clear mines, defend well, attack well, work on sectors, etc.
66 The drawbacks? Well, they're VERY expensive and not very
67 big. Mech engineers have vehicles and are much faster and
68 more resistant to damage.
70 mech infantry These two types of infantry are faster. Mech infantry is
71 motor infantry also more resistant to damage and even better on defense.
73 marines These units are like improved infantry, but more expensive and
74 harder to make. Their best use is for assaulting beaches, but
75 they do make superior infantry if you have to use them that
78 security These units are good at fighting guerrillas, but not for
79 much else. They fight about as well as low-tech infantry,
80 and their smallish size makes them not worth much.
82 They do help you when shooting helpless civs (see info shoot),
83 and fight guerrillas during the update. The security troops
84 get a chance to 'raid' the guerrillas and kill some of them
85 before the guerrillas fight. This will reduce your casualties
88 radar units These units are high-tech. They give you the ability to
89 map the enemy easily as you advance. Try not to get them
90 into combat, as they're horrible at it, and they're very costly.
91 They're generally motorized, so they're pretty fast, and they
92 all get shelled/bombed hard.
94 aa unit These units are good defensively, and fight planes well. They
95 are a mechanized unit, and move & survive pretty well. Only
96 units with the FLAK ability can fire AA.
98 Use the "show" command to see units stats and capabilities.
102 These units types differ in their fundamental
103 capabilities; some can fire guns, some cannot;
104 each has it's own specific abilities & roles.
105 The capabilities of each unit are given by the show command.
106 The headings are as follows. For the building data:
112 The lcm required to build the land unit.
114 The hcm required to build the land unit.
116 The guns required to build the land unit.
118 The avail (work) required to build the land unit.
120 The minimum technology required to build the land unit.
122 The cost of the land unit.
125 The headings for the stats listing are
131 the attack multiplier of the land unit
133 the defensive multiplier of the land unit
135 the vulnerability of the unit to bombing/shelling (1-100)
137 the distance/mu for moving (in relative units)
139 how visible the land unit is, (relative units)
141 how far the land unit can see, (i.e. how good the
142 reconnaissance equipment is), again in relative units
144 the unit's reaction radius
146 twice the distance the guns can fire,
147 The range formula is (rng/2) * ((tech + 50) / (tech + 200))
149 the firing accuracy of the unit
151 the number of guns that fire when the unit fires
153 ammo: the number of shells the unit uses when fighting or firing
155 the aa fire rating of the unit
157 The number of extra-light planes the land unit can carry.
158 (If the XLIGHT option is enabled)
160 The number of land units the unit can carry (no 'heavy' units)
163 Each land unit can carry a certain amount of products and has certain
164 capabilities. These are listed under the cargoes & abilities section.
165 The cargoes give the number of each product that can be carried.
166 The abilities are as follows.
168 .EX show land capabilities
170 .in \w'engineer\0\0'u
172 the unit can lay/sweep mines, work on sectors/fortifications/etc.
174 the unit can supply other units
176 the unit is good at fighting guerrillas and shooting helpless civilians
178 the unit can be carried on ships that don't have supply capability
180 the unit is good at assaulting
182 the unit is good at gathering intelligence. It will do better using llookout,
183 and will report enemy units in battle better.
185 the unit has radar capability
187 the unit may be used in assaults
189 the unit can fire 'general unit flak' (see "info Flak")
193 the unit is a train, and can't be loaded on land units
194 (see "info Railroad")
196 the unit cannot be carried on land units or ships, not even supply ships
199 Some examples of the output:
203 lcm hcm mil guns shells avail tech $
204 War band 5 0 100 0 0 1 0 $500
205 Supply Wagon 5 5 50 0 0 2 0 $500
206 GPG Commandos 15 15 25 1 2 5 150 $800
207 artillery 1 40 60 70 20 40 17 100 $1000
208 Jump infantry 35 25 100 5 10 9 400 $3000
209 marines 1 20 10 100 2 4 5 200 $2000
216 att def vul d s y d g c m m f l
217 War band 1.3 1.0 99 23 5 1 1 0 0 0 0 0 0
218 Supply Wagon 0.1 0.2 100 15 6 1 0 0 0 0 0 0 0
219 GPG Commandos 1.0 1.0 70 30 1 2 1 0 0 0 5 1 0
220 artillery 1 0.0 0.5 50 15 6 1 0 6 40 4 5 15 0
221 Jump infantry 5.0 6.0 20 55 1 4 4 0 0 0 5 35 5
222 marines 1 1.0 2.0 70 23 3 3 2 0 0 0 5 5 2
228 War band 5f engineer light recon
229 Supply Wagon 50s 5g 100f 200l 100h 100r 200d 10b 100i supply light
230 GPG Commandos 5f security
231 artillery 1 5f 10g 20s
232 Jump infantry 5f 2g 10s xlight
233 marines 1 5f 10s xlight light marine
236 .SA "land, LandUnits"