Units are citizens in your Empire that can be recruited for the offense, defense, and expansion of a Leader’s Empire. Leaders can use resources to train and recruit Units at the Barracks, where they will spend their time when not on Movements or Missions. They can be sent out to attack enemy Settlements or transferred between Settlements within their own Empire.
List of Units[]
| Unit | Type | Cost | Recruit Time | Loot Cap | Speed | Armor | Armor Piercing | Move Cost | Capacity Cost | |
|---|---|---|---|---|---|---|---|---|---|---|
| 2-Handed Infantry |
Infantry | 50 10 10 10 |
1m30s | 100 | 800 | 10% | -/>14% | 10 | 1 | |
| Archer |
Ranged | 40 20 10 |
1m30s | 100 | 800 | 0% | -/> 0% | 10 | 1 | |
| Heavy Archer |
Ranged | 100 40 10 15 |
11m40s | 100 | 600 | 6% | -/> 25% | 10 | 2 | |
| Heavy Cavalry |
Cavalry | 180 20 80 50 |
31m40s | 200 | 1800 | 40% | -/> 18% | 40 | 5 | |
| Light Cavalry |
Cavalry | 120 20 20 |
8m20s | 200 | 2600 | 12% | -/> 6% | 40 | 3 | |
| Scholar |
Civilian | 100 100 100 150 |
33m20s | - | 800 | - | - | 10 | 1 | |
| Settler |
Civilian | 500 300 300 350 10 |
2h20m | - | 440 | - | - | 60 | 18 | |
| Siege |
Siege | 100 400 300 100 50 |
50m | - | 400 | - | - | 60 | 5 | |
| Spear Infantry |
Infantry | 50 10 10 |
5m | 100 | 800 | 15% | -/> 6% | 10 | 1 | |
| Sword Infantry |
Infantry | 50 10 10 |
5m | 100 | 800 | 30% | -/> 5% | 10 | 1 | |
| Wagon |
Civilian | 200 200 100 10 50 |
20m | 6000 | 800 | - | - | 20 | 5 |
Unit Capacity and Capacity Cost[]
The amount of Units that each Empire can recruit has a maximum limit referred to as
Unit Capacity. Because all Units are recruited and housed in the Barracks, it must be upgraded to increase the Empire’s Unit Capacity. Each Unit type has its own Capacity Cost, an amount that takes up space within an Empire’s Barracks Capacity. A Unit cannot be trained if its Capacity Cost surpasses the Empire’s Barracks Capacity.
In cases where a Leader needs to get rid of certain Units, they may Disband Units at the Recruit screen. Disbanding Units removes them from a Settlement’s Barracks, clearing their Capacity Cost from the Empire’s Unit Capacity.
Loot Capacity[]
Each Unit has its own Loot Capacity, which dictates the amount of resources that a Unit can loot during Thieving Missions. It refers to the total amount of all resources that can be looted by one Unit. For example, a Spear Infantry Unit with a Loot Capacity can loot a combination of Food, Wood, Stone, Metal, and Inspiration, up to 10 units in total.
Most Units have a relatively small Loot Capacity (10-20). Wagons have the largest Loot Capacity in the game at 600, making them indispensable in Thieving Missions. Additionally, they are the only Unit that can loot Gold.
Strategy[]
Units in CryptoCrusades have different strengths and weaknesses, presenting Leaders with different combat strategies based on their goals. Different attributes, like Speed and Armor Piercing, can give Leaders some ideas on which Units might be best suited for which missions. For example, if you want to launch a quick Thieving Mission, send out an army of Cavalry with high Speed and a decent Loot Capacity. If you want a sturdy army that will soak up lots of damage, perhaps a force of Heavy Cavalry and Sword Infantry is the way to go.
There are three units that can be described as “counter Units” based special modifiers that are unique to those units. These include Spear Infantry (counters Cavalry), 2-Handed Infantry (counters Infantry), and Light Cavalry (counters Ranged). While not technically a counter unit, Heavy Archers boast high Armor Piercing and are therefore ideal for fighting against heavily-armored Units.
If you want more information for strategizing against certain enemies, it’s a good idea to check the Barracks Logs. You’ll be able to see information on what kinds of Units you lost, giving you an idea as to which kinds of Units are defending a Settlement.