Reading a unit
A unit is understood through four axes: attack, defense, speed and cargo. A slow unit can slow an entire detachment; cargo can turn a victory into an economic gain.
The technical card gives the numbers, but real value always depends on context: raid, defense, spying, convoy, reinforcement or map control.
Composing a detachment
The server calculates travel and resolution from the units that were actually sent. Mixing roles can be useful, but every added unit changes timing, capacity and risk.
A training batch may exceed 1,000 units when the bastion has enough resources and capacity. An admin-managed guardrail only limits one submission, to 100,000 units by default; the Explorer personal limit remains separate. Its completion report agrees the unit name and verb with the quantity actually completed.
The main classes follow a tactical triangle: infantry counters cavalry, cavalry counters archers, and archers counter infantry. Scouts, carts, ballistae and ash priests remain neutral specialists.
The Explorer is a civilian unit culturally tied to the people that trains it. With 0 attack, 0 defense and 0 cargo, it cannot join combat, contracts, escorts or garrisons and contributes no power to them; its sole purpose is revealing landmarks through surveying missions.
The counter bonus is weighted by the vulnerable military power in the opposing army. A fully favorable composition receives the configured maximum bonus, while a mixed army naturally reduces that edge. Losses are then redistributed: directly countered classes are more exposed without increasing the total losses calculated for the battle.
When a spy report has revealed the garrison, raid preparation compares the selected classes with the latest known intelligence and shows a favorable, balanced or unfavorable matchup. This is not a victory prediction and may become stale if the garrison changes.
An effective force is not always the largest one: composition, terrain, doctrines and fortifications determine its real power together.
Neutral auxiliaries
The Wandering Warden, Ruin Stalker, Free Sapper and Ash Penitent are culturally independent and available to all three peoples. Their origin does not replace their technical combat class: the player people’s command doctrines apply normally.
They can never be trained in the Barracks and cannot be bought through Premium access. A landmark contract announces their quantity before departure; on return they join the chosen bastion, count toward power, fight, reinforce, are recalled and die like other troops. In reports, contracts, raids, garrisons, and simulators, all four auxiliaries use a round ash-toned medallion distinct from the gold medallion used by regular units. On the Units page, each auxiliary uses the regular-unit card frame with an uppercase name, the ash-toned medallion, and icon-based stats while retaining its full illustration. A “Training” heading then clearly separates trainable units from this contract roster.
Each auxiliary has a personal cap in the world. Recruitment contracts also carry a per-player, per-landmark seasonal right and an explicit cooldown: there is no global stock and no transfer between players or worlds.