陆军单位

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(重定向自Land units

最小的军事单位被叫作 大队(cohort)。A cohort is comprised of 1000 men; these 1000 men are subtracted from the manpower pool when the cohort is recruited. A number of cohorts can be grouped to form an army.

Cohorts are trained in cities at a cost of money, Manpower.png manpower and time. When a cohort is fully trained, an army is created to "house" it; or alternatively, the newly trained cohort will join an existing army if one is currently residing in the city, which the cohort is build.

Cohorts can usually be moved between Armies at any time for no cost.

Basic stats

All units types in Imperator: Rome have the same identical basic stats. These are:

  • strength = All units start at 1000 strength, equivalent to the 1000 Manpower.png manpower it cost to build
    • A cohort at 750 strength will cost 250 Manpower.png manpower to replenish
    • The replenishment time it takes for a cohort regain full strength depends on the manpower_recovery_speed修正 manpower recovery rate
  • morale = 3.0

单位类型列表

There are 10 types of land units. Only 2 (3 if you count Supply Trains) of them are always available. Others can be acquired by having required resources or Military Traditions.

Unit type Cost Time Monthly Cost Upkeep Build Requirements Siege Assault Movement
speed
Maneuver Morale
damage
taken
Strength
damage
taken
Attrition weight Attrition loss Food Storage Food Consumption Archers.png Camel cavalry.png Chariots.png Cavalry.png Heavy infantry.png Horse archers.png Light cavalry.png Light infantry.png War elephants.png (unrecognized string “supply train” for Template:Icon)
Archers.png Archers 6 45 0.24 none, always available 2.5 1 +25% −10% 0.05 2.4 0.1 −10% −10% +10% −10% +25% +100%
Camel cavalry.png Camel Cavalry 13 40 0.54 Goods camel.png Camels 3.5 4 0.025 3.6 0.2 +10% +10% −20% −10% +10% +10% −50% +100%
Chariots.png Chariots 6 45 0.24 Military tradition: Barbarian or Indian 2.5 1 0.05 2.4 0.2 +20% −10% −50% −10% −50% +10% +35% −50% +100%
Cavalry.png Heavy Cavalry 14 120 0.58 马匹 Horses 3.5 2 +100% 0.05 2.4 0.25 +50% +10% +25% −10% +10% +25% −50% +100%
Heavy infantry.png Heavy Infantry 14 60 0.58 铁 Iron 2.5 1 −10% +50% 0.05 2.4 0.2 −10% +25% +20% −25% −10% +20% +100%
Horse archers.png Horse Archers 14 60 0.58 草原马 Steppe Horses 4 5 +25% +50% 0.05 3 0.25 +25% −10% +25% −10% +25% −10% +25% −20% +100%
Light cavalry.png Light Cavalry 7 45 0.29 马匹 Horses 4 3 +50% 0.05 2.4 0.25 +25% +25% −20% −50% +25% +25% −50% +100%
Light infantry.png Light Infantry 6 30 0.24 none, always available 2.5 1 −25% −50% 0.025 2.4 0.1 −10% −10% −25% −25% −50% −25% +100%
War elephants.png War Elephants 26 365 1.08 大象 Elephants 2.5 1 −50% +200% 0.1 1 0.3 +50% −10% +50% −10% +40% −10% −10% +30% +100%
(unrecognized string “supply train” for Template:Icon) Supply Train 16 120 0.66 none, always available 2.5 1 +100% 0.1 50 0.05 -90% -90% -90% -90% -90% -90% -90% -90% -90%

Explanations

  • Siege Assault: Whether this unit type can assault forts.
  • Movement speed: Speed in the map.
  • Maneuver: How many squares away this unit type can target enemies on the Battle chess board. All land units have at least 1 maneuver so they can target at least 3 squares.
  • Morale damage taken: Affects how fast the unit flees from combat. Also affects caused morale damage (scales with unit's morale)
  • Strength damage taken: Affects how much manpower will be lost in combat. Also slightly affects all caused damage (scales with unit's strength).
  • Attrition weight: Modifies the size of a unit for the purpose of determining whether the army exceeds the supply limit of the city it's in. This does not affect how many units can be transported by sea.
  • Unit Type Icons: Multiplier for caused damage against that unit type.

Modifiers to unit types

There are many modifiers to the available unit types. Most of them are unlocked from Military Traditions and Technology.

  • Discipline: Increases caused damage.
  • Terrain bonus: Increases caused damage when fighting in a specific terrain.
  • Offense: Increases caused damage.
  • Defense: Reduces received damage.
  • Morale: Increases caused morale damage and makes the unit stay longer in combat.
  • Maintenance: Reduces upkeep costs.
  • Starting experience: Increases initial experience when recruiting this unit.

Each cohort may also become loyal to a specific character giving +10% Discipline.

参考资料


国内政策 人物属性文化政府法律国家理念叛乱宗教科技
经济政策 建筑经济人口贸易商品
省份 区域省份城市殖民
战争 军事传统陆军陆军单位陆战海军海军单位海战
对外政策 条约宣战理由外交附属国