Armada

Skill level: Intermediate | Attacking: | Converting: | Exploring:

Units

Unit OP / DP Special Abilities Attributes Cost
Ensign 3 / 1
  • OP: 3.00 / DP: 1.00 / T: 9
  • 50% fewer casualties on offense.
  • Intelligent
  • Living
  • Sentient
  • 300 gold, 10 ore
    Captain 8 / 8
    • OP: 8.00 / DP: 8.00 / T: 12
    • Increases prestige gains by 100% for every 1% of units sent.
    • You can at most have 1 of this unit per Battleship. Training is limited to Battleship at home.
  • Intelligent
  • Living
  • Sentient
  • Wise
  • 3,000 gold
    Coastal Cannon 0 / 200
    • OP: 0.00 / DP: 200.00 / T: 12
    • No draftee required to train.
    • Does not count towards population. No housing required.
    • Immortal in combat if successfully fending off invader.
    • You can at most have 2.5 of this unit per acre of Water.
  • Machine
  • 30,000 gold, 12,000 ore
    Battleship 40 / 40
    • OP: 40.00 / DP: 40.00 / T: 12
    • 75% fewer casualties.
    • No draftee required to train.
    • Does not count towards population. No housing required.
    • Houses 300 military units.
    • Offense increased by 300 when paired with 300 Ensigns on attack.
    • You can at most have 1 of this unit per Shipyard. Increasable by Harbor improvements.
    • Plunders up to 100 Gold on attack.
    • Plunders up to 50 Gems on attack.
  • Ship
  • 60,000 gold, 15,000 ore, 35,000 lumber

    Perks

    Better exchange rates +25%
    Salvages resources 50%
    Improvement points +25%

    Lands

    Home land type: Water
    Construction Materials
    Primary: Gold
    Secondary: Lumber

    Buildings

    Building Land Type Perks
    Aqueduct Water
    • Food production increased by 8% for every 1% (max +40%).
    Dock Water
    • Produces 40 food per tick.
    • XP generation increased by 5% for every 1% (max +25%).
    • Resource exchange rates improved by 4% for every 1% (max +20%).
    Factory Hill
    • Construction costs decreased by 4% for every 1% (max 80% reduction).
    • Rezoning costs decreased by 2% for every 1% (max 40% reduction).
    Farm Plain
    • Produces 80 food per tick.
    Forest Haven Forest
    • Spy losses decreased by 3% for every 1% (max 30% reduction).
    • Damage from fireballs reduced by 8% for every 1%.
    • Gold stolen from you reduced by 8% for every 1%.
    • Houses 40 spies and units that count as spies.
    • Houses 0 people.
    Gem Mine Mountain
    • Produces 15 gems per tick.
    Gold Mine Plain
    • Produces 50 gold per tick.
    Guard Tower Hill
    • Defensive power increased by 1.8% for every 1% (max +36% DP).
    Lumberyard Forest
    • Produces 50 lumber per tick.
    Masonry Plain
    • Improvements increased by 2.75% for every 1%.
    • Damage from lightning bolts reduced by 0.75% for every 1%.
    Military Academy Hill
    • Offensive power increased by 1.8% for every 1% (max +36% OP)
    Ore Mine Mountain
    • Produces 60 ore per tick.
    Shipyard Water
    • Unit lumber costs 1% for every 1% (max 40% reduction).
    Shrine Forest
    • Defensive casualties decreased by 5% for every 1% (max 50% reduction).
    • Offensive casualties decreased by 5% for every 1% (max 50% reduction).
    Smithy Plain
    • Unit gold costs 2% for every 1% (max 40% reduction).
    • Unit ore costs 2% for every 1% (max 40% reduction).
    Temple Swamp
    • Reduces target's defensive modifiers by by 1.8% for every 1% (max 36% reduction or 0% defensive modifiers).
    • Population growth rate increased by 6% for every 1%.
    Tower Swamp
    • Produces 25 mana per tick.
    Watermill Water
    • Gem production increased by 4% for every 1% (max +20%).
    • Ore production increased by 4% for every 1% (max +20%).
    Wizard Guild Swamp
    • Wizard and arch mage training costs decreased by 2% for every 1% (max 40% reduction).
    • Spell mana costs decreased by 2% for every 1% (max 40% reduction).
    • Houses 40 wizards and units that count as wizards.
    • Houses 0 people.