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Units / Troops
Units are trained in the Barracks (infantry), Stable (cavalry), Workshop (siege), and Residence/Palace (settlers & leaders). Unit stats and costs are based on Travian 4.6 (player-reported), adjusted for the absence of a hero.
Where to find unit stats
- Combat Simulator (via the Rally Point, or https://www.thronewake.com/simulator) β hover over unit icons to see their attributes; also shows speed and carry capacity.
- Smithy β shows your own tribe’s researched units’ stats per level. There is no in-game overview of all units at all levels.
Unit classes
- Infantry β trained in the Barracks. Both offensive and defensive infantry exist per tribe.
- Cavalry β trained in the Stable; faster, higher food upkeep. Includes the fast raiding cavalry each tribe uses for looting.
- Scouts β reconnaissance. Stormfang can build scouts in the Barracks; other tribes use the Stable. Scouts cannot be trapped by a Thornsnare Grove. See scouting.
- Rams and Catapults β siege, built in the Workshop; upgraded in the Smithy (which increases their damage to buildings).
- Settlers and Leaders/Chiefs β expansion units.
- Merchants β carry resources, not a combat unit.
Reported unit names by tribe
See each tribe page for context.
- Emberblade β sword infantry (cheap/versatile offensive infantry). Confirmed via an official map-preset example.
- Iron Spear β spear infantry (usually defensive).
- Crimson Lancer β heavy high-attack cavalry (expensive).
- Sunrider β cavalry.
- Woodblade β infantry.
- Stag Riders β fast raiding cavalry (“fastest looters”, ~speed 19).
- Green Lancer β cavalry (weak attacker, used for defense; base speed 16).
- Oak Cavalier β heavily armored cavalry (strong defensive/offensive horse).
- Briars (“briar guards”) β phalanx-type defensive infantry.
- Raider β cheap fast attacking cavalry (very cost-effective looter, ~250 res).
- Axeman (“axes”) β infantry.
- Blood Charger β attacking cavalry (high attack).
- Slave Militia β extremely cheap spam unit (weak defender).
- Club (“clubby”) β cheap infantry.
Other names seen: War Brute (an offensive melee infantry β “2nd best melee per hour”); Paladin (a cavalry unit) β tribe unclear, unconfirmed.
Movement & speed
- An army moves at the speed of its slowest unit. Because of this, fast cavalry is often sent alone to raid so it isn’t slowed by infantry.
- The Bannerfield building increases troop travel speed for the portion of a journey beyond 20 tiles.
- Concrete base speeds (1Γ world; movement scales with world speed):
Food upkeep & starvation
- Every unit consumes Food upkeep. If a village’s food goes negative, troops starve.
- External reinforcements starve before your own troops (update 02/07). Which of your own unit types starves first is debated (player claim: the cheapest/T1 unit first β unconfirmed).
- Rider’s Wells reduces Embermark cavalry upkeep; the Harvest Horn artefact reduces upkeep for stationed troops.
Smithy upgrades
Each Smithy level adds +1.5% strength to a unit (level 20 β +30%). Alliance troop-strength bonuses apply on top of Smithy upgrades.
Settlers
- Trained in the Residence/Palace; you need 3 to found a village, and a free expansion slot in the training village.
- Cost depends on tribe (Verdant settlers are cheaper).
Leaders (chiefs)
Leaders (called “chiefs”) reduce a target village’s loyalty; when loyalty hits 0 you conquer the village.
- To build a leader you need Residence/Palace and Academy at level 20, the relevant research, plus a free expansion slot and Culture Point slots (2 to conquer a City).
- Leaders cannot be healed at the Herbalist.
- The Stormbrew Works effect makes leaders 50% less effective while active.
Scouting
- Stationed troops (including scouts from anyone in the village) provide scouting there. Players build large “scout hammers” (thousands of scouts) to reveal enemy armies.
- A defender only learns the count/type of an incoming attack if the number of incoming attacks is β€ their Rally Point level (the modern fake system). In the older system you saw incoming troops if you had more scouts than incoming troops β that was replaced to make faking viable.
- To see the troops inside a Wilder Site you must scout it (or learn from attacking/raiding it).
Moving/merging troops
- Early on, you could not transfer or swap troops between villages. A later research allows merging troops from another village (they keep their origin village), and merged troops take the Smithy level of the village they merge into. A separate research allows forwarding trained troops. This works to your own villages and, more recently, to allies too β but forwarding to allies is capped at a limited number of times per day.