Age of Kings Military


Military in Age of Kings will be very similar to military in AoE and RoR. On this page I will list the buildings that produce military units or give military upgrades. I will also talk a little about formations, towers, walls, and outposts. Get ready, because the war is on.

Buildings

Barracks: Just like in AoE, this is the base of all military buildings. It can be built in the Dark Age, and builds all of the foot soldiers that use hand to hand combat. Here is the breakdown of the barracks, age by age:

Dark Age: Militia- The lowest of the military units, not having horseman's speed or archer's range. Similar to the clubman of AoE, but of course we're more advanced, so this is probably just a swordsman with a weak attack and no armor.

Feudal Age: Men-at-Arms- Upgraded version of the militia. Like the axeman in AoE, has more attack than the militia.
Spearman- An early version of a pikeman. Historicaly, this unit did great against horsemen with long poles to knock down the horse or rider before they reached the soldier, but these units do poorly against other infantry, as their poles are too long for melee combat. Note: There are Castle and Imperial versions of this unit, but the names of those upgrades have not been released to the public.

Castle Age: Long Swordsman- Another upgrade on the swordsman line. Has more hit points, better attack, and armor.

Imperial Age: Two-Handed Swordsman- Yet another upgrade of the swordsmen. Can take a lot of damage and dish out the same.
Champion- Top of the line swordsman. What was commonly called a "superunit" from AoE. This is very comparable to the Legion of AoE. Top attack, hit points, and armor.


Dock: The other military related building that can be built in the Dark Age. This building creates all boats, military related and non-military related. Military boats that have been named- fire ship, demolition ship, and cannon galley. There may also be a boat that can board and overtake yours.


Archery Range: This building can be built in the Feudal Age and produces all archer units. Here is a breakdown of archers, age by age:

Feudal Age: Archer- Standard, unarmored bowman.
Pros: Quick, long range; good against monks, infantry, or units without piercing armor
Cons: Weak at close range; poor against knights, cavaliers, paladins, and skirmishers
Skirmisher- bowman with armor that protects it from ranged attacks, but not hand to hand attack; is used to counter enemies archer attacks but not as effective against cavalry and infantry.
Pros: Cheap, have piercing armor; good against archers and cavalry archers
Cons: Weak all around; poor against cavalry units, siege weapons, and infantry

Castle Age: Calvary Archer- the name says it all: archer on a horse.
Pros: Fast, good long-range attack; good against infantry and heavy cavalry
Cons: Weak against light cavalry and foot archers
Crossbowman- Higher attack and range than other archers, but slower fire rate.
Pros: Quick, long range; good against monks, infantry, or units without piercing armor
Cons: Weak at close range; poor against knights, cavaliers, paladins, skirmishers
Elite skirmisher- an upgrade to the skirmisher.
Pros: Cheap, have piercing armor; good against archers and cavalry archers
Cons: Weak all around; poor against cavalry units, siege weapons, and infantry

Imperial Age: Arbalest- Upgrade to the crossbowman. More range, accuracy, and attack.
Hand Cannoneer- Gunpowder unit. Has greater attack and range than archer units, but a very slow fire rate.
Pros: Powerful short range attack; strong against infantry and monks
Cons: Expensive; inaccurate at long range; weak against cavalry and crossbowmen
Heavy horse archer: An upgrade of the cavalry archer. Its mobility makes up for its lack of range and firepower.
Pros: Fast, good long-range attack; good against infantry and heavy cavalry
Cons: Weak against light cavalry and foot archers


Stable: Where all horseman units are created, with the exception of the horse archers. This building can be built in Feudal Age. Once again, the units, age by age:

Feudal Age: Scout- Just like the scout in AoE. Large line of sight, not much armor or attack. A good thing about AoK is that you start off with one of these along with the normal 3 villagers and a town center. So, with the addition of a starting off scout, you can scout out the map much quicker. 45 HPs, 3 attack, 0 armor, 2 piercing armor.

Castle Age: Light Calvary- Upgrade for the scout. More sight range than scout, plus more HPs and armor. Good against monks and archers, but poor against infantry and heavy cavalry. 60 HPs, 7 attack, 0 armor, 2 piercing armor.
Knight- This horseman is slower than the light calvary, but much stronger. Does much better against infantry and siege weapons than the light cavalry. 90 HPs, 10 attack, 1 armor, 1 piercing armor.
Camel- Very similar to the camel of RoR, an anti-cavalry unit. Camels, however, are only avaliable to 6 of the 13 civs. 90 HPs, 5 attack, 0 armor or piercing armor.

Imperial Age: Cavalier- Upgrade to the knight that is better all around- more hps, attack, and armor. 110 HPs, 12 attack, 1 armor, 2 piercing armor.
Paladin- This is the ultimate mounted unit. Very strong but very expensive to acquire. 150 HPs, 14 attack, 1 armor, 3 piercing armor.
Heavy Camel- Upgrade to the camel, giving it more attack and HPs. 110 HPs, 7 attack, 0 armor or piercing armor.


Blacksmith: Can be built in Feudal Age, and is where you can research many armor upgrades and attack upgrades. This researches many upgrades that were avaliable in the storage pit in AoE, and this makes more sence. Is required for a siege workshop.
Feudal Age
Scale Barding Armor - increases normal and piercing armor for cavalry
Fletching - increases archer range and damage
Forging - increases infantry and cavalry damage
Padded Archer - increases normal and piercing armor for archers
Scale Armor - increases normal and piercing armor for infantry
Castle Age
Chain Barding Armor - increases normal and piercing armor for cavalry
Bodkin Arrow - increases archer range and damage
Iron Casting - increases infantry and cavalry attack
Leather Archer - increases normal and piercing armor for archers
Chain Mail Armor - increases normal and piercing armor for infantry
Imperial Age
Plate Barding Armor - increases normal armor for cavalry
Bracer - increases archer range and damage
Blast Furnace - increases infantry and cavalry damage
Ring Archer - increases normal armor for archers
Plate Mail Armor - increases normal armor for infantry


University: Just like a real university, this is a place of research and study. The only upgrade that seems military related, however, is the chemistry upgrade, which allows for the research of gunpowder units. This building can be built Castle Age.


Siege Workshop: Can be built in Castle Age. Provides all siege equipment except the trebuchet. Specifics on which siege equipment is included in AoK is still sketchy.


Church: This building serves multiple purposes. One military use is producing monks. Monks can convert enemy soldiers and units over to your side, and can also heal your units. Also, the church serves as a place of healing. Note: Military units are now slowly healed when garrisoned in a building, but the church heals them even faster than other buildings.


Castle: Avaliable in the Castle Age(hence the name). It fires upon enemies near it, and also allows garrisoned archers to fire from it. This building also provides the Unique Unit of each civilization(see Civilizations and Unique Units) and trebuchets.


Towers, Walls, and Outposts

The first towers are avaliable in the Feudal Age. When first built, towers have a minimum range, and will have a minimum range until you research Murder Holes. Towers will fire just like towers in AoE, but in AoK you can garrison archer in there, and they will fire as well. Outposts are like towers, except they don't fire, and are just basically watch towers. Their only purpose is to clear away the fog of war and watch for enemies.
Much to the delight of AoE fans, AoK walls can be built in 8 different directions. Up, down, left, right, left-up diagonal, etc, etc. This will help in making custom walls. The first walls, Palasade walls, do not upgrade to stone walls, so walls will need to be rebuilt.


Formations

Formations are one of the most anticipated additions to AoK. Formations will create more realistic battles, strategy, and, most importantly, more organized transportation of units. Built in formations include a double line, a box, and a wedge. For transportations of shorter distances, units will stay in formation, but for longer jouneys units will form into a column and then reform once the destination is reached. Formations can easily be rotated clockwise or counter-clockwise. Automatic formations are even more intriguing. An example given is if you put together infantry, monks, and archers, the infantry will go to the front to protect the monks, and the archers will go in the back to be protected from hand to hand units and get off maximum shots.

This page will be updated when more information becomes avaliable.