Map Lords

Units and buildings

This page gathers the exact numbers the game uses. They are the same on both maps, except the income of European territories, which depends on their size.

The three units

Every soldier has an attack value, used when it is part of an army assaulting a territory, and a defense value, used when it holds a garrison.

UnitAttackDefenseStrong vsWeak vsProduced by
Pikeman11.2KnightsArchersVillage, Barracks
Archer0.71.8PikemenKnightsArchery range
Knight2.21ArchersPikemenStable

The pikeman is the basic soldier: decent in attack and defense, produced in bulk. The archer is a defender, with the best defense in the game but a weak attack. The knight is the shock unit: more than twice a pikeman's attack, but a poor defense.

Counters: up to ±50%

In every battle, the value of each unit type is adjusted according to the composition of the opposing force. The bonus is 50% times the share of enemies the unit beats, minus the share of enemies that beat it. Against a garrison made only of archers, your knights count for 1.5 times their attack. Against a garrison made only of pikemen, they count for half. Against an evenly mixed garrison, the effects cancel out.

Example: 20 knights attack 30 archers. Attack: 20 × 2.2 × 1.5 = 66. Defense: 30 × 1.8 × 0.5 = 27 (archers are beaten by knights). The territory falls easily. With 20 pikemen instead, the attack would only be 20 × 1 × 0.5 = 10.

Marching speed

An army containing at least one pikeman or archer moves at infantry speed. An army made only of knights moves about 1.8 times faster (46 versus 26 map units per second). The shortest march takes at least 1.2 seconds. Knights alone are therefore ideal to strike a distant target before it grows stronger.

How a battle is resolved

The game adds up the adjusted attack of the whole army and the adjusted defense of the whole garrison, then multiplies the defense by the castle bonus and the region bonus.

An attack twice as strong as the defense therefore costs about 45% of the army; three times as strong, about 28%.

Strength and defense estimate before an assault
The invasion window does all of this for you: strength, defense on arrival and chances of success.

Buildings

The capital starts with a castle, a village and a mine. Other buildings are bought with gold, from the Realm tab or the Recruit button.

BuildingCostEffect at level 1Requirement
Castle—Territory defense ×1.6Capital only
Village—1 pikeman every 6 sCapital only
Mine220+4 gold per secondOne per territory
Barracks1201 pikeman every 3 sOne per territory
Archery range1601 archer every 4 sBarracks in the territory
Stable2401 knight every 6 sArchery range in the territory

Three rules frame construction:

A territory's buildings with Upgrade and Build buttons
The capital's buildings, their level and the price of the next upgrade.

Upgrades

Every building goes up to level 3. Reaching level 2 costs the building's base price; reaching level 3 costs twice that. The castle and the village, which have no purchase price, use a base of 180 and 150 gold.

LevelProduction (village, barracks, archery range, stable)MineCastle
1×14 gold/sDefense ×1.6
2×1.56 gold/sDefense ×1.9
3×28 gold/sDefense ×2.2

Level 3 barracks therefore train a pikeman every 1.5 seconds, 40 per minute. A territory stops producing when its garrison reaches 250 soldiers: move your troops so nothing is wasted.

Income and bonuses

Barbarian camps and free lands

Free lands start with 2 to 4 pikemen and never grow. Barbarian camps start with 8 to 15 pikemen and 2 to 6 archers, and gain one pikeman every 10 seconds while they have fewer than 30 soldiers. Barbarians never attack: they are obstacles, and a source of gold.

To apply these numbers in a game, read the strategy guide.

Start a game