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0abc-readme.tex
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\documentclass{article}
\usepackage[english]{babel}
%\usepackage{fontspec} %\setmainfont{CMU Serif} % XeLaTeX
\usepackage[a4paper,margin=14mm]{geometry}
\usepackage{graphicx}
\usepackage{hyperref}
\usepackage{multicol}
\usepackage{pdflscape}
\usepackage{url}
\usepackage{verbatim}
\newcommand{\legenda}{
\textbf{NB}:
\emph{--}:~not available for this faction,
\emph{V}:~requires village phase,
\emph{T}:~requires town phase,
\emph{C}:~requires city phase,
\emph{M}:~requires metropolis phase,
\emph{U}:~requires another unlock technology,
%\emph{W}:~requires ``glorious expansion'' (wonder),
\emph{E}:~exists but is unavailable.
}
\title{
\textit{\emph{\textbf{0}} A.D. is \emph{\textbf{A}}ctually \emph{\textbf{B}}efore \emph{\textbf{C}}hrist}\\
\url{https://github.com/0abc/0abc-a22.git}\\
\ \\
\large A modification of \textit{0 A.D. Empires Ascendant}\\
version 0.0.22 \textit{Alpha XXII: Venustas}
}
\author{[email protected]\\\url{https://wildfiregames.com/forum/index.php?/topic/22779-0abc-mod/}}
%github: 0abc ; 0abcMod
% A22: https://github.com/0ad/0ad/tree/be68a3098fb0158772cd363207a29d97e3c6d364
\begin{document}
\maketitle
\begin{center}
\includegraphics[width=\textwidth]{Alexander}
\end{center}
\clearpage
\tableofcontents
\clearpage
\section{Introduction}
\textbf{0abc} is an acronym for ``0 A.D. is Actually Before Christ''. Of the twelve civilizations and factions included in the default distribution, three (Britons, Gauls, Iberians) cover the whole period (c. 500--1 B.C.), three (Athenians, Persians, Spartans) the Classical period (c. 500--300 B.C.), and six (Carthaginians, Macedonians, Mauryas, Ptolemies, Romans, Seleucids) the Hellenistic period (c. 350--150 B.C.); civilizations (Armenia, Han China, Numidia, Parthia, Pontus, Xiongnu) peaking in the last two centuries (c. 200--1 B.C.) are noticeably lacking. % Iron Age: Assyrians (Neo-Assyrian Empire), Chaldeans (Neo-Babylonian Empire), Etruscans, Kush (Nubia), Lydia, Phrygia, Urartu (Armenia)
This mod, however, does not include any new factions. It tweaks, rebalances, and improves upon what already exists in the game. Amongst other things, it contains a moderate bonus attack counter and penalty system, more experience promotion ranks (0--12), and a new resource (silver).
\textbf{0abc} serves as a showcase for what 0 A.D. easily could be at the moment, as a playground for me experimenting with modifying the game to get used to the code structure, and as a platform for including my own opinions and views to have the game the way I like it. Being a test mod of an alpha-stage game, it is inherently imperfect, unfinished, and restricted by my limited programming skills and the files available in 0 A.D.'s latest stable release.
All the content is completely open for any use: feel free to download, change, redistribute, or (re)use anything in any way you like; no asking for permission or granting credits is required for incorporating parts or all of it in your own mods (or main distribution). Have fun with it!
%\begin{comment}
\subsection{Instructions}
\begin{itemize}
\item Use \texttt{git clone} \url{https://github.com/0abc/0abc-a22.git} to get the repository directly or download it as a zip via \url{https://github.com/0abc/0abc-a22/archive/master.zip}
\item Place it in your \texttt{/0ad/mods/} folder:
\subitem GNU/Linux (e.g. Fedora) typically: \verb+~/.local/share/0ad/mods/+
\subitem Macintosh/Apple OS X typically: \verb+~/Library/Application\Support/0ad/mods/+
\subitem Microsoft Windows typically: \verb+~\Documents\My Games\0ad\mods\+
\item Launch 0 A.D., click ``Tools \& Options'' and ``Mod Selection''
\item Select \texttt{0abc}, click ``Enable'' and ``Save Configuration''
\item Add, remove, or move up or down any other mods, click ``Save Configuration'' and ``Start Mods''
\item Click ``Learn To Play'' and ``Structure Tree'' to see the mod(s) implemented.
\end{itemize}
\subsection{Intended but not yet implemented}
\begin{itemize}
\item Units can occupy more than one garrison slot (e.g. infantry one, cavalry two, elephants six).
\item Domestic animals start at e.g. 20\% of maximum food and gradually fatten to 100\%.
\item Fruit trees contain both food and wood; right-click to gather food, control-right-click to cut the tree and collect wood; when food is reduced to 0 it does not disappear but stays, allowing it to regrow fruit and be harvested again later; when cutting starts, the tree is killed, does not have any food any more, and completely disappears when all wood is gathered.
\item Farmstead serves as a dropsite for food.fruit and food.grain (but not food.meat) and corral as a dropsite for food.meat (but not other food types).
\item Trader gain is 100\% silver; bartering resources is always possible, also without a market.
\end{itemize}
\begin{comment}
\subsection{More factions (not implemented)}
% \item Replace the basic/advanced/elite rank system with smoother experience upgrades, where all human soldiers (citizen, mercenary, and champion) start at rank 0 and can advance up to rank 12; each rank grants $+5\%$ health, attack damage, and capture rates ($1.05^{12}=1.80$, i.e. a 80\% improvement), but also $-10\%$ resource gather rates ($0.9^{12}=0.28$, i.e. a 72\% reduction); no armour, range, speed, or vision increases; healers acquire $+5\%$ health and HP heal rate per rank. Every phase there is at least one technology available at the barracks which increases the basic rank by one.
Add more factions to cover the 8th, 7th, 6h and the 2nd and 1st centuries B.C. (existing factions are indicated with an asterisk (*)):
Armenians (Greater Armenia, 331~BC--428~AD, peaked first half 1st C. BC)
Assyrians (Neo-Assyrian Empire, 911--612),
Attalids (Pergamon, 282--133),
Britons*,
Carthaginians* (814--146),
Chaldeans (Neo-Babylonian Empire, 626--539),
Epirus (330--167),
Etruscans (768--264),
Gauls*,
Greeks (c.800--146; subdivided into four factions: Athenians/Athens*, Boeotians/Thebes, Lacedaemonians/Sparta*, and Sicilians/Syracusae)\footnote{Other important local powers included Argos, Milete, and Samos peaking in the Archaic period, Corinth, and Tarentum in the Classical period, and the Acarnanians and Aetolians, Achaeans, and Rhodians peaking in the Hellenistic period.},
Iberians*,
Illyrians,
Lydians (unclear--546),
Macedonians* (Macedon, 808--168, peaked 323),
Mauryas* (India, 326--180),
Nubians (Kush (Napata, Meroe), 1070~BC--350~AD, peaked c.700 BC),
Numidia (202--40),
Parthians (Arsacid Empire, 247~BC--224~AD, peaked middle 2nd C. BC),
Persians* (Achaemenid Empire, c.550--330),
Phrygians (c.800--c.600),
Pontus (281~BC--66~BC/62~AD, peaked first half 1st C. BC),
Ptolemies* (Egypt, 305--30),
Romans* (Roman Republic, 509--27),
Scythians,
Seleucids* (Syria, 312--63),
Thracians,
Urartu (Armenia, 860--590).
\end{comment}
\subsection{Further information}
People interested in Antiquity are lucky to live nowadays. Thanks to widespread digitization, availability of sources is no longer a problem; the choice of sources is.
Wikipedia is a mixed blessing which has to be used with care: some articles are much better than corresponding lemmas of paper encyclopaedias, others contain outright rubbish and dangerous nonsense.
\textit{The Cambridge History of Greek and Roman Warfare} (2007) is a decent starting point.
Those without access to a university library and looking for something specific can contact me.\footnote{\url{https://wildfiregames.com/forum/index.php?/profile/21417-nescio/}}
\clearpage
\section{Units}
\subsection{General overview}
\begin{itemize}
\item All soldiers (except for war dogs) require at least some metal, to encourage feminization.
\item All soldiers (citizen, mercenary, and champion) can promote up to twelve times; each rank grants $+5\%$ health, attack damage, and capture attack, melee units also receive $+1\%$ movement speed and ranged units $-1\%$ spread.
\subitem Healers receive $+5\%$ health, $-5\%$ healing time, and $+1$~m healing range every promotion.
\item Loot is standardized to $0$, experience is equal to the sum of the total costs.
\end{itemize}
\subsubsection{Worker rates}
\begin{tabular}{l|cccccccc}
& fishing boat & woman & slave & melee infantry & ranged infantry & mercenary & champion & hero \\
\hline
build (structure) & -- & -- & 1.00 & 1.00 & 1.00 & 1.00 & -- & -- \\
farm (food.grain) & -- & 0.40 & 0.35 & 0.30 & 0.25 & -- & -- & -- \\
fish (food.fish) & 1.50 & 0.60 & 0.50 & 0.70 & 0.75 & -- & -- & -- \\
forage (food.fruit) & -- & 1.00 & 0.50 & 0.50 & 0.50 & -- & -- & -- \\
hunt (food.meat) & 2.00 & 0.80 & 0.80 & 0.90 & 1.00 & -- & -- & -- \\
lumber (wood.tree) & -- & 0.50 & 1.00 & 0.70 & 0.70 & -- & -- & -- \\
mine (metal.ore) & -- & 0.20 & 0.50 & 0.30 & 0.30 & -- & -- & -- \\
quarry (stone.rock) & -- & 0.20 & 0.50 & 0.30 & 0.30 & -- & -- & -- \\
\end{tabular}
\subsubsection{Soldier types}
\begin{tabular}{l|ccccccc}
& infantry & camel & cavalry & biga & quadriga & elephant \\
& & & & chariot & chariot & \\
\hline
population cost & 1 & 2 & 2 & 4 & 6 & 6 \\
training time & 20 & 25 & 30 & 35 & 40 & 45 \\
food cost & 25 & 60 & 75 & 150 & 250 & 300 \\
food upkeep per 1~s & 0.02 & 0.04 & 0.05 & 0.10 & 0.15 & 0.20 \\
experience to promote & 100 & 125 & 150 & 200 & 240 & 300 \\
vision range & 75 & 85 & 80 & 80 & 80 & 90 \\
\hline
mercenary f/w/m/s costs & $=0.0$ & $=0.0$ & $=0.0$ & $=0.0$ & $=0.0$ & $=0.0$ \\
mercenary silver cost & $60.0$ & $75.0$ & $90.0$ & $180.0$ & $240.0$ & $300.0$ \\
mercenary training time & $-50\%$ & $-50\%$ & $-50\%$ & $-50\%$ & $-50\%$ & $-50\%$ \\
mercenary health & $+10\%$ & $+10\%$ & $+10\%$ & $+10\%$ & $+10\%$ & $+10\%$ \\
mercenary armour (h, c, p) & $+1.0$ & $+1.0$ & $+1.0$ & $+1.0$ & $+1.0$ & $+1.0$ \\
mercenary attack damage & $+20\%$ & $+20\%$ & $+20\%$ & $+20\%$ & $+20\%$ & $+20\%$ \\
mercenary capture strength & $+0\%$ & $+0\%$ & $+0\%$ & $+0\%$ & $+0\%$ & $+0\%$ \\
\hline
veteran metal cost & $+30.0$ & $+40.0$ & $+50.0$ & $+70.0$ & $+80.0$ & $+100.0$ \\
veteran wood cost & $+15.0$ & $+20.0$ & $+25.0$ & $+35.0$ & $+40.0$ & $+50.0$ \\
veteran training time & $+50\%$ & $+50\%$ & $+50\%$ & $+50\%$ & $+50\%$ & $+50\%$ \\
veteran health & $+20\%$ & $+20\%$ & $+20\%$ & $+20\%$ & $+20\%$ & $+20\%$ \\
veteran armour (h, c, p) & $+2.0$ & $+2.0$ & $+2.0$ & $+2.0$ & $+2.0$ & $+2.0$ \\
veteran attack damage & $+50\%$ & $+50\%$ & $+50\%$ & $+50\%$ & $+50\%$ & $+50\%$ \\
veteran capture strength & $+50\%$ & $+50\%$ & $+50\%$ & $+50\%$ & $+50\%$ & $+50\%$ \\
\hline
champion metal cost & $+50.0$ & $+60.0$ & $+70.0$ & $+100.0$ & $+120.0$ & $+150.0$ \\
champion wood cost & $+25.0$ & $+30.0$ & $+35.0$ & $+50.0$ & $+60.0$ & $+75.0$ \\
champion training time & $+100\%$ & $+100\%$ & $+100\%$ & $+100\%$ & $+100\%$ & $+100\%$ \\
champion health & $+50\%$ & $+50\%$ & $+50\%$ & $+50\%$ & $+50\%$ & $+50\%$ \\
champion armour (h, c, p) & $+3.0$ & $+3.0$ & $+3.0$ & $+3.0$ & $+3.0$ & $+3.0$ \\
champion attack damage & $+100\%$ & $+100\%$ & $+100\%$ & $+100\%$ & $+100\%$ & $+100\%$ \\
champion capture strength & $+100\%$ & $+100\%$ & $+100\%$ & $+100\%$ & $+100\%$ & $+100\%$ \\
%\hline
%hero metal cost & $+400\%$ & $+400\%$ & $+400\%$ & $+400\%$ & $+400\%$ & $+400\%$ & $+400\%$ \\
%hero wood cost & $+400\%$ & $+400\%$ & $+400\%$ & $+400\%$ & $+400\%$ & $+400\%$ & $+400\%$ \\
%hero resource cost & $+400\%$ & $+400\%$ & $+400\%$ & $+400\%$ & $+400\%$ & $+400\%$ & $+400\%$ \\
%hero health & $+900\%$ & $+900\%$ & $+900\%$ & $+900\%$ & $+900\%$ & $+900\%$ & $+900\%$ \\
%hero armour (h, c, p) & $+5.0$ & $+5.0$ & $+5.0$ & $+5.0$ & $+5.0$ & $+5.0$ & $+5.0$ \\
%hero attack damage & $+400\%$ & $+400\%$ & $+400\%$ & $+400\%$ & $+400\%$ & $+400\%$ & $+400\%$ \\
%hero capture strength & $+400\%$ & $+400\%$ & $+400\%$ & $+400\%$ & $+400\%$ & $+400\%$ & $+400\%$ \\
\end{tabular}
\textbf{NB:} Champions also require twice as much experience to advance in rank. Other unit statistic bonuses are removed. % Citizen soldiers are 100\%.
\begin{comment}
\subsubsection{Unit categories}
\begin{tabular}{l|cccccc}
& {\bf population} & {\bf standard} & {\bf resource} & {\bf worker} & {\bf vision} & {\bf promotion } \\
& {\bf slots } & {\bf food } & {\bf carry } & {\bf gather} & {\bf range } & {\bf experience } \\
& {\bf occupied } & {\bf cost } & {\bf capacity} & {\bf rate } & {(metres) } & {\bf requirement} \\
\hline
War dogs & 0 & 30 & -- & -- & 60 & 75 \\
Healers & 1 & 25 & -- & -- & 60 & 250 \\
Infantry & 1 & 25 & 10 & 1.0 & 75 & 100 \\
Camels & 2 & 40 & 40 & 1.8 & 85 & 125 \\
Cavalry & 2 & 50 & 30 & 2.0 & 80 & 150 \\
Bigae (two-horse chariots) & 4 & 100 & 60 & 3.6 & 80 & 200 \\
Quadrigae (four-horse chariots) & 6 & 150 & 60 & 3.6 & 80 & 240 \\
War elephants & 6 & 200 & 75 & 3.0 & 90 & 300 \\
\end{tabular}
\subsection{Infantry}
\begin{itemize}
\item All unit categories inflict bonus damage against at least one unit class;
\subitem Crush damage soldiers (macemen, slingers) have a 75\% penalty vs structures; Mauryas can construct rams;
\subitem Archers have a 50\% penalty vs elephants.
\end{itemize}
\subsection{Mounted}
\begin{itemize}
\item Camelry, chariotry, and elephantry are now separate unit categories, independent of cavalry.
\subitem As a consequence, they no longer benefit from Cavalry technologies (e.g. blacksmith's cavalry armour researches).
\item All unit categories (except melee elephants) inflict bonus damage against at least one unit class;
\subitem Archers, camels, and chariots have a 50\% penalty vs elephants;
\subitem Melee cavalry has a 50\% penalty vs elephants and a 25\% penalty vs camels and chariots;
\subitem Crush damage soldiers (melee elephants) have a 75\% penalty vs structures.
\item Elephants can garrison up to 3 infantry units
\end{itemize}
\subsubsection{Factions}
\begin{itemize}
\item Athenians can construct gymnasium in town phase.
\item Ptolemies can construct a theatre; lighthouse requires city phase; start with slingers in village phase; infantry skirmishers are now town phase mercenaries.
\item Romans can train new \textit{principes} (experienced swordsmen) in addition to slightly weakened \textit{hastati} (young swordsmen); both are available in village phase (at the barracks and the army camp).
\item Seleucids can construct a theatre.
\item Spartans can construct (stone) city walls; can no longer construct theatre.
\item Mauryan elephant archers can shoot one additional arrow per archer garrisoned (up to five)
\item Persians have Dahae horse archers (using Seleucid graphics) as their Town phase cavalry archers (instead of Babylonian chariots)
\item Persians can train Babylonian scythed chariot champions at the Stables in the City phase
\end{itemize}
\end{comment}
\begin{landscape}
\subsection{Unit statistics comparison tables}
\textbf{NB:} The new values are displayed normally, the default ``0 A.D. Alpha XXII: Venustas'' values are displayed for comparison between brackets ().
\subsubsection{Infantry units}
\begin{tabular}{l|ccc|cccc|ccc|l}
{\bf class} & {\bf pop.} & {\bf training costs} & {\bf loot} & {\bf vision} & {\bf speed} & {\bf health} & {\bf armour} & {\bf damage} & {\bf range} & {\bf rate} & {\bf counters/} \\
& {\bf size} & {(f, w, m, s; time)} & {(f, w, m, s; exp)} & {\bf range} & & & {(h, p, c)} & {(h, p, c)} & {(m)} & {(ms)} & {\bf penalties} \\
\hline
war dog & 0 & 30, 0, 0, 0; 15 & 0, 0, 0, 0; 30 & 60 & 15+15 & 75 & 1, 1, 1 & 0, 5, 0 & 3 & 1000 & $0.75\times$ vs Camelry, Cavalry,\\
(non-human) & (0) & (100, 0, 0, 0; 15) & (10, 0,0, 0; 100) & (30) & (14.5+11.5) & (90) & (1, 2, 1) & (7, 2, 0) & (3) & (1000) & Chariotry, $0.5\times$ vs Elephantry\\
\hline
infantry & 1 & 25, 30, 20, 0; 20 & 0, 0, 0, 0; 60 & 75 & 9+11 & 50 & 2, 3, 1 & 0, 4, 2 & 60 & 1000 & $1.5\times$ vs Cavalry Archers \\
crossbowman\textsuperscript{2} & (1) & (50, 50, 0, 0; 10) & (5, 5, 0, 0; 100) & (80) & (8+10) & (50) & (1, 1, 10) & (0, 6, 0) & (72) & (1000) & $0.5\times$ vs Elephantry \\
\hline
infantry & 1 & 25, 35, 15, 0; 20 & 0, 0, 0, 0; 60 & 75 & 11+9 & 50 & 3, 2, 1 & 0, 6, 0 & 60 & 1000 & $1.5\times$ vs Cavalry Archers \\
archer & (1) & (50, 50, 0, 0; 10) & (5, 5, 0, 0; 100) & (80) & (8+10) & (50) & (1, 1, 10) & (0, 6, 0) & (72) & (1000) & $0.5\times$ vs Elephantry \\
\hline
infantry & 1 & 25, 45, 5, 0; 20 & 0, 0, 0, 0; 60 & 75 & 11+9 & 50 & 2, 1, 3 & 0, 5, 0 & 60 & 1000 & $1.5\times$ vs Cavalry Archers \\
longbowman\textsuperscript{1} & (1) & (50, 50, 0, 0; 10) & (5, 5, 0, 0; 100) & (80) & (8+10) & (50) & (1, 1, 10) & (0, 6, 0) & (72) & (1000) & $0.5\times$ vs Elephantry \\
\hline
infantry & 1 & 25, 30, 0, 20; 20 & 0, 0, 0, 0; 60 & 75 & 12+8 & 55 & 1, 3, 2 & 0, 4, 4 & 45 & 1000 & $1.5\times$ vs Infantry Archers\\
slinger & (1) & (50, 20, 0, 30; 10) & (5, 0, 0, 5; 100) & (80) & (11+13) & (50) & (1, 1, 10) & (0, 9.5, 1) & (48) & (1000) & $0.125\times$ vs Structures, Siege\\
\hline
infantry & 1 & 25, 40, 10, 0; 20 & 0, 0, 0, 0; 60 & 75 & 13+7 & 60 & 1, 2, 3 & 0, 10, 0 & 30 & 1000 & \\
javelinist & (1) & (50, 50, 0, 0; 10) & (5, 5, 0, 0; 100) & (80) & (13.5+10.5) & (50) & (1, 1, 10) & (0, 16, 0) & (24) & (1250) & \\
\hline
infantry & 1 & 25, 30, 20, 0; 20 & 0, 0, 0, 0; 60 & 75 & 10+10 & 65 & 2, 2, 2 & 8, 0, 2 & 15 & 1000 & \\
axe thrower\textsuperscript{2} & (1) & (50, 50, 0, 0; 10) & (5, 5, 0, 0; 100) & (80) & (13.5+10.5) & (50) & (1, 1, 10) & (0, 16, 0) & (24) & (1250) & \\
\hline
infantry & 1 & 25, 40, 10, 0; 20 & 0, 0, 0, 0; 60 & 75 & 11+9 & 85 & 4, 6, 5 & 4.8, 0, 1.2 & 2 & 1000 & $1.5\times$ vs Elephantry\\
axeman\textsuperscript{1} & (1) & (50, 40, 10, 0; 10) & (5, 5, 0, 0; 100) & (80) & (9.5+6.5) & (100) & (5, 5, 15) & (5.5, 0, 0) & (2) & (750) & \\
\hline
infantry & 1 & 25, 35, 15, 0; 20 & 0, 0, 0, 0; 60 & 75 & 10+10 & 90 & 5, 5, 5 & 0, 0, 6 & 2 & 1000 & $0.125\times$ vs Structures\\
maceman\textsuperscript{1} & (1) & (50, 40, 10, 0; 10) & (5, 0, 5, 0; 100) & (80) & (9.5+6.5) & (100) & (5, 5, 15) & (0, 0, 5.5) & (2) & (750) & \\
\hline
infantry & 1 & 25, 30, 20, 0; 20 & 0, 0, 0, 0; 60 & 75 & 10+10 & 95 & 5, 4, 6 & 4.8, 1.2, 0 & 2 & 1000 & -- \\
sabreman\textsuperscript{1} & (1) & (50, 40, 10, 0; 10) & (5, 0, 5, 0; 100) & (80) & (9.5+6.5) & (100) & (5, 5, 15) & (5.5, 0, 0) & (2) & (750) & \\
\hline
infantry & 1 & 25, 25, 25, 0; 20 & 0, 0, 0, 0; 60 & 75 & 9+11 & 95 & 6, 5, 4 & 4, 2, 0 & 2 & 1000 & -- \\
swordsman & (1) & (50, 40, 10, 0; 10) & (5, 0, 5, 0; 100) & (80) & (9.5+6.5) & (100) & (5, 5, 15) & (5.5, 0, 0) & (2) & (750) & \\
\hline
infantry & 1 & 25, 20, 30, 0; 20 & 0, 0, 0, 0; 60 & 75 & 10+10 & 95 & 6, 4, 5 & 4.5, 1.5, 0 & 3 & 1000 & -- \\
longswordsman\textsuperscript{1} & (1) & (50, 40, 10, 0; 10) & (5, 0, 5, 0; 100) & (80) & (9.5+6.5) & (100) & (5, 5, 15) & (5.5, 0, 0) & (2) & (750) & \\
\hline
infantry & 1 & 25, 35, 15, 0; 20 & 0, 0, 0, 0; 60 & 75 & 10+10 & 85 & 5, 5, 5 & 3, 3, 0 & 3 & 1000 & -- \\
halberdier\textsuperscript{2} & (1) & (50, 50, 0, 0; 10) & (5, 5, 0, 0; 100) & (80) & (7+2) & (100) & (10, 10, 15) & (1, 3, 0) & (8) & (2000) & \\
\hline
infantry & 1 & 25, 40, 10, 0; 20 & 0, 0, 0, 0; 60 & 75 & 9+11 & 90 & 4, 5, 6 & 1, 5, 0 & 4 & 1000 & -- \\
spearman & (1) & (50, 50, 0, 0; 10) & (5, 5, 0, 0; 100) & (80) & (8.5+6.5) & (100) & (5, 5, 15) & (3, 2.5, 0) & (4) & (1000) & \\
\hline
infantry & 1 & 25, 25, 25, 0; 20 & 0, 0, 0, 0; 60 & 75 & 7+13 & 100 & 5, 6, 4 & 1.2, 4.8, 0 & 4 & 1000 & -- \\
hoplite\textsuperscript{1} & (1) & (50, 50, 0, 0; 10) & (5, 5, 0, 0; 100) & (80) & (8.5+6.5) & (100) & (5, 5, 15) & (3, 2.5, 0) & (4) & (1000) & \\
\hline
infantry & 1 & 25, 45, 5, 0; 20 & 0, 0, 0, 0; 60 & 75 & 8+12 & 80 & 3, 5, 7 & 0, 6, 0 & 6 & 1000 & -- \\
pikeman & (1) & (50, 50, 0, 0; 10) & (5, 5, 0, 0; 100) & (80) & (7+2) & (100) & (10, 10, 15) & (1, 3, 0) & (8) & (2000) & \\
\end{tabular}
\textbf{NB}:
%\textbf{0}: Replaces the default $3.0\times$ vs Cavalry bonus\\
\textbf{1}: A new class to which existing units are reassigned;
\textbf{2}: A new class which currently remains unused
\clearpage
\subsubsection{Mounted units}
\begin{tabular}{l|ccc|cccc|ccc|l}
{\bf class} & {\bf pop.} & {\bf training costs} & {\bf loot} & {\bf vision} & {\bf speed} & {\bf health} & {\bf armour} & {\bf damage} & {\bf range} & {\bf rate} & {\bf counters/} \\
& {\bf size} & {(f, w, m, s; time)} & {(f, w, m, s; exp)} & {\bf range } & & & {(h, p, c)} & {(h, p, c)} & {(m)} & {(ms)} & {\bf penalties} \\
\hline
camel & 2 & 60, 35, 15, 0; 25 & 0, 0, 0, 0; 90 & 85 & 25+10 & 108 & 1, 1, 1 & 0, 6.5, 0 & 68 & 1000 & $1.5\times$ vs Traders\\
archer\textsuperscript{1} & (1) & (100, 40, 0, 0; 12) & (10, 0, 5, 0; 130) & (92) & (17.5+10.5) & (120) & (3, 1, 15) & (0, 7, 0) & (72) & (1000) & $0.5\times$ vs Elephantry\\
\hline
camel & 2 & 60, 40, 10, 0; 25 & 0, 0, 0, 0; 90 & 85 & 26+9 & 117 & 1, 1, 1 & 0, 11, 0 & 34 & 1000 & $1.5\times$ vs Chariotry\\
javelinist\textsuperscript{2} & (1) & (100, 40, 0, 0; 12) & (10, 0, 5, 0; 130) & (92) & (17.5+10.5) & (120) & (3, 1, 15) & (0, 18, 0) & (28) & (1250) & -- \\
\hline
camel & 2 & 60, 40, 10, 0; 25 & 0, 0, 0, 0; 90 & 85 & 27+8 & 144 & 2, 2, 2 & 0, 7, 0 & 5 & 1000 & $1.5\times$ vs Cavalry\\
spearman\textsuperscript{2} & (1) & (80, 55, 0, 0; 12) & (10, 0, 5, 0; 130) & (92) & (22+18) & (160) & (1, 1, 10) & (6, 13, 0) & (6) & (3500) & $0.5\times$ vs Elephantry\\
\hline
cavalry & 2 & 75, 30, 20, 0; 30 & 0, 0, 0, 0; 120 & 80 & 16+14 & 110 & 1, 1, 1 & 0, 5, 2.5 & 64 & 1000 & $1.25\times$ vs Cavalry \\
crossbowman\textsuperscript{2} & (1) & (100, 40, 0, 0; 12) & (10, 0, 5, 0; 130) & (92) & (17.5+10.5) & (120) & (3, 1, 15) & (0, 7, 0) & (72) & (1000) & $0.5\times$ vs Elephantry\\ % $0.125\times$ vs Structures
\hline
cavalry & 2 & 75, 35, 15, 0; 30 & 0, 0, 0, 0; 120 & 80 & 22+8 & 120 & 1, 1, 1 & 0, 7, 0 & 64 & 1000 & $1.5\times$ vs Cavalry Axe-, Sabre-, and Swordsmen\\
archer & (1) & (100, 40, 0, 0; 12) & (10, 0, 5, 0; 130) & (92) & (17.5+10.5) & (120) & (3, 1, 15) & (0, 7, 0) & (72) & (1000) & $0.5\times$ vs Elephantry\\
\hline
cavalry & 2 & 75, 40, 10, 0; 30 & 0, 0, 0, 0; 120 & 80 & 21+9 & 130 & 1, 1, 1 & 0, 12, 0 & 32 & 1000 & $1.5\times$ vs Chariotry\\
javelinist & (1) & (100, 40, 0, 0; 12) & (10, 0, 5, 0; 130) & (92) & (17.5+10.5) & (120) & (3, 1, 15) & (0, 18, 0) & (28) & (1250) & -- \\
\hline
cavalry & 2 & 75, 35, 15, 0; 30 & 0, 0, 0, 0; 120 & 80 & 20+10 & 140 & 3, 3, 3 & 6, 0, 1.5 & 4 & 1000 & $0.75\times$ vs Camelry, Chariotry;\\
axeman\textsuperscript{1} & (1) & (80, 35, 20, 0; 12) & (10, 0, 5, 0; 130) & (92) & (20+8.75) & (160) & (4, 2, 15) & (6.5, 0, 0) & (6) & (750) & $0.5\times$ vs Elephantry\\
\hline
cavalry & 2 & 75, 25, 25, 0; 30 & 0, 0, 0, 0; 120 & 80 & 19+11 & 150 & 3, 3, 3 & 6, 1.5, 0 & 4 & 1000 & $0.75\times$ vs Camelry, Chariotry;\\
sabreman & (1) & (80, 35, 20, 0; 12) & (10, 0, 5, 0; 130) & (92) & (20+8.75) & (160) & (4, 2, 15) & (6.5, 0, 0) & (6) & (750) & $0.5\times$ vs Elephantry\\
\hline
cavalry & 2 & 75, 25, 25, 0; 30 & 0, 0, 0, 0; 120 & 80 & 19+11 & 150 & 3, 3, 3 & 5, 2.5, 0 & 4 & 1000 & $0.75\times$ vs Camelry, Chariotry;\\
swordsman & (1) & (80, 35, 20, 0; 12) & (10, 0, 5, 0; 130) & (92) & (20+8.75) & (160) & (4, 2, 15) & (6.5, 0, 0) & (6) & (750) & $0.5\times$ vs Elephantry\\
\hline
cavalry & 2 & 75, 30, 20, 0; 30 & 0, 0, 0, 0; 120 & 80 & 18+12 & 160 & 3, 3, 3 & 1.5, 6, 0 & 4 & 1000 & $0.75\times$ vs Camelry, Chariotry;\\
spearman & (1) & (80, 55, 0, 0; 12) & (10, 0, 5, 0; 130) & (92) & (22+18) & (160) & (4, 3, 15) & (6, 13, 0) & (6) & (3500) & $0.5\times$ vs Elephantry\\
\hline
cavalry & 2 & 75, 20, 30, 0; 30 & 0, 0, 0, 0; 120 & 80 & 17+13 & 170 & 3, 3, 3 & 0, 7, 1 & 4 & 1000 & $0.75\times$ vs Camelry, Chariotry;\\
lancer\textsuperscript{1} & (1) & (80, 55, 0, 0; 12) & (10, 0, 5, 0; 130) & (92) & (22+18) & (160) & (4, 3, 15) & (6, 13, 0) & (6) & (3500) & $0.5\times$ vs Elephantry\\
\hline
archer & 4 & 150, 90, 35, 0; 35 & 0, 0, 0, 0; 240 & 80 & 16+9 & 250 & 6, 6, 6 & 0, 10, 0 & 64 & 1000 & -- \\% $1.5\times$ vs Mace Infantry\\
biga chariot\textsuperscript{1,3} & (1) & (250, 100, 100, 0; 40) & (10, 10, 20, 0; 150) & (96) & (20.5+7.5) & (270) & (7, 5, 20) & (0, 14, 0) & (76) & (1000) & $0.5\times$ vs Elephantry\\
\hline
javelin & 4 & 150, 100, 25, 0; 35 & 0, 0, 0, 0; 240 & 80 & 16+9 & 270 & 6, 6, 6 & 0, 20, 0 & 32 & 1000 & -- \\%$1.5\times$ vs Sword Infantry\\
biga chariot\textsuperscript{1,3} & (1) & (250, 100, 100, 0; 40) & (10, 10, 20, 0; 150) & (96) & (20.5+7.5) & (270) & (7, 5, 20) & (0, 36, 0) & (32) & (1250) & $0.5\times$ vs Elephantry\\
\hline
scythed & 6 & 250, 100, 50, 0; 40 & 0, 0, 0, 0; 300 & 80 & 18+9 & 360 & 6, 6, 6 & 0, 12, 0 & 64 & 1000 & -- \\% $1.5\times$ vs Spear Infantry\\
quadriga chariot\textsuperscript{1,3} & (1) & (250, 100, 100, 0; 40) & (10, 10, 20, 0; 150) & (96) & (20.5+7.5) & (270) & (7, 5, 20) & (0, 14, 0) & (76) & (1000) & $0.5\times$ vs Elephantry\\
\hline
archer & 6 & 300, 100, 100, 0; 45 & 0, 0, 0, 0; 360 & 90 & 10+10 & 450 & 2, 6, 4 & 0, 8, 0 & 72 & 1000 & -- \\
elephant\textsuperscript{1} & (1) & (200, 80, 20, 0; 12) & (25, 10, 5, 0; 260) & (92) & (8.5+5.5) & (240) & (4, 3, 15) & (0, 10.5, 0) & (72) & (750) & $0.5\times$ vs Elephantry\\
\hline
melee war & 6 & 300, 50, 100, 0; 45 & 0, 0, 0, 0; 360 & 90 & 10+10 & 500 & 4, 8, 6 & 0, 0, 30 & 6 & 1000 & -- \\
elephant\textsuperscript{1,3} & (3) & (250, 0, 250, 0; 30) & (10, 10, 20, 0; 150) & (100) & (8.5+5.5) & (750) & (10, 10, 25) & (20, 0, 150) & (8) & (1500) & $0.125\times$ vs Structures\\
\end{tabular}
\textbf{NB}:
\textbf{1}: A new class to which existing units are reassigned;\\
\textbf{2}: A new class which currently remains unused;\\
\textbf{3}: Comparison values are champions % A new class to which exclusively champion units are reassigned; default values not %; keep in mind all champions have $+50\%$ health, $+3$ armour levels, and $+100\%$ attack, as well as $+50$ wood and $+100$ metal in costs, $+150\%$ training time, and $+5$ wood, $+10$ metal, and $+150$ experience in loot
\clearpage
\subsubsection{Ships}
\begin{tabular}{l|ccc|ccccc|cccc}
{\bf class} & {\bf pop.} & {\bf training costs} & {\bf loot} & {\bf garrison} & {\bf vision} & {\bf speed} & {\bf health/} & {\bf armour} & {\bf damage} & {\bf range} & {\bf rate} & {\bf arrow} \\
& {\bf size} & {(f, w, m, s; time)} & {(f, w, m, s; exp)} & {\bf capacity} & {\bf range} & & {\bf capture} & {(h, p, c)} & {(h, p, c)} & {(m)} & {(ms)} & {\bf count} \\
\hline % all:
fishing boat & 0 & 10, 40, 0, 0; 10 & 0, 0, 0, 0; 0 & 1 & 60 & 10+2 & 150/-- & 2, 4, 2 & 10, 0, 0 & 5 & 1000 & -- \\ (resource gatherer)
& (1) & (0, 50, 0, 0; 20) & (0, 10, 0, 0; 1) & (1) & (24) & (10+0) & (200/--) & (2, 5, 2) & (10, 0, 0) & (5) & (1000) & (--) \\
\hline % all:
merchant ship & 0 & 25, 150, 50, 0; 20 & 0, 0, 0, 0; 0 & 15 & 75 & 12+3 & 600/-- & 3, 6, 3 & -- & -- & -- & -- \\ (trader)
& (1) & (0, 0, 100, 0; 20) & (0, 15, 0, 0; 25) & (15) & (50) & (12+0) & (400/--) & (2, 5, 2) & (--) & (--) & (--) & (--) \\
\hline % unused:
small barge & 0 & 50, 100, 50, 0; 15 & 0, 0, 0, 0; 90 & 10 & 100 & 14+4 & 450/-- & 4, 8, 4 & 0, 12, 0 & 60 & 1000 & 2--5 \\ (transport)
\textsuperscript{2} & (3) & (0, 150, 150, 0; 40) & (0, 30, 20, 0; 100) & (40) & (90) & (14+4) & (1600/--) & (5, 10, 5) & (0, 25, 0) & (55) & (2000) & (3--13) \\
\hline % maur:
medium barge & 0 & 50, 200, 50, 0; 20 & 0, 0, 0, 0; 180 & 20 & 100 & 14+4 & 900/-- & 5, 10, 5 & 0, 12, 0 & 60 & 1000 & 2--8 \\ (transport)
\textsuperscript{1} & (3) & (0, 150, 150, 0; 40) & (0, 30, 20, 0; 100) & (40) & (90) & (14+4) & (1600/--) & (5, 10, 5) & (0, 25, 0) & (55) & (2000) & (3--13) \\
\hline % brit, gaul, iber, maur:
large barge & 0 & 50, 400, 50, 0; 25 & 0, 0, 0, 0; 360 & 40 & 100 & 14+4 & 1800/-- & 6, 12, 6 & 0, 12, 0 & 60 & 1000 & 2--14 \\ (transport)
\textsuperscript{1} & (3) & (0, 150, 150, 0; 40) & (0, 30, 20, 0; 100) & (40) & (90) & (14+4) & (1600/--) & (5, 10, 5) & (0, 25, 0) & (55) & (2000) & (3--13) \\
\hline % unused:
huge barge & 0 & 50, 800, 50, 0; 30 & 0, 0, 0, 0; 720 & 80 & 100 & 14+4 & 3600/-- & 7, 14, 7 & 0, 12, 0 & 60 & 1000 & 2--26 \\ (transport)
\textsuperscript{2} & (3) & (0, 150, 150, 0; 40) & (0, 30, 20, 0; 100) & (40) & (90) & (14+4) & (1600/--) & (5, 10, 5) & (0, 25, 0) & (55) & (2000) & (3--13) \\
\hline % iber:
fire ship & 0 & 0, 150, 0, 0; 15 & -- & 0 & 60 & 20+0 & 450/-- & 5, 10, 5 & 5, 5, 5 & 10 & 100 & -- \\ (floating bonfire)
& (1) & (0, 300, 0, 0; 30) & (--) & (0) & (60) & (17.5+4.5) & (500/--) & (5, 10, 5) & (10, 10, 10) & (8) & (100) & (--) \\ % -6.0 regeneration
\hline % mace, rome:
skiff & 0 & 60, 60, 30, 0; 10 & 0, 0, 0, 0; 60 & 6 & 100 & 18+2 & 300/-- & 5, 10, 5 & 0, 12, 0 & 60 & 1000 & 1--3 \\ (small galley)
\textsuperscript{1} & (2) & (0, 125, 50, 0; 20) & (0, 25, 15, 0; 75) & (20) & (90) & (14+4) & (800/--) & (5, 10, 5) & (0, 35, 0) & (45) & (2000) & (2--10) \\
\hline % athen, maur, pers, rome, spart:
unireme & 0 & 100, 100, 50, 0; 15 & 0, 0, 0, 0; 100 & 10 & 100 & 17+3 & 500/-- & 5, 10, 5 & 0, 12, 0 & 60 & 1000 & 1--4 \\ (light galley)
\textsuperscript{1} & (2) & (0, 125, 50, 0; 20) & (0, 25, 15, 0; 75) & (20) & (90) & (14+4) & (800/--) & (5, 10, 5) & (0, 35, 0) & (45) & (2000) & (2--10) \\
\hline % cart, ptol, sele:
bireme & 0 & 200, 200, 100, 0; 20 & 0, 0, 0, 0; 200 & 20 & 100 & 16+4 & 1000/-- & 6, 12, 6 & 0, 12, 0 & 60 & 1000 & 2--8 \\ (medium galley)
& (2) & (0, 125, 50, 0; 20) & (0, 25, 15, 0; 75) & (20) & (90) & (14+4) & (800/--) & (5, 10, 5) & (0, 35, 0) & (45) & (2000) & (2--10) \\
\hline % athen, cart, mace, pers, rome, spart:
trireme & 0 & 300, 300, 150, 0; 30 & 0, 0, 0, 0; 300 & 30 & 100 & 15+5 & 1500/-- & 6, 12, 6 & 0, 12, 0 & 60 & 1000 & 3--12 \\ (medium galley)
& (3) & (0, 150, 150, 0; 25) & (0, 30, 20, 0; 100) & (30) & (90) & (16+4) & (1400/--) & (5, 10, 5) & (0, 35, 0) & (55) & (2000) & (3--13) \\
\hline % cart, ptol, sele:
quadrireme & 0 & 400, 400, 200, 0; 40 & 0, 0, 0, 0; 400 & 40 & 100 & 14+6 & 2000/-- & 6, 12, 6 & 0, 12, 0 & 60 & 1000 & 4--16 \\ (medium galley)
\textsuperscript{2} & (3) & (0, 150, 150, 0; 25) & (0, 30, 20, 0; 100) & (30) & (90) & (16+4) & (1400/--) & (5, 10, 5) & (0, 35, 0) & (55) & (2000) & (3--13) \\
\hline % cart, mace, rome, sele:
quinquereme & 0 & 500, 500, 250, 0; 50 & 0, 0, 0, 0; 500 & 50 & 100 & 13+7 & 2500/-- & 7, 14, 7 & 0, 12, 0 & 60 & 1000 & 5--20 \\ (heavy galley)
& (3) & (0, 350, 200, 350; 30) & (0, 40, 30, 0; 150) & (50) & (110) & (16+4) & (2000/--) & (5, 10, 5) & (0, 10, 100) & (10--72) & (5000) & (1--10) \\
\hline % ptol:
sexireme & 0 & 600, 600, 300, 0; 60 & 0, 0, 0, 0; 600 & 60 & 100 & 12+8 & 3000/-- & 7, 14, 7 & 0, 12, 0 & 60 & 1000 & 6--24 \\ (heavy galley)
\textsuperscript{1} & (3) & (0, 350, 200, 350; 30) & (0, 40, 30, 0; 150) & (50) & (110) & (16+4) & (2000/--) & (5, 10, 5) & (0, 10, 100) & (10--72) & (5000) & (1--10) \\
\hline % mace:
septireme & 0 & 700, 700, 350, 0; 70 & 0, 0, 0, 0; 700 & 70 & 100 & 11+9 & 3500/-- & 7, 14, 7 & 0, 12, 0 & 60 & 1000 & 7--28 \\ (heavy galley)
\textsuperscript{1} & (3) & (0, 350, 200, 350; 30) & (0, 40, 30, 0; 150) & (50) & (110) & (16+4) & (2000/--) & (5, 10, 5) & (0, 10, 100) & (10--72) & (5000) & (1--10) \\
\hline % ptol:
octoreme & 0 & 800, 800, 400, 0; 80 & 0, 0, 0, 0; 800 & 80 & 100 & 10+10 & 4000/-- & 8, 16, 8 & 0, 12, 0 & 60 & 1000 & 8--32 \\ (juggernaut galley)
\textsuperscript{1} & (3) & (0, 350, 200, 350; 30) & (0, 50, 50, 0; 200) & (50) & (110) & (16+4) & (2000/--) & (5, 10, 5) & (0, 10, 100) & (10--72) & (5000) & (1--10) \\
\hline % unused:
novireme & 0 & 900, 900, 450, 0; 90 & 0, 0, 0, 0; 900 & 90 & 100 & 9+11 & 4500/-- & 8, 16, 8 & 0, 12, 0 & 60 & 1000 & 9--36 \\ (juggernaut galley)
\textsuperscript{2} & (3) & (0, 350, 200, 0; 30) & (0, 50, 50, 0; 200) & (50) & (110) & (16+4) & (2000/--) & (5, 10, 5) & (0, 10, 100) & (10--72) & (5000) & (1--10) \\
\hline % ptol:
decereme & 0 & 1000, 1000, 500, 0; 100 & 0, 0, 0, 0; 1000 & 100 & 100 & 8+12 & 5000/-- & 8, 16, 8 & 0, 12, 0 & 60 & 1000 & 10--40 \\ (juggernaut galley)
\textsuperscript{1} & (8) & (0, 400, 300, 350; 20) & (0, 50, 50, 0; 200) & (100) & (90) & (16+4) & (4000/--) & (5, 10, 5) & (0, 10, 100) & (10--72) & (5000) & (1--10) \\
\end{tabular}
\textbf{NB}: All ships are bribable (espionage); fishing boats and merchant ships are no longer ``conquest critical''.\\
% Juggernauts and heavy warships are city phase, other warships and merchant ships are town phase, and fishing boats are village phase (\emph{all unchanged}).\\
\textbf{1}: A new class to which existing units are reassigned;
\textbf{2}: A new class which currently remains unused
\subsubsection{Siege weapons}
\begin{tabular}{l|ccc|cccc|ccc|l}
{\bf class} & {\bf pop.} & {\bf training costs} & {\bf loot} & {\bf vision range} & {\bf speed} & {\bf health} & {\bf armour} & {\bf damage} & {\bf range} & {\bf rate} & {\bf other} \\
{un/pack (ms)} & {\bf size} & {(f, w, m, s; time)} & {(f, w, m, s; exp)} & {packed/unpacked} & & & {(h, p, c)} & {(h, p, c)} & {(m)} & {(ms)} & {\bf stats} \\
\hline
scorpion & 1 & 50, 75, 75, 0; 10 & 0, 0, 0, 0; 100 & 50/100& 9+2 & 100 & 1, 10, 1 & 0, 20, 0 & 5--90 & 1000 & -- \\
6000 (5000) & (2) & (0, 250, 250, 0; 20) & (0, 10, 10, 0; 200) & (120) & (8+4) & (200) & (1, 50, 5) & (0, 180, 13) & (8--88) & (4000) & (linear splash damage \\
& & & & & & & & & & & removed: 0h+75p+5c) \\
\hline
bolt shooter & 2 & 100, 150, 150, 0; 20 & 0, 0, 0, 0; 200 & 50/100& 8+2 & 200 & 1, 20, 2 & 0, 40, 0 & 10--90 & 1000 & $1.5\times$ vs Elephantry \\
9000 (10000) & (2) & (0, 250, 250, 0; 20) & (0, 10, 10, 0; 200) & (120) & (8+4) & (200) & (1, 50, 5) & (0, 150, 25) & (8--80) & (4000) & (linear splash damage \\
& & & & & & & & & & & removed: 0h+75p+5c) \\
\hline
stone thrower & 3 & 100, 200, 100, 0; 30 & 0, 0, 0, 0; 300 & 50/100& 7+2 & 300 & 1, 30, 3 & 0, 0, 30 & 15--90 & 1000 & $2.0\times$ vs Ships \\
12000 (10000) & (2) & (0, 400, 0, 250; 25) & (0, 20, 0, 10; 300) & (120) & (7+3) & (250) & (1, 50, 5) & (0, 10, 100) & (12--80) & (5000) & circular splash damage: \\
& & & & & & & & & & & 0h+0p+30c (0h+15p+35c) \\
\hline
battering ram & 4 & 100, 300, 100, 0; 40 & 0, 0, 0, 0; 400 & 50 & 6+2 & 400 & 2, 40, 4 & 0, 0, 20 & 6 & 1000 & $2.0\times$ vs Defensive structures \\
& (3) & (0, 350, 200, 0; 30) & (0, 50, 25, 0; 60) & (80) & (8+3) & (400) & (1, 50, 5) & (0, 0, 150) & (6.5) & (1500) & garrison capacity: 8 (10) \\
\hline
siege tower & 6 & 200, 500, 300, 0; 60 & 0, 0, 0, 0; 900 & 100 & 4+0 & 900 & 3, 60, 6 & 0, 5, 5 & 60+9 & 1000 & arrow count: 2--12 (0--10) \\
& (3) & (0, 500, 300, 0; 60) & (0, 50, 25, 0; 60) & (80) & (6.5+3.5) & (500) & (1, 50, 5) & (0, 12, 2.5) & (55+9) & (2000) & garrison capacity: 20 (20) \\
\end{tabular}
\textbf{NB}: All siege weapons are not capturable anymore.
\subsubsection{Support units}
\begin{tabular}{l|ccc|cccc|c|l}
{\bf class} & {\bf pop.} & {\bf training costs} & {\bf loot} & {\bf vision} & {\bf speed} & {\bf health} & {\bf armour} & {\bf build} & {\bf other} \\
& {\bf size} & {(f, w, m, s; time)} & {(f, w, m, s; exp)} & {\bf range } & & & {(h, p, c)} & {\bf rate } & {\bf stats} \\
\hline
woman & 1 & 25, 0, 0, 0; 15 & 5 silver; 0 & 50 & 10+5 & 40 & 1, 1, 1 & 1.0 & \\
& (1) & (50, 0, 0, 0; 8) & (1, 1, 1, 1; 10) & (32) & (9.5+6.5) & (25) & (1, 1, 1) & (1.0) & \\
\hline
slave & 1 & 25, 0, 25, 0; 15 & 0 silver; 0 & 50 & 10+5 & 50 & 1, 1, 1 & 1.0 & \\
& (0) & (0, 0, 50, 0; 20) & (0, 1, 1, 1; 10) & (12) & (8+7) & (100) & (1, 1, 1) & (0.5) & (unhealable, $-0.25$ regeneration) \\
\hline
healer & 1 & 25, 0, 50, 0; 8 & 12 silver; 0 & 60 & 10+5 & 75 & 1, 1, 1 & -- & heal 1~HP per 0.5 seconds, 12~m range \\
& (1) & (250, 0, 0, 0; 8) & (1, 1, 1, 1; 10) & (30) & (9+3) & (85) & (1, 1, 1) & (--) & (5~HP/2.0~s, 12~m) \\
\hline
trader & 1 & 50, 50, 50, 0; 15 & 25 silver; 0 & 60 & 10+5 & 100 & 1, 1, 1 & -- & \\
& (1) & (100, 0, 80, 0; 15) & (1, 1, 1, 1; 10) & (60) & (9.5+6.5) & (100) & (1, 1, 1) & (--) & \\
\hline
elephant & 3 & 150, 0, 0, 0; 12 & 10 silver; 0 & 60 & 6+6 & 300 & 3, 6, 9 & 3.0 & resource dropsite \\
& (1) & 150, 0, 0, 0; 20 & (25, 0, 0, 0; 50) & (50) & (5.5+4.5) & 300 & (5, 8, 10) & (2.0) & \\
\end{tabular}
\textbf{NB}: some support units have local auras:\\
\emph{female inspiration}: soldiers within 10~m have $+10\%$ build speed\\
\emph{trader caravan}: other land traders within 10~m have $+1$ crush, hack, and pierce armour\\
\emph{merchant convoy}: other merchant ships within 20~m have $+1$ crush, hack, and pierce armour
\end{landscape}
\clearpage
\subsection{Faction availability}
\subsubsection{Infantry units}
\begin{tabular}{l|cccc|cccc|cccc}
& athen & brit & cart & gaul & iber & mace & maur & pers & ptol & rome & sele & spart \\
% athen brit cart gaul iber mace maur pers ptol rome sele spart
\hline
war dog & -- & V & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
\hline
citizen crossbowman & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
mercenary '' & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
champion '' & -- & -- & -- & -- & -- & C & -- & -- & -- & -- & -- & -- \\
\hline
citizen composite bowman & -- & -- & V & -- & -- & -- & -- & V & -- & -- & -- & -- \\
mercenary '' & U & -- & -- & -- & -- & T & -- & -- & T & -- & T & T \\
champion '' & C & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
\hline
citizen longbowman & -- & -- & -- & -- & -- & -- & V & -- & -- & -- & -- & -- \\
mercenary '' & -- & -- & T & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
champion '' & -- & -- & -- & -- & -- & -- & C & -- & -- & -- & -- & -- \\
\hline
citizen slinger & V & V & -- & T & T & -- & -- & T & V & -- & -- & -- \\
mercenary '' & U & -- & T & -- & -- & T & -- & -- & T & -- & -- & T \\
champion '' & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
\hline
citizen javelinist & -- & T & -- & V & V & V & -- & T & -- & V & V & V \\
mercenary '' & T & -- & T & -- & -- & T & -- & -- & T & -- & -- & T \\
champion '' & E & -- & -- & -- & -- & M & -- & C & -- & -- & M & E \\
\hline
citizen throwing axeman & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
mercenary '' & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
champion '' & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
% athen brit cart gaul iber mace maur pers ptol rome sele spart
\hline
citizen axeman & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
mercenary '' & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
champion '' & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
\hline
citizen maceman & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
mercenary '' & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
champion '' & -- & -- & -- & -- & -- & -- & C & -- & -- & -- & -- & -- \\
\hline
citizen sabreman & -- & -- & -- & -- & V & -- & T & -- & -- & V & -- & -- \\
mercenary '' & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
champion '' & -- & -- & -- & -- & C & -- & -- & -- & -- & -- & -- & -- \\
\hline
citizen longswordsman & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
mercenary '' & T & -- & -- & -- & -- & T & -- & -- & -- & -- & T & T \\
champion '' & -- & C & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
\hline
citizen swordsman & -- & -- & -- & -- & -- & -- & -- & -- & -- & V & -- & T \\
mercenary '' & -- & -- & T & -- & -- & -- & -- & -- & T & -- & -- & -- \\
champion '' & U & -- & -- & C & -- & -- & C & -- & -- & C & M & -- \\
\hline
citizen halberdier & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
mercenary '' & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
champion '' & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
\hline
citizen spearman & -- & V & -- & V & T & -- & V & V & -- & T & V & -- \\
mercenary '' & -- & -- & T & -- & -- & -- & -- & -- & T & -- & -- & -- \\
champion '' & -- & -- & -- & T & -- & M & -- & T & -- & -- & M & E \\
\hline
citizen hoplite & V & -- & V & -- & -- & -- & -- & -- & -- & -- & -- & V \\
mercenary '' & T & -- & T & -- & -- & -- & -- & T & -- & -- & -- & T \\
champion '' & C & -- & C & -- & -- & C & -- & C & -- & -- & -- & C \\
\hline
citizen pikeman & -- & -- & -- & -- & -- & V & -- & -- & V & -- & V & -- \\
mercenary '' & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
champion '' & -- & -- & E & -- & -- & -- & -- & -- & C & -- & C & E \\
% athen brit cart gaul iber mace maur pers ptol rome sele spart
\end{tabular}
\legenda
\clearpage
\subsubsection{Mounted units}
\begin{tabular}{l|cccc|cccc|cccc}
& athen & brit & cart & gaul & iber & mace & maur & pers & ptol & rome & sele & spart \\
% athen brit cart gaul iber mace maur pers ptol rome sele spart
\hline
citizen camel archer & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
mercenary '' & -- & -- & -- & -- & -- & -- & -- & -- & V & -- & -- & -- \\
champion '' & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
\hline
citizen camel javelinist & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
mercenary '' & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
champion '' & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
\hline
citizen camel spearman & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
mercenary '' & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
champion '' & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
% athen brit cart gaul iber mace maur pers ptol rome sele spart
\hline
citizen cavalry crossbowman & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
mercenary '' & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
champion '' & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
\hline
citizen cavalry archer & -- & -- & -- & -- & -- & -- & -- & T & -- & -- & -- & -- \\
mercenary '' & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & T & -- \\
champion '' & -- & -- & -- & -- & -- & -- & -- & C & -- & -- & -- & -- \\
\hline
citizen cavalry javelinist & V & V & V & V & V & -- & V & V & -- & T & V & V \\
mercenary '' & -- & -- & T & -- & -- & T & -- & -- & T & -- & -- & -- \\
champion '' & -- & -- & -- & -- & C & -- & -- & -- & -- & -- & -- & -- \\
% athen brit cart gaul iber mace maur pers ptol rome sele spart
\hline
citizen cavalry axeman & -- & -- & -- & -- & -- & -- & -- & T & -- & -- & -- & -- \\
mercenary '' & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
champion '' & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
\hline
citizen cavalry sabreman & T & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
mercenary '' & -- & -- & T & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
champion '' & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
\hline
citizen cavalry swordsman & -- & T & -- & T & -- & -- & T & -- & -- & -- & -- & -- \\
mercenary '' & -- & -- & T & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
champion '' & -- & -- & -- & -- & -- & -- & -- & -- & -- & E & -- & -- \\
\hline
citizen cavalry spearman & -- & -- & -- & -- & T & -- & T & -- & -- & V & -- & T \\
mercenary '' & -- & -- & T & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
champion '' & -- & -- & C & C & -- & -- & -- & -- & -- & -- & -- & -- \\
\hline
citizen cavalry lancer & -- & -- & -- & -- & -- & V & -- & -- & -- & -- & -- & -- \\
mercenary '' & -- & -- & -- & -- & -- & -- & -- & -- & T & -- & T & -- \\
champion '' & -- & -- & -- & -- & -- & C & -- & C & C & -- & M & -- \\
% athen brit cart gaul iber mace maur pers ptol rome sele spart
\hline
citizen biga chariot archer & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
mercenary '' & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
champion '' & -- & -- & -- & -- & -- & -- & C & -- & -- & -- & -- & -- \\
\hline
citizen biga chariot javelinist & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
mercenary '' & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
champion '' & -- & C & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
\hline
citizen three-man biga chariot & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
mercenary '' & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
champion '' & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
\hline
citizen scythed quadriga chariot & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
mercenary '' & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
champion '' & -- & -- & -- & -- & -- & -- & -- & C & -- & -- & C & -- \\
% athen brit cart gaul iber mace maur pers ptol rome sele spart
\hline
citizen elephant archer & -- & -- & -- & -- & -- & -- & T & -- & -- & -- & -- & -- \\
mercenary '' & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
champion '' & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
\hline
citizen war elephant & -- & -- & -- & -- & -- & -- & T & -- & -- & -- & -- & -- \\
mercenary '' & -- & -- & -- & -- & -- & E & -- & C & -- & -- & -- & -- \\
champion '' & -- & -- & C & -- & -- & -- & C & -- & C & -- & C & -- \\
% athen brit cart gaul iber mace maur pers ptol rome sele spart
\end{tabular}
\legenda
\clearpage
\subsubsection{Ships}
\begin{tabular}{l|cccc|cccc|cccc}
& athen & brit & cart & gaul & iber & mace & maur & pers & ptol & rome & sele & spart \\
\hline
% athen brit cart gaul iber mace maur pers ptol rome sele spart
fishing boat & V & V & V & V & V & V & V & V & V & V & V & V \\
merchant ship & T & T & V & T & T & T & T & T & T & T & T & T \\
small war barge & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
medium war barge & -- & -- & -- & -- & -- & -- & T & -- & -- & -- & -- & -- \\
large war barge & -- & T & -- & T & T & -- & T & -- & -- & -- & -- & -- \\
huge war barge & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
fireship & -- & -- & -- & -- & T & -- & -- & -- & -- & -- & -- & -- \\
skiff & -- & -- & -- & -- & -- & T & -- & -- & -- & T & T & -- \\
unireme & T & -- & -- & -- & -- & -- & -- & T & -- & T & -- & T \\
bireme & -- & -- & T & -- & -- & -- & -- & T & T & -- & -- & -- \\
trireme & T & -- & T & -- & -- & T & -- & C & -- & T & T & T \\
quadrireme & -- & -- & C & -- & -- & -- & -- & U & C & -- & C & -- \\
quinquereme & -- & -- & C & -- & -- & C & -- & -- & -- & C & C & -- \\
sexireme & -- & -- & -- & -- & -- & -- & -- & -- & C & -- & -- & -- \\
septireme & -- & -- & -- & -- & -- & M & -- & -- & -- & -- & -- & -- \\
octoreme & -- & -- & -- & -- & -- & -- & -- & -- & M & -- & -- & -- \\
novireme & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
decereme & -- & -- & -- & -- & -- & -- & -- & -- & M & -- & -- & -- \\
% athen brit cart gaul iber mace maur pers ptol rome sele spart
\end{tabular}
\legenda
\subsubsection{Siege weapons}
\begin{tabular}{l|cccc|cccc|cccc}
& athen & brit & cart & gaul & iber & mace & maur & pers & ptol & rome & sele & spart \\
\hline
% athen brit cart gaul iber mace maur pers ptol rome sele spart
scorpion & -- & -- & -- & -- & -- & -- & -- & -- & -- & C & -- & -- \\
bolt shooter & C & -- & C & -- & -- & C & -- & -- & C & -- & -- & C \\
stone thrower & C & -- & C & -- & -- & C & C & -- & C & C & C & -- \\
battering ram & T & T & T & T & T & T & T & T & T & T & T & T \\
siege tower & -- & -- & -- & -- & -- & M & -- & -- & M & -- & M & -- \\
% athen brit cart gaul iber mace maur pers ptol rome sele spart
\end{tabular}
\legenda
\subsubsection{Support units}
\begin{tabular}{l|cccc|cccc|cccc}
& athen & brit & cart & gaul & iber & mace & maur & pers & ptol & rome & sele & spart \\
\hline
% athen brit cart gaul iber mace maur pers ptol rome sele spart
woman & V & V & V & V & V & V & V & V & V & V & V & V \\
slave & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
healer & T & T & T & T & T & T & T & T & T & T & T & T \\
trader & T & T & T & T & T & T & T & T & T & T & T & T \\
elephant & -- & -- & -- & -- & -- & -- & V & -- & -- & -- & -- & -- \\
% athen brit cart gaul iber mace maur pers ptol rome sele spart
\end{tabular}
\legenda
\subsubsection{Heroes}
\begin{tabular}{l|cccc|cccc|cccc}
& athen & brit & cart & gaul & iber & mace & maur & pers & ptol & rome & sele & spart \\
\hline
% athen brit cart gaul iber mace maur pers ptol rome sele spart
healer & -- & -- & -- & -- & -- & -- & V & -- & -- & -- & -- & -- \\
archer infantry & -- & -- & -- & -- & -- & -- & -- & V & V & -- & -- & -- \\
javelin infantry & V & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
spear infantry & -- & -- & -- & V & -- & -- & -- & -- & -- & -- & -- & -- \\
pike infantry & -- & -- & -- & -- & -- & E & -- & -- & -- & -- & -- & -- \\
hoplite infantry & V & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & V/V\\
sword infantry & V &V/E/E& -- & V & V/V& V/E& -- & -- & -- & -- & -- & V \\
% athen brit cart gaul iber mace maur pers ptol rome sele spart
sword cavalry & -- & V & V & V & -- & V & -- & -- & V &V/V/V& V & -- \\
spear cavalry & -- & -- & V & -- & V & V/E& -- & V & -- & -- & V & -- \\
javelin chariot & -- & V & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
archer chariot & -- & -- & -- & -- & -- & -- & V & V/E& -- & -- & -- & -- \\
war elephant & -- & -- & V & -- & -- & -- & V & -- & V & -- & V & -- \\
% athen brit cart gaul iber mace maur pers ptol rome sele spart
\end{tabular}
\legenda
\clearpage
\subsection{Historical reality}
\subsubsection{Melee infantry}
Warfare in Antiquity was often very lopsided: both sides would field heavy infantry formations against each other, until one side believed they were losing the fight, broke down, and fled; the losers would be massacred in pursuit, while the victors would win with relatively minimal casualties. Population potential generally determined the outcome of prolonged warfare: ever expanding states who could afford to lose battles (e.g. Macedon, Rome) won wars; those with stagnant growth (e.g. most Hellenistic kingdoms) often preferred to avoid all-or-nothing pitched fights and rely on naval warfare and sieges instead.
\\
Hoplites wore a large circular shield (the \textit{aspis}), a helmet, and a heavy, metal body armour; their primary weapon was a spear; often they also had a short sword or dagger as a secondary weapon. Hoplites were the dominant warriors of the Archaic and Classical periods. They were citizens who seldom fought more than a couple of days per year; even untrained they could easily hold their own against any opponent, thanks to their heavy armaments. The Persians often recruited large contingents of Greek mercenary hoplites; in the fourth century they even set up a corps of their own to emulate them. Their great strength was simultaneously their weakness: hoplite armour was very expensive, limiting the numbers of available troops (in city states soldiers had to provide their own weapons); inflexible, limiting their movement and speed on the battlefield; and uncomfortable, very hot in broad sunlight: hoplites would often march unarmed and only get their armour on (with the help of a servant) shortly before the actual fighting started.
Several experiments (e.g. Iphicrates) to make hoplites lighter culminated in the fourth century into the Macedonian pikemen (\textit{phalangites}). They had long (c.~6~m) pikes (the \textit{sarissa}), which required two hands to handle, small, crescent shaped shields (the \textit{pelt\^e}) attached to one arm, and often little more than a linen body armour. Although vulnerable on their own, they were invulnerable to frontal attacks when packed in their very tight (and slow) formations (unlike hoplites and swordsmen, who fought in relatively loose formations to allow moving around their weapons and falling back to ranks behind them). Soldiers were no longer independent citizens, but subjects who served for months or years and dependent on their king. The king provided them with armaments beforehand, regular meals and pay in service, and land afterwards; this allowed Macedon to quickly recruit and replace large numbers of heavy infantry. Being regular soldiers they had plenty of time to be trained, especially at forced marches; the ability to move around armies much quicker than opponents expected facilitated Alexander's world conquest.
As a result of the Celtic (Galatian) invasions of the Balkans, Greece, and Asia and directly inspired by their infantry a new, more flexible type of infantry emerged in the Greek world. Armed with a large oval shields (the \textit{thureos}), some body armour, and short spears of various lengths and thicknesses, \textit{thureophoroi} (medium infantry) could act both as skirmishers (light infantry), hurling javelins, and as \textit{phalangites} (heavy infantry), forming a shieldwall and holdings its ground with their thrusting spears.
In Italy, hoplite-style infantry remained in use by all peoples (Greeks, Oscans (Samnites), Umbrians (Sabines), Latins (Romans), Etruscans); a short stabbing sword (\textit{gladius}) gradually replaced the spear (\textit{hasta}) as the primary weapon; circular (e.g. the \textit{clipeus}), oval, and rectangular (e.g. the \textit{scutum}) shields were used concurrently; and the \textit{phalanx} was abandoned in favour of similar but looser formations.
\subsubsection{Ranged infantry}
Standing at a relatively safe distance and hurling javelins at the opponents has been the typical form of tribal warfare throughout history everywhere in the world, from Neolithic times to 20th century Amazon, Africa, and Papua New Guinea; after a few men were wounded, one side would retreat. Although often dismissed as childlike, actually the combination of participation of the entire male population, several fights a year, and lack of modern medicine to prevent minor wounds from developing into dangerous infections, effectively results in something relatively more lethal than the Second World War was.
In Antiquity, light infantry was primarily used for harrassing the enemy and other auxiliary roles. Ranged infantry was notably ineffective against heavy infantry formations; their missiles were merely a nuisance, not really deadly at all. Only when the formation broke could they kill off their opponents.
Thracian style peltasts, armed with a light, crescent shaped, goatskin shield (\textit{pelt\^e}), two javelins (\textit{akontia}), and a short slashing sword as a secondary weapon, were the skirmishers \textit{par excellence} in Classical Greece; quick and agile, they excelled at ambushing and occupying, defending, or assaulting important points; unlike other light units they could fight in melee, if necessary. Although easily chased away by infantry charges or cavalry on flat terrain, they could hold their own on rough terrain (most of Armenia and Greece) and occasionally massacre cavalry or even hoplites. Their effectiveness, relatively cheapness of equipment (especially when compared to hoplites), and easy skills (hurling javelins can be learned in a day) resulted in them being the most common and popular mercenary type.
\\
Archery has been practiced since prehistoric times to the present day. Archers have to be subdivided into three categories, depending on the type of bow.
Simple, self, flat, or longbows are basically long wooden sticks (up to 2~m) to which a bowstring is attached; they are cheap and easy to produce; many types of wood can be used, although yew (\textit{taxus}) seems to have been preferred in Europe and bamboo in South, Southeast, and East Asia; using them requires great strength, practice, and experience.
Composite bows were invented in the late third or second millenium and could be curved or recurved; they were neither cheap nor durable: manufactured by laminating layers of horn, sinew, and wood sinew, a difficult and time consuming process, and sensitive to moisture (which explains why they never became common in Europe). Using composite bows required years of experience and significantly more skill than shooting a simple bow. The great advantage was their strength, being much shorter but at least as powerful as longbows. Composite bows were \emph{the} weapon of choice for charioteers and horse archers, and also used by (As)syrian, Indo-Iranian (e.g. Vedic (Indic) Aryans, Medes, Parthians, Persians, Scythians, etc.), Hunnic, Turkic, and Mongol foot archers. Massed foot archers were the most effective counter against cavalry archers: they could shoot standing, sitting, hiding in the bushes, making them small targets, and from there rain down arrows on the horses, who were much smaller targets.
Composite bows existed in Mycenean Greece, but disappeared in the Dark Ages; the archery tradition was continued in Crete and from there reintroduced to mainland Greece in the Classical times. Although Scythian and other mercenary archers were used, the Cretans were the most famous and desired archers; so great was their fame and skill that occassionally ``Cretan'' was used as a general Greek term for ``archer'' (likewise ``Syrian'' could be used as a general Latin term for ``archer'' in Imperial Roman sources).
Composite bows had an effective range of about 60 metres against individuals and over 150 metres against formations; maximum (inaccurate) range might occassionally exceed 300 metres, depending on the terrain, weather, bow, and archer.
It is important to realize arrows could not penetrate body armour or heavy shields; furthermore, even hoplites could cover the effective range distance in only seconds on flat terrain.
Crossbows were invented independently in China and in the Greek world in the fifth century at the latest; the Chinese version later led to the invention of repeated crossbows, the Greek version to the ballista, catapult, and similar forms of artillery, first constructed in Syracusae in the early fourth century, and spreading from there. Strictly speaking crossbowmen are not true archers, since they do not shoot arrows, but much shorter and heavier bolts or stones instead. Greek hand-held crossbows (\textit{gastraphetes} ``belly-releaser'') were only used in siege warfare. Unlike traditional archery, skillfully using a crossbow could be learned in a week or two (which explains their popularity in the European Middle Ages (A.D.)); their much lower rate of fire (a skilled archer could perhaps launch up to a dozen arrows in the time a crossbowman required to reload and shoot once) was not really an issue during sieges.
\\
Slinging is a skill now lost, which makes it difficult for people nowadays to get a clear idea of its effectiveness. However, Greek sources repeatedly stress that slingers had an effective range of over 200 metres and could easily outdistance and outshoot archers.
Slings were used everywhere in the Mediterranean from Neolithic times to Late Antiquity; however, it was generally the least prestigious weapon (hoplites, chariots, javelins, and archers all feature prominently in Homer's \textit{Iliad}; slings do not appear); a sling was an extremely cheap weapon, everyone could afford it; slingers were usually of low status, very poor, and considered rustic. Of course, there are always exceptions: the Balearic peoples, Acarnanians, Rhodians, and Judaeans were all famous for their exceptional slinging skills (boys practised from early childhood), they were proud of it, and sought after as mercenaries.
Slingers could use various forms of ammunition. Everything from fist-sized rocks of up to 500 grammes to small pebbles as light as 50 grammes could be used, rough ones picked up at the battlefield or more effective smooth stones collected in advance in river beds; Celtic hill horts with stocks of tens of thousands of sling stones are not uncommon archaeological sites in Northwestern Europe. Clay projectiles of various sizes first appear in Early Bronze Age Mesopotamia and were still produced in the Roman Empire. Small leaden bullets (of 20 to 50 grammes) were produced by Assyrians, Greeks, Romans, and others; they had the greatest range and penetrative power and were very hard to see or dodge; they were ineffective against full hoplite armour but dangerous for everyone with lighter protection.
Massed slingers, although not packed as closely as foot archers (because their slings needed space for swinging) could rain down projectiles on heavy infantry formations, forcing them to stay put, hiding behind their shields for cover. Small groups of slingers were used to chase away other slingers or archers, who lacked shields and body armour and were thus always vulnerable to projectiles.
\subsubsection{Chariotry}
The first clear evidence of animals in warfare were the donkey carts used by the Sumerians; these were undoubtedly slow, but given that everyone else was on foot, this was not a problem.
Horses were domesticated and (spoked-wheel) chariots invented in what is now Ukraine and Southern Russia; from there they were spread by the Indo-Europeans (``Aryans'') throughout Eurasia, to China in the East, the British isles in the West, and Egypt in the South; the horse-and-chariot was very fast and dominated battlefields everywhere: it was the ``fighter jet'' of the Bronze Age.
In the Hellenistic period there were many attempts to (re)introduce scythed chariots, but these remained ultimately unsuccessful.
\pagebreak
\subsubsection{Camelry}
Dromedary camels were domesticated by the Bedouin (``Arab'') tribes living in and around the Syrian desert; due to their long legs dromedary camels could easily outrun horses, making them very suitable for hit-and-run raids. The primary usage of dromedary camels, however, was maintaining supply lines and caravans in desert areas (as is still the case in the present day).
\subsubsection{Cavalry}
The first evidence of cavalry appeared relatively late, in the Neo-Assyrian Empire; it was apparently an evolution from earlier chariot experiments; chariot crews consisted of a driver and an archer or lancer; likewise, Assyrian cavalry was organized in teams of two: one would manage the reins of both horses, the other was an armed warrior who did the fighting.
Horseback-riding existed in Greece in the Dark Ages; however, such soldiers were actually mounted infantry rather than true cavalry: they would ride to the battlefield but descent and fight on foot when the battle started. The situation in most of Europe was probably comparable; sources implicate that during the Second Punic War it was still common for Roman horsemen to descent and fight on foot. Mounted infantry and true cavalry probably coexisted for many centuries (cf. the mounted pikemen and dragoons of the Early Modern Period (post 1500 A.D.)).
The first true cavalry (men who actually fought from horseback) in the Greek world was Thessalian, starting in the eight century; the Boeotians were also famous for their cavalry. Cavalry could be armed with throwing javelins, thrusting spears, or both, and often had a short slashing sword as a secondary weapon. Bow-and-arrows could apparently be used as well: Athens had a regular corps of 200 horse archers in 431. The lance was introduced by the Macedonians in the fourth century; Alexander seems to be the first to have used cavalry as shock troops.
The Indo-Iranian tribes (e.g. Vedic (Indic) Aryans, Medes, Parthians, Persians, Scythians, etc.) fought from horseback many centuries before: whenever they appear in historical records, they are already known and feared for their exceptional riding skills and usage of bow-and-arrow from horseback. Horse archers dominated Central Eurasian warfare until the introduction of modern rifles and cannons. They were usually light, fast, unarmoured, and could have multiple horses to be able to continue constant attacks. Much slower armoured heavy (and cataphract) horse archers (who were nearly invulnerable to arrows) developed as a counter against them and coexisted for centuries.
It is important to realize that horses throughout Antiquity were actually quite small, about the size of a pony or Przewalski's horse. Larger breeds (Nisean horses) started in the fifth century (B.C.) but remained exceptional until the European Middle Ages (A.D.).
Horses did not like the smell of camels nor the noise of chariot wheels: unused to it, they would panic at the first encounter, but could be trained to resist their unease (cf. fireworks).
\subsubsection{Elephantry}
Wild elephants were captured and tamed (but never domesticated) in the Indus valley as early as the fifth milennium; they were used in agriculture and as beasts of burden. An independent elephant tradition might have existed in Shang China (second milennium). True war elephants emerged in Indian warfare only in the first milennium, probably from Ceylon (Sri Lanka): the \textit{mahout}\footnote{Mahouts are the men who tamed, trained, cared for, and rode war elephants} tradition seemed to have originated here.
(Elephants were still the primary export product from Ceylon to India in the Early Modern Period when the Dutch East India Company (VOC) tried to monopolize all trades to and from Ceylon.)
Elephants were \emph{not} living siege weapons.\footnote{Have you have ever seen an elephant charging head on at a large stone wall? Exactly!}
Elephantry had many functions: prestige, intimidation, high and relatively safe look-out posts for generals, platforms for archers to shoot arrows from (walking towers), and protecting vulnerable infantry against cavalry charges and horse archers (horses won't charge directly at elephants and arrows had little to none effect against war elephants); direct elephant charges at infantry formations were risky and rare.
The Indian states, the Persians, Alexander, and the Seleucids all used Asian elephants (\textit{Elephas maximus}): Sri~Lankan elephants (\textit{E.~m.~maximus}) were evidently the archetypical war elephants everywhere; Indian elephants (\textit{E.~m.~indicus}) were probably used in large numbers as well; Syrian elephants (\textit{E.~m.~asurus}), the largest in size, were occassionally also used, but their population was quite small due to habitat loss and became totally extinct by the first century.
% (The Sumatran, Sunda, and Borneo elephants were never used as war elephants.)
Ptolemaic Egypt, Epirus, Carthage, Numidia, and Kush used North~African elephants (now extinct) instead; they were easier and cheaper to acquire for them than the more prestigious Asian elephants; however, all sources agree they were significantly smaller and inferior; the Seleucid war elephants easily defeated their Ptolemaic counterparts whenever they met.
\begin{comment}
\subsubsection{Siege weapons}
Siege crossbows, artillery, and quinqueremes were first invented in and used by Syracusae in the early fourth century B.C. (no coincidence) and from there spread quickly over the Mediterranean world; about a century later designs had stabilized and remained basically unchanged for centuries thereafter. Both dart and stone throwers were used not only in sieges, but also in pitched battles and in naval warfare; as far as there are any sources, a 6:1 dart thrower to stone thrower ratio seems to have been default usage.
The helepolis (siege tower) was first built and used by Demetrius besieging Rhodes (in 305 B.C.); it was characteristic of the megalomania of the Diadochoi: about $40\times 40\times 80$ metres in size, two heavy (180~lb) and four medium (60~lb) catapults in total on the lowest two floors, two light (30~lb) catapults on each of the next five floors, and two dart throwers on each of the top two floors. After the siege was abandoned, the Rhodians reportedly constructed the Colossus from the money raised from selling the siege engines.\footnote{\url{https://en.wikipedia.org/wiki/Helepolis}}
\end{comment}
\clearpage
\subsection{New template structure tree}
Located in \texttt{/simulation/templates/}; new templates are indicated with an asterisk (*).\\
\begin{multicols}{2}
{\small %\tiny\scriptsize\footnotesize\small\normalsize\large\Large\LARGE\huge\Huge
\begin{verbatim}
template_unit.xml
template_unit_camel.xml *
template_unit_camel_melee.xml *
template_unit_camel_melee_spearman.xml *
template_unit_camel_ranged.xml *
template_unit_camel_ranged_archer.xml *
template_unit_camel_ranged_javelinist.xml *
template_unit_cavalry.xml
template_unit_cavalry_melee.xml
template_unit_cavalry_melee_axeman.xml *
template_unit_cavalry_melee_lancer.xml *
template_unit_cavalry_melee_spearman.xml
template_unit_cavalry_melee_swordsman.xml
template_unit_cavalry_ranged.xml
template_unit_cavalry_ranged_archer.xml
template_unit_cavalry_ranged_crossbowman.xml *
template_unit_cavalry_ranged_javelinist.xml
template_unit_chariot.xml *
template_unit_chariot_biga.xml *
template_unit_chariot_biga_archer.xml *
template_unit_chariot_biga_javelin.xml *
template_unit_chariot_quadriga.xml *
template_unit_chariot_quadriga_scythed.xml *
template_unit_dog.xml
template_unit_elephant.xml *
template_unit_elephant_archer.xml *
template_unit_elephant_melee.xml *
template_unit_hero.xml
template_unit_hero_cavalry.xml
template_unit_hero_cavalry_spearman.xml
template_unit_hero_cavalry_swordsman.xml
template_unit_hero_chariot.xml *
template_unit_hero_chariot_archer.xml *
template_unit_hero_chariot_javelinist.xml *
template_unit_hero_elephant_melee.xml
template_unit_hero_healer.xml
template_unit_hero_infantry.xml
template_unit_hero_infantry_archer.xml
template_unit_hero_infantry_hoplite.xml *
template_unit_hero_infantry_javelinist.xml
template_unit_hero_infantry_pikeman.xml
template_unit_hero_infantry_spearman.xml
template_unit_hero_infantry_swordsman.xml
\end{verbatim}
\columnbreak
\begin{verbatim}
template_unit_infantry.xml
template_unit_infantry_melee.xml
template_unit_infantry_melee_axeman.xml *
template_unit_infantry_melee_halberdier.xml *
template_unit_infantry_melee_hoplite.xml *
template_unit_infantry_melee_longsword.xml *
template_unit_infantry_melee_maceman.xml *
template_unit_infantry_melee_pikeman.xml
template_unit_infantry_melee_sabreman.xml *
template_unit_infantry_melee_spearman.xml
template_unit_infantry_melee_swordsman.xml
template_unit_infantry_ranged.xml
template_unit_infantry_ranged_archer.xml
template_unit_infantry_ranged_axethrower.xml *
template_unit_infantry_ranged_crossbowman.xml *
template_unit_infantry_ranged_javelinist.xml
template_unit_infantry_ranged_longbowman.xml *
template_unit_infantry_ranged_slinger.xml
template_unit_mechanical.xml
template_unit_mechanical_ship.xml
template_unit_mechanical_ship_barge.xml *
template_unit_mechanical_ship_barge_huge.xml *
template_unit_mechanical_ship_barge_large.xml *
template_unit_mechanical_ship_barge_medium.xml *
template_unit_mechanical_ship_barge_small.xml *
template_unit_mechanical_ship_galley.xml *
template_unit_mechanical_ship_galley_01.xml *
template_unit_mechanical_ship_galley_02.xml *
template_unit_mechanical_ship_galley_03.xml *
template_unit_mechanical_ship_galley_04.xml *
template_unit_mechanical_ship_galley_05.xml *
template_unit_mechanical_ship_galley_06.xml *
template_unit_mechanical_ship_galley_07.xml *
template_unit_mechanical_ship_galley_08.xml *
template_unit_mechanical_ship_galley_09.xml *
template_unit_mechanical_ship_galley_10.xml *
template_unit_mechanical_ship_galley_half.xml *
template_unit_mechanical_ship_fire.xml
template_unit_mechanical_ship_fishing.xml
template_unit_mechanical_ship_merchant.xml
template_unit_mechanical_siege.xml
template_unit_mechanical_siege_boltshooter.xml *
template_unit_mechanical_siege_ram.xml
template_unit_mechanical_siege_scorpion.xml *
template_unit_mechanical_siege_stonethrower.xml *
template_unit_mechanical_siege_tower.xml
template_unit_support.xml
template_unit_support_elephant.xml *
template_unit_support_healer.xml
template_unit_support_slave.xml
template_unit_support_trader.xml
template_unit_support_woman.xml *
\end{verbatim}
}
\end{multicols}
\clearpage
\section{Structures}
\textit{Principles}
\textbf{Centres}: cavalry, camels, and worker elephants can no longer be trained at centres or crannogs.
\textbf{Espionage}: civic structures, centres, crannogs, docks, embassies, harbours, markets, palaces, and wonders are bribable (as are all ships, traders, and heroes).
\textbf{Experience}: loot experience is $10\%$ of maximum health for centres, crannogs, and fortications (fortresses, outposts, sentry towers, stone towers, wall turrets), $0$ for other structures.
\textbf{Loot}: loot resources are standardized to $10\%$ of resource costs (all structures).
\textbf{Territory}: army camps, centres, crannogs, docks, harbours, shipyards, and outposts can be constructed in neutral territory (\emph{unchanged}), as can corrals, farmsteads, fields, markets, storehouses, and walls (\emph{new}; keep in mind control is quickly lost if left on their own).\\
Centres, fortresses, harbours, monuments and pillars, palaces, and wonders have a territory root.
\textbf{Unavailable}: colonies, council chambers, embassies, Ishtar gate, and royal stoas are disabled.
\textbf{Upgradable}: (any): a long wall to gate; (town): an outpost to sentry tower; (city): a sentry tower to stone tower.
%\textbf{Upgrades}: long walls can be individually upgraded to gates in any phase; outpost can be individually upgraded to sentry towers in town or city phase; sentry towers can be individually upgraded to stone towers in city phase.
\subsection{Faction availability}
\begin{tabular}{l|cccc|cccc|cccc}
& athen & brit & cart & gaul & iber & mace & maur & pers & ptol & rome & sele & spart \\
\hline % civilian:
centre & V & V & V & V & V & V & V & V & V & V & V & V \\
house & -- & V & -- & V & V & -- & V & -- & V & -- & -- & -- \\
big house & V & -- & V & -- & -- & V & -- & V & -- & V & V & V \\
storehouse & V & V & V & V & V & V & V & V & V & V & V & V \\
farmstead & V & V & V & V & V & V & V & V & V & V & V & V \\
farm field & V & V & V & V & V & V & V & V & V & V & V & V \\
corral & V & V & V & V & V & V & V & V & V & V & V & V \\
docks & V & V & V & V & V & V & V & V & V & V & V & V \\
market & T & T & T & T & T & T & T & T & T & T & T & T \\
blacksmith & V (T) & V (T) & V (T) & V (T) & V (T) & V (T) & V (T) & V (T) & V (T) & V (T) & V (T) & V (T) \\
temple & T & T & T & T & T & T & T & T & T & T & T & T \\
rotary mill & -- & T (C) & -- & T (C) & -- & -- & -- & -- & -- & -- & -- & -- \\
\hline % military:
dog kennels & -- & V (T) & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
infantry barracks & V & V & V & V & V & V & V & V & V & V & V & V \\
%camel stables & -- & -- & -- & -- & -- & -- & -- & -- & V (--) & -- & -- & -- \\
cavalry stables & V (--) & V (--) & V (--) & V (--) & V (--) & V (--) & V (--) & V & V (--) & V (--) & V (--) & V (--) \\
%chariot stables & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\
elephant stables & -- & -- & C (--) & -- & -- & -- & V (T) & C (--) & C (--) & -- & C (--) & -- \\
military hall & C & -- & C (--) & T & -- & C (--) & C (--) & C & C (--) & -- & C (--) & C \\ % gymnasium, --, sacred band barracks, tavern, --, royal guard barracks, Mauryan palace, Persian hall, royal barracks, --, royal barracks, mess hall
siege workshop & T (--) & T (--) & T (--) & T (--) & T (--) & T (C) & T (--) & T (--) & T (--) & T (--) & T (--) & T (--) \\
shipyard & T (--) & -- & T (--) & -- & -- & T (--) & -- & T (--) & T (--) & T (--) & T (--) & T (--) \\
\hline % defensive:
village palisade & V & V & V & V & V & V & V & V & V & V (--) & V & V \\
town turf walls & T (--) & T (--) & T (--) & T (--) & T (--) & T (--) & T (--) & T (--) & T (--) & T (C) & T (--) & T (--) \\
city stone walls & C (T) & C (T) & C (T) & C (T) & C (T) & C (T) & C (T) & C (T) & C (T) & C (T) & C (T) & C (--) \\
outpost & V & V & V & V & V & V & V & V & V & V & V & V \\
sentry tower & T (V) & T (V) & T (V) & T (V) & T (V) & T (V) & T (V) & T (V) & T (V) & T (V) & T (V) & T (V) \\
stone tower & C (T) & C (T) & C (T) & C (T) & C (T) & C (T) & C (T) & C (T) & C (T) & C (T) & C (T) & C (T) \\
fortress & C & C & C & C & C & C & C & C & C & C & C & C \\
\hline % unique:
army camp & -- & -- & -- & -- & -- & -- & -- & -- & -- & C & -- & -- \\
%colony & -- & -- & -- & -- & -- & -- & -- & -- & -- (T) & -- & -- (T) & -- \\
%council chambers & -- (C) & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- & -- \\