Unit Production

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Canon information

There are two basics when it comes to unit pop rates, unit production and level required.


The known basics of unit production are

  • Stabbers: 6 units per day; level 1 city
  • Pikers: 8 units per day; level 1 city
  • Archers: 8 units per day; level 1 city
  • Warlord: ? units per day; level 2 city
  • twolls: 1 unit per day; level 1 city
  • spidew: ? unit per day; level 2 city
  • dwagon: 1 unit per 4+ days; level 3 city (Stanley could find one every 2-3 turns and it takes longer to pop)
  • gump: 1 unit per 3 days; level ? city

The amount of time it takes to pop seems to be related to the city level it pops at. A level 1 unit takes no more than a turn to pop, while a level 2 unit takes no more than 2-3 turns, and a level 3 unit takes no more than 3-4 turns.

We also know that gobwin knob does basic infantry unit plus one special unit per level for the first three levels. When designing the units of a capital site, this should probably be the limit. All cities have a basic pool of units, such as infantry and siege, with a small number of specials that are largely unique to the side. At least one of these units should also be a mount. Leaving you with only two special type units.

While this is a good rule of thumb, to have one special unit for each of the first three city levels, exceptions exist in canon. For instance, FAQ seems to only have two special type units. Given the power of the megawiffs, and the fact that two of the cities are level 2 while the capital is level 4, suggest to me that megas are a rare level 4 type unit. That would likely take at least 5 turns to pop.

Suggested Common Units

All cities are capable of popping these

  • Stabbers: 6 units per day; level 1 city
  • Pikers: 8 units per day; level 1 city
  • Archers: 8 units per day; level 1 city
  • Knight: 1 unit per day; level 1 city
  • Warlord: 1 unit per 2 days; level 2 city
  • diggers: 8 units per day; level 1 city


Suggested Unusual Units

One animal with the mount special.


Applying Specials to new units

It may make sense to start with your basic unit and then increase production or decrease the number of units popped based on what the special is. For instance, let's model popping Prince Albert. He's a warlord, right? So he is a base unit plus the leadership special (is commander a separate special or just a trait? IDK). Then you give him the archery special, which costs maybe another turn or two, and add on the heir factor. All of these things need to be factored in, but it should simplify the popping process if you look at every unit as the same base with a different combination of specials.