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Troops

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Troops are built in the Barracks. They require idle Population and Resources in order to build.

For troop training tips see War tips.


Troops consume Food on an hourly basis. The "Food Upkeep" column in the table below shows how much food a single unit of that troop type requires every hour. Please understand that when you have a large number of troops in your city and not enough Farms to feed them, your hourly food income will be negative, and you will lose food from your stores.

Lots of people say that you need to cheat and use bots to be able to uphold large amounts of Might. This is wrong, however. You can manage a 30 million+ negative food per hour without using auto barbs. It isn't easy, but it is possible.

If you run out of food, your army will start to desert. You will lose approximately 10% of each of your troop types at a time until you can feed your troops again. How often this happens is not well understood. Whether you are online or offline, it appears to be 30-120 minutes between desertions. All desertions will be reported in your Messages section under Reports. Each report will tell you when the troops left, and how many went of each type.

If you are hosting allied troops in your Embassy, your city is responsible for feeding those troops. If you run out of food in this case, the allies will be called back to their parent cities. Allies' troops will not desert their owners in this case.

Troop Types

Picture Name Attack Defense Life Speed Range Load Cost

Food
Wood
Stone
Ore
Pop Might Food
Upkeep
Construction and Research Requirements

Infantry

Unit 1 215 s34
Supply Troop 10 3 200 180 10 200 50
150
0
15
1 1 2 Lv1 Barracks
Supply Troops are not very good at fighting but can carry resources to your other cities or friends or carry loot back when you plunder enemy cities.

Unit 2 215 s34
Militiaman 100 13 400 200 20 20 80
100
0
50
1 1 3 Lv1 Barracks
Militiamen are citizens of your city who have some military training. They are a good beginning for your army but no match for troops with true training.

Unit 3 215 s34
Scout 6 1 20 3000 20 5 120
200
0
150
1 2 5 Lv2 Barracks
Lv1 Eagle Eyes
Scouts move quickly, and bring back information about enemy positions and numbers but are not strong fighters. See Using Scouts and Eagle Eyes.

Unit 4 215 s34
Pikeman 300 33 600 300 50 40 150
500
0
100
1 2 6 Lv2 Barracks
Lv1 Poisoned Edge
Pikemen are the most basic heavily trained troops. Their long pikes are very effective against horses.

Unit 5 215 s34
Swordsman 200 63 700 275 30 30 200
150
0
400
1 3 7 Lv3 Barracks
Lv1 Blacksmith
Lv1 Metal Alloys
Swordsmen are well armored, and are the strongest melee troops. Their shields make them effective against Archers.

Bloodthorn-icon
Bloodthorn 1300 45 2100 900 150 250 9000
6000
4000
6000
13 12 300 Lv1 Druid Barracks
Born of the wilderness, the Bloodthorn unit is an elite warrior that specializes in dealing quick, deadly blows to its enemies.

Executioner
Executioner 1700 70 4200 500 120 500 18000
5000
8000
30000
24 24 450 Lv1 Fey Barracks
Born of Ice and Steel, the Executioner is an elite unit that specializes in overwhelming its enemies with massive force.

Ranged

Picture Name Attack Defense Life Speed Range Load Cost

Food
Wood
Stone
Ore
Pop Might Food
Upkeep
Construction and Research Requirements
Unit 6 215 s34
Archer 240 25 500 250 1200 25 300
350
0
300
2 4 9 Lv4 Barracks
Lv1 Fletching
Archers can destroy the enemy's troops from a distance but are vulnerable up close.

Unit 10 215 s34
Ballista 900 40 640 100 1400 35 2500
3000
0
1800
5 9 50 Lv8 Barracks
Lv2 Stable
Lv5 Workshop
Lv5 Geometry
Lv6 Fletching
Ballistae fire huge arrow-like bolts at long ranges. They are effective against other siege weapons.

Flame
Flame Archer 1700 40 800 140 1600 50 1000
2000
0
750
18 15 150 Lv11 Barracks
Lv10 Metal Alloys
Lv11 Fletching
Flame Archers are extremely adept at slaying troops from a distance. Their flame-tipped arrows wreak extra damage when attack Dark Forests. Skills +10% Attack against Dark Forests

Horsed

Unit 7 215 s34
Cavalry 500 45 1000 1000 100 100 1000
600
0
500
3 5 18 Lv5 Barracks
Lv1 Stable
Lv1 Alloy Horseshoes
Cavalry troops move very quickly on horseback and have devastating attacks.

Unit 8 215 s34
Heavy Cavalry 700 87 2000 750 80 80 2000
500
0
2500
6 7 35 Lv7 Barracks
Lv5 Blacksmith
Lv5 Stable
Lv5 Alloy Horseshoes
Heavy Cavalry are far more armored than regular Cavalry. This armor provides them defense and more power to their attacks but costs them some speed.


Seige

Picture Name Attack Defense Life Speed Range Load Cost

Food
Wood
Stone
Ore
Pop Might Food
Upkeep
Construction and Research Requirements
Unit 9 215 s34
Supply Wagon 20 15 1400 150 10 5000 600
1500
0
350
4 6 10 Lv6 Barracks
Lv1 Stable
Lv3 Workshop
Lv1 Featherweight Powder
Supply Wagons are heavily fortified to carry anything you need through a raging battle and not lose the cargo.
Unit 11 215 s34
Battering Ram 500 40 10000 120 600 45 4000
6000
0
1500
8 9 100 Lv9 Barracks
Lv5 Blacksmith
Lv3 Stable
Lv7 Workshop
Lv8 Metal Alloys
Lv7 Geometry
A Battering Ram is a large log-like object, used for knocking down the enemy's defenses.

Unit 12 215 s34
Catapult 1200 50 960 80 1500 75 5000
5000
8000
1200
10 10 250 Lv10 Barracks
Lv2 Stable
Lv9 Workshop
Lv10 Geometry
Lv10 Fletching
Catapults throw large rocks from a huge distance. They are most effective against the enemy's defenses.

Siege wall
Siege Wall 200 140 8400 775 120 500 8000
5000
18000
30000
24 13 400 Lv1 Briton Barracks 
The Siege Wall guarantees advancement on the battlefield for its army.

Training Training Speed (TTS)

The time to train a batch of troops is determined at the time you add them to the queue and depends on the following factors:

  • The number of barracks in the city. Two barracks will train troops in 1/2 the time that it takes one barracks.
  • The level of each barracks: each level above 1 increases the training speed by 10%.
  • Research level in Geometry increases the training speed of Siege Engines by 10% per level
  • Each level of the Stable increases the training speed of horsed units by 10%.
  • Each level of the Workshop increases the training speed of wagons and Siege Engines by 10% per level.
  • The Combat level of the Knight assigned to the role of Marshall in the city increases the training speed of all troops.
  • The level of the Stone Guardian of the city, when active (note 1)
  • Equiped Throne Room items that have a "Troop Training Speed" line (note 2).

Note 1:

Each level of the Stone Guardian increases TTS by 10% up the the maximum of level 10. If you have all 4 guardians unlocked the Stone Guardian's bonus will ALWAYS be active. If you happen to have all 4 guardians unlocked AND the Stone Guardian is Active, then the bonus per level is raised from 10% to 15%.

Note 2:

The total "buff" (bonus value) of all of the TTS lines on all equiped TR cards is combined to give the total bonus for troop training, up to a maximum of 4000 %. When this bonus is at high enough level it overwhelms all the other TTS factors and leads to an alternative strategy for fast troop building, have only 1 Barracks and as many cottages as possible to maximise idle population available for troop building.

Base Training Time Table

This table gives the base training time for each unit, which is the time they would require for training in a single, level-1 Barracks with no other modifiers |-

Unit Time to Train
One Unit (secs)
Supply Troop 50
Militiaman 25
Scout 100
Pikeman 150
Swordsman 225
Archer 350
Cavalry 500
Heavy Cavalry 1500
Supply Wagon 1000
Ballista 3000
Battering Ram 4500
Catapult 6000
Flame Archer
Hussar
Seige Wall
Bloodthorn
Executioner
Halberdier
Heavy Onager

Cancelling Training

If you cancel a queued unit training assignment you get back 50% of the resources the unit had cost, as well as 50% of the population initially consumed in the queue.


Training Time Formulae

Barracks Speed Modifier

BT = Base Training Time, as found in the table above
NB = number of barracks in the city
TBL = sum of the levels of all the barracks in the city
BM = total speed modifier for barracks
BM = 0.9 * NB + 0.1 * TBL (or if you prefer, BM = NB + (TBL-NB) * 0.1 )

Speedup Factors

MCS = Combat Score of the Knight assigned to the role of Marshal in your city
MF = Marshal Speedup Factor
GF = Geometry Speedup Factor
SF = Stable Speedup Factor
WF = Workshop Speedup Factor
MF = MCS / 200
GF = Geometry Level / 10
SF = Stable Level / 10
WF = Workshop Level / 10

Bonuses

SGB = Stone Guardian Bonus (example: 15% = 0.15)
TRB = Throne Room Bonus (example: 194% = 1.94)

Training Times

Training time for Infantry Units (Supply Troop, Militiaman, Scout, Pikeman, Swordsman, and Archer)
Time = BT / ( BM * (((1 + MF + GF) * (1 + SGB)) * (1 + TRB)))
Training time for Cavalry Units (Cavalry and Heavy Cavalry)
Time = BT / ( BM * (((1 + MF + GF + SF) * (1 + SGB)) * (1 + TRB)))
Training time for Machine Units (Supply Wagon, Balista, Battering Ram, and Catapult)
Time = BT / ( BM * (((1 + MF + GF + SF + WF) * (1 + SGB)) * (1 + TRB)))
* Note that there appears to be a bug in the Geometry code, and that speedup currently applies to all types of troop training as seen above.

The Stable speedup applies to all non-infantry units: cavalry, wagons, and siege engines.

The Workshop provides an additional bonus to wagons and siege engines.

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