Playing a game of Rising Empires without having at least some armies and border patrols can be a tough challange. Playing a game without using the possibility to design your own unique company types can be equally tough. The starting company type, Militia, might be able to stand their ground in the early game but when the enemy comes with soldiers 3 or 4 times better, or cavalry with their long lances, you really need your own ‘super soldiers’.
This is the fifth Rising Empires tutorial and cover company statistics, company abilities and how to design your own company types. It will also be a good read before the sixth tutorial which will cover the combat system. The previous four tutorials can be found here:
Tutorial I – Playing the first turn in Rising Empires
Tutorial II – Research and technologies
Tutorial III – Loyalty, or how to keep your population happy
Tutorial IV – Food, or how you keep your population from starving
The barracks can be entered through the game menu and contains drop down menus containing all the company types that can be constructed in your empire. You’ll also see a button that allows you to design your own company types at the top of the screen.
The list of company type represents all the different types of companies that can be built by your empire. This does, however, not mean that they can be built in all your settlements. What you can build in each individual settlement depends on what races that lives there and how large their populations are. Click on the red cross to delete the company type, or press obsolete if you want to keep the design but don’t want to see it in the list when you select companies to build. But let’s have a look a the stats of a typical starting company, the Human Militia:Here is a short explanation of all the company stats:
- Combat preference - Can be close or ranged. The combat preference dictates if the company fight in the main battle line or if they are archers standing behind the main battle line.
- Offense – The offense value is used when the company is part of the attacking force. This is the basic chance (%) that one soldier of this type will hit an enemy soldier when doing an attack.
- Defense – The defence value is used when the company is part of the defending force. This is the basic chance (%) that one soldier of this type will hit an enemy soldier when doing an attack.
- Ranged – This is the basic chance (%) that one soldier of this type will hit an enemy soldier when doing a ranged attack.
- Armor – This is the basic chance (%) that the armour will protect the soldier if an enemy soldier makes a succesful attack.
- Strength – The number of soldiers that represent a full strength company of this type (normally 500 except for scout companies which have 50 soldiers).
- Attacks – The number of attacks each soldier can do during a full combat round.
- Hitpoints – How much damage each soldier can take before he dies.
- Initiative – How quick is the company when moving. The initiative of an army depends on all companies in the army. An army with a lower initiative will move before an army with a high initiative. This can be used to ‘lock’ slower enemy armies in combat.
- Max movement – The maximum number of movement points the company can save when standing still. The maximum movement for an army is equal to the company with the lowest maximum movement.
- Movement reg – Movement regeneration is how many new movement points the company receive each turn. The movement regeneration for an army is equal to the company with the lowest movement regeneration.
- Sight – How many sectors the company can see. The sight of an army is equal to the company with the highest sight value.
- Build cost – The cost in gold needed to start production of a company of this type.
- Build time – How many production points that are needed to complete a company of this type.
- Wages – The wages cost in gold that is needed each turn for a full strength company of this type.
- Abilities – This is a list of the abilities that this company type has. A company can have multiple abilities.
But how to design the ‘super soldier’? That is a question that isn’t easy to answer. Our hope is that the insight you now have in troop statistics will make you able to design your own ‘super soldier’. Or perhaps a whole range of ‘super soldiers’ as there are different needs on a battlefield compared with a city garrison. With new technologies more options and abilities will become available. Play around and find a troop style that suit your own favourite race.
Questions? Comments? Please let us know, either here by responding to this post, on our forum or by sending us an email. Good luck!