Archer units are soldiers which can attack at a distance. They are trained at the Archery Range. They generally are good against other units, but all have a penalty against buildings until "Fire Arrows" is researched in the Imperial Age. There are four main lines of archer units: bow infantry, bow cavalry, Skirmishers, and crossbow infantry.
Bow infantry[]
Archer[]
Archers are one of the long-range missile units of the Feudal Age and the only one with +3 range. They are slightly weaker than Skirmishers. These units are great at supporting infantry and cavalry by weakening the enemy from afar. Make sure to keep these units protected as many units have a bonus against them. Archers are unique that they cannot be upgraded in the Castle Age.
Stats
- Age: 2-3
- Food cost: 105
- Gold cost: 45
- Health: 100
- Movement: 7
- Attack: 100
- Defence: 100
- Sight: 7
- Attack range: 3
- Attack Bonus: -50% damage to buildings
Civilization discounts or premiums - Not applicable for this unit
Elite Archer[]
Elite Archers are the final and only upgrade for Archers. They now have doubled attack and are stronger than Expert Skirmishers. Archers are largely outclassed by heavier damaging ranged units, but they are still able to move and shoot with a +3 range, making them excellent for tactically sniping units that crossbow units can't reach in a single turn, or units that are out of range of bow cavalry.
Stats
- Age: 4
- Food cost: 190
- Gold cost: 75
- Health: 100
- Movement: 7
- Attack: 200
- Defence: 200
- Sight: 7
- Attack range: 3
- Attack Bonus: -50% damage to buildings
Civilization discounts or premiums - Not applicable for this unit
Bow cavalry[]
Bow cavalry are considered ranged units instead of cavalry, meaning they can enter into swamps and pikemen infantry and camels receive no bonus against them.
Horse Archer[]
Horse Archers are fast units that are ranged making them great for hit and run tactics. They only have a range of +2 making them tricky to use since they are needed to be closer than their foot counterparts.
Stats
- Age: 3
- Food cost: 125
- Gold cost: 50
- Health: 100
- Movement: 10
- Attack: 150
- Defence: 150
- Sight: 7
- Attack range: 2
- Attack Bonus: -50% damage to buildings
Civilization discounts or premiums
- Britons and Franks: +20 food, +20 gold
- Mongols and Saracens: -10 food, -10 gold
Heavy Horse Archer[]
The Imperial Age upgrade of Horse Archers have the same attack of Elite Archers, impressive movement speed, but only a range of +2. Horse Archers are excellent for providing mobile ranged support, as well as for clearing units off buildings, allowing siege units to deal with enemies' towns. They are still very weak against the many +3 ranged units and siege craft of the Imperial Age.
Stats
- Age: 4
- Food cost: 165
- Gold cost: 60
- Health: 100
- Movement: 10
- Attack: 200
- Defence: 200
- Sight: 7
- Attack range: 2
- Attack Bonus: -50% damage to buildings
Civilization discounts or premiums
- Britons and Franks: +20 food, +20 gold
- Mongols and Saracens: -10 food, -10 gold
Skirmisher[]
Skirmisher[]
Partially infantry and partially an archer, this unit is difficult to use, but can be powerful once mastered. Skirmishers are excellent for filling gaps in the lines, as they can attack an enemy at range on their turn, but still get a solid attack (due to the skirmish ability) when the enemy engages them in melee combat. In the Feudal Age, Skirmishers have more attack than Archers.
The icon on the Japanese Skirmisher is a slightly modified symbol of the Japanese civilization and it is the symbol for "Torii" which means "shrine" in Japanese.
Stats
- Food cost: 95
- Gold cost: 40
- Health: 100
- Movement: 7
- Attack: 110
- Defence: 110
- Sight: 7
- Attack range: 2
- Attack Bonus: -50% damage to buildings
Special abilities
- Skirmish- When this unit is attacked in melee combat, this unit will attack first.
Civilization discounts or premiums- Not applicable for this unit
Elite Skirmisher[]
The second of the Skirmisher upgrades, the Elite Skirmisher further outshines Archers (which do not even get a Castle Age upgrade), but can't compete with Crossbowmen. Elite Skirmishers continue to be great for large battles as well as hit-and-run tactics due to their ability to hold their own.
Stats
- Food cost: 125
- Gold cost: 50
- Health: 100
- Movement: 7
- Attack: 150
- Defence: 150
- Sight: 7
- Attack range: 1
- Attack Bonus: -50% damage to buildings
Special abilities
- Skirmish- When this unit is attacked in melee combat, this unit will attack first.
Civilization discounts or premiums- Not applicable for this unit
Expert Skirmisher[]
The third and final upgrade to Skirmishers, these units now have the lowest ranged attack of the Imperial Age. These units have reduced utility, as the units that would activate their skirmish ability are just too dangerous at this point. Also, having only +2 range greatly reduces their ability to remain out of harm's way compared to the other ranged units.
It is unclear why Expert Skirmishers were not called Elite Skirmishers, since most Imperial Age units are called elite. The models for this unit are identical to Elite Skirmishers, but they are technically separate units.
Stats
- Food cost: 145
- Gold cost: 55
- Health: 100
- Movement: 7
- Attack: 190
- Defence: 190
- Sight: 7
- Attack range: 2
- Attack Bonus: -50% damage to buildings
Special abilities
Skirmish- When this unit is attacked in melee combat, this unit will attack first.
Civilization discounts or premiums- Not applicable for this unit
Crossbow infantry[]
Crossbowman[]
Crossbowmen are an important part of the Castle Age army, as they provide long-range and high-powered ranged damage that is able to deal with heavily armored infantry and cavalry that Archers and Skirmishers struggle with. Use Crossbowmen for defending locations such as mountains to keep them able to attack each turn instead of having to spend a full turn setting up and moving.
Stats
- Age: 3
- Food cost: 125
- Gold cost: 50
- Health: 100
- Movement: 7
- Attack: 200
- Defence: 175
- Sight: 7
- Attack range: 3
- Attack Bonus: -50% damage to buildings
Special Abilities
- No move and attack- this unit cannot move and attack in the same turn. This unit may retaliate to units regardless if it moved that turn.
Civilization discounts or premiums
- Britons and Japanese: -10 food and -10 gold
- Mongols: +20 food and +20 gold
Arbalest[]
The final upgrade for Crossbowmen, Arbalests are a decent unit serving the same role as before. Use Arbalests for defending locations such as mountains to keep them able to attack instead of moving each turn. These units largely become redundant once the player unlocks Hand Cannoneers, since they function the same, but Hand Cannoneers have slightly higher damage and much higher defense.
Stats
- Age: 4
- Food cost: 165
- Gold cost: 60
- Health: 100
- Movement: 7
- Attack: 250
- Defence: 225
- Sight: 7
- Attack range: 3
- Attack Bonus: -50% damage to buildings
Special Abilities
- No move and attack- this unit cannot move and attack in the same turn. This unit may retaliate to units regardless if it moved that turn.
Civilization discounts or premiums
- Britons and Japanese: -10 food and -10 gold
- Mongols: +20 food and +20 gold
Hand Cannoneer[]
Hand Cannoneers can be thought of as the top ranged unit, similar to Champions and Paladins. They function like Arbalests in that they need to be positioned carefully to maximize their damage output, but they have improved attack and a large improvement to their defense, meaning they can survive longer than other ranged units. They are about 17% more expensive than Arbalests, but have a 21% boost to their combat stats.
Research requirements: Chemistry
Stats
- Age: 4
- Food cost: 190
- Gold cost: 75
- Health: 100
- Movement: 7
- Attack: 300
- Defence: 300
- Sight: 7
- Attack range: 1
- Attack Bonus: -50% damage to buildings
Special Abilities
- No move and attack- this unit cannot move and attack in the same turn. This unit may retaliate to units regardless if it moved that turn.
Civilization discounts or premiums
- Japanese: -10 food and -10 gold
- Mongols: +20 food and +20 gold
Mercenary options[]
The following mercenary infantry can be trained at the Archery Range after the player purchases them in the game settings using experience points.
Welsh Bowman[]
In-game empire points cost: 100
Based on the rich tradition of archery of medieval Wales, Welsh Bowmen are an improved version of regular bowmen. These units are about 27% more expensive and 17% more powerful in combat than regular Archers. Upon reaching the Imperial Age, these units will become the civilization's generic elite bowmen. This unit shares the same model as European bowmen, but it is affected by some slight recolouring based on their owner's civilization.
Stats
- Age: 2-3
- Food cost: 145
- Gold cost: 60
- Health: 100
- Movement: 7
- Attack: 175
- Defence: 125
- Sight: 7
- Attack range: 1
- Attack Bonus: -50% damage to buildings
Civilization discounts or premiums- Not applicable for this unit
Genoese Crossbowman[]
In-game empire points cost: 100
Based on the famous mercenaries from the Italian city of Genoa, Genoese Crossbowmen are an improved version of regular Crossbowmen. They are about 28% more expensive, but only 11% stronger in combat, so their cost-effectiveness is questionable. Upon reaching the Imperial Age, these units will become the civilization's generic Arbalests units. This unit shares the same model as European Crossbowmen, but is affected by some slight recoloring based on their owner's civilization.
Stats
- Age: 3
- Food cost: 170
- Gold cost: 70
- Health: 100
- Movement: 7
- Attack: 225
- Defence: 200
- Sight: 7
- Attack range: 3
- Attack Bonus: -50% damage to buildings
Special Abilities
- No move and attack- this unit cannot move and attack in the same turn. This unit may retaliate to units regardless if it moved that turn.
Civilization discounts or premiums- Not applicable for this unit
Strategy[]
More than any other units, archer units are the most affected by terrain. Archers can become very powerful when positioned on hills and mountains, since they receive a +1 attack range. This allows archers to effectively deal with other archers without retaliation, and the increased range means Crossbowmen and Hand Cannoneers will be more likely to attack a target instead of wasting a turn moving. Forests and swamps are the opposite, since they reduce attack range by -1. This can make all archers vulnerable to other archers, and it can force horse archers and skirmishers to have to engage in melee combat, which can be fatal. When building a town, it is not recommended to build the Archery Range on top of forest terrain, since archers trained on top of the forest will have less range to retaliate against other archers that attack it, making them extra vulnerable and less effective in siege defense.
| Gameplay elements | Building ยท Unit ยท Terrain ยท Map object ยท Technology tree |
|---|---|
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| Unit types | Infantry ยท Archer ยท Cavalry ยท Siege ยท Unique ยท Mercenary ยท Hero ยท Non-combatant |
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