3. Units & Combat
Units are the core of your army. Each type has unique strengths, weaknesses, and special abilities. Combat takes place as calculated battles based on army formations, unit attributes, and strategy.
Unit Types
Camel Archer
Fast ranged cavalry unit. Excels in hit-and-run attacks. Weak against heavy melee.
- Speed: High
- Range: Medium
- Special: Can fire while retreating
Desert Lancer
Heavy melee cavalry unit. Deals charge damage when initiating combat.
- Speed: Medium
- Damage: High vs. archers/infantry
- Special: Extra damage on first hit
Sand Raider
Light infantry suited for ambush and fast desert travel. Good for raiding caravans and weak defenses.
- Speed: High
- Stealth: High
- Special: Can bypass traps
Oasis Defender
Heavily armored infantry with high defense. Slow but ideal for base defense or holding key positions.
- Health: Very High
- Speed: Low
- Special: Shield wall bonus when grouped
Oil Flask Thrower
Siege unit that deals AoE damage to buildings and groups. Vulnerable if unguarded.
- Damage: AoE/Structure focused
- Speed: Very Slow
- Special: Fire damage over time
Strategist
Support unit that boosts friendly units or debuffs enemies. Does not directly fight.
- Buff Radius: Medium
- Special: Reduces enemy morale, increases ally critical chance
Unit Stats
Each unit has the following stats:
- Health: Total hit points before death
- Attack: Base damage per attack cycle
- Defense: Reduces incoming damage
- Speed: Movement speed on the map
- Range: Distance from which they can engage
- Morale: Affects combat effectiveness under stress
- Upkeep: Daily water + food consumption
Combat Mechanics
Combat is simulated on the server when two armies meet. No manual control. Players can view outcomes in battle reports and animated replays.
- Combat Resolution: Turn-based engine simulation (1 second ticks)
- Initiative: Determined by unit type and scouting success
- Buff/Debuff Resolution: Triggered in order of initiative
- Formation Types: Line, Wedge, Circle, Scatter
- Special Effects: Fire, morale breaks, flanking, critical hits
Battle Modes
- Skirmish: Small-scale fast battles (1v1, 3-minute timer)
- Full Raid: Full army attacks on cities or PvE events
- Rally: Multi-player guild attack event
Battle Reports
After a battle, players receive:
- Victory/Defeat
- Units Lost/Killed (by type)
- Damage Breakdown
- Loot Earned (resources, XP, gear)
- Replay (optional toggle)
Unit Progression
- Units gain XP per battle
- Veteran units can be upgraded to elite versions
- Unit skills can be customized at training grounds