Troops
Spearman Both factions
Warrior Both factions
Archer Both factions
Herbalist Folktails
Berserker Folktails
Slinger Folktails
Sapper Iron Teeth
Arquebusier Iron Teeth
Monk Both factions Who trains what
| Folktails | Iron Teeth | |
|---|---|---|
| Barracks | Spearman, Warrior, Herbalist, Berserker | Spearman, Warrior, Sapper |
| Archery Range | Archer, Slinger | Archer, Arquebusier |
| Monastery | Monk | Monk |
Folktails troops walk 10% faster and hit about 6% harder. Iron Teeth troops take 5% less damage. Factions from other mods train their base faction’s troops, or the ones their mod picks.
Training
A Barracks or Archery Range is a workplace: its workers are your troops. Pick which kind it trains in its panel. Spearmen and archers are free; the other kinds are unlocked from the panel with science. See Barracks.
Troops don’t need roads: they walk anywhere, and climb steps with your Field Ladders.
Weapons
Every troop needs its weapon, and a barracks keeps 6 in stock for its recruits. Your haulers bring them from where they’re made:
- Forge. Swords, shields, spears and bows, and slings for Folktails.
- Armory (Folktails). Battle axes.
- Gunsmith (Iron Teeth). Arquebuses and blasting charges.
- Herbalist (Folktails, the game’s own). Herbal kits.
Monks need no weapon: each one costs 40 science to train, and books (Iron Teeth: coffee) to keep working.
Gear wears out in two days of use, and troops swap in a spare from their kit (see Supply).