Captain
Appearance
| General | |
|---|---|
| Status | In the game |
| Role | Infantry |
| Trained at | Stronghold |
| Population | 1 |
| Train time | 45 s |
| Cost | |
| Food | 150 |
| Gold | 200 |
| Combat | |
| Hit points | 260 |
| Attack | 20 |
| Defense (armour) | 8 |
| Range | 1.5 m |
| Attack cooldown | 1.7 s |
| Damage type | Melee |
| Ranged | No |
| Can siege | No |
The Captain is the player's hero unit, trained at the Stronghold. Only one Captain can be alive (or in training) per player at a time. Friendly units near the Captain fight harder and take less damage. If the Captain falls, the Stronghold can train (revive) a new one after a delay.
Unique rules
- One per player: a second Captain is refused, counting Captains already queued in your buildings, with the notice You already have the most Captain allowed (1).
- Revive: after the Captain dies, the Stronghold's train button is held for 120 seconds (the notice shows the time left), then a new Captain can be trained at the normal cost.
- Captain's Command (aura): your own and allied units within 8 m of the Captain (not the Captain itself) receive Captain's Command: +10% attack and 10% less damage taken. The effect lasts 3 seconds and is renewed while they stay near the Captain.
- Male or female: the Captain's body and icon follow the player's Captain choice (male when none is chosen).
- Team colour: the Captain's cape is tinted in the owner's player colour.
Combat
- Damage per hit: 20, before the target's armour. The target subtracts its armour from each hit, and every hit deals at least 1 (see Damage types).
- Attack cooldown: 1.7 seconds between attacks (about 11.8 damage per second before armour).
- Range: 1.5 m. Range is measured to the edge of the target, not its centre, so a unit standing against a large building is in range of it.
- Melee: a strike needs a clear line to its target. A wall segment or gate standing on the straight line between this unit and its target stops the strike, and the unit tries to approach again instead of striking through it.
- Against buildings: 25% of its damage. Only siege units (other than the Ballista) deal full damage to buildings.
- Auto-engage radius: 9 m. On the Aggressive stance, a unit looks for enemies on its own out to 9 m or its own range, whichever is larger.
- Sight: at least 15 m. Every unit sees at least its range plus 2 m, so it is never firing at something its side cannot see.
- Bonuses: as an infantry unit, its attack is raised by the owner's Combat Offense Discipline and by the melee damage bonus (infantry and cavalry share it) of the owner's Calling.
- Damage type: Melee. In the current build the damage type is a label shown on the unit panel; it does not change the damage dealt (see Damage types).
Training
- Trained at: Stronghold.
- Cost: 150 food, 200 gold. The cost is paid when the unit is queued. Cancelling a queued or in-progress unit refunds the full cost.
- Train time: 45 seconds. Training-speed bonuses from the owner's Calling and Disciplines shorten it; no unit trains in under 0.5 seconds.
- Population: 1. Training is refused when living units plus everything already queued in all of the player's buildings, plus this unit, would pass the population cap.
- A building holds at most 5 units in its training queue.
Notes
- The Captain's numbers and unique values are provisional and may change with balance tuning.