Has Blockhouses which combines the functions of a Barracks and an Outpost.Settlers and infantry are trained in groups.They make another resurgence in the Act III scenario Last City of the Inca. Ivan the Terrible, its ruler, is uninvolved, though the Russian Ossus is exactly the same civilization type as the normal in-game Russian civilization. They are stopped by John Black, at the cost of his life. The Russian Ossus is the new center of the Circle, and is preparing to invade America through Canada. In the campaign, Russia is involved twice. This means that by the Commerce Age, Russians can already have their Barracks up, making their rush very early and very powerful. Russians can build the Blockhouse in the Exploration Age, since it counts as an Outpost. This makes the Russians a tough opponent when attacking their colony. This building can train infantry units as well as defend territory. The Russians also have a unique military building that replaces the Barracks and Outpost called a Blockhouse. The Russians train infantry and Settlers only in groups (except in Forts) at a reduced cost and time, but it means resources for the whole group are needed before training begins, instead of buying one to put in a production queue and adding more as resources increase. With the "National Redoubt" Home City Card, the Russians can build Forts with their Musketeers (though there's still a build limit of three), which comes in handy when choosing to revolt instead of advancing into the Imperial Age and then spamming the "Fort Wagon" card, allowing Musketeers to build and rebuild an entire frontline of Forts. The Russians also have the Strelet, the cheapest and weakest unit in the game. The Russian Halberdiers and Musketeers cost 25% less than other civilizations but have 20% less hit points and attack. Russian Settlers cost 90 food, 10% less than normal Settlers, but have to be trained in groups of three. Siege Generators generate resources for the defending Faction which can be used to repair Gates, Armories, Supply Generators, and Siege Weapons.īoth attacking and defending Factions have access to an arsenal of Traps to be used during Battle.The Russians start each game with 500 food, 100 wood, and only five Settlers. The strength of the Siege Weapons is determined by Upgrades earned by completing Town Projects. These Battle Tokens can be used to acquire Siege Platforms to aid in their attack.ĭefenders can build Siege Weapons along the Fort Walls. Members of the attacking Faction are awarded Battle Tokens that can be spent at the War Camp's Armory.
Captured Rally Points are designated by the attacking Faction to serve as respawn points or as access to the Armory. Once the attacking Faction captures a Rally Point it cannot be re-captured by the defending Faction. For the Gates to be breached, three Rally Points in front of the Gates must be captured. The attacking Faction must breach the Gates of the Fort to capture the defending Faction's Claim over the Territory.
The battle is won by either successfully capturing or defending the Territory Fort. Wars take place at a time of the defending Company's choosing. If there are insufficient numbers in a Company to fill out the ranks of the Vanguard, the Governor may choose from anyone in the Faction, or from volunteers from the third Faction. The Governor of the Vanguard may select members of that company to participate in 50v50 combat. In the unlikely event that no Company contributes over 10%, any Company will be eligible to declare War. If more than one Company declares War on the same territory during conflict, the most active Companies in the influence race have a higher chance of being selected as the Vanguard. When a Faction goes to war in a Territory, a Company that has contributed at least 10% of the total influence required to throw the territory into conflict is chosen through a lottery system to become the Vanguard.