This site explains how units decide to act.
Decision
Chooses randomly any of these possibilities: , if none remains the unit does not move (e.g. stands still on tile where it was spawned)
|
Move to a reachable ..
|
(Range) Attack an ..
|
Type
|
Enemy- Town-Center
|
Bandit-Keep
|
Enemy-Unit
|
Enemy-Building
|
Stat-Boost-Tile
|
Enemy-Unit
|
Enemy-Building
|
|
|
|
.. in sight-range
|
.. in sight-range, in line-of-sight, and in attack-range
|
Melee |
x |
x |
x |
x |
x |
x |
x
|
Archery |
x |
x |
x |
x |
x |
x |
x
|
Siege Melee |
x |
x |
|
x |
x |
|
x
|
Siege Archery |
x |
x |
|
x |
x |
|
x
|
- Archery-units will not move to an enemy when they can attack them.
- Melee units attack when their on the same tile as the target.
- No unit will attack a town-center while there are still other buildings in the town (this makes town-centers kind of invincible).
- It seems like the unit will redecide after each action.
- It seems like the unit will never go a town-center as long as there are other possibilities.
Enemy-gods will not be attacked but can get damage through a counterattack though.
Reachable
|
Cannot step on by Default
|
Can step on by Default
|
Attribute
|
Mountain
|
Lake
|
Buildings
|
Lake?? |
|
✔ |
|
Mountain grossing |
✔ |
|
|
Flying |
✔ |
✔ |
|
Cannot Step On Buildings |
|
|
✘
|
Ranges
Example of a range up to 4
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4
|
4 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
4
|
4 |
3 |
2 |
2 |
2 |
2 |
2 |
3 |
4
|
4 |
3 |
2 |
1 |
1 |
1 |
2 |
3 |
4
|
4 |
3 |
2 |
1 |
0 |
1 |
2 |
3 |
4
|
4 |
3 |
2 |
1 |
1 |
1 |
2 |
3 |
4
|
4 |
3 |
2 |
2 |
2 |
2 |
2 |
3 |
4
|
4 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
4
|
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4
|
References