Everything this site's Current/Sept 22 toggle (on index.html and build-order.html) currently models for The Viking Sagas DLC's balance patch, organized general changes first, then by civ.
Not covered yet: Man-at-Arms/Long Swordsman/Two-Handed Swordsman/Champion's bonus damage vs. Shock Infantry, and reworded civ-bonus description text (Teutons, Vietnamese, Gurjaras, Byzantines, Huns, Vikings, Bohemians) โ these are in the original patch notes but not modeled by the toggle yet. (Naval and Fortified Church changes are now listed above as text, but โ like everything on this page โ none of build-order.html's actual engine models naval units or building-tech build times at all, so they don't affect any live number elsewhere on the site.)
Real stats for both lines, straight from build-order.html's own data. Mounted Crossbowman is the Sept 22 patch's regional Archery Range unit โ it fully REPLACES Cavalry Archer for the 11 civs listed below, not an additional option alongside it. Toggle shows the unit with every tech available by that age applied (a generic/hypothetical civ with full access โ MCB uses Cranequins as its own Parthian Tactics-equivalent). "Imperial techs" matches a generic (no special civ bonus) Heavy CA/HMCB exactly, same numbers as the table below.
The 11 civs trading Cavalry Archer for Mounted Crossbowman under the Sept 22 patch, plus Danes/ Saxons/Varangians (who have Mounted Crossbowman unconditionally as part of their own kit, not a Sept22 swap โ a genuinely different category, separated below). Fletching, Bodkin Arrow, Padded Archer Armor, Leather Archer Armor, Ballistics, and Chemistry are confirmed available to all 14 and omitted here to keep this readable โ only the techs that actually vary are shown. Parthian Tactics and Cranequins fill the same real slot for a civ (see the Full Changelog section above) โ civs with Cranequins show that instead of a crossed-out Parthian Tactics. Note: Danes/Saxons/ Varangians have Cranequins too, but โ per the real site data โ none of them have Heavy Mounted Crossbowman access, so Cranequins' own Imperial-age bonus currently has no Heavy unit to apply the stat directly to. * Franks lack the real Bloodlines tech but are shown โ for it anyway โ their own civ bonus (Mounted Units +20% HP, Feudal Age) already covers the same effect.
Every civ with real Cavalry Archer or Mounted Crossbowman access, the 3 Elephant Archer civs, and 8 archer-cavalry unique units (Xianbei Raider, Bolas Rider, Mangudai, Camel Archer, Genitour, Kipchak, Ratha, War Wagon), each maxed out on its own real tech access. No civ has any of these before Castle Age. The 8 unique units are only modeled at Imperial for now โ their own per-age tech breakdowns aren't tracked yet. Click a column header to sort.
Cost is flat per unit type (40w/60g Cavalry Archer, 40w/65g Mounted Crossbowman), except Franks' discounted Mounted Crossbowman. Sort by DPS/100 res for an equal-resources comparison. Rank is Defense + Offense (each an average of real matchup outcomes vs. reference Archer/ Skirmisher/Camel/Knight/Mangonel-line units and Spearman/Militia-line kills โ Skirmishers, not Spearmen, are the real counter to mounted archers) plus Speed (weighted 0.5 here, vs. 0.4 on the other 2 tables). Cost Efficient (default) divides each matchup outcome by cost first, so a cheap unit that's merely good beats an expensive one that's only slightly better; Pop Efficient ignores cost and ranks raw per-unit strength, since every standard unit costs the same 1 population slot regardless of price. Switch the other pill to "Matchup" to see Defense/ Offense/Speed as columns; Expand breaks those down into the individual matchups behind them.
Every civ's real Militia-line (Man-at-Arms/Long Swordsman/Two-Handed Swordsman/Champion) access, capped at each civ's own real max tier. Aztecs/Maya also get an Eagle-line row; Incas/Mapuche/ Muisca/Tupi have no Militia-line at all and are absent. Click a column header to sort.
Cost is flat per civ (50f/20g). Sort by DPS/100 res for an equal-resources comparison. Rank is Defense + Offense (each an average of real matchup outcomes vs. reference Militia/ Archer/Skirmisher/Scout/Knight/Spearman/Mangonel-line units) plus Speed, rather than raw HP/Armor/DPS. Cost Efficient (default) divides each matchup outcome by cost first, so a cheap-but-solid unit can outrank an expensive-but-only-slightly-better one; Pop Efficient ignores cost and ranks raw per-unit strength instead, since every standard unit costs the same 1 population slot regardless of price. Switch the other pill to "Matchup" to see Defense/Offense/Speed as columns instead of the usual stat columns; Expand breaks those down into the individual matchups behind them. DPS v. Shock Inf. and Dmg Taken v. <tier> account for the real Shock Infantry bonus-damage class (Eagle-line, Fire Lancer, Jian Swordsman, Temple Guard, Varangian Guard); only Dmg Taken feeds into Rank.
Non-Castle unique units โ Fire Lancer, Temple Guard, Varangian Guard, Champi Warrior, Condottiero, Serjeant. Castle unique units โ every other real Infantry-archetype UU (Huskarl, Samurai, Teutonic Knight, Jomsviking, Hearth Troop, etc.). Berserk (Vikings) isn't in yet โ real stats still needed.
Every civ's real Knight-line (Knight/Cavalier/Paladin) AND Scout-line (Scout Cavalry/Light Cavalry/Hussar) access, each capped at its own real max tier. Most civs appear twice (one row per line they have). Click a column header to sort.
Cost is flat per civ (60f/75g), except Poles' discounted Knight-line. Sort by DPS/100 res for an equal-resources comparison. Rank is Defense + Offense (each an average of real matchup outcomes vs. reference Spearman/Archer/Skirmisher/Camel/Knight/Mangonel-line units and Scout/ Militia-line kills, the Spearman-line's real anti-Cavalry/Camel/Elephant bonus differing by target class) plus Speed. Cost Efficient (default) divides each matchup outcome by cost first; Pop Efficient ignores cost and ranks raw per-unit strength, since every standard unit costs the same 1 population slot regardless of price. Switch the other pill to "Matchup" to see Defense/Offense/Speed as columns; Expand breaks those down into the individual matchups behind them, named for the reference unit's own real tier at the current age.
Steppe Lancers โ 5 real civs. Camels โ 13 real civs. Elephants โ Battle Elephant civs plus Persians' War Elephant. Castle unique units โ every other real Cavalry/ Elephant-archetype UU (Cataphract, Coustillier, Leitis, Boyar, Jarl, etc.).
Saxons' Mills, Lumber Camps, and Mining Camps grant bonus food and +10 stone the instant they're built โ +35 confirmed for the Sept 22 patch, though the original DLC preview announced +50 (toggle below to compare either). Starting from Reached Feudal Age, this compares two full-commitment strategies from that point on: keep building fresh Lumber Camps purely for the bonus (nobody ever farms), vs. abandon that and build real farms instead (60 wood, 175 food capacity each, real depletion and rebuild). Computed live against this site's own Optimize-mode gather rates and build costs โ not a fixed snapshot. The only bottleneck on camp count is real wood income: a new camp starts the instant 100 wood is banked and its builder comes straight back to gathering once it's done (no artificial cap on how many go up at once) โ so the camp curve below is exactly what that population's wood-gathering rate can fund, not an assumed space or travel-time limit.
Totals are food + wood + stone combined. Time is real elapsed game time from Reached Feudal Age.
A different question: once you're standing at the FOOD crossover marked above โ with that many camps already built, that population, that exact resource pool โ is it better to keep building Lumber Camps from there, or switch to farms starting from that committed state (not a fresh Reached-Feudal-Age start)? This chart starts at chart 1's colored dashed line, not its grey one.
Totals are food + wood + stone combined. Time is real elapsed game time, continuing from the food crossover above.
One more branch: right at chart 2's OWN food crossover, marked above โ same population, same real resource pool at that moment โ what if NEITHER side has anything built yet? No farms placed, no camps placed, both rebuilt from scratch. This is chart 1's exact question again, just replayed from a later population and time.
Totals are food + wood + stone combined. Time is real elapsed game time, continuing from the recovery point above.