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Unit Types - Version 15 vs Version 16
Aug 27, 2026, 05:25 AM
Removed a leftover line calling the current unit roster shared, which contradicted the state-named units listed in the Units screen section
Sep 21, 2026, 06:17 AM
Updated the announced-changes table with September 2026 status and the auto-battle damage order
11Strategic battles in Huaxia: Warring States use a tiered unit system layered on top of personal combat. The Early Access build features more than sixty unit types across six tiers, with around one hundred and thirty variants once faction-specific high-tier units are counted. Most playthroughs cycle through several tiers as the clan grows and contests larger battles.2233Tier Structure4455Units progress through six broad tiers of quality, training, and equipment. Lower tiers are quick to recruit and replace; higher tiers cost more food, time, and resources, but win battles a clan would otherwise lose.6677TierWhat It Looks LikeTier 1Conscripted villagers, militias, and freshly-armed levies. Cheap and disposable.Tier 2Local soldiers with basic drill and starting equipment. The backbone of an early army.Tier 3Trained line infantry, basic cavalry, and competent archers. The mid-game baseline.Tier 4Veteran units with disciplined drill and specialty equipment.Tier 5Elite units. Often need rare equipment, specialized buildings, or veteran retainers to recruit.Tier 6Legendary or unique units, including faction-specific high-tier formations.88Unit Categories991010Across the six tiers, units fall into a handful of broad categories:111112121313CategoryRoleInfantrySword and spear blocks, shield walls, and heavy infantry. The line-holders of any army.ArchersFoot bowmen, crossbows, and longbow specialists. Key for breaking advancing infantry.CavalryLight scouts, medium shock cavalry, and heavy lancers. Cavalry was added to the build in late Early Access; the unit roster keeps growing.Skirmishers and rangedJavelin throwers, slingers, and harassment units used to soften lines before the main clash.Engineers and siegeBattering rams, ladder crews, and siege weapons used against strongholds and walled cities.Special and faction unitsFaction-specific elite formations and mythological units that define a clan's identity.1414Advancement Routes15151616The unit screen is not just a list. Selecting a unit opens its advancement route, a branching tree that shows every path it can be trained into. A state's tier two levy sits at the root and forks into four tier three lines, one each for sword guards, formation infantry, crossbows, and cavalry. Each of those advances again to a tier four unit, and from there to tier five, with at least one tier four line splitting into two different tier five outcomes rather than a single upgrade. Card borders are colour coded by tier, which makes the jump from tier three to tier five readable at a glance.17171818Because the branch points sit low in the tree, the choice of what a batch of levies eventually becomes is made early and is not easily reversed. Recruiting broadly and specialising late is the safer approach on a first run. The screen also carries a filter across the four broad categories, so a roster can be checked one category at a time.19192020The tier one entries are not soldiers at all. Refugees, bandits, and thieves fill that band, which is why an army built out of whoever is available in the opening hours performs badly against a state's regular troops. Tier two is where recruitable levies begin, and each of the seven states fields its own, alongside generic guards, blade retainers, and hunters. See Factions and Conquest.21212222Faction-Specific High-Tier Units23232424Each of the seven warring factions has access to its own elite high-tier unit roster. Recruiting these usually requires aligning the clan with the faction (through service, marriage, or treaty) and meeting unique resource or building prerequisites. The exact rosters and prerequisites are part of the volatile content set during Early Access; assume they will continue to expand and rebalance.25252626Recruitment and Training27272828Units are raised at the clan homestead or in administered counties. Recruitment costs include population, food, equipment, and time. Higher-tier units may also require a specialty building (training hall for veteran infantry, stable for cavalry, forge for crossbow units), a senior retainer in the right role, or a school affiliation that grants doctrinal access.292930303131Once recruited, units gain experience through battles. Veteran units retain their drill and equipment between fights, which makes preserving an army across multiple campaigns more valuable than churning fresh levies.32323333Unit Traits34343535A late-May Early Access update reworked and expanded unit traits, giving each unit type sharper identity on the battlefield. Traits are passive bonuses tied to a unit, and they reward positioning, numbers, and aggression rather than raw stats alone. Several traits key off a broken Stamina bar, so wearing an enemy down before committing is now more rewarding. The developer has said traits will keep being added and tuned in later builds, so the list below is a current-build snapshot rather than a final roster.36363737TraitEffectPrecise ShotDeals 15% extra damage to targets beyond half of your attack range.Heavy CrossbowDeals 30% extra damage to targets within half of your attack range.BrawlingDeals 15% extra damage to targets whose Stamina has been broken.Combat MasteryDeals 30% extra damage to targets with broken Stamina.Morale BoostWhen your units outnumber the enemy, gain +10% melee damage and +10% ranged damage.Last StandWhen your units are outnumbered, gain +5% melee damage reduction and +5% ranged damage reduction.BelligerentOn defeating an enemy, gain Fighting Spirit for 5 seconds, boosting tenacity so the unit fights on.Blood MistOn defeating an enemy, gain Phantom Shift for 5 seconds, dodging all incoming attacks.Full MomentumGain Armor Reinforcement and Fighting Spirit for 15 seconds at the start of combat.Irresistible ForceGain Armor Reinforcement and Fighting Spirit for 15 seconds at the start of combat.Head StartGain Swiftness for 10 seconds once combat begins.Steadfast DefenseWhen health drops below 30%, gain Armor Reinforcement for 15 seconds. Triggers once per battle.BerserkWhen health drops below 50%, gain Fighting Spirit and Rapid Strike for 15 seconds. Triggers once per battle.3838Ranged traits such as Precise Shot and Heavy Crossbow pull in opposite directions, one rewarding long-range fire and the other rewarding close-range volleys, so weapons choice and unit placement matter together. Survival traits like Steadfast Defense and Berserk only fire once a unit is already hurt, which makes elite retainers leading those units far harder to finish off.39394040June 2026 Battlefield Rebalance41414242A June 2026 update reworked how units perform across a whole battle, with the stated goal of making mid- and high-tier soldiers matter in the mid-to-late game instead of being wiped out around stronger heroes. The change set leaned the balance back toward armies and away from a single overpowering character.43434444The headline adjustments were:45454646Soldier casualty rate was slowed so rank-and-file troops are no longer cleared off the field by heroes on either side in the later stages of a battle.Minion (low-tier) units had their health raised at all stages, and spell damage against high-level units was increased, so cheaper troops stay useful and casters can threaten elites.Mid- and high-level unit damage went up so a hero can no longer trivially trade one-for-a-thousand against quality troops, though a character with strong equipment and high level can still punch above their weight.Role-based attribute differences were sharpened: front-line shield units became tankier while assassin-type units deal higher damage, making each duty feel distinct from its stat line alone.Soldier movement speed while escaping was raised from 60 percent to 80 percent.Hero scaling in the later game was flattened: gaining a level no longer grants an additional twenty-soldier command capacity per level, reducing how fast a single leader can snowball army size.47474848These are directional changes rather than a published stat table. Exact per-unit numbers remain unlisted during Early Access (see the note below), so this page describes the direction of each adjustment, not the underlying values.49495050The July 2026 major update carried this rebalance onto the main build and pushed it further. Battlefields were expanded and made more three-dimensional so more units can fight at once, and reinforcements arrive in a more sensible order. Casualty rates were slowed again so mid and high tier troops survive long enough to matter, and the gaps between class roles were widened so shield units soak more punishment while assassin-type units deal sharper bursts. The developer has said a battlefield command system for formations and tactical orders is in development but not yet in the build.51515252A smaller trim followed on July 31, 2026. Bonus health came down slightly on cavalry and on medium and heavy armour infantry, and tier five infantry lost a little overall strength. The direction matches the June pass: the studio is shaving the outliers rather than republishing a stat table, so exact per-unit values are still not listed publicly.53535454Cosmological Modifiers55555656Personal combat uses the five-element, yin-yang, and eight-trigram overlay. Strategic combat inherits a softer version: terrain, weather, and unit type interact through elemental affinities. Ranged units in dry weather, infantry on rocky ground, and cavalry on open plains all see their strengths shift with the world's cosmological state.57575858Notes on Stat-Level Claims59596060Specific unit names, exact recruitment costs, and tier-by-tier numbers are deliberately omitted from this page during Early Access because they continue to shift between patches. Where a number appears in a sub-article, it is timestamped against the build it was last verified against.616162626363The Units Screen64646565The unit roster lives under the Party tab, on a Units sub-tab beside the party list itself. Four filters sit across the top: Infantry, Cavalry, Ranged Infantry and Chariots, plus an All view. Selecting any unit opens a Promotion Tree panel on the right showing every line it can be trained into, with each step tinted by tier.666667676868Entries carry a tier number on the left. The units below are the ones legible on the current store screenshots, which is a partial list rather than the full roster:69697070TierUnits Visible on the Screen1Drifter, Robber, Thief2Generic: Guard, Saberman, Hunter. State levies: QIN Conscript, CHU Strongman, Qi Reserve Infantry, YAN Retainer, HAN Militia, Zhao Recruit, WEI Infantry. Outlaw: Pirate, Bandit, Mountain Bandit, Flying Thief Minion.3QIN Sword Guard, QIN Formation Infantry, QIN Crossbowman, QIN Cavalry, CHU Berserker7171The tier three entries make the four-way fork concrete: a state's tier two levy branches into a sword line, a formation line, a crossbow line and a cavalry line, which is exactly the pattern the Qin entries spell out. The Chu tree shown on the same screen forks from CHU Strongman into CHU Berserker and CHU Hunter among others, then upward again through tier four into tier five units. The tier four and tier five labels are clipped by the panel and are not quoted here rather than guessed at.72727373Chariots deserve a note: they are one of the four filter categories, so the game treats them as a unit class alongside infantry, cavalry and ranged infantry. No chariot unit is legible on the screenshots currently published, so the class is confirmed while its roster is not. See Combat System for how these classes behave once a battle starts.74747575Announced: Distinct National Compositions76767777The seven states already field their own troops, from the tier two levies upward, so rosters are not interchangeable today. What the studio has announced is a sharper separation again. On August 22, 2026 the studio said national armies will field much more distinct unit compositions, and that players should expect to retune a build between opponents rather than settling on one army and carrying it through a campaign. A work-in-progress equipment set for a new unit was shown alongside the statement.787879-Announced ChangeWhat Was SaidStatusDistinct national compositionsNational armies get much more distinct unit compositions in the nine provinces update. See Factions.Announced August 22, 2026. Not shipped.Per-state troop rolesThe studio said it would publish troop roles state by state in the weeks after the August 8 post. Those had not appeared at the time this page was updated.Announced August 8, 2026. Not published.Elite units and promotion linesSeven-state clan factions, elite units, promotion lines, and Lord and Duke titles ride with the nine provinces release.Targeted at around October 2026.79+Announced ChangeWhat Was SaidStatusDistinct national compositionsNational armies get much more distinct unit compositions in the nine provinces update. See Factions.Announced August 22, 2026. Not shipped.Per-state troop rolesThe studio said it would publish troop roles state by state in the weeks after the August 8 post. None had appeared by September 21, 2026.Announced August 8, 2026. Not published.Elite units and promotion linesSeven-state clan factions, elite units, promotion lines, and Lord and Duke titles ride with the nine provinces release.Targeted at around October 2026 in the August 8 and August 14 posts; no date has been repeated since, and the August 28 post said only that the seven-state troop system is being reworked for per-state characteristics, clearer roles and stronger counters.8080None of this is in the build. The Units screen already names units by state from tier two upward, so what is missing is not distinct units but the published per-state roles and compositions the studio has announced. Until those land, this page describes what the screen currently shows, and any state-by-state breakdown should wait for the studio's own numbers rather than be inferred from the historical record. See Early Access Roadmap for the dated schedule.818182+One rule that did change in September 2026 concerns auto-battle rather than rosters: since the September 8 update, lower-rank soldiers take damage first, and among soldiers of the same rank damage follows the original troop-type order. Low-tier levies therefore act as the buffer in front of higher tiers when a battle is auto-resolved.83+8284Related Pages83858486Combat System: personal melee, ranged, and the army-scale battle layer.Five Elements, Yin-Yang, and Eight Trigrams: the cosmological backdrop to combat modifiers.Conquest: where you put these units to work.Factions: who fields the elite high-tier unit you want to recruit.