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Unit Types
May 24, 2026 at 08:55 AM
Added 2 inline wikilinks for cross-referencing
Strategic 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.
Units 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.
Tier | What It Looks Like |
|---|---|
Tier 1 | Conscripted villagers, militias, and freshly-armed levies. Cheap and disposable. |
Tier 2 | Local soldiers with basic drill and starting equipment. The backbone of an early army. |
Tier 3 | Trained line infantry, basic cavalry, and competent archers. The mid-game baseline. |
Tier 4 | Veteran units with disciplined drill and specialty equipment. |
Tier 5 | Elite units. Often need rare equipment, specialized buildings, or veteran retainers to recruit. |
Tier 6 | Legendary or unique units, including faction-specific high-tier formations. |
Across the six tiers, units fall into a handful of broad categories:

Category | Role |
|---|---|
Infantry | Sword and spear blocks, shield walls, and heavy infantry. The line-holders of any army. |
Archers | Foot bowmen, crossbows, and longbow specialists. Key for breaking advancing infantry. |
Cavalry | Light scouts, medium shock cavalry, and heavy lancers. Cavalry was added to the build in late Early Access; the unit roster keeps growing. |
Skirmishers and ranged | Javelin throwers, slingers, and harassment units used to soften lines before the main clash. |
Engineers and siege | Battering rams, ladder crews, and siege weapons used against strongholds and walled cities. |
Special and faction units | Faction-specific elite formations and mythological units that define a clan's identity. |
Each 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.
Units 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.

Once 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.
Personal 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.
Specific 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.

Combat 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.