The World of Akeran is in ages of trouble. Rivalry between the Mages of Greystar have caused much warfare activity during the recent seasons. Every city must now defends itself by training units, establishing garrisons to protect the inhabitants. Also from times to times, a Mage would send armed force to fight and conquer other territories.
There are a couple of unit category. The first category is the Fighters and they constitute the main part of the unit roster. These armed forces help to defend cities, protect non-fighting units, and attack other armed forces. The second category regroup Support Units, deprived of offensive abilities but being the lone that may enter the market and benefit the protection it provides. Among them are Settlers, that can found new cities and transfer population between existing ones, Caravans, able to carry goods all over the world and trade with the Guild at the market or with others players in their cities' marketplace, and Canteen, carrying supply on the battleground and mandatory auxiliary unit to Fighters when in large number. The third and last category is the Spellcasters. Those units can study the magical arts and are able to learn and cast battle spells and enchantments.
From the time of its creation to the one of its death or disband, every unit belongs to an army. Each city has a garrison, to which any in-progress unit will be transfered upon completion. Every move, combat, scouting, or trade orders is to be send to either an army or to a list of units. Most army-targeted orders can be queued, their acknowledgment being added to your log after processing.
You can create and name new armies by transferring units from garrisons. However, if you order one unit to leave a garrison without transferring it to an army, an autoarmy is automatically created for you. Every unit in an autoarmy is transfered to the garrison at the next new moon if this army is located in one of your cities and doesn't have any orders queued. The units' affectation of named armies is not changed.
Units move on roads using MP (as in Movement Points). Rookie units' MP range from 17 (Dwarven units) to 66 (Nomad Giant Eagles) with an average value of 22 for foot and 35 for cavalery. Moves are immediate providing each unit in the army has enough MP to reach the destination. If not, every unit recovering 10% of its MP every moon, the move order is queued until the army reaches its destination.
Every unit has specific characterics and abilities. The profile of support units does not ever change, whereas fighters and spellcasters gain skills through experience and study. Low level fighters gain very few experience or, in case of Milice not at all, representing city conscripts and suffering a high turnover. Average fighters can acquired some experience but the elite experience levels are only available to skilled military units such as those requiring your top most level building to train. Fighters gain some experience with age, but mostly during combat. Spellcasters increase their skills by studying the magical arts inside the religious building.