MEDIEVAL REAL TIME STRATEGY Unit Roster Planner
Who trains what, what it is for, and when to spend.
Use this roster as a role sheet during MEDIEVAL REAL TIME STRATEGY matches. It tells you which building trains which body, what job that body is for, and which gold numbers we can state with confidence. Live tooltips still win after a patch. This is not a cheat overlay and not a damage spreadsheet you inject into the client. For openings, go back to the opening build planner. For the rest of the planning set, stay on the Tools Hub.
Win condition stays the same: destroy enemy castles. Units auto-attack once you send them. Ranked unlocks after level 7. Matchmaking is 1-5 and 6+.
King (starts with you)
The King is free and unique. He is a buff aura, not a duelist. Keep him near the blob you actually fight with so nearby troops hit harder and heal better (community notes put the bonus in the huge-not-cosmetic range, about half again). If he dies on a random mill, your army suddenly plays down a rank. Pull him before a lost fight; do not park him on a trap.
Castle roster
The castle trains the cheap core and also drips about 25 money per minute. It can be upgraded (community cost around 130 gold) for more punch, income, and health. Do not sell it for a handful of gold unless the match is already over.
- Builder - about 10 gold. Zero attack that matters. Construction is the whole job. If the castle dies, surviving builders are how you still place mills. Hide them; never suicide them into swordmen.
- Swordman - about 15 gold. Fast, cheap melee screen. Use them to contest farms, trip traps, and pad the Legion badge (15 in one match) if you care. They lose to real Barracks units in a straight fight.
- Archer - about 20 gold. Basic ranged. Fine for towers and early holds. Upgrade paths and Armory range bumps help; they are not a late-game castle killer on their own.
- Repairman - castle support. Sends them to mills, towers, Barracks, and the siege workshop. One repair body is economy; five repair bodies while the enemy trebuchet lives is panic.
Barracks roster
Build Barracks only after three or more windmills. The building itself is a modest gold hit (community quotes vary in the mid-double-digits) and cannot be upgraded. It trains the mid-game punch:
- Knight - armored melee. Early Barracks pick when enemy wizards are not on the field yet. Walk them with the King.
- Longbower - long-range bow line. Punishes clumps and siege that outranges castle archers.
- Crossbower - shorter, heavier bolts. Better into armored bodies than a basic archer.
- Mage - magic damage and pressure. Save them for when mills can replace losses.
- Wizard - splash and castle-breaking when massed. Expensive to feed; do not buy a wizard instead of mill four.
Spearman, Shieldman, and Bandit may appear as extra ground options. Trust the in-game gold tooltip before you mass them.
Hospital, stables, and support
Hospital (community cost around 130 gold, upgrade around 200) heals in a radius and trains Medic, a mobile heal aura. Buy it when you have a real army, not when you have four swordmen. Stables make horses so Barracks units and the King can mount. Mounts are a map-specific speed tool, not an income tool.
Siege Workshop roster
The workshop is a late spend (community cost around 125 gold, low health for the price). Protect it with towers and repair.
- War Wagon - support tank. Load units; the wagon eats hits for the passengers.
- Ballista - long bolt, anti-unit / anti-light structure.
- Catapult - arcing splash, the first real building cracker for many players.
- Trebuchet - long-range castle and mill hunter. Escort it or it dies to a Knight walk.
- Balloon - Armory unlock (community research around 75 gold). Carries small units over mountains and water. Melee cannot shoot it; arrows can. Bomb drop is a separate expensive research.
Ships
Port (community cost around 65 gold) is the only ship source.
- Fishing Boat - income on fishing spots. Click the boat, click the water circle.
- Transport Ship - move land blobs across water.
- Attack Ship / Battle Ship / Siege Ferry - the war line. Heavier ships may need Armory research. Use them to snipe fishing income and to escort a landing, not as your first purchase before mills.
How to spend under pressure
If you are behind on mills, buy builders and mills, not Wizards. If you are even, add Knights or longbowers with the King. If you are ahead, workshop and a trebuchet behind a wagon. If the map is water, boats plus a land hold. Alliances can split roles: one player mills and repair, one player siege. Talk first; mirroring two empty Barracks is how 6+ games implode.
Strength rankings belong on the unit tier list and building tier list. King micro belongs on King and army. This sheet only answers spawn building, role, and the few gold figures we trust. When a tooltip disagrees after a patch on the changelog, believe the tooltip.
Do not look for an ESP script to replace this page. Public catalogs are a request stub, not a roster hack - see script safety. Click the unit you need, send it with the King, and keep shooting the castle.
Frequently Asked Questions
Quick answers for codes, ranked, windmills, and siege fights.
Where do I train Knights and wizards?
Barracks, and only after three or more windmills. Castle trains the cheap core: Builder, Swordman, Archer, Repairman.
How much do builders and swordmen cost?
About 10 gold for a Builder and about 15 gold for a Swordman. Archers are about 20. Other prices can shift; trust the in-game tooltip if it disagrees.
What does the King actually do?
He is a buff aura, not a carry duelist. Park him with the army so nearby units hit and heal harder, and do not lose him on a farm raid.
Which siege unit should I buy first?
Only after the workshop is safe. Catapult is the usual first cracker; trebuchet is the long-range castle hunter; War Wagon exists to soak for loaded troops.
How do fishing boats make gold?
Build a port, train a Fishing Boat, and send it onto a fishing spot circle. They supplement windmills; they do not replace them.
Is this roster a cheat menu?
No. It is a role sheet. Auto-spawn or infinite-gold tools are banned in public matches and are covered on the scripts hub.