CAVALRY UNITS Disciplined (Fortress:  200W 100G) Effect (+HP & +Damage) 20% Resources gathered per sec for calculating villager second costs Coin Cost Food Cost Wood Cost Coin / Sec Food / Sec Wood  / Sec Vill on Coin Vills on Food Vills on Wood Villager Equivalent
Honored (Industrial:  600W 600G) Effect (+HP & +Damage) 30% Resource Resource Type Base Rate / Sec + % Rate Rate / Sec
Naginata Rider (Stable) Exalted (Imperial:  1500W 1500G) Effect (+HP & +Damage) 50% 0 275 250 0.0 3.2 2.9 0.0 4.7 5.7 10.5
Statistics Normal Disciplined Honored Exalted Coin Gather Rate Mining 0.60 0% 0.60 200 400 0 2.1 4.2 0.0 3.5 6.2 0.0 9.7
Role Hand Cavalry, Lancer, Heavy Cavalry, Cavalry Food Gather Rate Berries / Cherries 0.67 0% 0.67 300 300 0 3.0 3.0 0.0 5.0 4.5 0.0 9.5
Cost 100 Food 100 Gold Artillery Upgrade 1 (Industrial:  250F 250W)[1] Effect (+HP & +Damage) 25% Wood Gather Rate Tree 0.50 0% 0.50 300 300 0 3.0 3.0 0.0 5.0 4.5 0.0 9.5
Age Available Colonial  Artillery Upgrade 2 (Imperial:  1000W 1000G) Effect (+HP & +Damage) 50% Fishing - Whaling (canoes, etc.) Berries / Cherries Tree 450 180 0 4.1 1.6 0.0 6.8 2.4 0.0 9.2
Hit points 300 360 450 600 Fishing - Whaling (fishing boat, warship) Farm Mango Grove
Pop. Use 2 Mining Fishing (canoes, etc.)
Resists -30% vs. Ranged Japan Mining - Dutch Fishing (fishing boat, warship)
Speed 6.75 /  3.38 (trample) Features • 2 Explorer Monks
• Start with orchard travois
• Send most HC shipments twice
• Daimyo units enhance nearby troops, provide mobile troop training, and can act as HC Shipment centers
• Shrines produce a resource trickle (enhanced when built near animals or livestock)
• Animals and livestock cannot be harvested as Food
Plantation Hunting
LOS 15 Rice Paddy Mill
Melee Damage (ROF 1.5) 28 33 42 56 Rice Paddy
Melee Damage vs. Light Infantry 42 49 63 84
Melee Damage vs. Heavy Infantry 28 33 42 56
Trample Damage (Area 3 / ROF 2.0) 20 24 30 40
Trample Damage vs. Infantry 30 36 45 60
Trample Damage vs. Heavy Infantry 20 24 30 40
Siege Damage (ROF 3.0) 22 26 33 44 Max Settlers 75
Siege Range 0 to 6 Starting Settlers 6
Modes Melee, Trample, Defend, & Stand Ground
Exp - Build  20 Miscellaneous Notes:
Exp - Kill  20 1 The rate of fire (ROF) for all melee units is 1.5
The rate of fire for all ranged units is 3.0 unless otherwise noted
The rate of fire for all infantry or cavalry siege units is 3.0
Yabusame (Stable)
Statistics Normal Disciplined Honored Exalted 2 Daimyo units can be revived at the Shogunate Wonder
Role Ranged Cavalry, Cavalry, Archer, Light Cavalry
Cost 60 Food 150 Gold 3 The Age 3 Shipments "Genbukan Dojo" and "Renpeikan Dojo" produce a Dojo that can be configured to spawn the following units automatically (no XP for creation).  It takes 2 seconds to reconfigure the Dojo.
Age Available Fortress
Hit points 200 240 300 400
Pop. Use 2 Dojo Spawn Times
Resists -50% vs. Ranged Qty Unit Time (Sec) Coin Cost Food Cost Wood Cost Total VS Villager Equivalent[2]
Speed 6.75
LOS 22 None 5 Yumi Archers[3] 87 0 55 50 910 10.5
Range Damage (ROF 1.5) 8 9 12 16 Shogunate Wonder 5 Ashigaru[4] 96 40 80 0 930 9.7
Range Damage vs. Heavy Cavalry 28 32 42 56 Kamidana 3 Samurai[5] 100 100 100 0 948 9.5
Range Damage vs. Settlers 4 4 6 8 Shogunate Wonder & Kamidana 3 Naginata Rider[6] 100 100 100 0 948 9.5
Range Damage vs. Artillery 64 72 96 128 3 Yabusame[7] 111 150 60 0 1,019 9.2
Range Damage vs. Coyote Man / Disciple 20 22 30 40
Range 0 to 18 HC Shipment Upgrade Shogunate Wonder & Kamidana
Melee Damage (ROF 1.5) 6 7 9 12
Melee Damage vs. Heavy Cavalry 21 24 31 42 4 The "Dojo Spawn Times" Table above shows the best value units to create.  Of course the units needed most should be spawned, but the highest ratio of "VS seconds" to "spawn creation time" is the Yumi Archer.  This will give the most villager seconds in the smallest amount of time.  
Melee Damage vs. Artillery 48 56 72 96
Melee Damage vs. Coyote Man / Disciple 15 17 22 30
Siege Damage 13 15 19 26
Siege Range 0 to 6 5 The Consulate Dutch Church technology Standing Army or Mass Cavalry does not effect Dojo train time.  However, the Shogunate Wonder does decrease time -10%.  The Dojo technology Kamidana decreases Dojo spawn time -25% (300F 300G).
Modes Stagger, Melee, Defend, Stand Ground
Exp - Build  21
Exp - Kill  21
• Uses an imaginary colonial unit in calculation as the base value to get the correct HP and damage.   6 For unit train time information, view the worksheet "Unit Train Times".
INFANTRY UNITS 7 The "+" grouping button at the top of the spreadsheet can be activated to reveal (or hide) the "Resources gathered per sec for calculating villager second costs" Table.  This allows a true comparison of villager seconds to the Dojo spawn times (can change resource collection type and add in market upgrades).  
Samurai (Barracks)[8]
Statistics Normal Disciplined Honored Exalted
Role Infantry, Heavy Infantry, Hand Infantry
Cost 100 Food 100 Gold
Age Available Colonial 
Hit points 230 276 345 460
Pop. Use 2
Resists -30% vs. Hand
Speed 4.5
LOS 16
Melee Damage (Area 1 / ROF 1.5) 25 30 37 50
Melee Damage vs. Cavalry 43 52 64 87
Melee Damage vs. Siege Elephant[9] 28 34 42 57
Melee Damage vs. Elephant[10] 50 60 74 100
Melee Damage vs. Abstract Infantry 35 42 51 70
Melee Damage vs. Villagers 12 15 18 25
Siege Damage (ROF 3.0) 67 80 100 134
Siege Range 0 to 6
Modes Melee, Cover, Defend, Stand Ground
Exp - Build  20
Exp - Kill  20
         
Ashigaru (Barracks)
Statistics Normal Disciplined Honored Exalted
Role Infantry, Heavy Infantry, Ranged Infantry, Gunpowder Trooper
Cost 80 Food 40 Gold
Age Available Colonial 
Hit points 170 204 255 340
Pop. Use 1
Resists -20% vs. Hand
Speed 4.5
LOS 16
Range Damage (ROF 3.0) 26 31 39 52
Range 0 to 12
Melee Damage (ROF 1.5) 10 12 15 20
Melee Damage vs. Cavalry 35 42 52 70
Melee Damage vs. Abstract Infantry 20 24 30 40
Siege Damage (ROF 3.0) 21 25 31 42
Siege Range 0 to 6
Modes Volley, Stagger, Melee, Defend, Stand Ground
Exp - Build  12
Exp - Kill  12
Yumi Archer (Barracks)
Statistics Normal Disciplined Honored Exalted
Role Archer, Infantry, Ranged Infantry
Cost 55 Food 50 Wood
Age Available Colonial
Hit points 100 120 150 200
Pop. Use 1
Resists -30% vs. Ranged
Speed 4
LOS 22
Range Damage (ROF 3.0) 19 22 29 38
Range Damage vs. Heavy Infantry 28 33 42 57
Range Damage vs. Heavy Cavalry / Coyote Man 14 16 21 28
Range Damage vs. Eagle Knight 38 44 57 76
Range Damage vs. Light Cavalry[11] 28 33 42 57
Range 2 to 18
Melee Damage (ROF 1.5) 7 8 10 14
Melee Damage vs. Heavy Infantry 10 12 15 21
Melee Damage vs. Heavy Cavalry / Coyote Man 5 6 7 10
Melee Damage vs. Eagle Knight 14 16 20 28
Melee Damage vs. Light Cavalry[12] 10 12 15 21
Siege Damage (ROF 3.0) 9 10 13 18
Siege Range 0 to 6
Modes Volley, Stagger, Melee, Defend, Stand Ground
Exp - Build  11
Exp - Kill  11
• No setup animation.  Therefore, this archer unit can hit and run (like crossbow)
ARTILLERY UNITS (CASTLE)
Flaming Arrow (Castle)
Statistics Normal Disciplined Honored Exalted
Role Artillery
Cost 100 Wood 300 Gold 
Age Available Fortress Age 
Hit points ---- 175 218 306
Pop. Use 4
Resists -75% vs. Ranged
Speed Limber 3, Bombard 3
LOS 34
Siege Damage (Area 2 / ROF 6.0) ---- 75 93 131
Siege Damage vs. Infantry ---- 225 279 393
Siege Damage vs. Buildings ---- 150 186 262
Siege Damage vs. Ships ---- 375 465 655
Siege Damage vs. Artillery ---- 75 139[13] 196
Range 0 to 28
Modes Limber & Bombard
Exp - Build  40
Exp - Kill  40
Morutaru (Castle)
Statistics Normal Disciplined Honored Exalted
Role Artillery
Cost 100 Wood 250 Gold
Age Available Industrial Age
Hit points ---- 225 281 394
Pop. Use 3
Resists -75% vs. Ranged
Speed Limber 2.5, Bombard 2.5
LOS 44
Siege Damage (Area 1 / ROF 6.0) ---- 385 481 673
Siege Damage vs. Ships ---- 192 240 336
Range 4 to 40
Modes Limber & Bombard
Exp - Build  35
Exp - Kill  35
DAIMYO / SHOGUN (Shogunate Wonder / Shipment)
Daimyo Mototada (Age 2 HC Shipment)
Statistics Normal Disciplined Honored Exalted
Role Cavalry, Heavy Cavalry, Daimyo, Hand Cavalry
Cost 350 Gold (332 Gold*)[14]
Age Available Fortress
Hit points 650 780 975 1,300
Pop. Use 4
Pop. Limit 1
Resists -30% vs. Ranged
Speed 6.50 /  3.38 (trample)
LOS 12
Melee Damage (ROF 1.5) 30 36 45 60
Trample Damage (Area 3 / ROF 2.0) 20 24 30 40
Siege Damage (ROF 3.0) 40 48 60 80
Siege Range 0 to 6
Modes Melee, Trample, Defend, & Stand Ground
Exp - Build  35
Exp - Kill  35
• Can receive HC shipments (acts like a portable tower)
• Grants a 10% damage aura (to total value, not base) with a 24 range (multiple Daimyos do not stack, i.e. no +20% or +30% damage possibilities).
• Daimyos grant each other 10%.  Shogun HP aura is separate and will stack with this damage aura. 
• Trains all barracks and stable units
• Auto-upgrade unit and regenerates hit points when idle