magicciv/public/games/age-of-dwarves/docs/units/SPECIALISTS.md
2026-04-07 17:52:04 -07:00

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Specialist Units

Specialist units perform non-combat functions: claiming territory, building infrastructure, exploring, and demolition. They use an Action Point (AP) model — rechargeable by resting in a city — rather than being consumed on use.

The single exception: founding a city consumes all AP and permanently removes that action from the Pioneer's pool.


Pioneer vs Engineer

The defining rule:

Pioneer Engineer
Territory Unclaimed or enemy land Owned territory only
Primary role Claim, survey, prepare land, found cities Build, improve, repair, demolish

An Engineer cannot enter unclaimed land to build. A Pioneer cannot build improvements on owned land. The separation is absolute.


Pioneer

Produced by: Palace Lv2+

AP Model:

Action AP cost Notes
Found City All AP (10) Consumed — one-time act, makes sense thematically
Prepare Land 2 AP Reduces terrain cultural resistance, not adds weight
Road (rough trail) 1 AP Basic path, not a road network
Survey tile 0 Free — reveals resource yields

Recharging: Return to any friendly city. Rests for 2-3 turns. AP refills.

AP capacity by experience:

Pioneer tier Max AP Recharge time
Novice 6 3 turns
Veteran 10 2 turns
Master 14 1 turn

Prepare Land mechanics:

  • Pioneer moves to unclaimed tile and spends turns working it
  • Each turn reduces terrain cultural resistance by ~2 points
  • Preparation stacks decay if Pioneer leaves before completing (unless Boundary Markers tech)
  • Effect: the prepared tile becomes the most likely next expansion target because resistance is lower than competing tiles

Tech upgrades:

Tech Pioneer upgrade Effect
Cartography Survey Sees tile yields before claiming; +efficiency on Prepare Land
Stonework Boundary Markers Preparation persists even if Pioneer moves away — can prepare multiple tiles
Road Building Trail Blazing Pioneer can prepare while moving through tile (no stopping required)

Engineer

Produced by: Mason Lodge

AP Model:

  • Engineers recharge like Pioneers but are never consumed by any action
  • Return to city to refill AP; back out to work again
  • Career unit — a late-game Engineer may have worked hundreds of tiles

Actions (owned territory only):

Action AP cost Notes
Build tile improvement (Farm, Mine, etc.) 3-5 Varies by improvement type
Build road 2 Connects tiles for movement bonus
Repair damaged tile 3 Up to Cratered state
Clear forest 4 Forest → Cleared Land
Build field fortification 2 Temporary defensive bonus
Clear rubble 5 Collapsed underground or surface

Engineer Specialization Paths

Experience accumulates in two tracks based on what work the Engineer does.

Engineer (base)
    ├── Construction track (builds things)
    │     → Architect (tier 6)
    │
    └── Demolition track (destroys/clears things)
          → Demolitions Expert (tier 6)

The path is determined by work history. An Engineer who mostly builds roads and farms goes Construction. One who clears forests and collapses tunnels goes Demolition.


Architect

Construction specialization

Ability Effect
Accelerated Construction Assists city build queue — reduces construction turns by 30% while present in city
Wonder Focus When assigned to a Wonder project, reduces completion time by 50%
Reinforced Build Structures built with Architect assistance have +20% HP
Master Plans Can queue 2 improvements simultaneously on adjacent tiles

One Architect per city per Wonder. They do not stack. The value is in timing — having an Architect present when you start a Wonder is a significant investment.


Demolitions Expert

Demolition specialization

Ability Effect
Forest Clear Clears forest in 2 turns (standard Engineer takes 4)
Tunnel Breach Opens new tunnel connection points, faster than standard Engineer
Controlled Collapse Collapses underground hex with minimal cascade risk
Rubble Clear Clears collapsed underground/surface tiles (standard Engineer cannot do this)
Charge Placement Plants timed charge on a building — takes 2 turns to plant, detonates next turn
Counter-mining Detects and destroys enemy Tunnel Sappers in adjacent underground hexes

Charge Placement is the most valuable ability. A Demolitions Expert that infiltrates an enemy city through a tunnel can target a specific building — Forge Lv4, Barracks Lv3, any accumulated investment. No siege required.


Combat Sapper

Demolitions Expert who has merged via Assault Citadel

When a Demolitions Expert is in a city with an Assault Citadel (merged structure), they can undergo advanced training to become a Combat Sapper.

Ability Gained from
All Demolitions Expert abilities Inherited
Stealth Move Can move through enemy territory without detection
Breach and Clear Clears a room — kills all Unarmored/Light units in a building in one action
Field Mine Layer Places trap tiles that trigger on enemy movement

Master Demolitionist

Senior tier, after extensive Combat Sapper work

Ability Effect
Flatten Hill Reduces Hill to Plains (irreversible, 6-8 turns)
Mountain Pass Cuts a pass through a Mountain tile (irreversible, 10-15 turns)
Precision Detonation Charge Placement destroys building without damaging adjacent tile
Cascade Control Controlled Collapse guarantees no cascade

Chief Engineer

Pinnacle tier — rare, one per empire typically

Ability Effect
Mountain Tunnel Bores underground corridor through mountain range (12-18 turns, extreme cost)
Canal Converts land tile to navigable waterway
Full Terrain Survey Reveals all tile yields and underground structure in 3-tile radius
Strategic Demolition Can demolish entire city districts (multiple buildings) in one operation

A Chief Engineer can redraw the map. The mountain range that protected an enemy city for 60 turns gets a tunnel bored through it. Their natural fortress is suddenly accessible.


Scout → Explorer → Cartographer

One unit line that grows from combat scout to naval surveyor. Upgrades happen at the Academy — the same unit is trained up, not replaced.

Stage Source Combat AP Capabilities
Scout Stable Lv1 Light 4 Map reveal (1-tile radius), fast movement
Explorer Academy + Cartography tech Light 8 2-tile reveal, surveys resource yields, enters wilds safely, assists Pioneer preparation at 70% rate
Cartographer Academy Lv2 + Navigation tech None 12 3-tile reveal, naval movement, trade waypoints, surveys ocean tiles

The Cartographer transition: The Explorer who spent 30 turns mapping the frontier now commands a survey vessel. Combat ability is gone — they are a scientific crew requiring military escort in hostile territory. The loss of combat in exchange for naval movement and range is a deliberate trade.

Explorer preparing land: An Explorer can perform Pioneer-style land preparation, but slower (70% rate) and without Boundary Markers. Useful on the frontier when no Pioneer is available, but not a replacement for a dedicated Pioneer.


AP Summary

Unit Max AP Recharge time Consumed by
Pioneer 6-14 (by tier) 1-3 turns in city Found City (all AP)
Engineer 6-12 (by tier) 1-3 turns in city Nothing
Demolitions Expert 8-14 (by tier) 2-3 turns Nothing
Combat Sapper 10-16 1-2 turns Nothing
Chief Engineer 16 1 turn Nothing
Scout 4 1 turn Nothing
Explorer 8 2 turns Nothing
Cartographer 12 2 turns Nothing