UNITS
INFANTRY
- Macedonian Pikeman (bonused versus cavalry)
- Macedonian Skirmisher (can hide during the night)
- Macedonian Archer
- Macedonian Hypaspist (fast heavy swordsman - champion unit)
CAVALRY
- Macedonian Prodromos (cavalry skirmisher)
- Macedonian Thessalian Lancer (heavy cavalry)
- Macedonian Hetairos (heavy cavalry, has command aura - champion unit)
- Macedonian War Elephant (has battlefield horror, can run amok - champion unit)
SUPPORT UNITS
- Macedonian Villager
- Macedonian Priest
SIEGE
- Macedonian Battering Ram
- Macedonian Ballista
STRUCTURES
- Civ Center
- Trains: Macedonian Villager
- Techs: Town Phase (2 tiers, phase up), Loom
(Villager, hit points) - Other: New ones can only be upgraded from colonies, which are only buildable on capturable settlements. Garrison Workers.
- Farm
- Trains: Sheep, Chicken
- Watch Tower
- Techs: Guard Tower (Watch Tower, enables attack/hit
points), Carrier Pigeons (tower, line of sight), Town Watch (2 tiers,
structure, line of sight) - Other: Detects hidden units, Upgrades to Ballista Tower with a stronger siege attack. Upgrades to Lighthouse (Ptolemaics only).
- Techs: Guard Tower (Watch Tower, enables attack/hit
- Storehouse
- Techs: Improved Mining (3 tiers), Improved Lumber
Harvesting (3 tiers), Improved Construction (3 tiers), Handcart (2
tiers, Villager speed) - Other: Lumber dropsite
- Techs: Improved Mining (3 tiers), Improved Lumber
- Barracks
- Trains: Macedonian Pikeman, Macedonian Skirmisher
- Techs: Phalanx Reforms (Pikeman, armor, Antigonids only), Peltasts (2 tiers, Skirmisher, hit points), Pike/Guerrilla/Offensive Core Infantry (choice tech)
- Archery Range
- Trains: Macedonian Archer, Macedonian Ballista
- Techs: Marksmanship (Archer damage), Fire Arrows (Archer/Structure/Ship extra damage vs Structures/Ships/Siege), Composite Bow (Archer, range)
- Forge
- Techs: Weapon Forging (3 tiers, melee damage),
Missile Forging (3 tiers, ranged damage), Armorcrafting (3 tiers, heavy
armor), Leatherworking (3 tiers, light armor), Footwear (infantry
speed)
- Techs: Weapon Forging (3 tiers, melee damage),
- Temple
- Trains: Priest
- Techs: Faith (Priest, hit points), Brainwash (Priest, conversion) Afterlife (Organic unit, attack rate)
- Market
- Trains: Horse (needed to build Stables), Elephant (needed to build Elephant Stables),
- Techs: Coinage (periodic income per ally)
- Other: Exchange Resources
- Stables
- Trains: Macedonian Prodromos, Macedonian Thessalian Lancer
- Techs: Tarantines (Prodromos, armor), Xyston (Heavy Cavalry, damage), Heavy/Swift Horses (choice tech, hit points or speed)
- Elephant Stables
- Trains: Macedonian War Elephant
- Techs: Hell's Bells (War Elephant, improved horror), Tusk Blades (War Elephant, damage), Armored Elephants (War Elephant, armor, Seleucids only)
- Fortress
- Trains: Macedonian Battering Ram, Macedonian Hetairos (requires stables), Macedonian Hypaspist
- Techs: Draft Horses (Siege, speed), Reinforced Ramheads (Ram, damage), Hellenic Catafracts (Hetairos, armor but reduced speed, Seleucids only), Silver Shields (Pikeman and Hypaspist, damage, Seleucids only)
- Monument
- Other: has command aura
- Academy
- Techs:
Engineering (Ballista and Ballista Tower, range/hit points), Ballistics (Ballista and Ballista Tower, less random damage), Medicine (Organic Units, regeneration) - Dynasty Choice:
- Antigonid Dynasty: Unlocks the Phalanx Reforms Tech.Engineering/Draft Horses/Reinforced Ramheads become researched for free if they are not researched already.
- Seleucid Dynasty: Unlocks the Silver Shields, Hellenic Catafracts and Armored Elephants Techs. Composite Bow becomes researched for free if not researched already.
- Ptolemaic Dynasty: Allowsthe construction of Lighthouses which grant extensive line of sight even during the night and naval bonuses. Engineering/Medicine and Temple upgrades become researched for free if they are not researched already.
- Techs:
CIV SPECIALS
- Cavalry +1 damage per second.
- Skirmishers +10% speed and hit points
- No village phase melee infantry but, starting from Town Phase, if bellow the pop cap, each Barracks built will spawn 3 pikemen.
- Choice between three different successor dynasties, each one with unique benefits.
OVERVIEW
- Infantry: Very Strong (none at Village Phase though). Pikes and swords. Various techs and bonuses.
- Missile units: Strong. Skirmishers and Archers. Most techs.
- Cavalry: Very Strong. Almost all types and many techs.
- Siege: Above Average. Easy tech as Antigonids.
- Economy: Average.
- Structures: Average.
- Navy: Some special techs for hired ships. More for Ptolemaics.
Format shamelessly stolen from the design document of the free indie RTS 0 A.D. Both for it's usefulness and as a chance to promote it.