UNIT · REGIONAL NAVAL ROSTER
Catapult Galleon
A campaign and regional naval siege unit that attacks shore targets with thrown projectiles.

Overview
A campaign and regional naval siege unit that attacks shore targets with thrown projectiles.
Availability and investment
Catapult Galleon becomes available in Imperial Age. Its listed production context is Regional naval roster. The listed cost is 225 Wood, 100 Gold and the training time is 55 seconds. This tells you when it can first join an army and which resources must be reserved alongside Villager production, upgrades, and other military lines.
Combat profile
The available combat values are included here so the numbers can be read as a profile rather than an isolated list. Hit points and armor describe how long the unit can remain exposed; attack and any bonus damage describe what it threatens; range, reload, accuracy, and movement describe how reliably it can engage or disengage. A value shown for a whole upgrade line applies to the listed stages as recorded, so compare the stage names instead of treating the line as one base unit.
- Hit points: 140
- Melee armor: 0
- Pierce armor: 6
- Range: 12
- Line of sight: 14
- Reload time: 6 seconds
- Movement speed: 1
- Accuracy: 100%
Field use
Protect the siege engine while it closes on its target. Its value comes from creating pressure against structures or clustered forces, so give it an escort and a clear objective instead of sending it forward alone.
Armor classes and counters
Armor-class bonuses are separate from base attack and the target’s melee or pierce armor. The class list below shows the unit’s documented combat categories and bonus-damage relationships; use it to judge matchups instead of relying on the unit label alone.
- Armor class: Ship
- Catapult Galleon deals +10 bonus damage to units in the Siege weapon class
- Catapult Galleon deals +130 bonus damage to units in the All Buildings class
Related unit plan: Catapult Galleon early-Imperial bombardment
Catapult Galleon: Catapult Galleons can begin naval building pressure without waiting for Chemistry, giving them an earlier siege window than gunpowder ships. They are weaker overall than Cannon Galleons but fire more quickly than the base version Use Catapult Galleons to pressure a Dock or shore structure as soon as the Imperial Age route allows, and keep ordinary warships between them and enemy ships. Take the early timing when it can open a landing or deny production, then reassess if the opponent adds a stronger fleet They are not a direct upgrade over every other siege ship and can be outmatched in a prolonged fleet fight. Protect the slow bombardment line and avoid targeting moving warships without support
Battlefield role and use
A campaign and regional naval siege unit that attacks shore targets with thrown projectiles. Available in the Imperial Age. Training cost: 225 Wood, 100 Gold. Training time: 55 seconds. Naval value depends on the opponent’s fleet and access to water: combine complementary ship roles and protect the routes used to reinforce or transport.
Base unit statistics
- Age
- Imperial Age
- Training time
- 55 seconds
- Hit points
- 140
- Range
- 12
- Reload time
- 6 seconds
- Movement speed
- 1
- Accuracy
- 100%
Base values before civilization bonuses or researched technologies.
- Focus
- Regional unit · Regional naval roster
- Signature / category
- Regional naval roster
- Release / context
- The Last Chieftains
- Region
- Regional naval roster
- Classification
- Units