UNIT · STABLE
Paladin
The final standard Knight-line upgrade, bringing high durability and melee power.


Overview
The final standard Knight-line upgrade, bringing high durability and melee power.
Availability and investment
Paladin becomes available in Imperial Age. Its listed production context is Stable. The listed cost is 60 Food, 75 Gold and the training time is 30 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.
- Melee attack: 14
- Hit points: 160
- Melee armor: 2
- Pierce armor: 3
- Line of sight: 5
- Reload time: 1.9 seconds
- Movement speed: 1.35
Field use
Use its mobility to choose the engagement: pressure exposed economy, reinforce quickly, or withdraw from a prepared counter. Avoid trading its movement advantage for a stationary fight unless the target justifies it.
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.
Related unit plan: Paladin decisive-charge plan
Paladin: Paladins can deliver a powerful mobile strike when a large force is ready, but their food and gold cost makes each engagement consequential. Use them to break a weak flank or reach a key objective, not as disposable scouts Build the upgrade and supporting economy around a clear timing, then attack in a group with enough numbers to overwhelm the target before reinforcements arrive. Use Paladins to raid exposed economy or cover siege, and pull them back when the opponent gathers a counter force Halberdiers and Heavy Camel Riders trade favorably against Paladins, while Monks threaten the expensive units through conversion. Do not judge a fight only by the number of enemy units killed; preserve the force when the exchange costs too much gold
Battlefield role and use
The final standard Knight-line upgrade, bringing high durability and melee power. Available in the Imperial Age. Training cost: 60 Food, 75 Gold. Training time: 30 seconds. Its upgrade path is Knight → Cavalier → Paladin. Mobility gives it options to choose engagements, threaten exposed Villagers, and reinforce distant fronts; avoid leaving it committed where counters can surround it.
Base unit statistics
- Age
- Imperial Age
- Training time
- 30 seconds
- Hit points
- 160
- Melee attack
- 14
- Reload time
- 1.9 seconds
- Movement speed
- 1.35
Base values before civilization bonuses or researched technologies.