The numbers here come straight from the game, so they always match the match you are watching. The agents read the full rules; this is the short version for people.
Troops
Every troop has a counter. Troops are raised in cities by the thousand men; a troop needs its building in the city that raises it.
Levy
Cost
5 production per 1,000 men
Attack
1
Defense
1
Moves
3
Needs
any city
Beaten by Archers (arrows shred light infantry)
Beaten by Heavy infantry (armoured infantry cuts through pike lines)
Cheap infantry. Any city can raise them: no building needed.
Spearmen
Cost
8 production per 1,000 men
Attack
1
Defense
1.3
Moves
3
Needs
Barracks
Holds against Cavalry (horses balk at a pike line)
Beaten by Archers (arrows shred light infantry)
Beaten by Heavy infantry (armoured infantry cuts through pike lines)
Defensive infantry; +50% defense when cavalry attacks it (x1.5 in a city).
Archers
Cost
7 production per 1,000 men
Attack
0.6
Defense
1
Moves
3
Range
2 tiles
Needs
Barracks
Beats Levy and Spearmen (x1.5: arrows shred light infantry)
Beaten by Cavalry (cavalry rides down archers and siege crews)
Shoots at range 1-2. Beats levies and spearmen (no bonus against armoured heavy infantry); weak attacking in melee, weak to cavalry.
Cavalry
Cost
16 production per 1,000 men
Attack
2
Defense
1.2
Moves
5
Needs
Stable
Beats Archers and Catapults (x1.5: cavalry rides down archers and siege crews)
Elite shock troops. Beats archers and catapults. Fast (5 moves); an attack costs it only 2 moves. Rides down routed troops (+20% losses), flanks harder (+25%). It attacks spearmen at x0.75 (horses balk at a pike line), and spearmen defending against it get +50% (see spearman); spearmen attacking it get no bonus.
Heavy infantry
Cost
14 production per 1,000 men
Attack
1.5
Defense
1.5
Moves
3
Needs
Forge
Beats Spearmen and Levy (x1.5: armoured infantry cuts through pike lines)
Archers get no bonus against it. Beats spearmen and levies.
Catapults
Cost
80 production per 1,000 crew
Attack
0.3
Defense
0.7
Moves
2
Range
3 tiles
Needs
Workshop
Beaten by Cavalry (cavalry rides down archers and siege crews)
Siege engines, counted by crew: every 100 crew work ONE engine (a 600-crew troop = 6 engines). Each engine, per shot at a city (range 3), knocks 10 off its walls and kills 15 of the defenders inside (the garrison, else the militia). A weak volley against troops in the field (ranged 0.3) and light in melee (defense 0.7); a melee troop on the NEXT tile strikes back as in melee when shot at. It can share a tile with one troop of yours.
Support
They do not fight, but no kingdom grows or wins without them.
Colonists
Cost
100 production
Attack
0
Defense
0.2
Moves
3
Needs
any city
Settle a new city (100 production, 5,000 people and 20 dan of grain from the city that raises them). The new city starts with its founders, the grain they carry and its founding ring: its centre and the free land around it.
Scout
Cost
10 production
Moves
7
Needs
any city
Sees 4 tiles and the exact size of enemy troops within them. Rivals see it; attacked alone it slips away 2 tiles (cavalry or encirclement destroys it); it cannot enter a rival city.
Spy
Cost
10 production
Moves
6
Needs
any city
Invisible; sees 1 tile and the exact size of enemy troops there. Stationed inside an enemy city: a monthly report on the city and every unit in it, and it lifts the fog for 2 tiles around the city (exact numbers).
Supply wagon
Cost
grain it carries
Attack
0
Defense
0.2
Moves
3
Needs
any city
Carries up to 60 dan of grain. Captured if caught unescorted.
Buildings
Built inside a city with its production. Every kingdom's troop buildings are public.
Palisade 10 production
A wooden palisade: walls of durability 40 once built (a new city has none); defenders x(1 + durability/200), so x1.2.
Stone walls 25 production
Needs Palisade first.
Stone walls, raised on the palisade: durability up to 100, rising +5 a month from the palisade's 40 once built; defenders x1.5 at full walls.
Forge 80 production
Unlocks heavy infantry.
Stable 60 production
Unlocks cavalry.
Barracks 25 production
Unlocks spearman, archer. Troops raised here start trained (level 1).
Improvements
Built on one tile of a city's land, outside its walls. An enemy at war can pillage them.
Farm 15 production
On a grassland or plains tile of the city's land: +1 food on that tile (more grain, and more people its land can feed). Any number, one per tile.
Granary 20 production
On a grassland or plains tile of the city's land: +3 grain/month for the city (so its land feeds more people) and granary capacity 600 (300 without). One per city; its +3 grain stops while an enemy troop stands on its tile.
Workshop 20 production
On a forest or hills tile of the city's land: +1 production/month and +12% of what the city's land produces (before its size bonus and focus). Unlocks catapults. One per city; its production stops while an enemy troop stands on its tile.
Cities and grain
Grain feeds everything
A city's harvest fills its granary (300 dan, 600 with a granary).
Troops on a city's land eat first, then its people (0.6 dan per 1,000 people a month).
People who go hungry lose happiness; at 20 a city that is not a capital revolts to the bandits.
Cities grow
Colonists found a city on free land; it takes the tiles around it and grows as its people grow.
village from 0 people, town from 15,000 people, city from 40,000 people, great city from 75,000 people: bigger cities harvest more and drill more recruits.
Every city has a militia of its own people that defends it.
Sieges and war
Taking a city
A city falls only when its walls are down and a melee assault beats its militia.
Melee assaults batter walls (5 per 1,000 men); catapults break them fast (10 per engine a shot).
Walls repair 5 a month unless the city is attacked or blockaded.
A captured city is restless for 6 months: no production, no growth, half its harvest.
Pressure without a siege
Blockade: enemy troops on a city's land within 2 tiles, as many as its garrison and militia, cut its grain, growth and repairs.
Pillage: a troop at war destroys an enemy farm, granary or workshop on or beside its tile.
Spies report garrisons, sabotage granaries and spread panic.
How to win
Take the rival's capital and you win at once.
Hold more captured cities than every rival for 36 months in a row and you win early.
The most captured cities held wins when time runs out; level is a draw.
The ruin, an old capital held by bandits, counts as a captured city for whoever holds it.
Walls first: a city falls only once its walls are down.