Soldier of Kilmorph
Soldier of Kilmorph
Race: Dwarven
Unit Class: Melee Unit
Requires: Runes of Kilmorph as State Religion
Way of the Earthmother
Starts With: Can Use Bronze, Iron, Mithril Weapons
Religion: Runes of Kilmorph
Info: 4 Strength
1 Move
Cost: 90 Production
Upgrades To: Paramander
Special: Can sacrifice for 45 Production

The Runes of Kilmorph special unit. They cost more than the axeman but don't require any resources. They can be sacrificed to add resources to a city.


Soldiers of Kilmorph are an easy way to transfer production from high-production cities to low-production cities. Note, however, the following restrictions:

  • 90Production to build, but only give 45Production.
  • Production can only be added to buildings, not units.

However, one can play around with this to gain a net profit on hammers!

In the best-case scenario, you gain +235%Production while building these soldiers, meaning that you get 2 Soldiers of Kilmorph for every ~90/3.35 = 26.86 hammers you input. This means that you effectively gain a payoff of 90-27=63 free hammers each time your Clan of Embers capital city with a Warrens (and the other buildings, as well as the above civics) trains a Soldier of Kilmorph.

There exist pros and cons for this: on one hand, percentagewise, that is a huge payoff on hammers (and could be used to speed Wonder production in another city) or generate basic infrastructure in other cities. However, by doing this, you have now occupied an amazing military city (with Heroic Epic, the +10% from God King, as well as several expensive buildings (e.g. Command Post and Warrens) just to build hammers. This may be strong early- to mid-game, but towards late-game, this should be abandoned in favor of training a strong army with your military-production civ. (Plus, many of those civics may require changing to other, more appropriate civics for your empire.)

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