The data in the tables below comes from Manny, Charlie ( http://www.anno-zone.de/Charlie/index.html ), Gamestar July 1998, and http://www.anno1602.de/ . The first table shows the requirements and costs of military units:
|Unit||Population Requirement||Cost||Tools||Wood||Bricks||Cloth||Swords||Muskets||Cannon||Upkeep||Training Time**||Cargo|
|Large Trading||500 Merchnt||520||45||5||10||-/105||300|
|Large Warship||500 Merchnt||900||60||7||14||-/140||400|
|Small Trading||120 Settler||400||25||3||6||120/65||200|
|Small Warship||120 Settler||600||32||4||8||150/100||150|
** Training times in seconds for soldiers are given as Castle/Large Castle/Fort. Training (construction) times in seconds for ships are given as Small shipyard/Large shipyard.
*** Ships may not be built before this population requirement is met, but they may be purchased from other players without meeting a population requirement.
The second table shows relative military strength and performance:
|Unit||Hit Points||Strength||Attack Interval||Reach||Cannon||Speed (Empty/Full)|
|Cavalry||18||1.6||1.0||Man to Man|
|Infantry||20||1.0||0.8||Man to Man|
“Attack Interval” is the interval between shots, in seconds. Ship speeds are indexed relative to an empty small trading ship (100). * The 10 cannon value for pirate ships is attributed to Falke, and should be regarded as a maximum. Frieden comments: “Depending on the scenario you play, the arming may differ.”