Vinci barracks units are all cheap to produce and should be the first units you create in most games. None of these units are very effective at dealing with large enemies but should still provide the backbone of your army.
Note about Ramping unit costs: Ramping increases the cost of a unit for each unit of a same type that is built. For example, a heartseeker begins costing 45 wealth. With a ramping increase of 3 wealth, the second heartseeker would cost you 48 wealth; the third 51 and so forth. It's wise to have a diversified army because of this increase. Some units have extremely high ramping costs.
Imperial Musketeers
Initial Stats:
Musketeers: Ground/Air Attack: 6 / Siege Attack: 2.4 / Range: 12 / Health: 130 / Speed: 33 / Line of Sight: 16 / Size: Small / Armor: Light / Attack Type: Piercing
Grenadiers: Ground/Air Attack: 9 / Siege Attack: 3.6 / Range: 12 / Health: 158 / Speed: 36 / Line of Sight: 16 / Size: Small / Armor: Light / Attack Type: Piercing Requires Large City
Fusiliers: Ground/Air Attack: 12 / Siege Attack: 7.2 / Range: 12 / Health: 185 / Speed: 39 / Line of Sight: 16 / Size: Small / Armor: Light / Attack Type: Piercing Requires Great City
Cost: 48 Timonium. Ramping increase of 3 Timonium. Population cost 2
Imperial musketeers at first aren't very impressive. They do possess the abilty to fire at flying units, however. They begin with two stances, skirmish and volley. Skirmish is the standard attack while volley takes away their ability to move but increases their damage. When you've upgraded to the imperial fusiliers you gain the assault tactic, which allows them to go into melee mode to help deal with larger foes. They also get to deal more damage to trampling enemies while in assault stance.
Like other basic infantry units, these imperial troops are able to capture sites and cities on the map. It's useful to capture a building because you don't have to pay for the repairs afterward. This is less useful for the vinci because they have a technology skill which lowers the cost of buying buildings outright.
Clockwork Man
Initial Stats:
Clockwork Man: Ground Attack: 7 / Siege Attack: 6 / Range: 2 / Health: 200 / Air Attack: none / Speed: 30 / Line of Sight: 9 / Size: Medium / Armor: Medium / Attack Type: Piercing and Skilled
Heavy Clockwork Man: Ground Attack: 9 / Siege Attack: 9 / Range: 2 / Health: 240 / Air Attack: none / Speed: 30 / Line of Sight: 9 / Size: Medium / Armor: Medium / Attack Type: Piercing and Skilled Requires Large City
Super Clockwork Man: Ground Attack: 11 / Siege Attack: 12 / Range: 2 / Health: 280 / Air Attack: none / Speed: 30 / Line of Sight: 9 / Size: Medium / Armor: Medium / Attack Type: Piercing and Skilled Requires Great City
Cost: 40 Wealth. Ramping increase of 5 Wealth. Population cost 3
Clockwork men are great infantry destroyers, but anything with medium or heavy armor will take reduced damage from their attacks. They work best in numbers (at least four or five) as they gain a bonus of +1 ground/siege attack when others are nearby. Another nice feature of the clockwork men is that they heal when another clockwork man dies within close proximity. This isn't limited to one clockwork man healing, either. When one falls it heals all surrounding clockwork men for a nice chunk of health. They are fortunately cheap enough to mass produce and work well alongside musketeers early-game.
Clockwork Spider
Initial Stats:
Clockwork Spider: Ground Attack: 12 / Siege Attack: 6 / Air Attack: 8 / Ground Range: 0! / Air Range: 12 / Health: 350 / Speed: 46 / Line of Sight: 16 / Size: Medium / Armor: Medium / Attack Type: Piercing and Pounding Requires Large City
Heavy Clockwork Spider: Ground Attack: 14 / Siege Attack: 7 / Air Attack: 11 / Ground Range: 0! / Air Range: 12 / Health: 425 / Speed: 46 / Line of Sight: 16 / Size: Medium / Armor: Heavy / Attack Type: Piercing and Pounding Requires Great City
Cost: 70 Timonium/40 Wealth. Ramping increase of 5 Timonium and 3 Wealth. Population cost 4
To engage ground targets, clockwork spiders use a melee attack like the clockwork men. Their attack type is much more useful against large enemies due to the pounding attack type they feature. They are less useful against small targets, however. To deal with units like infantry, the clockwork spider features a strong trampling attack and a fairly high speed rating. These are highly recommended once you get to large city.
Clockwork Spiders are capable of delivering powerful anti-air attacks and can web ground opponents. The normal clockwork spider starts with the lesser web attack. This attack immobilizes and deals 2 damage per second to the target. The upgraded web attack of the heavy model deals 4 damage per second. This is hugely helpful against powerful targets. It's best to micromanage this skill some as it comes very useful against certain foes and it only takes one shot - using multiple webs is a waste. Don't bother trying to kill opponents running from the clockwork spider as its range of 0 requires units to be either immobile or engaging something in combat. Use the web ability on fleeing opponents to take them out!