SSHIM Guide

Abbasid Caliphate Units & recruitment

The ancient caliphate of Baghdad, reviving its power as the Seljuks weaken. A military reform brings the Caliph's Guard and, in time, Mamluks.

Recruiting as Abbasids

The reform is your choice

You're asked whether to reform. Accepting brings the Caliph's Guard now and the Mamluks sooner, but makes rebellious generals more likely. Declining delays everything.

Help when the capital falls

If Baghdad is lost while you hold fewer than 8 settlements, the emirs send 5,000 florins every turn until you retake it.

Getting units faster
  • Each settlement has a pool per unit. It fills slowly over time ("25t" means one new unit every 25 turns) up to a cap. You can only recruit what's waiting in the pool.
  • Upgrade the building. Higher levels hold more units and refill faster: go down a unit's table to compare.
  • Upgrades give a unit straight away. Finishing a building level adds its starting unit on top of whatever is already in the pool.
  • Stack buildings. Pools for the same unit from different buildings in one settlement add together. Some special buildings (shown as +) only speed up the refill of another building's pool.
  • Recruit where it's cheapest to wait. Many units refill faster in your homeland or in provinces of your religion. Check the conditions shown under each building in a unit's table.
  • Reforms change rates. Each column of a unit's table is a stage of the campaign; pools often grow after a reform.
  • Reform units take a while to appear. The starting unit is handed out when a building is finished, so when a reform unlocks a unit at a building you already own, its pool usually has to fill from zero. Expect up to the number of turns shown before the first one appears, or build the next level up to get one immediately.

Reforms

Abbasids's own reforms. Each happens once its conditions are met; turns shown are typical.

  1. 1

    The Abbasids Rise again in Mesopotamia

    usually around turn 67 (~1165)

    Needs
    • You're offered it with 4+ settlements and 3+ Landowners' Guards past turn 60, or anyway past turn 70.
    • If you decline, it happens with the first Mamluks instead.

    UnlocksJaridah CavalryAbtal CavalryCaliph's Guard

    In-game event text

    The Caliph al-Muqtafi was the first Abbasid Caliph to regain the full military independence of the Caliphate, with the help of his vizier Ibn Hubayra. After nearly 250 years of subjection to foreign dynasties, he successfully defended Baghdad against the Seljuks in the siege of Baghdad (1157), thus securing Iraq for the Abbasids. The reign of al-Nasir brought the caliphate back into power throughout Iraq, based in large part on the Sufi futuwwa organizations that the Caliph headed.

  2. 2

    First Mamluks Abbasid

    usually around turn 187 (~1225)

    Needs
    • About 120 turns after you accept the reform (200 if you declined).

    UnlocksMamluk Horse Archers

    RetiresIqta'dar

  3. 3

    Mamluks Established Abbasid

    usually around turn 267 (~1265)

    Needs
    • About 200 turns after you accept the reform (280 if you declined).

    UnlocksMamluk LancersDismounted Mamluk Archers

World events that change your army

Events that happen to everyone at a random point in their window, and what they change for Abbasids.

13 events
  1. 1

    Seafaring Innovation

    usually around turn 97 (~1180)

    Needs
    • Happens in 1180.

    UnlocksTrebuchet

    In-game event text

    Arabic sailors have successfully adopted an old seafaring trick from the Far East, using a plate of wood called a 'rudder' at the rear of a ship to change its path through the water. Some outlandish notions are being raised by some of the more eccentric military strategists that suggest that wars will one day be waged at sea, and that the rudder is a vital step toward their vision being realised. GAME STRATEGY: ports of the Muslim factions provide now more trade income.

  2. 2

    Heavy Mail

    usually around turn 141 (~1202)

    Needs
    • Happens at a random point between 1192 and 1212.

    UnlocksHeavy SpearmenDismounted Late GhulamMangonel

    In-game event text

    New techniques in production of mail have reduced its cost, and now full body suits of mail armor are common. (c. 13th century)

  3. 3

    The Battle of Hattin

    usually around turn 143 (~1203)

    UnlocksAbna Heavy AxemenAbna Heavy Spearmen

    In-game event text

    The battle of Hattin took place on July 4th, 1187, between the Crusader states of the Levant and the forces of the Ayyubid sultan Saladin (Salah ad-Din). It is also known as the Battle of the Horns of Hattin, due to the shape of the nearby extinct volcano of Kurûn Hattîn. The Muslim army captured or killed the vast majority of the Crusader forces, removing their capability to wage war. As a direct result of the battle, Muslims once again became the eminent military power in the Holy Land, re-conquering Jerusalem and many of the other Crusader-held cities. These Christian defeats prompted reinvigoration of the support to the Latin troops in the Levant. Money and troops flowed once again to the Kingdom of Jerusalem, and the Third Crusade began two years after the Battle. GAME STRATEGY: The amount of money at the disposal of the ruler of the Kingdom of Jerusalem increases significantly.

  4. 4

    First Mamluks Zengid

    usually around turn 157 (~1210)

    UnlocksGhulaman-i Khass

  5. 5

    Cannons Developed

    usually around turn 325 (~1294)

    Needs
    • Happens at a random point between 1282 and 1307.

    UnlocksBombardLanternas

    In-game event text

    These instruments, which discharge balls of metal with most tremendous noise and flashes of fire, are viewed with greatest astonishment and admiration. Man has finally mastered thunder, putting it to use in that oldest of endeavors, war!

  6. 6

    A New Era Begins

    usually around turn 337 (~1300)

    Needs
    • Happens in 1300.

    UnlocksTurkish CrossbowmenHeavy ArchersOttoman Infantry

    In-game event text

    War, famine, and disease have gripped the lands of Christendom for too long, and in an effort to provide the many wearied souls with a reprieve, Pope Boniface VIII has declared the year 1300 a year of Jubilee! For those with heavy hearts, they are asked to confess their sins with true penitence, and to undertake a pilgrimage to the basilicas of St. Peter and St. Paul in Rome, after which they will be granted "the most full, pardon of all their sins". Such pardon will do little to lessen their sufferings in this world, but it will ease their passage into the next, and is there anything a true Christian could wish for more? In the larger world outside of Christendom, the tides of history are also changing. Regular contact with the Islamic world, and civilizations even farther east, has allowed for a massive transfer of knowledge and skills between the Orient and Occident. New technologies are leading to newer weapons, newer armors, and newer ways of living and cultivating the land. Now begins what later eras will call the Late Middle Ages, a time of chivalry and exchange, but also a time of blood and war. New mercenaries are now available, and expanded building and recruitment options will arise in the coming years.

  7. 7

    Coat of Plates

    usually around turn 341 (~1302)

    Needs
    • Happens at a random point between 1292 and 1312.

    RetiresGhulam Lancers

    In-game event text

    Single plates of metal armor are now being worn over a full mail haubergeon in order to protect vulnerable areas. (c. Mid 13th century)

  8. 8

    Kankan Musa

    usually around turn 401 (~1332)

    Needs
    • Happens at a random point between 1327 and 1337.

    UnlocksNaffatun

    RetiresArab Infantry

    In-game event text

    Mansa Musa, was the ninth Mansa of the Mali Empire, one of the most powerful Islamic West African states. At the time of Musa's ascension to the throne, Mali in large part consisted of the territory of the former Ghana Empire, which Mali had conquered. The Mali Empire consisted of land that is now part of Guinea, Senegal, Mauritania, The Gambia and the modern state of Mali. Musa went on hajj to Mecca in 1324 and traveled with an enormous entourage and a vast supply of gold. En route, he spent time in Cairo, where his lavish gift-giving caused a noticeable drop in the price of gold for over a decade and garnered the attention of the wider Muslim world.

  9. 9

    Man-Made Inferno!

    usually around turn 401 (~1332)

    Needs
    • Happens in 1332.

    UnlocksHand Gunners

    In-game event text

    A new way of working metal has been developed in the village of Lapphyttan in Sweden, and it is now being adopted across western Europe. Housed in a great building, mighty water-driven bellows blast air into a furnace that produces a blaze so fierce and unworldly that the iron from within the ore flows out as a stream of molten metal! Even though the raw iron that pours from this new furnace is very brittle, vast amounts of the stuff can be made with relative ease, which a learned smith can then easily treat to produce incredibly resilient weapons and armor. GAME STRATEGY: The mines will be more productive in the Latin Europe. However, what's probably more important, the Bombards will be possible to be constructed!

  10. 10

    Partial Plate Armor

    usually around turn 441 (~1352)

    Needs
    • Happens at a random point between 1342 and 1362.

    UnlocksHalbyrd Militia

    In-game event text

    Coverage of metal plates increases, with mail now often used only to protect vulnerable joints. (c. 14th century)

  11. 11

    Ibn al-Shatir Dies

    usually around turn 487 (~1375)

    Needs
    • Happens in 1375.

    UnlocksGrand Bombard

    In-game event text

    Ibn al-Shatir, the great Arabic Muslim astronomer, mathematician, engineer, and inventor lived from 1304–1375. His work 'The Final Quest Concerning the Rectification of Principles' set the founding principles for later western astronomers, and he invented the first astrolabic clock, a compass dial, and the concept of splitting the hours of the day into equal lengths, which he incorporated into a magnificent sundial. GAME STRATEGY: Muslim Libraries now provide slightly better benefits.

  12. 12

    Full Plate Armor

    usually around turn 521 (~1392)

    Needs
    • Happens at a random point between 1382 and 1402.

    RetiresTurkish Ghulam Cavalry

    In-game event text

    Larger and more complete full plates of armor had been developed. Many of them are masterpieces of workmanship and design. (c. Late 14th century)

  13. 13

    Gothic Plate Armor

    usually around turn 641 (~1452)

    Needs
    • Happens at a random point between 1442 and 1462.

    UnlocksCannon

    In-game event text

    New designs for plate armor include reworked helmet and neckguard plans. Many of these new armors are masterpieces of workmanship and refinement. Examples of these different styles can be found made by the Italians of Milan, English of Greenwich, Serbians of Novo Brdo and Kotor, and of course in southern Germany (especially in Nuremberg) where the style is called Gothic. (c. Early 15th century)

The crown: Caliph

Getting your king crowned stabilises the realm but costs 20,000 florins plus 5,000 a turn. How crowns work for every faction.

Crowned in

  • Sauad al-Irak (Baghdad) with Bayt al-Hikmaholy city

Lands you must hold

Diyar Mudar (Édessa) Diyar Bakr (Hisn Kayfa) Šark al-Ġezīra (Al-Mawsil) Halab Ġarb al-Ġezīra (Ar-Raqqah) Aš-Šām (Dimašqu) Nefud (Tayma) Al-Heġāz (Makkah) Bahrain (Al-Ahsa) Basra (Al-Basra) Sauad al-Irak (Baghdad) Wasit (Al-Wasit)

Not needed with a Strong Legacy.

AI version (8 settlements)

Diyar Mudar (Édessa), Diyar Bakr (Hisn Kayfa), Šark al-Ġezīra (Al-Mawsil), Halab, Ġarb al-Ġezīra (Ar-Raqqah), Basra (Al-Basra), Sauad al-Irak (Baghdad), Wasit (Al-Wasit)

Units

Sorted by when they unlock, then cheapest first. Click a unit for abilities, full stats and where to recruit it.

Cavalry

Missile cavalry

Spear & pike infantry

Melee infantry

Missile infantry

Siege & artillery

* still recruitable at a few special buildings afterwards; see the unit's table.

Generals' bodyguards

Not recruited from buildings; these come with your generals and family members.

Regional units & mercenaries

Conquered provinces can give you local troops, and generals can hire mercenaries. These are shared by every faction and have their own pages.

Fari Lancers

feudal knight, standard

Quality: Superior. Type: Feudal (low availability, often impetuous or of low discipline). Faris are feudal cavalry, holding land in exchange for military service. In western regions of the Ottoman empire especially, many Sipahis remained Christian. Lancers are drawn from the wealthier Fari who can afford the armour needed by close combat troops. They make solid cavalry who can ride down poorer quality infantry, while having enough mobility for flanking moves.

Abilities

  • Wedge

    Cavalry form a triangle to focus the charge on a narrow point. The unit rides in an arrowhead with the leading riders at the tip, concentrating the impact of the charge on a small part of the enemy line. Good for punching into or through a formation. Fewer riders are in contact at once, so switch back to a line for a prolonged melee.

  • Very hardy

    Tires much more slowly than normal troops. Controls how fast the unit loses stamina; very hardy units can run and fight longest before becoming tired.

  • Formed charge

    Riders keep pace with each other so the charge lands as one solid line. Riders hold to the pace of the slowest man, so the charge hits as one tightly packed line and causes more casualties. The trade-off is a slightly slower charge.

  • Knight

    Gains extra experience from certain buildings. Usually feudal or noble cavalry.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
24 · riding Mamluk Horse
Melee
attack 5, charge 8 (spear)
Defence
armour 6, skill 4, shield 4
Morale
11 · Impetuous · Highly trained
Cost
453 florins, 906 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
+1 in sand, -4 in forest, -1 in snow
Heat
+5 fatigue in hot climates

Where & when to recruit

Always needs: Without Autonomy of Local Nobility or better Islam ≥ 50% in region

Building From start Heavy Mail~turn 141
Landowners' Guards Landowners Needs Farms in Cleared Land or better 233t 225t
Provincial Council Landowners Needs Communal Farming or better 325t 323t
Local Nobility Landowners Needs Farms and Estates or better 418t 413t
Provincial Aristocracy Landowners Needs Agricultural Estates or better 514t 511t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Ahdath Cavalry Militia

urban militia, factional

Quality: Average. Type: Late Professional. Recruited from the many Arabs settled across North Africa and the Middle East, these men make useful light cavalry, able to chase off horse archers, run down light infantry, and to get round enemy flanks. Their armour can be also be upgraded, allowing them to take on heavier cavalry. Although used to a hot climate, they are not desert troops.

Abilities

  • Wedge

    Cavalry form a triangle to focus the charge on a narrow point. The unit rides in an arrowhead with the leading riders at the tip, concentrating the impact of the charge on a small part of the enemy line. Good for punching into or through a formation. Fewer riders are in contact at once, so switch back to a line for a prolonged melee.

  • Formed charge

    Riders keep pace with each other so the charge lands as one solid line. Riders hold to the pace of the slowest man, so the charge hits as one tightly packed line and causes more casualties. The trade-off is a slightly slower charge.

  • Free upkeep

    Can be kept without upkeep in a settlement that supports it. No upkeep is paid when (1) the settlement can recruit this unit, (2) a building there grants free upkeep slots, and (3) there are fewer more expensive free-upkeep units than slots. In SSHIP free upkeep is meant for militias only, and it only applies in settlements that can actually recruit the unit.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
32 · riding Eastern Horse
Melee
attack 4, charge 7 (spear)
Defence
armour 1, skill 2, shield 3
Morale
4 · Low discipline · Untrained
Cost
642 florins, 642 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, +1 in sand, -4 in forest, -2 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Always needs: Islam ≥ 25% in region

Building From start
Stables Stables · castle only 220t
Sheikh's Stables Stables · castle only 214t
Amir's Stables Stables · castle only Needs Carpenters' Workshops or better 211t
Sultan's Stables Stables · castle only Needs Carpenters' Workshops or better 29t
Caliph's Stables Stables · castle only Needs Quarries or better 28t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Mercenary Bedouin Cavalry

mercenary unit, regional, islam only (DM+EDB)

Quality: Average. Type: Mercenary (low recruitment and replenishment costs, often reduced morale and high upkeep). A nomadic desert people, Bedouin are hardy but unruly troops. Lightly equipped and well suited to desert fighting, they are useful for harassing archers and annoying enemy flanks. Although good for skirmishing, these warriors are not suited to prolonged melees.

Abilities

  • Very hardy

    Tires much more slowly than normal troops. Controls how fast the unit loses stamina; very hardy units can run and fight longest before becoming tired.

  • Mercenary

    Mercenary unit; shares one look across all factions. Training one doesn't use up the settlement's recruitment pool for it.

  • Mercenary disband

    Leaves your army if you stay in debt for three turns.

  • Peasant

    Counts for only half when keeping public order as a garrison.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
28 · riding Eastern Horse
Melee
attack 4, charge 8 (spear)
Defence
armour 2, skill 3, shield 2
Morale
7 · Normal discipline · Trained
Cost
1432 florins, 537 upkeep, 2 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, +3 in sand, -4 in forest, -3 in snow
Heat
+2 fatigue in hot climates

Where & when to recruit

Always needs: Moors regions or Egypt regions or Zengid regions or Abbasid regions or Turks regions or Persian

Building From start
Caravansary Caravans · city only Caravan regions or Silk Road Not in Desert 214t
Silk Road Stop Caravans · city only Silk Road Not in Desert 210t★1
Caravansary Caravans · castle only Caravan regions or Silk Road Not in Desert 110t
Oasis Oasis Desert Faction leader policy: Protector (trait) 125t
Oasis with Granary Oasis Desert 125t
Desert Village Oasis Desert 114t
Irrigated Oasis Oasis Desert 211t
Extensively Irrigated Oasis Oasis Desert 29t★1

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Tawashi Cavalry

slave professional, standard

Quality: Elite. Type: Late Professional. These Light Cavalrymen are disciplined and professional warriors. They are well trained and equipped with Swords, shields, a lance and light armour. They're very solid aggressive units, able to cut down enemy infantry or archers. They won't fare well against heavy cavalry though.

Abilities

  • Wedge

    Cavalry form a triangle to focus the charge on a narrow point. The unit rides in an arrowhead with the leading riders at the tip, concentrating the impact of the charge on a small part of the enemy line. Good for punching into or through a formation. Fewer riders are in contact at once, so switch back to a line for a prolonged melee.

  • Armour piercing

    Only counts half of the target's armour. Typical of axes, maces, crossbows and guns. Strong against heavily armoured troops.

  • Hardy

    Tires more slowly than normal troops. Controls how fast the unit loses stamina while marching, running and fighting.

  • Formed charge

    Riders keep pace with each other so the charge lands as one solid line. Riders hold to the pace of the slowest man, so the charge hits as one tightly packed line and causes more casualties. The trade-off is a slightly slower charge.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
32 · riding Arab Heavy Horse
Melee
attack 6, charge 8 (spear)
Defence
armour 6, skill 3, shield 3
Morale
10 · Normal discipline · Trained
Cost
1600 florins, 600 upkeep, 3 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
+1 in sand, -4 in forest, -1 in snow

Where & when to recruit

Building From start
Stables Stables · castle only Islam ≥ 25% in region Moors regions or Zengid regions or Egypt regions or Abbasid regions 214t
Stables Stables · castle only Islam ≥ 25% in region Not in Moors regions Not in Zengid regions Not in Egypt regions Not in Abbasid regions 220t
Sheikh's Stables Stables · castle only Islam ≥ 25% in region Moors regions or Zengid regions or Egypt regions or Abbasid regions 210t
Sheikh's Stables Stables · castle only Islam ≥ 25% in region Not in Moors regions Not in Zengid regions Not in Egypt regions Not in Abbasid regions 212t
Amir's Stables Stables · castle only Needs Carpenters' Workshops or better Islam ≥ 25% in region Moors regions or Zengid regions or Egypt regions or Abbasid regions 28t
Amir's Stables Stables · castle only Needs Carpenters' Workshops or better Islam ≥ 25% in region Not in Moors regions Not in Zengid regions Not in Egypt regions Not in Abbasid regions 29t
Sultan's Stables Stables · castle only Needs Carpenters' Workshops or better Moors regions or Zengid regions or Egypt regions or Abbasid regions 36t
Sultan's Stables Stables · castle only Needs Carpenters' Workshops or better Not in Moors regions Not in Zengid regions Not in Egypt regions Not in Abbasid regions 37t
Caliph's Stables Stables · castle only Needs Quarries or better Moors regions or Zengid regions or Egypt regions or Abbasid regions 35t
Caliph's Stables Stables · castle only Needs Quarries or better Islam ≥ 25% in region Moors regions or Zengid regions or Egypt regions or Abbasid regions 35t
Caliph's Stables Stables · castle only Needs Quarries or better Not in Moors regions Not in Zengid regions Not in Egypt regions Not in Abbasid regions 36t
Caliph's Stables Stables · castle only Needs Quarries or better Islam ≥ 25% in region Not in Moors regions Not in Zengid regions Not in Egypt regions Not in Abbasid regions 36t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Ghulam Lancers

slave professional, factional

Quality: Superior. Type: Late Professional. Precursors to the Mamluks, the Ghulams are troops largely drawn from African slaves. Trained and kept at their "master's" expense, Ghulams are given their freedom once they reach a certain standard and are then kept on as their "master's" personal guard. These troops are well trained heavy cavalry, protected by heavy plate mail and equipped with a lance and a mace.

Abilities

  • Wedge

    Cavalry form a triangle to focus the charge on a narrow point. The unit rides in an arrowhead with the leading riders at the tip, concentrating the impact of the charge on a small part of the enemy line. Good for punching into or through a formation. Fewer riders are in contact at once, so switch back to a line for a prolonged melee.

  • Armour piercing

    Only counts half of the target's armour. Typical of axes, maces, crossbows and guns. Strong against heavily armoured troops.

  • Hardy

    Tires more slowly than normal troops. Controls how fast the unit loses stamina while marching, running and fighting.

  • Formed charge

    Riders keep pace with each other so the charge lands as one solid line. Riders hold to the pace of the slowest man, so the charge hits as one tightly packed line and causes more casualties. The trade-off is a slightly slower charge.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
32 · riding Arab Heavy Horse
Melee
attack 5, charge 7 (spear)
Defence
armour 6, skill 4, shield 5
Morale
10 · Disciplined · Highly trained
Cost
2654 florins, 998 upkeep, 4 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
+1 in sand, -4 in forest, -1 in snow
Heat
+4 fatigue in hot climates

Where & when to recruit

Building From start Reform~turn 67 Coat of Plates~turn 341
Sultan's Stables Stables · castle only Needs Carpenters' Workshops or better 1–★4 1–★4 ·
Caliph's Stables Stables · castle only Needs Quarries or better 1–★6 1–★6 ·
Slave Market Slave Market +12t +9t +9t
Slave Trading Centre Slave Market · city only Slavemarket regions +10t +7t +7t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Turkish Ghulam Cavalry

slave professional, factional

Quality: Superior. Type: Late Professional. The Ghulams are troops largely drawn from captured slaves. Trained and kept at their "master's" expense, Ghulams are given their freedom once they reach a certain standard and are then kept on as their "master's" personal guard. These troops are well trained heavy cavalry, protected by heavy mail and equipped with a lance and a mace.

Abilities

  • Wedge

    Cavalry form a triangle to focus the charge on a narrow point. The unit rides in an arrowhead with the leading riders at the tip, concentrating the impact of the charge on a small part of the enemy line. Good for punching into or through a formation. Fewer riders are in contact at once, so switch back to a line for a prolonged melee.

  • Armour piercing

    Only counts half of the target's armour. Typical of axes, maces, crossbows and guns. Strong against heavily armoured troops.

  • Hardy

    Tires more slowly than normal troops. Controls how fast the unit loses stamina while marching, running and fighting.

  • Formed charge

    Riders keep pace with each other so the charge lands as one solid line. Riders hold to the pace of the slowest man, so the charge hits as one tightly packed line and causes more casualties. The trade-off is a slightly slower charge.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
24 · riding Barded Horse
Melee
attack 6, charge 9 (spear)
Defence
armour 12, skill 4, shield 5
Morale
10 · Disciplined · Highly trained
Cost
3404 florins, 1222 upkeep, 5 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-2 in scrub, -1 in sand, -6 in forest, -3 in snow
Heat
+9 fatigue in hot climates

Where & when to recruit

Building From start Heavy Mail~turn 141 Full Plate Armor~turn 521
Sultan's Stables Stables · castle only Needs Carpenters' Workshops or better Turks regions or Rum regions · 1–★2 ·
Caliph's Stables Stables · castle only Needs Quarries or better Turks regions or Rum regions · 1–★4 ·
Slave Market Slave Market +12t +12t +12t
Slave Trading Centre Slave Market · city only Slavemarket regions +10t +10t +10t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Jaridah Cavalry

free professional, factional

Quality: Superior. Type: Late Professional. Having evolved from the ghulams, these slave troops are used heavily under the Ayyubid dynasty. They are fast light cavalry, equipped with swords and mail.

Abilities

  • Wedge

    Cavalry form a triangle to focus the charge on a narrow point. The unit rides in an arrowhead with the leading riders at the tip, concentrating the impact of the charge on a small part of the enemy line. Good for punching into or through a formation. Fewer riders are in contact at once, so switch back to a line for a prolonged melee.

  • Hardy

    Tires more slowly than normal troops. Controls how fast the unit loses stamina while marching, running and fighting.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
32 · riding Arab Heavy Horse
Melee
attack 7, charge 6 (sword)
Defence
armour 7, skill 4, shield 3
Morale
9 · Disciplined · Highly trained
Cost
1932 florins, 726 upkeep, 4 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
+1 in sand, -4 in forest, -1 in snow
Heat
+4 fatigue in hot climates

Where & when to recruit

Building Reform~turn 67
Stables Stables · castle only Islam ≥ 35% in region 214t
Sheikh's Stables Stables · castle only Islam ≥ 35% in region 210t
Amir's Stables Stables · castle only Needs Carpenters' Workshops or better Islam ≥ 35% in region 28t
Sultan's Stables Stables · castle only Needs Carpenters' Workshops or better 36t
Caliph's Stables Stables · castle only Needs Quarries or better Islam ≥ 35% in region 63t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Abtal Cavalry

free professional, factional

Quality: Superior. Type: Late Professional. Having evolved from the ghulams, these slave troops are used heavily under the Ayyubid dynasty. These troops are well trained heavy cavalry, protected by heavy plate mail and equipped with a lance and a mace.

Abilities

  • Wedge

    Cavalry form a triangle to focus the charge on a narrow point. The unit rides in an arrowhead with the leading riders at the tip, concentrating the impact of the charge on a small part of the enemy line. Good for punching into or through a formation. Fewer riders are in contact at once, so switch back to a line for a prolonged melee.

  • Armour piercing

    Only counts half of the target's armour. Typical of axes, maces, crossbows and guns. Strong against heavily armoured troops.

  • Hardy

    Tires more slowly than normal troops. Controls how fast the unit loses stamina while marching, running and fighting.

  • Formed charge

    Riders keep pace with each other so the charge lands as one solid line. Riders hold to the pace of the slowest man, so the charge hits as one tightly packed line and causes more casualties. The trade-off is a slightly slower charge.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
32 · riding Arab Heavy Horse
Melee
attack 5, charge 8 (spear)
Defence
armour 10, skill 3, shield 5
Morale
9 · Disciplined · Highly trained
Cost
2802 florins, 1054 upkeep, 4 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-2 in scrub, -4 in forest, -3 in snow
Heat
+8 fatigue in hot climates

Where & when to recruit

Building Reform~turn 67
Amir's Stables Stables · castle only Needs Carpenters' Workshops or better Islam ≥ 35% in region 211t
Sultan's Stables Stables · castle only Needs Carpenters' Workshops or better 28t
Caliph's Stables Stables · castle only Needs Quarries or better Islam ≥ 35% in region 63t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Ghulaman-i Khass

slave professional, factional

Quality: Exceptional. Type: Late Professional. Ghulaman-i Khass are senior Ghulams selected to be the Amirs's bodyguards and personal regiment. Only kept by Amirs rich and powerful enough to field them, these elite and loyal troops are protected by heavy mail and are armed with a lance for charging and a wicked scimitar for when things get close and personal.

Abilities

  • Wedge

    Cavalry form a triangle to focus the charge on a narrow point. The unit rides in an arrowhead with the leading riders at the tip, concentrating the impact of the charge on a small part of the enemy line. Good for punching into or through a formation. Fewer riders are in contact at once, so switch back to a line for a prolonged melee.

  • Very hardy

    Tires much more slowly than normal troops. Controls how fast the unit loses stamina; very hardy units can run and fight longest before becoming tired.

  • Formed charge

    Riders keep pace with each other so the charge lands as one solid line. Riders hold to the pace of the slowest man, so the charge hits as one tightly packed line and causes more casualties. The trade-off is a slightly slower charge.

  • Command

    Raises the morale of friendly units nearby. Typical of generals' bodyguards and elite household troops. Nearby units are steadier while this unit is close.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
26 · riding Barded Horse
Melee
attack 6, charge 9 (spear)
Defence
armour 11, skill 6, shield 4
Morale
10 · Disciplined · Highly trained
Cost
2810 florins, 1124 upkeep, 4 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-2 in scrub, -5 in forest, -3 in snow
Heat
+9 fatigue in hot climates

Where & when to recruit

Building First Mamluks~turn 157
Sultan's Stables Stables · castle only Needs Carpenters' Workshops or better 225t
Caliph's Stables Stables · castle only Needs Quarries or better 220t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Mamluk Lancers

slave professional, factional

Quality: Elite. Type: Late Professional. Mamluks are the elite professional cavalry of the Egyptian Army. Bought as slaves from the hardy Turkish steppe peoples, they are trained from boyhood in the ways of the warrior. When their training is finished, they are freed and enrolled in the army. These men are equipped for close fighting with spears, maces and shields.

Abilities

  • Wedge

    Cavalry form a triangle to focus the charge on a narrow point. The unit rides in an arrowhead with the leading riders at the tip, concentrating the impact of the charge on a small part of the enemy line. Good for punching into or through a formation. Fewer riders are in contact at once, so switch back to a line for a prolonged melee.

  • Armour piercing

    Only counts half of the target's armour. Typical of axes, maces, crossbows and guns. Strong against heavily armoured troops.

  • Hardy

    Tires more slowly than normal troops. Controls how fast the unit loses stamina while marching, running and fighting.

  • Formed charge

    Riders keep pace with each other so the charge lands as one solid line. Riders hold to the pace of the slowest man, so the charge hits as one tightly packed line and causes more casualties. The trade-off is a slightly slower charge.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
28 · riding Mamluk Horse
Melee
attack 7, charge 11 (spear)
Defence
armour 12, skill 4, shield 5
Morale
10 · Disciplined · Highly trained
Cost
2843 florins, 1015 upkeep, 4 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-2 in scrub, -5 in forest, -3 in snow
Heat
+8 fatigue in hot climates

Where & when to recruit

Building Mamluks established~turn 267
Amir's Stables Stables · castle only Needs Carpenters' Workshops or better Islam ≥ 50% in region 1–★2
Sultan's Stables Stables · castle only Needs Carpenters' Workshops or better 1–★3
Caliph's Stables Stables · castle only Needs Quarries or better 1–★4
Slave Market Slave Market +12t
Slave Trading Centre Slave Market · city only Slavemarket regions +8t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Oghuz Horse Archers

tribal unit, standard

Quality: Average. Type: Local (lacks formal military training, typically low discipline and less morale). Accustomed to life in the saddle these hardy bowmen come from the poorer level of nomad society and make excellent horse archers. Wearing little or no armour these highly manoeuvrable troops pepper the enemy with arrows, and use their speed to stay out of harm's way.

Abilities

  • Horde

    Loose, unordered mass instead of neat ranks. Used by tribal and irregular troops. The unit fights as a crowd rather than in ranks.

  • Area attack

    Each blow can hit an area, not just one man.

  • Hardy

    Tires more slowly than normal troops. Controls how fast the unit loses stamina while marching, running and fighting.

  • Cantabrian circle

    Horse archers ride in a continuous circle while shooting. Toggled from the ability bar. Riders loop in a circle so each one fires as they pass the front, keeping up a steady stream of missiles while staying hard to catch.

  • Mercenary

    Mercenary unit; shares one look across all factions. Training one doesn't use up the settlement's recruitment pool for it.

  • Mercenary disband

    Leaves your army if you stay in debt for three turns.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
32 · riding Fast Pony
Missile
Cav Composite Arrow: attack 2, range 100, 18 ammo
Melee
attack 3, charge 5 (sword)
Defence
armour 1, skill 1, shield 0
Morale
7 · Low discipline · Trained
Cost
420 florins, 420 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
+1 in sand, -4 in forest, -1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Building From start The barid~turn 261 Kankan Musa~turn 401
Stables Stables · castle only Turks regions or Abbasid regions or Zengid regions or Rum regions or Cuman steppe or Georgian homeland 211t 214t 220t
Sheikh's Stables Stables · castle only Turks regions or Abbasid regions or Zengid regions or Rum regions or Cuman steppe or Georgian homeland 27t 28t 29t
Sheikh's Stables Stables · castle only Not in Turks regions Not in Abbasid regions Not in Zengid regions Not in Rum regions Not in Cuman steppe Not in Georgian homeland 29t 211t 214t
Amir's Stables Stables · castle only Needs Carpenters' Workshops or better Turks regions or Abbasid regions or Zengid regions or Rum regions or Cuman steppe or Georgian homeland 26t 27t 28t
Amir's Stables Stables · castle only Needs Carpenters' Workshops or better Not in Turks regions Not in Abbasid regions Not in Zengid regions Not in Rum regions Not in Cuman steppe Not in Georgian homeland 28t 28t 210t
Sultan's Stables Stables · castle only Needs Carpenters' Workshops or better Turks regions or Abbasid regions or Zengid regions or Rum regions or Cuman steppe or Georgian homeland 25t 26t 27t
Sultan's Stables Stables · castle only Needs Carpenters' Workshops or better Not in Turks regions Not in Abbasid regions Not in Zengid regions Not in Rum regions Not in Cuman steppe Not in Georgian homeland 27t 28t 28t
Caliph's Stables Stables · castle only Needs Quarries or better Turks regions or Abbasid regions or Zengid regions or Rum regions or Cuman steppe or Georgian homeland 25t★1 25t★1 26t★1
Caliph's Stables Stables · castle only Needs Quarries or better Not in Turks regions Not in Abbasid regions Not in Zengid regions Not in Rum regions Not in Cuman steppe Not in Georgian homeland 26t★1 27t★1 27t★1

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Fari Cavalry

feudal knight, standard

Quality: Elite. Type: Feudal (low availability, often impetuous or of low discipline). Faris (also known to the Turks as Sipahis) are feudal cavalry, land holders given nominal power over their fiefs, called timars, in exchange for military service. In western regions of the Ottoman empire especially, many Sipahis remained Christian. These horse archers are better armoured than their tribal counterparts, while not as mobile. This increased protection offers more opportunity for these units to enter into hand to hand combat.

Abilities

  • Area attack

    Each blow can hit an area, not just one man.

  • Hardy

    Tires more slowly than normal troops. Controls how fast the unit loses stamina while marching, running and fighting.

  • Command

    Raises the morale of friendly units nearby. Typical of generals' bodyguards and elite household troops. Nearby units are steadier while this unit is close.

  • Formed charge

    Riders keep pace with each other so the charge lands as one solid line. Riders hold to the pace of the slowest man, so the charge hits as one tightly packed line and causes more casualties. The trade-off is a slightly slower charge.

  • Cantabrian circle

    Horse archers ride in a continuous circle while shooting. Toggled from the ability bar. Riders loop in a circle so each one fires as they pass the front, keeping up a steady stream of missiles while staying hard to catch.

  • Knight

    Gains extra experience from certain buildings. Usually feudal or noble cavalry.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
24 · riding Eastern Horse
Missile
Elite Cav Mass Composite Arrow: attack 4, range 120, 30 ammo
Melee
attack 5, charge 5 (sword)
Defence
armour 8, skill 3, shield 4
Morale
11 · Impetuous · Highly trained
Cost
470 florins, 940 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
+1 in sand, -4 in forest, -1 in snow
Heat
+6 fatigue in hot climates

Where & when to recruit

Always needs: Without Autonomy of Local Nobility or better Islam ≥ 50% in region

Building From start Heavy Mail~turn 141
Landowners' Guards Landowners Needs Farms in Cleared Land or better 233t 225t
Provincial Council Landowners Needs Communal Farming or better 325t 318t
Local Nobility Landowners Needs Farms and Estates or better 418t 413t
Provincial Aristocracy Landowners Needs Agricultural Estates or better 514t 511t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Türkmen Cavalry

AOR unit, tribal unit

REGIONAL TROOPS/ MORALE 9/ LOW DISCIPLINE/ TRAINED/IS PEASANT/ AOR UNIT Turkmen horse archers, Turkic tribal warriors accustomed to life in the saddle. These hardy bowmen have a fierce and unruly reputation. Although their composite bow is their main weapon, these fearsome warriors are happy to engage in melee if the odds are with them, especially after they have weakened and broken the enemy's formation with missile fire. GAMEPLAY NOTES: Tribal Horse archers that are resilient and have good morale, although they are poorly equipped and lack discipline on the battlefield, furthemore they are not useful for maintaining order in settlements. They are useful in open terrain for harassing the enemy and retreating, but they cannot engage heavier units in close combat. They can be found in their native lands of the Middle East, Persia, and Anatolia, as well as in the nomadic camps of those factions that control them. They are very common mounted troops in Turkish and Muslim armies.

Abilities

  • Horde

    Loose, unordered mass instead of neat ranks. Used by tribal and irregular troops. The unit fights as a crowd rather than in ranks.

  • Area attack

    Each blow can hit an area, not just one man.

  • Hardy

    Tires more slowly than normal troops. Controls how fast the unit loses stamina while marching, running and fighting.

  • Cantabrian circle

    Horse archers ride in a continuous circle while shooting. Toggled from the ability bar. Riders loop in a circle so each one fires as they pass the front, keeping up a steady stream of missiles while staying hard to catch.

  • Peasant

    Counts for only half when keeping public order as a garrison.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
32 · riding Fast Pony
Missile
Quality Cav Composite Arrow: attack 4, range 110, 30 ammo
Melee
attack 4, charge 5 (sword)
Defence
armour 1, skill 3, shield 2
Morale
9 · Low discipline · Trained
Cost
662 florins, 462 upkeep, 2 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
+1 in scrub, +3 in sand, -3 in forest, -1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Always needs: Rum regions or Zengid regions or Abbasid regions or Turks regions

Building From start The Timurids Invade!~turn 521
Stables Stables · castle only Before The Mongols Invade! 211t 211t
Stables Stables · castle only After The Mongols Invade! 222t ·
Sheikh's Stables Stables · castle only Before The Mongols Invade! 213t 213t
Amir's Stables Stables · castle only Needs Carpenters' Workshops or better Before The Mongols Invade! 213t 213t
Sultan's Stables Stables · castle only Needs Carpenters' Workshops or better Before The Mongols Invade! 213t 213t
Caliph's Stables Stables · castle only Needs Quarries or better Before The Mongols Invade! 213t 213t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Mercenary Bedouin Camel Riders

mercenary unit, regional (true)

Quality: Average. Type: Mercenary (low recruitment and replenishment costs, often reduced morale and high upkeep). A nomadic desert people, Bedouin are hardy but unruly troops. Lightly equipped but well suited to desert fighting, these warriors annoy enemies with their arrows, while letting the heat of the desert sap the strength of those that pursue them. Although best kept out of close combat, these warriors can be useful against lighter cavalry units, as horses dislike the smell and appearance of camels.

Abilities

  • Horde

    Loose, unordered mass instead of neat ranks. Used by tribal and irregular troops. The unit fights as a crowd rather than in ranks.

  • Area attack

    Each blow can hit an area, not just one man.

  • Very hardy

    Tires much more slowly than normal troops. Controls how fast the unit loses stamina; very hardy units can run and fight longest before becoming tired.

  • Frightens cavalry

    Lowers the morale of enemy cavalry nearby.

  • Mercenary

    Mercenary unit; shares one look across all factions. Training one doesn't use up the settlement's recruitment pool for it.

  • Mercenary disband

    Leaves your army if you stay in debt for three turns.

  • Peasant

    Counts for only half when keeping public order as a garrison.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
28 · riding Camel
Missile
Cav Arrow: attack 2, range 100, 30 ammo
Melee
attack 2, charge 4 (sword)
Defence
armour 1, skill 2, shield 2
Morale
7 · Normal discipline · Trained
Cost
1192 florins, 447 upkeep, 2 turns to train
Mount effect
-4 vs Elephant
Terrain
-1 in scrub, +5 in sand, -4 in forest, -3 in snow

Where & when to recruit

Always needs: Desert

Building From start
Caravan Stop Caravans · city only Caravan regions or Silk Road 125t
Caravansary Caravans · city only Caravan regions or Silk Road 214t
Silk Road Stop Caravans · city only Silk Road 210t★1
Caravan Stop Caravans · castle only Caravan regions or Silk Road 114t
Caravansary Caravans · castle only Caravan regions or Silk Road 210t
Desert Village Oasis Moors regions or Egypt regions or Zengid regions or Abbasid regions or Turks regions or Persian 114t
Irrigated Oasis Oasis Moors regions or Egypt regions or Zengid regions or Abbasid regions or Turks regions or Persian 214t
Extensively Irrigated Oasis Oasis Moors regions or Egypt regions or Zengid regions or Abbasid regions or Turks regions or Persian 214t★1

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Iqta'dar

feudal knights, standard

Quality: Elite. Type: Feudal (low availability, often impetuous or of low discipline). The Iqa'dar is made up of troops who owe military service to their Amir via a feudal-like system known as Iqta'. A system whereby Amirs pay their men (essentially vassals) via land, usually captured or uncultivated land. These troops make excellent cavalry archers, capable of firing deadly volleys into enemy formations while being protected by their mobility and heavy armour.

Abilities

  • Area attack

    Each blow can hit an area, not just one man.

  • Armour piercing

    Only counts half of the target's armour. Typical of axes, maces, crossbows and guns. Strong against heavily armoured troops.

  • Very hardy

    Tires much more slowly than normal troops. Controls how fast the unit loses stamina; very hardy units can run and fight longest before becoming tired.

  • Command

    Raises the morale of friendly units nearby. Typical of generals' bodyguards and elite household troops. Nearby units are steadier while this unit is close.

  • Cantabrian circle

    Horse archers ride in a continuous circle while shooting. Toggled from the ability bar. Riders loop in a circle so each one fires as they pass the front, keeping up a steady stream of missiles while staying hard to catch.

  • Knight

    Gains extra experience from certain buildings. Usually feudal or noble cavalry.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
24 · riding Arab Heavy Horse
Missile
Elite Cav Mass Composite Arrow: attack 4, range 120, 30 ammo
Melee
attack 3, charge 5 (mace)
Defence
armour 5, skill 4, shield 4
Morale
8 · Low discipline · Trained
Cost
1704 florins, 639 upkeep, 3 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-2 in scrub, -1 in sand, -6 in forest, -3 in snow
Heat
+4 fatigue in hot climates

Where & when to recruit

Always needs: Without Autonomy of Local Nobility or better Islam ≥ 50% in region

Building From start
Landowners' Guards Landowners Needs Farms in Cleared Land or better 220t
Provincial Council Landowners Needs Communal Farming or better 314t
Local Nobility Landowners Needs Farms and Estates or better 211t
Provincial Aristocracy Landowners Needs Agricultural Estates or better 59t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Mamluk Horse Archers

slave professional, factional

Quality: Elite (Combination). Type: Late Professional. Mamluks are the elite professional cavalry of the Egyptian Army. Bought as slaves from the hardy Turkish steppe peoples, they are trained from boyhood to be men of the sword. When their training is finished, they are freed and enrolled in the army. Although cavalry archers, these are no light skirmishers. Instead they operate in close formation to lay down a heavy barrage of fire. They have maces for use on anyone who gets too close.

Abilities

  • Area attack

    Each blow can hit an area, not just one man.

  • Armour piercing

    Only counts half of the target's armour. Typical of axes, maces, crossbows and guns. Strong against heavily armoured troops.

  • Hardy

    Tires more slowly than normal troops. Controls how fast the unit loses stamina while marching, running and fighting.

  • Formed charge

    Riders keep pace with each other so the charge lands as one solid line. Riders hold to the pace of the slowest man, so the charge hits as one tightly packed line and causes more casualties. The trade-off is a slightly slower charge.

  • Cantabrian circle

    Horse archers ride in a continuous circle while shooting. Toggled from the ability bar. Riders loop in a circle so each one fires as they pass the front, keeping up a steady stream of missiles while staying hard to catch.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
32 · riding Mamluk Horse
Missile
Quality Cav Mass Composite Arrow: attack 4, range 130, 42 ammo
Melee
attack 4, charge 4 (mace)
Defence
armour 12, skill 3, shield 5
Morale
9 · Disciplined · Highly trained
Cost
2254 florins, 847 upkeep, 4 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-2 in scrub, -5 in forest, -3 in snow
Heat
+9 fatigue in hot climates

Where & when to recruit

Building First Mamluks~turn 187
Amir's Stables Stables · castle only Needs Carpenters' Workshops or better Islam ≥ 50% in region 1–★2
Sultan's Stables Stables · castle only Needs Carpenters' Workshops or better 1–★3
Caliph's Stables Stables · castle only Needs Quarries or better 1–★4
Slave Market Slave Market +12t
Slave Trading Centre Slave Market · city only Slavemarket regions +8t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Shurtah Levies

Peasant levies, factional

PEASANTS LEVIES/ MORALE 3/ LOW DISCIPLINE/ UNTRAINED/ FREE UPKEEP UNIT/ IS PEASANT. These troops are city dwellers usually called up to defend their homes in time of need, but sometimes pressed into action on foreign campaigns. They can serve as defensive units but these levies don't have the training or stomach to maintain a long fight.

Abilities

  • Braced spear

    When braced, has protective mechanisms against cavalry charging from the front. Braced spearmen are much harder to charge from the front. On cavalry, it marks a lance.

  • Free upkeep

    Can be kept without upkeep in a settlement that supports it. No upkeep is paid when (1) the settlement can recruit this unit, (2) a building there grants free upkeep slots, and (3) there are fewer more expensive free-upkeep units than slots. In SSHIP free upkeep is meant for militias only, and it only applies in settlements that can actually recruit the unit.

  • Peasant

    Counts for only half when keeping public order as a garrison.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
60
Melee
attack 1, charge 2 (spear)
Defence
armour 0, skill 1, shield 3
Morale
3 · Low discipline · Untrained
Cost
287 florins, 287 upkeep, 1 turn to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
+1 in scrub, +1 in sand, +1 in forest, -1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Always needs: Islam ≥ 25% in region

Building From start A New Era Begins~turn 337 Full Plate Armor~turn 521
Town Watch Barracks · city only 26t 26t 26t
Town Guard Barracks · city only 34t 34t 34t
City Watch Barracks · city only 33t 33t 26t
Militia Drill Square Barracks · city only 42t 24t ·
Militia Barracks Barracks · city only Needs Quarries or better 33t · ·
Army Barracks Barracks · city only Needs Stonemasons or better 33t · ·
Mustering Hall Barracks · castle only 33t★1 33t★1 33t★1
Garrison Quarters Barracks · castle only 33t★1 33t★1 33t★1
Drill Square Barracks · castle only 33t★1 33t★1 33t★1
Barracks Barracks · castle only 33t★1 33t★1 33t★1
Armoury Barracks · castle only 33t★1 33t★1 33t★1

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Foot Fari Lancers

feudal knight, standard

Quality: Superior. Type: Feudal (low availability, often impetuous or of low discipline). Faris are feudal cavalry, holding land in exchange for military service. Lancers are drawn from the wealthier Faris who can afford the armour needed by close combat troops. Although more used to being mounted in battle, they can fight on foot as more than competent spearmen.

Abilities

  • Shield wall

    Men close up and lock shields into a tight defensive line. A formation toggled from the unit's ability button. The unit packs tighter and is built to hold a line rather than attack: it is harder to break from the front, but slower and clumsier to manoeuvre. Use it to anchor a position or absorb a charge, and switch it off before you need to move or counter-attack.

  • Braced spear

    When braced, has protective mechanisms against cavalry charging from the front. Braced spearmen are much harder to charge from the front. On cavalry, it marks a lance.

  • Hardy

    Tires more slowly than normal troops. Controls how fast the unit loses stamina while marching, running and fighting.

  • Command

    Raises the morale of friendly units nearby. Typical of generals' bodyguards and elite household troops. Nearby units are steadier while this unit is close.

  • Knight

    Gains extra experience from certain buildings. Usually feudal or noble cavalry.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
40
Melee
attack 4, charge 4 (spear)
Defence
armour 6, skill 7, shield 5
Morale
9 · Normal discipline · Trained
Cost
414 florins, 828 upkeep, 1 turn to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
-1 in sand, -4 in forest, -2 in snow
Heat
+3 fatigue in hot climates

Where & when to recruit

Always needs: Without Autonomy of Local Nobility or better

Building From start Heavy Mail~turn 141
Landowners' Guards Landowners Needs Farms in Cleared Land or better Islam ≥ 50% in region 233t 225t
Provincial Council Landowners Needs Communal Farming or better Islam ≥ 50% in region 325t 318t
Local Nobility Landowners Needs Farms and Estates or better Islam ≥ 50% in region 418t 413t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Islam ≥ 25% in region 514t 511t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Ahdath Spear Militia

urban militia, factional

URBAN MILITIA/ MORALE 5/ NORMAL DISCIPLINE/ TRAINED/ FREE UPKEEP UNIT Ahdath Militias are richer townsfolk who have been levied into militia to guard their settlements. Better trained and equipped than most militias, these troops are armed with a spear and protected by mail. These are townsfolk who can look after themselves on any battlefield, useful for bolstering armies, with good defence against cavalry.

Abilities

  • Braced spear

    When braced, has protective mechanisms against cavalry charging from the front. Braced spearmen are much harder to charge from the front. On cavalry, it marks a lance.

  • Free upkeep

    Can be kept without upkeep in a settlement that supports it. No upkeep is paid when (1) the settlement can recruit this unit, (2) a building there grants free upkeep slots, and (3) there are fewer more expensive free-upkeep units than slots. In SSHIP free upkeep is meant for militias only, and it only applies in settlements that can actually recruit the unit.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
60
Melee
attack 2, charge 2 (spear)
Defence
armour 1, skill 2, shield 3
Morale
5 · Normal discipline · Trained
Cost
503 florins, 503 upkeep, 1 turn to train
Mount effect
+3 vs Horse, +3 vs Camel
Terrain
+1 in sand, -2 in snow
Heat
+2 fatigue in hot climates

Where & when to recruit

Building From start
Town Watch Barracks · city only Islam ≥ 25% in region 28t
Town Guard Barracks · city only Islam ≥ 25% in region 36t
City Watch Barracks · city only Islam ≥ 25% in region 24t
Militia Drill Square Barracks · city only Islam ≥ 25% in region 34t
Militia Barracks Barracks · city only Needs Quarries or better Islam ≥ 25% in region 33t
Army Barracks Barracks · city only Needs Stonemasons or better Islam ≥ 25% in region 43t
Mustering Hall Barracks · castle only Islam ≥ 25% in region 33t
Garrison Quarters Barracks · castle only Islam ≥ 25% in region 33t
Drill Square Barracks · castle only Islam ≥ 25% in region 33t
Barracks Barracks · castle only Islam ≥ 25% in region 33t
Armoury Barracks · castle only Islam ≥ 25% in region 33t
Walls of Alcazar Alcazar Without South Italy Building Needs Carpenters' Workshops or better Aragon regions or Spain regions or Portugal regions or Moors regions Not in Berber +20t
Alcazar Alcazar Without South Italy Building Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions Islam ≥ 25% in region Not in Berber 120t
Gardens of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Andalusian Unique1 regions Islam ≥ 25% in region Not in Berber 211t
Alcazar of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Andalusian Unique1 regions Islam ≥ 25% in region Not in Berber 211t★1
Alcazar of Toledo Alcazar Without South Italy Building Needs Stonemasons or better Spain regions Unique1 regions Islam ≥ 25% in region Not in Berber 211t★1
Palacio de la Aljafería Alcazar Without South Italy Building Needs Stonemasons or better Aragon regions Capital Islam ≥ 25% in region Not in Berber 211t★1
Alcazar of Lisbon Alcazar Without South Italy Building Needs Stonemasons or better Portugal regions Unique1 regions Islam ≥ 25% in region Not in Berber 211t★1

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Mutatawwi'a Warriors

Religious Fanatics

RELIGIOUS FANATICS/ MORALE 16/ IMPETUOUS/TRAINED/ LOCK MORALE While many religious volunteers come bursting of faith but with little discipline and tools from which to achieve God's desires, the ranks of the Mutatawwi'a swell with veterans of battling infidel, heretic, or even fellow Muslim. Those who can afford mail, lamellar and quilted armour, who come into possession of stout iron-skinned shield and sturdy spear, form brotherhoods which ply their service for any pious Muslim ruler. Valuable men these are, motivated as well as their are adorned and armed, willing to pursue the will of the Almighty nothing short of victory or their own demise. GAMEPLAY NOTES: These muslim religious fanatics are excellent warriors with medium armour and good spear and shield, they will fight to the death to defend their faith and the sacred sites they defend. Useful against enemy cavalry, though they can also be employed against any enemy due to their combat resilience. They can be found available to Muslim factions after calling for and participating in a Jihad in their respective mosques,during a Jihad in the mercenary panel, and in unique buildings in Mecca, Jerusalem, and Baghdad, but only after having a high degree of Muslim conversion.

Abilities

  • Shield wall

    Men close up and lock shields into a tight defensive line. A formation toggled from the unit's ability button. The unit packs tighter and is built to hold a line rather than attack: it is harder to break from the front, but slower and clumsier to manoeuvre. Use it to anchor a position or absorb a charge, and switch it off before you need to move or counter-attack.

  • Braced spear

    When braced, has protective mechanisms against cavalry charging from the front. Braced spearmen are much harder to charge from the front. On cavalry, it marks a lance.

  • Hardy

    Tires more slowly than normal troops. Controls how fast the unit loses stamina while marching, running and fighting.

  • Mercenary

    Mercenary unit; shares one look across all factions. Training one doesn't use up the settlement's recruitment pool for it.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
80
Melee
attack 3, charge 5 (spear)
Defence
armour 6, skill 5, shield 4
Morale
16 · Impetuous · Trained · never routs
Cost
796 florins, 896 upkeep, 1 turn to train
Mount effect
+5 vs Horse, +5 vs Camel
Terrain
-1 in sand, -1 in forest, -2 in snow
Heat
+6 fatigue in hot climates

Where & when to recruit

Building From start
Small Masjid Mosques · city only Needs Logging Camps or better After Jihad Ongoing 111t
Masjid Mosques · city only Needs Carpenters' Workshops or better After Jihad Ongoing 19t
Minareted Masjid Mosques · city only Needs Quarries or better After Jihad Ongoing 28t
Jama Mosques · city only Needs Stonemasons or better After Jihad Ongoing 26t
Jama Kabir Mosques · city only Needs Stonemasons or better After Jihad Ongoing 35t
Bayt al-Hikma Education · city only Needs Stonemasons or better Needs Jama or better Capital Abbasid regions Turks regions Islam ≥ 70% in region 312t
Kubbat as-Sakhra Holy Place · city only Levant (Jerusalem) Capital Islam ≥ 70% in region 212t
Glorious Kubbat as-Sakhra Holy Place · city only Levant (Jerusalem) Capital Islam ≥ 70% in region 312t
al-Ka'bah al-Ka'bah · city only Islam ≥ 50% in region Desert Unique1 regions Islam ≥ 70% in region 212t
Masjid al-Ka'bah al-Ka'bah · city only Islam ≥ 50% in region Desert Unique1 regions Islam ≥ 70% in region 312t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

The AI also gets 5 bonus pools for this unit that players don't.

Arab Infantry

feudal levy, factional

Quality: Average. Type: Late Professional. Recruited from the many Arabs settled across North Africa and the Middle East, usually fighting mounted, they will dismount for duties that demand it. Although used to a hot climate, they are not desert troops.

Abilities

  • Shield wall

    Men close up and lock shields into a tight defensive line. A formation toggled from the unit's ability button. The unit packs tighter and is built to hold a line rather than attack: it is harder to break from the front, but slower and clumsier to manoeuvre. Use it to anchor a position or absorb a charge, and switch it off before you need to move or counter-attack.

  • Braced spear

    When braced, has protective mechanisms against cavalry charging from the front. Braced spearmen are much harder to charge from the front. On cavalry, it marks a lance.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
60
Melee
attack 3, charge 3 (spear)
Defence
armour 5, skill 3, shield 5
Morale
7 · Disciplined · Trained
Cost
1417 florins, 533 upkeep, 2 turns to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
+1 in sand, +1 in forest, -2 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Building From start Use of maritime maps~turn 53 Battle of Hattin~turn 143 The barid~turn 261 Kankan Musa~turn 401 Full Plate Armor~turn 521
Town Guard Barracks · city only Islam ≥ 35% in region 125t 125t 117t 112t · ·
City Watch Barracks · city only Islam ≥ 35% in region 117t 117t 112t 110t · ·
Militia Drill Square Barracks · city only Islam ≥ 35% in region 212t★1 212t★1 210t★1 28t★1 · ·
Militia Barracks Barracks · city only Needs Quarries or better Islam ≥ 35% in region 210t★1 210t★1 28t★1 27t★1 · ·
Army Barracks Barracks · city only Needs Stonemasons or better Islam ≥ 35% in region 28t★3 28t★3 27t★3 26t★3 · ·
Mustering Hall Barracks · castle only Islam ≥ 25% in region · 210t 210t 210t 210t 212t
Garrison Quarters Barracks · castle only Islam ≥ 25% in region · 27t 27t 27t 27t 210t
Drill Square Barracks · castle only Islam ≥ 25% in region · 34t 34t 34t 34t 35t
Barracks Barracks · castle only · 33t★1 33t★1 33t★1 33t★1 33t★1
Armoury Barracks · castle only Islam ≥ 25% in region · 33t★3 33t★3 33t★3 33t★3 33t★3

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Persian Spearmen

AOR units

REGIONAL TROOPS/ MORALE 8/ DISCIPLINED/ TRAINED/ AOR UNIT Equipped with a spear and a conical shield, these excellent, though quite unruly warriors, are professional spearmen from Persia, who have left their homelands and now fight in the armies of many lords and Sultans.Reasonably armoured and continuing the famous Persian legacy in heavy spearmen, they will be a great addition to any army able to hold the line.

Abilities

  • Shield wall

    Men close up and lock shields into a tight defensive line. A formation toggled from the unit's ability button. The unit packs tighter and is built to hold a line rather than attack: it is harder to break from the front, but slower and clumsier to manoeuvre. Use it to anchor a position or absorb a charge, and switch it off before you need to move or counter-attack.

  • Braced spear

    When braced, has protective mechanisms against cavalry charging from the front. Braced spearmen are much harder to charge from the front. On cavalry, it marks a lance.

  • Hardy

    Tires more slowly than normal troops. Controls how fast the unit loses stamina while marching, running and fighting.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
48
Melee
attack 3, charge 2 (spear)
Defence
armour 9, skill 5, shield 5
Morale
8 · Disciplined · Trained
Cost
1850 florins, 994 upkeep, 3 turns to train
Mount effect
+5 vs Horse, +5 vs Camel
Terrain
+1 in sand, -2 in snow
Heat
+10 fatigue in hot climates

Where & when to recruit

Building From start
Town Watch Barracks · city only Abbasid regions or Zengid regions or Turks regions or Georgian homeland 214t
Town Guard Barracks · city only Abbasid regions or Zengid regions or Turks regions or Georgian homeland 214t
City Watch Barracks · city only Abbasid regions or Zengid regions or Turks regions or Georgian homeland 214t
Militia Drill Square Barracks · city only Abbasid regions or Zengid regions or Turks regions or Georgian homeland 214t
Militia Barracks Barracks · city only Needs Quarries or better Abbasid regions or Zengid regions or Turks regions or Georgian homeland 214t
Army Barracks Barracks · city only Needs Stonemasons or better Abbasid regions or Zengid regions or Turks regions or Georgian homeland 214t
Mustering Hall Barracks · castle only Abbasid regions or Zengid regions or Turks regions or Georgian homeland 214t
Mustering Hall Barracks · castle only Abbasid regions or Turks regions or Persian +50t
Garrison Quarters Barracks · castle only Abbasid regions or Zengid regions or Turks regions or Georgian homeland 214t
Garrison Quarters Barracks · castle only Abbasid regions or Turks regions or Persian +25t
Drill Square Barracks · castle only Abbasid regions or Zengid regions or Turks regions or Georgian homeland 214t
Drill Square Barracks · castle only Abbasid regions or Turks regions or Persian +17t
Barracks Barracks · castle only Abbasid regions or Zengid regions or Turks regions or Georgian homeland 214t
Barracks Barracks · castle only Abbasid regions or Turks regions or Persian +12t
Armoury Barracks · castle only Abbasid regions or Zengid regions or Turks regions or Georgian homeland 214t
Armoury Barracks · castle only Abbasid regions or Turks regions or Persian +10t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Heavy Spearmen

slave professional, standard

Quality: Average. Type: Late Professional. These Armoured Spearmen are disciplined and professional warriors, drawn from the higher classes. They are well trained and are well equipped with long spears, large shields and excellent armour. They're very solid defensive units, able to resist attacks from both foot and horse, so long as they are well supported. If necessary they can form a defensive circle.

Abilities

  • Schiltrom

    Spearmen form a tight ring of spears facing every direction. A defensive formation for spear units. The men face outwards with spears levelled, which makes the unit very hard for cavalry to charge from any side. While in schiltrom the unit cannot move, and the packed men are an easy target for archers.

  • Braced spear

    When braced, has protective mechanisms against cavalry charging from the front. Braced spearmen are much harder to charge from the front. On cavalry, it marks a lance.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
60
Melee
attack 3, charge 3 (spear)
Defence
armour 10, skill 3, shield 7
Morale
9 · Disciplined · Trained
Cost
1689 florins, 869 upkeep, 4 turns to train
Mount effect
+4 vs Horse, +4 vs Camel
Terrain
-2 in snow
Heat
+5 fatigue in hot climates

Where & when to recruit

Always needs: Islam ≥ 35% in region

Building Heavy Mail~turn 141
Garrison Quarters Barracks · castle only 210t
Drill Square Barracks · castle only 23t
Barracks Barracks · castle only 23t
Armoury Barracks · castle only 23t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Dismounted Late Ghulam

slave professional, factional

Quality: Superior. Type: Early Professional These Armoured Spearmen from Khwarezm are professional warriors, drawn from the higher classes. They have some skill in combat and are well equipped with long spears, conical shields and excellent armour. They're very solid defensive units, able to resist attacks from both foot and horse, so long as they are well supported. If necessary they can form a defensive circle.

Abilities

  • Schiltrom

    Spearmen form a tight ring of spears facing every direction. A defensive formation for spear units. The men face outwards with spears levelled, which makes the unit very hard for cavalry to charge from any side. While in schiltrom the unit cannot move, and the packed men are an easy target for archers.

  • Braced spear

    When braced, has protective mechanisms against cavalry charging from the front. Braced spearmen are much harder to charge from the front. On cavalry, it marks a lance.

  • Hardy

    Tires more slowly than normal troops. Controls how fast the unit loses stamina while marching, running and fighting.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
48
Melee
attack 5, charge 3 (spear)
Defence
armour 11, skill 8, shield 5
Morale
12 · Disciplined · Highly trained
Cost
3362 florins, 1225 upkeep, 4 turns to train
Mount effect
+3 vs Horse, +3 vs Camel
Terrain
-2 in snow
Heat
+11 fatigue in hot climates

Where & when to recruit

Always needs: Islam ≥ 35% in region

Building Heavy Mail~turn 141
Garrison Quarters Barracks · castle only Turks regions or Abbasid regions 220t
Garrison Quarters Barracks · castle only Not in Turks regions Not in Abbasid regions 225t
Drill Square Barracks · castle only Turks regions or Abbasid regions 28t
Drill Square Barracks · castle only Not in Turks regions Not in Abbasid regions 111t
Barracks Barracks · castle only Turks regions or Abbasid regions 28t
Barracks Barracks · castle only Not in Turks regions Not in Abbasid regions 111t
Armoury Barracks · castle only Turks regions or Abbasid regions 26t
Armoury Barracks · castle only Not in Turks regions Not in Abbasid regions 18t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Abna Heavy Axemen

slave professional, factional

Quality: Elite. Type: Late Professional. These Armoured Axemen are disciplined and professional warriors, drawn from the higher classes. They are well trained and are well equipped with war-axes, large shields and excellent armour. They're very solid aggressive units, able to cut down enemy infantry, so long as they are well supported.

Abilities

No special abilities.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
60
Melee
attack 8, charge 5 (axe)
Defence
armour 8, skill 6, shield 7
Morale
11 · Disciplined · Highly trained
Cost
2721 florins, 959 upkeep, 4 turns to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
-2 in snow
Heat
+8 fatigue in hot climates

Where & when to recruit

Always needs: Islam ≥ 35% in region

Building Battle of Hattin~turn 143
Drill Square Barracks · castle only Zengid regions or Abbasid regions 15t
Drill Square Barracks · castle only Not in Zengid regions Not in Abbasid regions 17t
Barracks Barracks · castle only Zengid regions or Abbasid regions 15t
Barracks Barracks · castle only Not in Zengid regions Not in Abbasid regions 16t
Armoury Barracks · castle only Zengid regions or Abbasid regions 15t
Armoury Barracks · castle only Not in Zengid regions Not in Abbasid regions 16t
Dar al-Imara Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs Madrasa or better Capital Abbasid regions or Zengid regions or Egypt regions or Moors regions or Turks regions or Rum regions 111t
Sultan's Palace Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs Jami'ah or better Capital Abbasid regions or Zengid regions or Egypt regions or Moors regions or Turks regions or Rum regions 211t★1

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Abna Heavy Spearmen

slave professional, factional

Quality: Elite. Type: Late Professional. These Armoured Spearmen are disciplined and professional warriors, drawn from the higher classes. They are well trained and are well equipped with long spears, large shields and excellent armour. They're very solid defensive units, able to resist attacks from both foot and horse, so long as they are well supported. If necessary they can form a defensive circle.

Abilities

  • Schiltrom

    Spearmen form a tight ring of spears facing every direction. A defensive formation for spear units. The men face outwards with spears levelled, which makes the unit very hard for cavalry to charge from any side. While in schiltrom the unit cannot move, and the packed men are an easy target for archers.

  • Braced spear

    When braced, has protective mechanisms against cavalry charging from the front. Braced spearmen are much harder to charge from the front. On cavalry, it marks a lance.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
60
Melee
attack 3, charge 4 (spear)
Defence
armour 8, skill 6, shield 7
Morale
11 · Disciplined · Highly trained
Cost
2762 florins, 974 upkeep, 4 turns to train
Mount effect
+4 vs Horse, +4 vs Camel
Terrain
-2 in snow
Heat
+8 fatigue in hot climates

Where & when to recruit

Always needs: Islam ≥ 35% in region

Building Battle of Hattin~turn 143
Drill Square Barracks · castle only Zengid regions or Abbasid regions 15t
Drill Square Barracks · castle only Not in Zengid regions Not in Abbasid regions 17t
Barracks Barracks · castle only Zengid regions or Abbasid regions 14t
Barracks Barracks · castle only Not in Zengid regions Not in Abbasid regions 16t
Armoury Barracks · castle only Zengid regions or Abbasid regions 14t
Armoury Barracks · castle only Not in Zengid regions Not in Abbasid regions 16t
Dar al-Imara Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs Madrasa or better Capital Abbasid regions or Zengid regions or Egypt regions or Moors regions or Turks regions or Rum regions 111t
Sultan's Palace Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs Jami'ah or better Capital Abbasid regions or Zengid regions or Egypt regions or Moors regions or Turks regions or Rum regions 211t★1

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Ghazis

religious Fanatics

RELIGIOUS FANATICS/ MORALE 16/ IMPETUOUS/UNTRAINED/ IS PEASANT Ghazis are wild religious warriors from low class people seeking to find paradise through combat. Armed with a fiery fanaticism, these troops recklessly throw themselves into combat no matter the odds, caring little about their commander's orders. Armed with a one-handed axe, these troops will try to hack and slash their way through anything. GAMEPLAY NOTES: These religious peasant fanatics are low-class warriors with no much armour and an axe and little shield, they have a excellent moral due to their religious fanaticism.Pretty cheaper and loyal troops,they can be useful troops as cannon fodder who will fight with tireless ferocity and fanaticism. They can be found available to Muslim factions after calling a Jihad in the mercenary panel, and in unique buildings in Mecca, Jerusalem, and Baghdad, but only after having a high degree of Muslim conversion.

Abilities

  • Peasant

    Counts for only half when keeping public order as a garrison.

  • Mercenary

    Mercenary unit; shares one look across all factions. Training one doesn't use up the settlement's recruitment pool for it.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
80
Melee
attack 4, charge 2 (axe)
Defence
armour 1, skill 4, shield 2
Morale
16 · Impetuous · Untrained
Cost
470 florins, 479 upkeep, 1 turn to train
Terrain
+1 in sand, +1 in forest, -2 in snow
Heat
+5 fatigue in hot climates

Where & when to recruit

Always needs: Islam ≥ 50% in region

Building From start
Bayt al-Hikma Education · city only Needs Stonemasons or better Needs Jama or better Capital Abbasid regions Turks regions 312t
Kubbat as-Sakhra Holy Place · city only Levant (Jerusalem) Capital 212t
Glorious Kubbat as-Sakhra Holy Place · city only Levant (Jerusalem) Capital 312t
al-Ka'bah al-Ka'bah · city only Desert Unique1 regions 212t
Masjid al-Ka'bah al-Ka'bah · city only Desert Unique1 regions 312t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Bedouin Infantry

tribal unit, mercenary (false DM+EDB)

Quality: Average. Type: Local (lacks formal military training, typically low discipline and less morale). Bedouin Infantry are light and fast warriors who have some skill in combat and are equipped with a mere scimitar. They are useful against both archers and other infantry. They act as supporting units for heavier and better units, but cannot be expected to endure for long on an open battlefield.

Abilities

  • Mercenary

    Mercenary unit; shares one look across all factions. Training one doesn't use up the settlement's recruitment pool for it.

  • Mercenary disband

    Leaves your army if you stay in debt for three turns.

  • Peasant

    Counts for only half when keeping public order as a garrison.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
56
Melee
attack 5, charge 3 (sword)
Defence
armour 1, skill 6, shield 0
Morale
10 · Low discipline · Trained
Cost
1393 florins, 523 upkeep, 2 turns to train
Terrain
+3 in sand, +1 in forest, -3 in snow

Where & when to recruit

Always needs: Moors regions or Egypt regions or Zengid regions or Abbasid regions or Turks regions or Persian

Building From start
Caravan Stop Caravans · city only Caravan regions or Silk Road Not in Desert 125t
Caravansary Caravans · city only Caravan regions or Silk Road Not in Desert 214t
Silk Road Stop Caravans · city only Silk Road Not in Desert 210t★1
Caravan Stop Caravans · castle only Caravan regions or Silk Road Not in Desert 114t
Caravansary Caravans · castle only Caravan regions or Silk Road Not in Desert 210t
Oasis Oasis Desert Faction leader policy: Protector (trait) 125t
Oasis with Granary Oasis Desert Faction leader policy: Protector (trait) 125t
Desert Village Oasis Desert 225t
Irrigated Oasis Oasis Desert 314t
Extensively Irrigated Oasis Oasis Desert 311t★1

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Daylami Infantry

AOR unit

REGIONAL TROOPS/ MORALE 8/ DISCIPLINED/ TRAINED/ AOR UNIT The Daylami Infantry hold the name of a prominent military group in the Muslim world, that ruled many regions of Persia between 7th and 11th centuries. They are recruited from various people inhabiting these vast highlands, a people originating from the mountainous north of Iran, they were a warlike people, skilled in hand-to-hand combat. They were sometimes used as elite infantry during the Sasanian era and later by the Arab empires, though they often clashed with them.. Equipped with a shield,sword or spears they serve as the mainstay infantry in the armies that are otherwise predominantly mounted. GAMEPLAY NOTES:With a strong martial culture, these Daylami warriors are highly resilient in battle and arid climates. They possess combat prowess and unwavering discipline, forming the backbone of many Persian and Seljuk armies and constituting a key component of their infantry. While recruitment is expensive, their harsh and austere lifestyle results in very low maintenance costs. They can be recruited from and around the Persian lands of Iraq and Iran.

Abilities

  • Very hardy

    Tires much more slowly than normal troops. Controls how fast the unit loses stamina; very hardy units can run and fight longest before becoming tired.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
48
Melee
attack 6, charge 4 (sword)
Defence
armour 2, skill 7, shield 4
Morale
8 · Disciplined · Trained
Cost
1446 florins, 250 upkeep, 2 turns to train
Terrain
+1 in scrub, +3 in sand, +1 in forest, -1 in snow
Heat
+3 fatigue in hot climates

Where & when to recruit

Building From start
Town Watch Barracks · city only Abbasid regions or Zengid regions or Turks regions or Georgian homeland 220t
Town Guard Barracks · city only Abbasid regions or Zengid regions or Turks regions or Georgian homeland 220t
City Watch Barracks · city only Abbasid regions or Zengid regions or Turks regions or Georgian homeland 220t
Militia Drill Square Barracks · city only Abbasid regions or Zengid regions or Turks regions or Georgian homeland 220t
Militia Barracks Barracks · city only Needs Quarries or better Abbasid regions or Zengid regions or Turks regions or Georgian homeland 220t
Army Barracks Barracks · city only Needs Stonemasons or better Abbasid regions or Zengid regions or Turks regions or Georgian homeland 220t
Mustering Hall Barracks · castle only Abbasid regions or Zengid regions or Turks regions or Georgian homeland 220t
Mustering Hall Barracks · castle only Persian +50t
Garrison Quarters Barracks · castle only Abbasid regions or Zengid regions or Turks regions or Georgian homeland 220t
Garrison Quarters Barracks · castle only Persian +25t
Drill Square Barracks · castle only Abbasid regions or Zengid regions or Turks regions or Georgian homeland 220t
Drill Square Barracks · castle only Persian +17t
Barracks Barracks · castle only Abbasid regions or Zengid regions or Turks regions or Georgian homeland 220t
Barracks Barracks · castle only Persian +12t
Armoury Barracks · castle only Abbasid regions or Zengid regions or Turks regions or Georgian homeland 220t
Armoury Barracks · castle only Persian +10t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Mercenary Hashshashins

mercenary unit, regional (true)

MERCENARIES/ MORALE 13/ DISCIPLINED/ HIGHLY TRAINED /LOCK MORALE The Fedayeen come from a semi-religious sect thought to have originated somewhere in Persia. Highly disciplined and trained, these troops fear little and are masters of ambushes.Although few in number, they are among the most feared warriors in existence, usually located in the fortress of Alamut, very skilled in combat even though they do not have much armor.

Abilities

  • Hides well in forest

    Hides in forest and is harder to spot there.

  • Very hardy

    Tires much more slowly than normal troops. Controls how fast the unit loses stamina; very hardy units can run and fight longest before becoming tired.

  • Hides anywhere

    Can hide in the open as well as in forest and long grass.

  • Mercenary

    Mercenary unit; shares one look across all factions. Training one doesn't use up the settlement's recruitment pool for it.

  • Mercenary disband

    Leaves your army if you stay in debt for three turns.

Also: Sea-faring, Can withdraw

Stats

Men
48
Melee
attack 13, charge 5 (sword)
Defence
armour 6, skill 13, shield 3
Morale
13 · Disciplined · Highly trained
Cost
2444 florins, 917 upkeep, 1 turn to train
Terrain
-2 in snow
Heat
+5 fatigue in hot climates

Where & when to recruit

Always needs: Persian or Abbasid regions or Zengid regions or Turks regions

Building From start
Hashashim's Guild Assassins' Guild 125t★1
Master Hashashim's Guild Assassins' Guild 217t★2
Hashashim's Guild Headquarters Assassins' Guild 212t★3

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Dismounted Ghulam

slave professional, factional

Quality: Superior. Type: Late Professional. Precursors to the Mamluks, the Ghulams are troops largely drawn from African slaves. Trained and kept at their "master's" expense, these troops are given their freedom once they reach a certain standard and are kept on as their "master's" personal guard. Ghulams are well trained and protected by heavy mail and equipped with a mace.

Abilities

  • Armour piercing

    Only counts half of the target's armour. Typical of axes, maces, crossbows and guns. Strong against heavily armoured troops.

  • Hardy

    Tires more slowly than normal troops. Controls how fast the unit loses stamina while marching, running and fighting.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
52
Melee
attack 4, charge 4 (mace)
Defence
armour 4, skill 8, shield 5
Morale
12 · Disciplined · Highly trained
Cost
2450 florins, 807 upkeep, 4 turns to train
Terrain
-2 in snow
Heat
+4 fatigue in hot climates

Where & when to recruit

Building From start Reform~turn 67
Drill Square Barracks · castle only 1– 1–
Barracks Barracks · castle only Islam ≥ 50% in region 1–★2 1–★2
Armoury Barracks · castle only Islam ≥ 50% in region 1–★4 1–★4
Slave Market Slave Market +10t +7t
Slave Trading Centre Slave Market · city only Slavemarket regions +5t +4t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Tabardariyya

slave professional, factional

Quality: Elite. Type: Urban Professional (increased training time based on unit type and quality, higher proportion of disciplined units). The main role of the Tabardariyya is to guard the Caliph and the palace. Armed with a large axe, 'tabar', similar to a traditional Scandinavian axe. These well armoured, elite troops are formidable on the battle field too.

Abilities

  • Armour piercing

    Only counts half of the target's armour. Typical of axes, maces, crossbows and guns. Strong against heavily armoured troops.

  • Very hardy

    Tires much more slowly than normal troops. Controls how fast the unit loses stamina; very hardy units can run and fight longest before becoming tired.

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
52
Melee
attack 10, charge 5 (axe)
Defence
armour 10, skill 10, shield 0
Morale
12 · Disciplined · Highly trained
Cost
3182 florins, 1142 upkeep, 4 turns to train
Mount effect
+1 vs Horse, +1 vs Camel
Terrain
-1 in scrub, -1 in forest, -3 in snow
Heat
+9 fatigue in hot climates

Where & when to recruit

Always needs: After The Mamluks Rise in Egypt

Building From start
Barracks Barracks · castle only Islam ≥ 70% in region 225t
Armoury Barracks · castle only Islam ≥ 70% in region 212t
Dar al-Imara Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs Madrasa or better Islam ≥ 50% in region Capital Abbasid regions or Zengid regions or Egypt regions or Moors regions or Turks regions or Rum regions 111t★1
Sultan's Palace Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs Jami'ah or better Islam ≥ 50% in region Capital Abbasid regions or Zengid regions or Egypt regions or Moors regions or Turks regions or Rum regions 211t★1

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Caliph's Guard

Exceptional unit, factional

EXCEPTIONAL UNIT / MORALE 15/ DISCIPLINED/ HIGHLY TRAINED/ LOCK MORALE The Caliph's Guard are Ghulams selected to be the Caliph's bodyguards and personal regiment. Only kept by Sultans rich and powerful enough to field them, these elite and loyal troops are protected by heavy mail and conic helmet and are armed with a strong mace capable of destroying any armor. GAMEPLAY NOTES:These Caliphal Guards are responsible for protecting the Caliph of Baghdad and the royal family. Chosen from among the best, they will fight to the end to fulfill their mission for Allah. They are heavily armored troops, capable of destroying heavily armored forces with their fearsome maces. Their mere presence terrifies enemy infantry, who know they are the elite of the Ghulam slave troops. Available in the Mayor's Palace of Baghdad and in other Muslim capitals for Abbasids and Zengids after some events, as well as holy sites like Jerusalem.

Abilities

  • Shield wall

    Men close up and lock shields into a tight defensive line. A formation toggled from the unit's ability button. The unit packs tighter and is built to hold a line rather than attack: it is harder to break from the front, but slower and clumsier to manoeuvre. Use it to anchor a position or absorb a charge, and switch it off before you need to move or counter-attack.

  • Armour piercing

    Only counts half of the target's armour. Typical of axes, maces, crossbows and guns. Strong against heavily armoured troops.

  • Very hardy

    Tires much more slowly than normal troops. Controls how fast the unit loses stamina; very hardy units can run and fight longest before becoming tired.

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

  • Command

    Raises the morale of friendly units nearby. Typical of generals' bodyguards and elite household troops. Nearby units are steadier while this unit is close.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
60
Melee
attack 9, charge 5 (mace)
Defence
armour 11, skill 9, shield 5
Morale
15 · Disciplined · Highly trained · never routs
Cost
3511 florins, 1534 upkeep, 5 turns to train
Terrain
-2 in snow
Heat
+8 fatigue in hot climates

Where & when to recruit

Always needs: Capital

Building Reform~turn 67
Dar al-Imara Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs Madrasa or better Islam ≥ 70% in region Abbasid regions or Zengid regions or Egypt regions or Moors regions or Turks regions or Rum regions 111t
Sultan's Palace Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs Jami'ah or better Islam ≥ 70% in region Abbasid regions or Zengid regions or Egypt regions or Moors regions or Turks regions or Rum regions 311t★1
Kubbat as-Sakhra Holy Place · city only Levant (Jerusalem) Islam ≥ 50% in region 114t
Glorious Kubbat as-Sakhra Holy Place · city only Levant (Jerusalem) Islam ≥ 70% in region 314t★1

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Halbyrd Militia

urban militia, standard

Quality: Militia. Type: Urban Militia (reduced morale in the field). Halberd Militia are townsfolk who have been levied into the militia to guard their settlements. Better trained and equipped than most militias, These townsfolk carry long halberds that can fend off cavalry and crush the most heavily armoured of foes.

Abilities

  • Armour piercing

    Only counts half of the target's armour. Typical of axes, maces, crossbows and guns. Strong against heavily armoured troops.

  • Free upkeep

    Can be kept without upkeep in a settlement that supports it. No upkeep is paid when (1) the settlement can recruit this unit, (2) a building there grants free upkeep slots, and (3) there are fewer more expensive free-upkeep units than slots. In SSHIP free upkeep is meant for militias only, and it only applies in settlements that can actually recruit the unit.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
60
Melee
attack 5, charge 4 (axe)
Defence
armour 4, skill 6, shield 0
Morale
6 · Low discipline · Untrained
Cost
440 florins, 440 upkeep, 1 turn to train
Mount effect
+6 vs Horse, +6 vs Camel
Terrain
-1 in forest, -2 in snow
Heat
+4 fatigue in hot climates

Where & when to recruit

Always needs: Islam ≥ 25% in region

Building Partial Plate Armor~turn 441 Full Plate Armor~turn 521
City Watch Barracks · city only · 24t
Militia Drill Square Barracks · city only 24t 33t
Militia Barracks Barracks · city only Needs Quarries or better 33t 42t
Army Barracks Barracks · city only Needs Stonemasons or better 42t 51t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Saracen Levy Archers

Peasant Levies, factional

PEASANTS LEVIES/ MORALE 3/ LOW DISCIPLINE/ UNTRAINED/ FREE UPKEEP UNIT/ IS PEASANT. Saracen Levy Archers are accustomed to using their bow for hunting. These peasant archers are armed with a small bow, and a knife.

Abilities

  • Area attack

    Each blow can hit an area, not just one man.

  • Peasant

    Counts for only half when keeping public order as a garrison.

  • Free upkeep

    Can be kept without upkeep in a settlement that supports it. No upkeep is paid when (1) the settlement can recruit this unit, (2) a building there grants free upkeep slots, and (3) there are fewer more expensive free-upkeep units than slots. In SSHIP free upkeep is meant for militias only, and it only applies in settlements that can actually recruit the unit.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
48
Missile
Peasant Arrow: attack 2, range 120, 18 ammo
Melee
attack 1, charge 1 (knife)
Defence
armour 0, skill 2, shield 0
Morale
3 · Low discipline · Untrained
Cost
469 florins, 251 upkeep, 2 turns to train
Terrain
+1 in scrub, +1 in sand, +1 in forest, -2 in snow

Where & when to recruit

Building From start High era begins~turn 209 A New Era Begins~turn 337 Late era begins~turn 517
Bowyer Ranges · castle only · 28t 211t 211t
Bowyer Ranges · castle only Before High Era 211t 211t 211t 211t
Practice Range Ranges · castle only Islam ≥ 25% in region · 26t 28t 28t
Practice Range Ranges · castle only Islam ≥ 25% in region Before High Era 28t 28t 28t 28t
Archery Range Ranges · castle only Islam ≥ 25% in region · 35t 37t 37t
Archery Range Ranges · castle only Islam ≥ 25% in region Before High Era 37t 37t 37t 37t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Islam ≥ 25% in region · 35t 36t 36t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Islam ≥ 25% in region Before High Era 36t 36t 36t 36t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Fari Archers

feudal knight, standard

Quality: Superior. Type: Feudal (low availability, often impetuous or of low discipline). Faris are feudal cavalry, holding land in exchange for military service. Although more used to being mounted in battle, they can fight on foot as more than competent Archers.

Abilities

  • Area attack

    Each blow can hit an area, not just one man.

  • Armour piercing

    Only counts half of the target's armour. Typical of axes, maces, crossbows and guns. Strong against heavily armoured troops.

  • Hardy

    Tires more slowly than normal troops. Controls how fast the unit loses stamina while marching, running and fighting.

  • Command

    Raises the morale of friendly units nearby. Typical of generals' bodyguards and elite household troops. Nearby units are steadier while this unit is close.

  • Formed charge

    Riders keep pace with each other so the charge lands as one solid line. Riders hold to the pace of the slowest man, so the charge hits as one tightly packed line and causes more casualties. The trade-off is a slightly slower charge.

  • Knight

    Gains extra experience from certain buildings. Usually feudal or noble cavalry.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
40
Missile
Quality Mass Composite Arrow: attack 5, range 190, 30 ammo
Melee
attack 3, charge 2 (mace)
Defence
armour 7, skill 6, shield 4
Morale
13 · Impetuous · Highly trained
Cost
522 florins, 1044 upkeep, 1 turn to train
Terrain
+1 in sand, -4 in forest, -1 in snow
Heat
+7 fatigue in hot climates

Where & when to recruit

Always needs: Without Autonomy of Local Nobility or better

Building From start Heavy Mail~turn 141
Landowners' Guards Landowners Needs Farms in Cleared Land or better Islam ≥ 50% in region 233t 225t
Provincial Council Landowners Needs Communal Farming or better Islam ≥ 50% in region 325t 318t
Local Nobility Landowners Needs Farms and Estates or better Islam ≥ 50% in region 418t 413t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Islam ≥ 25% in region 514t 511t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Ahdath Archers

feudal levy, standard

Quality: Average. Type: Local (lacks formal military training, typically low discipline and less morale). A mixture of settled tribesmen, farmers and conquered peoples, these archers come from the bottom end of the turkish society. Used to hunting with a bow and living a harsh existence, these troops are reasonably hardy and proficient with their bows, but will melt away quickly in melee combat. Useful for harassing enemy archers and flanks.

Abilities

  • Area attack

    Each blow can hit an area, not just one man.

  • Hardy

    Tires more slowly than normal troops. Controls how fast the unit loses stamina while marching, running and fighting.

  • Mercenary

    Mercenary unit; shares one look across all factions. Training one doesn't use up the settlement's recruitment pool for it.

  • Mercenary disband

    Leaves your army if you stay in debt for three turns.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
56
Missile
Composite Arrow: attack 3, range 165, 30 ammo
Melee
attack 1, charge 1 (knife)
Defence
armour 1, skill 3, shield 0
Morale
3 · Low discipline · Untrained
Cost
848 florins, 318 upkeep, 2 turns to train
Terrain
-2 in snow
Heat
+2 fatigue in hot climates

Where & when to recruit

Building From start High era begins~turn 209 A New Era Begins~turn 337 Late era begins~turn 517
Bowyer Ranges · castle only · 28t 211t 211t
Bowyer Ranges · castle only Before High Era 211t 211t 211t 211t
Practice Range Ranges · castle only Islam ≥ 25% in region · 26t 212t 212t
Practice Range Ranges · castle only Islam ≥ 25% in region Before High Era 28t 28t 28t 28t
Archery Range Ranges · castle only Islam ≥ 25% in region · 35t 310t 310t
Archery Range Ranges · castle only Islam ≥ 25% in region Before High Era 37t 37t 37t 37t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Islam ≥ 25% in region · 35t 310t 310t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Islam ≥ 25% in region Before High Era 37t 37t 37t 37t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Kurdish Javelinmen

AOR unit

Local milita. Kurdish troops are well respected in the east, and often entire tribes would be hired to maintain and guard borders around Syria. These troops are tough mountain men found fighting throughout the Middle East. They soften an enemy with their javelins, then finish them with the sword.

Abilities

  • Area attack

    Each blow can hit an area, not just one man.

  • Thrown

    The missile is thrown rather than shot.

  • Peasant

    Counts for only half when keeping public order as a garrison.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
52
Missile
Javelin: attack 11, range 55, 4 ammo
Melee
attack 5, charge 1 (sword)
Defence
armour 0, skill 4, shield 2
Morale
8 · Normal discipline · Trained
Cost
1057 florins, 397 upkeep, 1 turn to train
Mount effect
+6 vs Elephant
Terrain
+1 in scrub, +1 in sand, +1 in forest, -1 in snow

Where & when to recruit

Always needs: Rum regions or Zengid regions or Abbasid regions or Turks regions

Building From start
Town Watch Barracks · city only 220t
Town Guard Barracks · city only 220t
City Watch Barracks · city only 220t
Militia Drill Square Barracks · city only 220t
Militia Barracks Barracks · city only Needs Quarries or better 220t
Army Barracks Barracks · city only Needs Stonemasons or better 220t
Mustering Hall Barracks · castle only 220t
Garrison Quarters Barracks · castle only 220t
Drill Square Barracks · castle only 220t
Barracks Barracks · castle only 220t
Armoury Barracks · castle only 220t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Turkish Archers

feudal levy, standard

Quality: Average. Type: Local (lacks formal military training, typically low discipline and less morale). A mixture of settled tribesmen, farmers and conquered peoples, these archers come from the bottom end of Turkish society. Used to hunting with a bow and living a harsh existence, these troops are reasonably hardy and proficient with their bows, but will melt away quickly in melee combat. Useful for harassing enemy archers and flanks.

Abilities

  • Area attack

    Each blow can hit an area, not just one man.

  • Mercenary

    Mercenary unit; shares one look across all factions. Training one doesn't use up the settlement's recruitment pool for it.

  • Mercenary disband

    Leaves your army if you stay in debt for three turns.

  • Free upkeep

    Can be kept without upkeep in a settlement that supports it. No upkeep is paid when (1) the settlement can recruit this unit, (2) a building there grants free upkeep slots, and (3) there are fewer more expensive free-upkeep units than slots. In SSHIP free upkeep is meant for militias only, and it only applies in settlements that can actually recruit the unit.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
48
Missile
Composite Arrow: attack 4, range 165, 30 ammo
Melee
attack 3, charge 1 (sword)
Defence
armour 1, skill 3, shield 3
Morale
8 · Low discipline · Trained
Cost
1145 florins, 430 upkeep, 2 turns to train
Terrain
+1 in scrub, +1 in sand, +1 in forest, -1 in snow
Heat
+2 fatigue in hot climates

Where & when to recruit

Building From start High era begins~turn 209 A New Era Begins~turn 337 Late era begins~turn 517
Bowyer Ranges · castle only · 28t 211t 211t
Bowyer Ranges · castle only Turks regions or Rum regions 225t 225t 225t 225t
Bowyer Ranges · castle only Turks regions or Rum regions or Tartar steppe +27t +27t +27t +27t
Bowyer Ranges · castle only Before High Era 211t 211t 211t 211t
Bowyer Ranges · castle only Not in Turks regions Not in Rum regions Tartar steppe 225t 225t 225t 225t
Practice Range Ranges · castle only · 26t 28t 28t
Practice Range Ranges · castle only Turks regions or Rum regions 225t 225t 225t 225t
Practice Range Ranges · castle only Turks regions or Rum regions or Tartar steppe +27t +27t +27t +27t
Practice Range Ranges · castle only Before High Era 28t 28t 28t 28t
Practice Range Ranges · castle only Not in Turks regions Not in Rum regions Tartar steppe 225t 225t 225t 225t
Archery Range Ranges · castle only · 35t 37t 37t
Archery Range Ranges · castle only Turks regions or Rum regions 225t 225t 225t 225t
Archery Range Ranges · castle only Turks regions or Rum regions or Tartar steppe +27t +27t +27t +27t
Archery Range Ranges · castle only Before High Era 37t 37t 37t 37t
Archery Range Ranges · castle only Not in Turks regions Not in Rum regions Tartar steppe 225t 225t 225t 225t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better · 35t 37t 37t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Turks regions or Rum regions 225t 225t 225t 225t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Turks regions or Rum regions or Tartar steppe +27t +27t +27t +27t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Before High Era 37t 37t 37t 37t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Not in Turks regions Not in Rum regions Tartar steppe 225t 225t 225t 225t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Qaws Ferengi Infantry

urban militia, standard

Quality: Average. Type: Mercenary. The crossbow is a potent weapon ready to be used with minimal training unlike other archery weapons. It is slow to reload and lacks the distance of drawn bows but makes up for it in power. Once the Muslim world got to know the power of the crossbows during the crusades and reconquista, they slowly adapted it and used it themselves.

Abilities

  • Area attack

    Each blow can hit an area, not just one man.

  • Free upkeep

    Can be kept without upkeep in a settlement that supports it. No upkeep is paid when (1) the settlement can recruit this unit, (2) a building there grants free upkeep slots, and (3) there are fewer more expensive free-upkeep units than slots. In SSHIP free upkeep is meant for militias only, and it only applies in settlements that can actually recruit the unit.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
52
Missile
Crossbow Bolt: attack 6, range 140, 18 ammo
Melee
attack 2, charge 1 (sword)
Defence
armour 2, skill 3, shield 0
Morale
4 · Low discipline · Untrained
Cost
1387 florins, 520 upkeep, 2 turns to train
Terrain
+1 in scrub, +1 in sand, -1 in forest, -1 in snow
Heat
+4 fatigue in hot climates

Where & when to recruit

Building From start Battle of Hattin~turn 143 The barid~turn 261 Kankan Musa~turn 401
City Watch Barracks · city only Islam ≥ 25% in region · · 225t 217t
Militia Drill Square Barracks · city only Islam ≥ 25% in region · · 217t 212t
Militia Barracks Barracks · city only Needs Quarries or better Islam ≥ 25% in region · · 212t★2 210t★2
Army Barracks Barracks · city only Needs Stonemasons or better Islam ≥ 25% in region · · 210t★3 28t★3
Bowyer Ranges · castle only Islam ≥ 25% in region · 125t 117t 112t
Practice Range Ranges · castle only Islam ≥ 25% in region · 217t 212t 210t
Archery Range Ranges · castle only Islam ≥ 25% in region · 212t★1 210t★1 28t★1
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Islam ≥ 25% in region · 210t★3 28t★3 27t★3
Alcazar Alcazar Without South Italy Building Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions Islam ≥ 25% in region · 120t 114t 111t
Gardens of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Andalusian Unique1 regions Islam ≥ 25% in region · 220t 214t 211t
Alcazar of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Andalusian Unique1 regions Islam ≥ 25% in region · 220t★1 214t★1 211t★1
Alcazar of Toledo Alcazar Without South Italy Building Needs Stonemasons or better Spain regions Unique1 regions Islam ≥ 25% in region · 220t 214t 211t
Palacio de la Aljafería Alcazar Without South Italy Building Needs Stonemasons or better Aragon regions Capital Islam ≥ 25% in region · 220t 214t 211t
Alcazar of Lisbon Alcazar Without South Italy Building Needs Stonemasons or better Portugal regions Unique1 regions Islam ≥ 25% in region · 220t 214t 211t
Alcazar of Fes Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Berber Unique2 regions Islam ≥ 25% in region · 220t 214t 211t
Alcazar of Tunis Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Berber Unique1 regions Islam ≥ 25% in region · 220t 214t 211t
Merchants' Guild Merchants' Guild +9t +9t +9t +9t
Master Merchants' Guild Merchants' Guild +7t +7t +7t +7t
Merchants' Guild Headquarters Merchants' Guild +6t +6t +6t +6t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Persian Archers

AOR unit

REGIONAL TROOPS/ MORALE 8/ DISCIPLINED/ TRAINED/ AOR UNIT Equipped with a composite bow and a conical shield, these excellent persian warriors are professional archers from Persia, who have left their homelands and now fight in the armies many lords and Sultans.Since the time of the Sasanian Persians, the use of archers has been very common in Persian lands. Following this custom, these high-quality archers will break through enemy lines and then clash with them. They have good armor and equipped with powerful bows, can maintain their position in close combat, making them very useful when combined with their brothers-in-arms, the Persian spearmen.

Abilities

  • Area attack

    Each blow can hit an area, not just one man.

  • Hardy

    Tires more slowly than normal troops. Controls how fast the unit loses stamina while marching, running and fighting.

  • Stakes

    Can plant sharpened stakes in front of them before battle. Stakes are placed during deployment and seriously hurt cavalry that charge into them.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
48
Missile
Quality Mass Composite Arrow: attack 6, range 200, 30 ammo
Melee
attack 4, charge 1 (sword)
Defence
armour 8, skill 4, shield 4
Morale
8 · Disciplined · Trained
Cost
1570 florins, 789 upkeep, 3 turns to train
Terrain
+1 in sand, -2 in snow
Heat
+8 fatigue in hot climates

Where & when to recruit

Building From start
Bowyer Ranges · castle only Abbasid regions or Zengid regions or Turks regions or Georgian homeland 214t
Bowyer Ranges · castle only Abbasid regions or Turks regions or Persian +25t
Practice Range Ranges · castle only Abbasid regions or Zengid regions or Turks regions or Georgian homeland 214t
Practice Range Ranges · castle only Abbasid regions or Turks regions or Persian +17t
Archery Range Ranges · castle only Abbasid regions or Zengid regions or Turks regions or Georgian homeland 214t
Archery Range Ranges · castle only Abbasid regions or Turks regions or Persian +12t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Abbasid regions or Zengid regions or Turks regions or Georgian homeland 214t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Abbasid regions or Turks regions or Persian +10t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Dismounted Mamluk Archers

slave professional, factional

Quality: Superior. Type: Late Professional. Professional archers wearing heavy armour, adept at showering arrows onto their enemies from long range.

Abilities

  • Area attack

    Each blow can hit an area, not just one man.

  • Armour piercing

    Only counts half of the target's armour. Typical of axes, maces, crossbows and guns. Strong against heavily armoured troops.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
48
Missile
Quality Mass Composite Arrow: attack 6, range 190, 30 ammo
Melee
attack 5, charge 2 (mace)
Defence
armour 11, skill 6, shield 5
Morale
11 · Disciplined · Highly trained
Cost
2005 florins, 754 upkeep, 4 turns to train
Terrain
-2 in snow
Heat
+11 fatigue in hot climates

Where & when to recruit

Building Mamluks established~turn 267
Practice Range Ranges · castle only Islam ≥ 50% in region 1–
Archery Range Ranges · castle only Islam ≥ 50% in region 1–★2
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Islam ≥ 50% in region 1–★4
Slave Market Slave Market +12t
Slave Trading Centre Slave Market · city only Slavemarket regions +8t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Turkish Crossbowmen

free professional, factional

Quality: Average. Type: Late Professional. The growing popularity of the crossbow in the Middle East, amongst both Christians and Muslims corresponds to heavier armour being employed more widely amongst troops, particularly cavalry. It is no surprise then to see the crossbow amongst the Seljuk, despite their reputation for light swift troops.

Abilities

  • Area attack

    Each blow can hit an area, not just one man.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
52
Missile
Heavy Crossbow Bolt: attack 10, range 145, 18 ammo
Melee
attack 2, charge 1 (sword)
Defence
armour 3, skill 4, shield 0
Morale
9 · Normal discipline · Trained
Cost
1527 florins, 574 upkeep, 2 turns to train
Terrain
+1 in scrub, -2 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Always needs: Islam ≥ 35% in region

Building A New Era Begins~turn 337
Practice Range Ranges · castle only 24t
Archery Range Ranges · castle only 22t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 21t★1

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Heavy Archers

slave professional, standard

Quality: Superior. Type: Late Professional. Professional archers wearing heavy armour, adept at showering arrows onto their enemies from long range.

Abilities

  • Area attack

    Each blow can hit an area, not just one man.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
60
Missile
Quality Mass Composite Arrow: attack 6, range 200, 30 ammo
Melee
attack 3, charge 2 (sword)
Defence
armour 8, skill 7, shield 3
Morale
8 · Normal discipline · Trained
Cost
2055 florins, 772 upkeep, 4 turns to train
Terrain
-2 in snow
Heat
+5 fatigue in hot climates

Where & when to recruit

Always needs: Islam ≥ 35% in region

Building A New Era Begins~turn 337 Full Plate Armor~turn 521
Practice Range Ranges · castle only 24t 32t
Archery Range Ranges · castle only 22t 32t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 21t★1 31t★1

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Ottoman Infantry

slave professional, standard

Quality: Superior (Combination). Type: Late Professional. Ottoman Infantry are hardy troops, well armed and well armoured, they fight with both bows and swords, allowing them to pepper the enemy with arrows and then move into melee to finish them off. Their armour, and training in combat, means that this unit can hold its ground in a close up fight.

Abilities

  • Area attack

    Each blow can hit an area, not just one man.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
52
Missile
Mass Composite Arrow: attack 6, range 190, 30 ammo
Melee
attack 4, charge 1 (sword)
Defence
armour 7, skill 8, shield 3
Morale
12 · Disciplined · Highly trained
Cost
2266 florins, 852 upkeep, 4 turns to train
Terrain
-2 in snow
Heat
+6 fatigue in hot climates

Where & when to recruit

Building A New Era Begins~turn 337
Practice Range Ranges · castle only Islam ≥ 35% in region 312t
Archery Range Ranges · castle only 310t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Islam ≥ 35% in region 310t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Naffatun

slave professional, factional

Quality: Average. Type: Early Professional. Naphtha is a mixture of chemicals that become a fiery liquid that is difficult to put out. These men throw deadly ceramic pots of flaming Naphtha that burst into flames on impact spilling a sticky molten mess that can seep through any armour. The prospect of a fiery death can unnerve even the bravest warrior.

Abilities

  • Armour piercing

    Only counts half of the target's armour. Typical of axes, maces, crossbows and guns. Strong against heavily armoured troops.

  • Hardy

    Tires more slowly than normal troops. Controls how fast the unit loses stamina while marching, running and fighting.

  • Frightens cavalry

    Lowers the morale of enemy cavalry nearby.

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

  • Stakes

    Can plant sharpened stakes in front of them before battle. Stakes are placed during deployment and seriously hurt cavalry that charge into them.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
26
Missile
Nahptha Bomb: attack 15, range 40, 5 ammo
Melee
attack 5, charge 3 (sword)
Defence
armour 7, skill 6, shield 0
Morale
11 · Disciplined · Highly trained
Cost
1236 florins, 465 upkeep, 4 turns to train
Terrain
-2 in snow
Heat
+7 fatigue in hot climates

Where & when to recruit

Building Kankan Musa~turn 401
Alchemy School Academia · castle only 214t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Hand Gunners

slave professional, standard

Quality: Superior (Combination). Type: Urban Professional (increased training time based on unit type and quality, higher proportion of disciplined units). Handguns are the earliest, most primitive type of hand-held firearm, and consist of a short metal barrel fixed to a long wooden handle. They are inaccurate, take a while to reload, and are somewhat unsafe for the person firing them. Nevertheless they fire with quite a lot of power and the smoke and noise can demoralise troops. Well trained and well armoured this unit is a powerful short range unit.

Abilities

  • Armour piercing

    Only counts half of the target's armour. Typical of axes, maces, crossbows and guns. Strong against heavily armoured troops.

  • Area attack

    Each blow can hit an area, not just one man.

  • Hardy

    Tires more slowly than normal troops. Controls how fast the unit loses stamina while marching, running and fighting.

  • Frightens cavalry

    Lowers the morale of enemy cavalry nearby.

  • Gunpowder unit

    Uses gunpowder weapons.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
52
Missile
Hand Gun Bullet: attack 11, range 55, 12 ammo
Melee
attack 7, charge 3 (sword)
Defence
armour 7, skill 4, shield 0
Morale
10 · Disciplined · Highly trained
Cost
2696 florins, 855 upkeep, 3 turns to train
Terrain
-2 in snow
Heat
+7 fatigue in hot climates

Where & when to recruit

Building Man-Made Inferno!~turn 401 Handgun Developed~turn 461 Portable Clock~turn 757
Gunsmith Cannons · city only 26t 26t 25t
Cannon Maker Cannons · city only 25t 25t 24t
Cannon Foundry Cannons · city only 24t 24t 23t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Also recruitable in some campaigns, depending on the order events happen: Gunsmith, Cannon Maker, Cannon Foundry.

Trebuchet

artillery

The counter-weight Trebuchet is an evolution of the man-powered mangonel and catapults dating back before the 11th century. It has quickly spread throughout the world as an effective siege engine capable of lobbing large wall- crushing boulders. The Trebuchet is also able to fling such things as burning missiles and rotten animal remains to devastate enemy units.

Abilities

  • Armour piercing

    Only counts half of the target's armour. Typical of axes, maces, crossbows and guns. Strong against heavily armoured troops.

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

    Each blow can hit an area, not just one man.

  • Launching

    Hits may throw men into the air.

  • Hardy

    Tires more slowly than normal troops. Controls how fast the unit loses stamina while marching, running and fighting.

Also: Sea-faring, Can withdraw

Stats

Men
8
Melee
attack 1, charge 1 (knife)
Defence
armour 1, skill 3, shield 0
Morale
11 · Normal discipline · Trained
Cost
1446 florins, 235 upkeep, 3 turns to train
Heat
+1 fatigue in hot climates

Where & when to recruit

Building Seafaring Innovation~turn 97 Making the Wind Work~turn 105
Siege Works Siege · city only Needs Carpenters' Workshops or better · 211t
Siege Works Siege · castle only 211t 211t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Mangonel

artillery

The original Mangonel was first used in Roman times to fling large rocks at enemies. This Mangonel, though bearing some resemblance to its forebear, is far larger than its Roman counterparts. One other surprising addition is that this Mangonel throws burning barrels of oil! These barrels often explode in mid air, unleashing a torrent of fire down on its poor victims below.

Abilities

  • Armour piercing

    Only counts half of the target's armour. Typical of axes, maces, crossbows and guns. Strong against heavily armoured troops.

  • Launching

    Hits may throw men into the air.

  • Hardy

    Tires more slowly than normal troops. Controls how fast the unit loses stamina while marching, running and fighting.

Also: Sea-faring, Can withdraw

Stats

Men
8
Melee
attack 1, charge 1 (knife)
Defence
armour 1, skill 3, shield 0
Morale
11 · Normal discipline · Trained
Cost
1486 florins, 259 upkeep, 3 turns to train
Heat
+1 fatigue in hot climates

Where & when to recruit

Building Heavy Mail~turn 141
Siege Works Siege · city only Needs Carpenters' Workshops or better 217t
Siege Works Siege · castle only 217t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Bombard

artillery

The first primitive gunpowder siege artillery, bombards were created in China and Western Europe in the early 14th century and spread to the rest of the world by the late 14th century. They are forged from bronze or iron, and designed to fire stone balls that crumble enemy defences. They also shoot inaccurate flaming balls wrapped in pitch-soaked rags, that can incinerate enemy troops!

Abilities

  • Armour piercing

    Only counts half of the target's armour. Typical of axes, maces, crossbows and guns. Strong against heavily armoured troops.

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

    Each blow can hit an area, not just one man.

  • Launching

    Hits may throw men into the air.

  • Hardy

    Tires more slowly than normal troops. Controls how fast the unit loses stamina while marching, running and fighting.

  • Gunpowder unit

    Uses gunpowder weapons.

  • Stakes

    Can plant sharpened stakes in front of them before battle. Stakes are placed during deployment and seriously hurt cavalry that charge into them.

Also: Sea-faring, Can withdraw, Hides in forest

Stats

Men
12
Melee
attack 1, charge 1 (knife)
Defence
armour 1, skill 3, shield 0
Morale
11 · Normal discipline · Trained
Cost
1388 florins, 317 upkeep, 5 turns to train
Heat
+1 fatigue in hot climates

Where & when to recruit

Building Cannons Developed~turn 325 Man-Made Inferno!~turn 401
Gunsmith Cannons · city only 27t 27t
Cannon Maker Cannons · city only 110t 110t
Cannon Foundry Cannons · city only · 110t
Gunsmith Cannons · castle only 18t 18t
Cannon Maker Cannons · castle only 112t 112t
Cannon Foundry Cannons · castle only · 112t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Grand Bombard

artillery

The Grand Bombard was created as an improvement to the bombard in the early 15th century. Made to be harder hitting and with longer range than its predecessor, this iron-forged piece of siege artillery is able to inflict punishing damage on enemy defences. Like its predecessor, it too can deliver flaming chastisement to enemy troops.

Abilities

  • Armour piercing

    Only counts half of the target's armour. Typical of axes, maces, crossbows and guns. Strong against heavily armoured troops.

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

    Each blow can hit an area, not just one man.

  • Launching

    Hits may throw men into the air.

  • Hardy

    Tires more slowly than normal troops. Controls how fast the unit loses stamina while marching, running and fighting.

  • Gunpowder unit

    Uses gunpowder weapons.

  • Stakes

    Can plant sharpened stakes in front of them before battle. Stakes are placed during deployment and seriously hurt cavalry that charge into them.

Also: Sea-faring, Can withdraw

Stats

Men
8
Melee
attack 1, charge 1 (knife)
Defence
armour 1, skill 3, shield 0
Morale
11 · Normal discipline · Trained
Cost
1486 florins, 259 upkeep, 5 turns to train
Heat
+1 fatigue in hot climates

Where & when to recruit

Building Ibn al-Shatir Dies~turn 487
Cannon Maker Cannons · city only 17t
Cannon Foundry Cannons · city only 110t
Cannon Maker Cannons · castle only 18t
Cannon Foundry Cannons · castle only 112t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Cannon

artillery

The archetypical cannon was used all across the world by the mid to late 15th century. Mounted on a large wheeled chassis and featuring a longer improved barrel, the cannon is far superior to the bombards that preceded it. Able to demolish enemy walls from a greater range and able to fire troop-killing explosive shells, the cannon is rightly feared.

Abilities

  • Armour piercing

    Only counts half of the target's armour. Typical of axes, maces, crossbows and guns. Strong against heavily armoured troops.

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

    Each blow can hit an area, not just one man.

  • Launching

    Hits may throw men into the air.

  • Hardy

    Tires more slowly than normal troops. Controls how fast the unit loses stamina while marching, running and fighting.

  • Gunpowder unit

    Uses gunpowder weapons.

  • Stakes

    Can plant sharpened stakes in front of them before battle. Stakes are placed during deployment and seriously hurt cavalry that charge into them.

Also: Sea-faring, Can withdraw

Stats

Men
8
Melee
attack 1, charge 1 (knife)
Defence
armour 1, skill 3, shield 0
Morale
11 · Normal discipline · Trained
Cost
1486 florins, 259 upkeep, 5 turns to train
Heat
+1 fatigue in hot climates

Where & when to recruit

Building Gothic Plate Armor~turn 641
Cannon Foundry Cannons · city only 25t
Cannon Foundry Cannons · castle only 26t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

Dhow

ship

In use for over a thousand years the Dhow is a traditional Arab sailing vessel with one or more triangular 'Lateen' sails. These ships are used for trading but can be upgraded to carry warriors armed with bow and scimitar for assaulting enemy ships.

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

Men
18
Melee
attack 5, charge 0
Defence
armour 0, skill 6, shield 0
Morale
13 · Normal discipline · Trained
Cost
846 florins, 408 upkeep, 3 turns to train

Where & when to recruit

Always needs: Needs Carpenters' Workshops or better

Building From start
Port Ports · city only 220t
Port with Shipwright Ports · city only 312t
Port with Dockyard Ports · city only 38t
Great Harbour Ports · city only 37t★1
Port Ports · castle only 220t
Port with Shipwright Ports · castle only 312t
Port with Dockyard Ports · castle only 38t
Great Harbour Ports · castle only 37t★1

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

The AI also gets 8 bonus pools for this unit that players don't.

War Galley

ship

Used throughout the Mediterranean since the 11th century. War Galleys are larger than normal galleys, and carry more tonnage as a result of being equipped with siege weapons like ballista or catapults, and having a larger compliment of oarsmen and troops onboard. The standard tactic for engaging is to disable the opposing ships' sails then ram and board it.

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

Men
30
Melee
attack 13, charge 0
Defence
armour 0, skill 12, shield 0
Morale
14 · Normal discipline · Trained
Cost
1940 florins, 588 upkeep, 5 turns to train

Where & when to recruit

Always needs: Needs Carpenters' Workshops or better

Building From start
Port with Shipwright Ports · city only 210t
Port with Dockyard Ports · city only 27t
Great Harbour Ports · city only 35t★1
Port with Shipwright Ports · castle only 210t
Port with Dockyard Ports · castle only 27t
Great Harbour Ports · castle only 35t★1

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

The AI also gets 6 bonus pools for this unit that players don't.

Baghlah

ship

First used in the 13th century, this vessel of Arabic origin, is used mainly as an ocean going cargo vessel. It can weigh up to 400 tonnes and enterprising captains can mount swivel cannons on her hull to ward off pirates. It can cross great distances, making it useful for ferrying troops and supplies to far away locations.

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

Men
50
Melee
attack 18, charge 0
Defence
armour 0, skill 22, shield 0
Morale
14 · Normal discipline · Trained
Cost
4140 florins, 1080 upkeep, 4 turns to train

Where & when to recruit

Always needs: Needs Carpenters' Workshops or better

Building From start
Great Harbour Ports · city only 210t
Great Harbour Ports · castle only 210t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

The AI also gets 2 bonus pools for this unit that players don't.

Lanternas

ship

The Lanternas is the premier version of the war galley, now equipped with gun powder weapons! Being larger, heavier, more durable and better equipped than the war galley, the Lanternas is used by naval commanders in the Mediterranean during the 15th century. Featuring multiple centreline guns and some flanking guns it can take on and destroy war galleys.

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

Men
40
Melee
attack 18, charge 0
Defence
armour 0, skill 18, shield 0
Morale
14 · Normal discipline · Trained
Cost
2900 florins, 828 upkeep, 6 turns to train

Where & when to recruit

Always needs: Needs Carpenters' Workshops or better

Building Cannons Developed~turn 325
Port with Dockyard Ports · city only 210t
Great Harbour Ports · city only 37t
Port with Dockyard Ports · castle only 210t
Great Harbour Ports · castle only 37t

2 most units waiting at once · 25t turns per new unit · + only speeds up another building's pool · columns are reforms and events

The AI also gets 4 bonus pools for this unit that players don't.

Bodyguard

slave professional, bodyguard

Quality: Exceptional. These warriors are dedicated to protecting their liege wherever he goes. Hand-picked for loyalty and valour and benefiting from quality armour and weapons, these guards are elite heavy cavalry capable of devastating charges and dealing plenty of carnage in hand to hand, as well as taking on odds that would send lesser units running.

Abilities

  • Very hardy

    Tires much more slowly than normal troops. Controls how fast the unit loses stamina; very hardy units can run and fight longest before becoming tired.

  • General's bodyguard

    Can serve as a named character's bodyguard.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
13 · riding Barded Horse
Melee
attack 5, charge 9 (spear)
Defence
armour 11, skill 7, shield 4
Morale
11 · Disciplined · Highly trained
Cost
1405 florins, 498 upkeep, 5 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-2 in scrub, -1 in sand, -6 in forest, -3 in snow
Heat
+7 fatigue in hot climates

Bodyguard

feudal knight, bodyguard

Quality: Exceptional. These warriors are dedicated to protecting their liege wherever he goes. Hand-picked for loyalty and valour and benefiting from quality armour and weapons, these guards are elite heavy cavalry capable of devastating charges and dealing plenty of carnage in hand to hand, as well as taking on odds that would send lesser units running.

Abilities

  • Armour piercing

    Only counts half of the target's armour. Typical of axes, maces, crossbows and guns. Strong against heavily armoured troops.

  • Very hardy

    Tires much more slowly than normal troops. Controls how fast the unit loses stamina; very hardy units can run and fight longest before becoming tired.

  • General's bodyguard

    Can serve as a named character's bodyguard.

  • Bodyguard upgrade

    A later-era bodyguard type that replaces older ones.

Also: Sea-faring, Hides in forest, Can withdraw

Stats

Men
10 · riding Mamluk Armoured Horse
Melee
attack 7, charge 11 (spear)
Defence
armour 13, skill 9, shield 4
Morale
14 · Impetuous · Highly trained
Cost
279 florins, 558 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-2 in scrub, -1 in sand, -6 in forest, -3 in snow
Heat
+8 fatigue in hot climates