SSHIM Guide

Byzantine Empire Units & recruitment

The Eastern Roman Empire under the Komnenoi: rich, Orthodox and surrounded. Its army rests on pronoia-holding nobles and professional tagmata, and changes through a chain of reforms tied to holding Constantinople.

Recruiting as Byzantium

Everything runs through Constantinople

Every Byzantine reform needs Constantinople in your hands at the start of your turn. Lose it and the reform chain stops until you take it back.

Help when the capital falls

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

Reform dates vary

Reforms happen once their conditions are met, with a 40% chance each turn, so the turns shown are typical timings.

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

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

  1. 1

    Anna Komnena

    usually around turn 57 (~1160)

    Needs
    • You hold Constantinople.
    • Past turn 35 with a crowned emperor (player only), or past turn 60.
    Chance
    40% per turn.

    UnlocksGasmuli

    In-game event text

    Born December 1st, 1083, Anna Komnena was the eldest of nine children. Trained in the study of history, mathematics, science, and Greek philosophy, this woman was perhaps the world's first female historian. She is the author of the major source of information about the reign of her father, Alexius I Komnenos. Her 15 volume work, started to be written when she was 55 and banished to a monastery, is full of details about daily life at court, the deeds of her family, and the exchanges between the Eastern Romans and western crusaders during the first crusades. It is the symbol of the resurgence of the Empire of the Romans under the Komnenos dynasty. GAME STRATEGY: The limit of the Byzantine priests provided by Huge Cathedrals increases. A few buildings (Ikoners, Hippodroms) will provide more benefits.

  2. 2

    The Norman Wars

    usually around turn 111 (~1187)

    Needs
    • Anna Komnena has happened, you hold Constantinople, and it is past turn 100.
    Chance
    40% per turn.
    In-game event text

    There were many wars between the Romaioi and the Normans from Sicily: 1081, 1108, 1148, 1185, 1204 and later. GAME STRATEGY: Byzantine gets access to certain Latin units.

  3. 3

    Pronoia Reforms

    usually around turn 181 (~1222)

    Needs
    • The Norman Wars have happened and you hold Constantinople.
    • Past turn 160 with a crowned emperor (player only), or past turn 200.
    Chance
    40% per turn.

    UnlocksHeavy Pronoiarioi

    RetiresSlav Levies

    In-game event text

    GAME STRATEGY: Pronoiarii units start to replace the Stratiotiai units.

  4. 4

    Byzantine Art in Transition

    No fixed date

    Needs
    • After Pronoia: Constantinople is lost to another faction (not rebels).
    Chance
    Immediate.

    Opens the early route to the Byzantine Renaissance; it doesn't change recruitment by itself.

    In-game event text

    Centuries of continuous Roman political tradition and Hellenistic civilization underwent a crisis in 1204 with the sacking of Constantinople by the Venetian and French knights of the Fourth Crusade. During their half-century of exile, the last great flowing of Anatolian Hellenism began. As Nicaea emerged as the center of opposition under the Laskaris emperors, it spawned a renaissance, attracting scholars, poets, and artists from across the Byzantine world. A glittering court emerged as the dispossessed intelligentsia found in the Hellenic side of their traditions a pride and identity unsullied by association with the hated 'Latin' enemy. After the recapture of the capital in 1261 the Renaissance started to blossom in the whole empire. GAME STRATEGY: To start the pan-empire Renaissance of arts, Byzantium must re-capture the great city of Constantinople, the emperor must be crowned, and the faction must build at least 5 Ikoner Studios. Once it happens, the Ikoner Studios will start providing higher public order benefits.

  5. 5

    The Byzantine Renaissance

    usually around turn 305 (~1284)

    Needs
    • You hold Constantinople (again).
    • Renaissance allowed, 5+ Icon Studios and a crowned emperor - or simply past turn 300.
    Chance
    40% per turn.

    UnlocksMercenary Symmachika Infantry

    RetiresContaratoi

    In-game event text

    With the recapture of the capital in the later 13th century, Byzantine artists developed a new interest in landscapes and pastoral scenes, and the traditional mosaic-work (of which the Chora Church in Constantinople is the finest extant example) gradually gave way to detailed cycles of narrative frescoes (as evidenced in a large group of Mystras churches). The icons, which became a favored medium for artistic expression, were characterized by a less austere attitude, new appreciation for purely decorative qualities of painting and meticulous attention to details, earning the popular name of the Paleologan Mannerism for the period in general. GAME STRATEGY: Ikoners Studios provide higher public order.

World events that change your army

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

12 events
  1. 1

    The Second Lateran Council

    usually around turn 17 (~1140)

    Needs
    • Happens in 1140.

    UnlocksLevy Crossbowmen

    In-game event text

    The Church has finished another great meeting, rectifying a number of issues that have appeared as a result of the schism within the church and the appearance of the antipope, Anacletus II. New canon laws have been created, one of which will be of particular interest to the knights of Europe; it is now forbidden to host or engage in tournaments and jousts that endanger life, and violation of this law is punishable with the deprivation of a Catholic burial. In the military dimension, the Council condemned heavily the use of the crossbow. This signifies change in the technology: this device became widespread. This is probably the time when larger bodies of troops became equipped with it. GAME STRATEGY: From now on, the crossbow militia units are available from the cities in Western Europe.

  2. 2

    Seafaring Innovation

    usually around turn 97 (~1180)

    Needs
    • Happens in 1180.

    UnlocksTrebuchetMangonel

    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.

  3. 3

    Heavy Mail

    usually around turn 141 (~1202)

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

    UnlocksMercenary Italian Infantry

    RetiresMercenary Anglosaxon Huscarls

    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)

  4. 4

    Cannons Developed

    usually around turn 325 (~1294)

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

    UnlocksLanternas

    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!

  5. 5

    Coat of Plates

    usually around turn 341 (~1302)

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

    RetiresSlavic Javelinmen

    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)

  6. 6

    Pavise Shields

    usually around turn 381 (~1322)

    Needs
    • Happens at a random point between 1312 and 1332.

    RetiresLevy Crossbowmen

    In-game event text

    The use of a large oblong convex shield, said to be designed in the northern Italian city of Pavia, is becoming popular. Used mainly by archers and crossbowmen to protect themselves from enemy fire (especially during sieges), a typical feature is a central groove on the inside to hold a stake that can inserted in the ground to act as a prop (c. 14th century)

  7. 7

    Man-Made Inferno!

    usually around turn 401 (~1332)

    Needs
    • Happens in 1332.

    UnlocksBombard

    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!

  8. 8

    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.

  9. 9

    Matchlock Developed

    usually around turn 597 (~1430)

    Needs
    • Happens at a random point between 1420 and 1440.

    RetiresPronoiarioi

    In-game event text

    A simple matchlock (often called a serpentine) is essentially an "S" shaped piece of metal with a central pivot which is attached to the side of a gun. By pulling on the bottom half of the pivot, the upper half, which holds a burning slow match (hemp or cotton rope soaked in saltpetre), is lowered into a pan containing a priming charge of powder to fire the gun. This allows the shooter to place the weapon on his shoulder and use both hands to aim, thus allowing him to concentrate on firing, rather than a match. The firearm that utilizes this device is known as the Arquebus. (c. Mid 15th century) A separate variety of matchlocks (called the snapping matchlock) has also been developed. In these, the serpentine is strongly spring-loaded, and released by pressing a button, pulling a trigger, or pulling a short string passing into the mechanism. As the match is often extinguished after its relatively violent collision with the flash pan, this type of matchlock has quickly fallen out of favour with regular soldiers, but is still often used in fine target weapons.

  10. 10

    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)

  11. 11

    Portable Clock

    usually around turn 757 (~1510)

    Needs
    • Happens in 1510.

    UnlocksLatin Handgunners

    In-game event text

    At last an inventor has found a means to create a portable timepiece! Peter Henlein, a locksmith from Nuremberg, has created a small clock being dubbed the 'Nuremberg Egg' for its oval shape. Once the spring mechanism inside its shell is wound, the 'egg' will display the hour, for almost two full days! Despite still being large enough to leave an incredibly unseemly lump in one's pocket, being seen in possession of one of Henlein's Nuremberg Eggs has become 'the' trinket to be seen to possess - for the few that can afford one.

  12. 12

    Advanced Matchlock

    usually around turn 849 (~1556)

    Needs
    • Happens at a random point between 1556 and 1557.

    UnlocksLate Musketeers

    In-game event text

    The simple serpentine of the arquebus has been replaced with a more advanced snaphance lock which uses a spring operated trigger or lever to lower the slow match into the priming pan which opens automatically (so keeping the priming dry until the exact moment of firing). The firearm that utilizes this device is known as a Musket. (c. Mid 16th century)

The crown: Kamelaúkion

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

  • Marmara (Kōnstantinoúpolis) with Hagia Sophiaholy city

Lands you must hold

Marmara (Kōnstantinoúpolis) Makedonia (Thessalonike) Thrake (Adrianoupolis) Albania (Dyrrachion) Epirus (Arta) Hellas (Kórinthos) Northern Bulgaria (Tarnovgrad) Southern Bulgaria (Triadica) Taurike (Chersonesos) Paphlagonia (Sinópē) Chaldia (Trapezous) Kretē (Chándakas) Bithynia (Níkaia) Ionia (Smyrne) Pamphylia (Attaleia) Kýpros (Lefkosia)

Or: a leader who personally retook Constantinople is crowned there without the land list.

Not needed with a Strong Legacy.

AI version (12 settlements)

Marmara (Kōnstantinoúpolis), Makedonia (Thessalonike), Thrake (Adrianoupolis), Epirus (Arta), Hellas (Kórinthos), Northern Bulgaria (Tarnovgrad), Southern Bulgaria (Triadica), Chaldia (Trapezous), Kretē (Chándakas), Bithynia (Níkaia), Ionia (Smyrne), Pamphylia (Attaleia)

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.

Pronoiarioi

Feudal, factional

NOBLES / MORALE 12/ IMPETUOUS/ HIGHLY TRAINED/ (Στρατιώται or προνιάριοι) The granting of pronoia (from eis pronoian - 'to administer'), beginning in the reign of Alexios I, was to become a notable element in the military infrastructure towards the end of the Komnenian period, though it became even more important subsequently. The pronoia was essentially the grant of rights to receive revenue from a particular area of land, a form of tax farming, and it was held in return for military obligations. Pronoia holders, whether native or of foreign origin, lived locally in their holding and collected their income at source, eliminating the cost of an unnecessary level of bureaucracy, also the pronoia ensured an income for the soldier whether or not he was on active campaign or on garrison duty. The pronoiar also had a direct interest in keeping his 'fief' productive and in defending the locality in which it was situated. The local people who worked the land under a pronoiar also rendered labour services, making the system semi-feudal, though the pronoia was not strictly hereditary. It is very probable that, like the landowning magnates, pronoiars had armed retinues and that the military service that this class provided was not limited to the pronoiar himself.Though Manuel I extended the provision of pronoia, payment of troops by cash remained the norm.

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.

  • 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 Medium Horse
Melee
attack 4, charge 11 (spear)
Defence
armour 10, skill 3, shield 5
Morale
12 · Impetuous · Highly trained
Cost
598 florins, 1117 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-3 in forest, -1 in snow
Heat
+6 fatigue in hot climates

Where & when to recruit

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

Building From start Pronoia~turn 181 Byzantine Renaissance~turn 305
Landowners' Guards Landowners Needs Farms in Cleared Land or better 233t 222t 233t
Provincial Council Landowners Needs Communal Farming or better 329t 320t 225t
Local Nobility Landowners Needs Farms and Estates or better 220t 214t 320t
Provincial Aristocracy Landowners Needs Agricultural Estates or better 317t 311t 317t

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

Latinika tagmata

mercenary unit (false-EDB), factional

(Λατινικόν) Quality: Superior. Type: . Latinika tagmata in general were the units made of Latin heavy cavalry and was recruited from the warriors and knights of Italy, France, The Low Countries, Germany and the Crusader States. Some Latin cavalrymen formed part of the regular soldiery of the empire and were supported by pay from the imperial treasury, or by pronoia grants, and were organised into formal regiments. Regular Latin 'knightly' heavy cavalry were part of the guard, with individual Latins or those of Western descent to be found in the imperial household, others were grouped into a formation later known as the latinikon. Alternatively, bands of mercenary knights were often hired for the duration of a particular campaign. The charge of the western knight was held in considerable awe by the Byzantines; Anna Komnene stated that "A mounted Kelt [an archaism for a Norman or Frank] is irresistible; he would bore his way through the walls of Babylon." The Latins’ equipment and tactics were identical to those of their regions of origin; though the appearance and equipment of such troops must have become progressively more Byzantine the longer they were in the emperor's employ. Some Latin soldiers, for example the Norman Roger son of Dagobert, became thoroughly integrated into Byzantine society. The descendants of such men, including the general Alexios Petraliphas and the naval commander Constantine Frangopoulos (“son-of-a-Frank”), often remained in military employ.[124] The son of the Norman knight Roger son of Dagobert, John Rogerios Dalassenos, married a daughter of John II, was made caesar and even made an unsuccessful bid for the imperial throne.The most well-known Latinikon were the Norman knights that entered the Empire’s service after the first Romano/Norman war in Italy. These Norman knights brought to the Byzantine army the concept of the shock cavalry charge, a tactic foreign to the Empire's forces up until this time. Many times found to be untrustworthy especially when the Empire fought against Catholic states, but they were one of the most reliable against Muslim enemies. In Byzantine service, they often adopted armour and weapon styles from the Roman armoury.

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.

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

Stats

Men
24 · riding Early Heavy Horse
Melee
attack 5, charge 12 (spear)
Defence
armour 11, skill 2, shield 5
Morale
12 · Impetuous · Highly trained
Cost
2256 florins, 846 upkeep, 4 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-2 in scrub, -3 in sand, -4 in forest, -2 in snow
Heat
+8 fatigue in hot climates

Where & when to recruit

Always needs: Orthodox ≥ 50% in region Byzantium regions

Building From start Anna Komnena~turn 57 Pronoia~turn 181
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better 225t 217t 212t
King's Stables Stables · castle only Needs Quarries or better 214t★1 211t★1 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

Archontopoulai

free professional, factional

(Αρχοντόπουλαί). Quality: Militia (Fanatic). Type: Urban Professional After the recent loss of the Empire’s provinces in Asia Minor, the Komneneans faced a serious lack of heavy cavalry. To remedy this problem, the Empire begun to recruit the underage sons of officers and nobles (often younger than 19 years of age). Although inexperienced, they were known for their religious zeal in battle, typified by the large metal cruxifixes that hung around their necks.

Abilities

No special abilities.

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

Stats

Men
32 · riding Roman Horse
Melee
attack 5, charge 9 (spear)
Defence
armour 13, skill 3, shield 4
Morale
9 · Disciplined · Highly trained
Cost
2644 florins, 994 upkeep, 3 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -1 in sand, -4 in forest, -2 in snow
Heat
+9 fatigue in hot climates

Where & when to recruit

Always needs: Orthodox ≥ 50% in region

Building From start Anna Komnena~turn 57 Pronoia~turn 181
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better 225t 217t 212t
King's Stables Stables · castle only Needs Quarries or better 214t★1 211t★1 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

Oikioi

Excepcional , bodyguard

EXCEPCIONAL UNIT / MORALE 16/ DISCIPLINED/ HIGHLY TRAINED/ LOCK MORALE Of increasing importance during the family-centric Komnenian period were the men known as oikeioi (ο?κείοι, "those of the household"); when mobilized for war the oikeioi were the equivalent of the household knights of western kings and would have served as kataphraktoi ( very heavy cavalry, not to be confused with the tagmata ). These household troops would have included the emperor's personal retinue, his relatives and close associates, also accompanied by their immediate retinues, and the young aristocrats attached to the court. Many pronoiars, even of latin origin, were able to become part of the oikioi, elevated their status into "eugeneis" ( of high birth, noble ).The oikeioi given their social status, would have been equipped with the finest arms and armour and mounted on the highest quality war-horses available.

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.

  • 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.

  • General's bodyguard

    Can serve as a named character's bodyguard.

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

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

Stats

Men
10 · riding Roman Armoured Horse
Melee
attack 8, charge 13 (spear)
Defence
armour 16, skill 8, shield 6
Morale
16 · Disciplined · Highly trained · never routs
Cost
3241 florins, 982 upkeep, 5 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-2 in scrub, -2 in sand, -5 in forest, -3 in snow
Heat
+9 fatigue in hot climates

Where & when to recruit

Always needs: Needs Stonemasons or better Orthodox ≥ 50% in region

Building From start Pronoia~turn 181 Byzantine Renaissance~turn 305 Matchlock Developed~turn 597
Imperial Scholae Barracks Barracks · city only 250t 240t 233t 229t

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

Tagmata Kataphraktoi

free professional, factional

(κατάφρακτοι).ELITE UNIT/ MORALE 15/ DISCIPLINED/ HIGHLY TRAINED. Katafraktoi constituted the revival of their Roman counterparts that had disappeared after the 6th century AD. They wear a "klivanion" made of metal plates that covered most of their body along with articulated armour on the arms and legs, and chainmail for the chest. A duvet was carried over the metal plates for the purpose of removing the possibility of overheating from direct sunlight. It is no coincidence that this type of armour was called "klivanion", a word derived from the ancient Greek term "klivanos", meaning "oven". even though at the beggining of the komnenian era they were of noticeably lesser quality than their western foes, during the middle komnenian era they had adapt the western battle style, charging in full instead of medium speed and with their spear underarm. after a few victorious battles they were comparable to the best western cavalry. They were known as vasilika tagmata or simply Tagmata. Three dagmata were the most famous, Macedonika, Thrakika and thessalika and named from their land of origin. Kataphraktoi were some of the heaviest armoured cavalry in history. GAMEPLAY NOTES: This Roman heavy cavalry elite unit can only be recruited in the imperial Scholae Barracks, normally in Constantinople, and in the high-level stables in Anatolia where most of their robust horses come from, they were a medieval tank feared for their powerful cavalry charge and the fear they instilled in their enemies when they saw them charge towards them, they have a high cost but are worth their price in gold, keep them away from enemy javelinmen and horse archers.

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.

  • 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.

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

  • Frightens cavalry

    Lowers the morale of enemy cavalry nearby.

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

Stats

Men
40 · riding Cataphract Armoured Horse
Melee
attack 6, charge 14 (spear)
Defence
armour 15, skill 4, shield 4
Morale
15 · Disciplined · Highly trained
Cost
4083 florins, 2559 upkeep, 5 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-2 in scrub, -2 in sand, -5 in forest, -3 in snow
Heat
+10 fatigue in hot climates

Where & when to recruit

Building From start
Imperial Scholae Barracks Barracks · city only Needs Stonemasons or better Orthodox ≥ 70% in region 214t★1
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Orthodox ≥ 50% in region Rum regions 114t★1
King's Stables Stables · castle only Needs Quarries or better Orthodox ≥ 50% in region Rum regions 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

Heavy Pronoiarioi

feudal knight, factional

(Προνοιαριοι). Quality: Elite. Type: Feudal (low availability). Contact with western European knights forced the Empire to equip their cavalry with heavier armour and stronger horses. To implement such a reform, the Emperor gave nobles larger tracts of land to farm (pronoiae), like those that the Scholarii had received. This system started to resemble the western European concept of feudalism. Pronoiars had the right to recruit armed squires with the obligation to join the Imperial armies in a time of danger. Some Pronoiars owned huge amounts of land and could afford large private armies, which sometimes fought against the Empire itself.

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.

  • 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 Roman Horse
Melee
attack 6, charge 12 (spear)
Defence
armour 13, skill 4, shield 4
Morale
12 · Impetuous · Highly trained
Cost
616 florins, 1231 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
+9 fatigue in hot climates

Where & when to recruit

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

Building Pronoia~turn 181 Byzantine Renaissance~turn 305 Pike and Shot~turn 797
Landowners' Guards Landowners Needs Farms in Cleared Land or better 250t 220t 211t
Provincial Council Landowners Needs Communal Farming or better 233t 317t 310t
Local Nobility Landowners Needs Farms and Estates or better 225t 213t 37t
Provincial Aristocracy Landowners Needs Agricultural Estates or better 320t 311t 35t

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

Vardariotes

mercenary unit (false-EDB), factional

(Βαρνταριόται). Quality: Superior. Type: The exact origin and nature of the Vardariotai is uncertain. The name first appears in the tenth century, when a bishopric of the "Vardariotai or Tourkoi" is mentioned as subject to the diocese of Thessalonica. The mid-fourteenth century writer Pseudo-Kodinos calls them "Persians" by race (a typical Byzantine anachronism for "Turks"), and recalls that they were settled in the Vardar river valley by an unnamed Byzantine emperor of old. In both cases, however, "Turks" probably implies the Magyars, who were called "Tourkoi" by the Byzantines in the tenth–eleventh centuries. Hence it seems that the Vardariotai were Magyars resettled in Macedonia in the tenth century, and that they had become Christians by the end of that century./nBy the twelfth century, the Vardariotai, their Magyar identity by now much diluted, were being recruited into the Byzantine army, and, at the latest during the latter part of the reign of Emperor Manuel I Komnenos (r. 1143–1180), they were formed into a distinct palace guard regiment

Abilities

  • 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.

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

Stats

Men
32 · riding Medium Horse
Missile
Quality Cav Composite Arrow: attack 3, range 100, 42 ammo
Melee
attack 4, charge 3 (sword)
Defence
armour 3, skill 2, shield 3
Morale
7 · Normal discipline · Trained
Cost
1841 florins, 647 upkeep, 4 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in sand, -3 in forest
Heat
+3 fatigue in hot climates

Where & when to recruit

Always needs: Orthodox ≥ 35% in region Tartar steppe or Byzantium regions Unique2 regions

Building From start
Stables Stables · castle only 214t
Knight's Stables Stables · castle only 211t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better 211t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better 211t★1
King's Stables Stables · castle only Needs Quarries or better 211t★2

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

Trapezuntine horse archers

free professional, factional

(Καβαλάριοι). Quality: Average. Type:. even though the art of horse archering had supplant within the roman natives and this role left for the nomadic tribes that served the empire, they were places in the asia minor and pontus that preserve this tradition. Trepizond in particular had long provide depentable horse archers and were a mix of georgian, roman and lazoi origin. They were described as warlike and although few in number they had a fearsome reputation. Trapezuntine horse archers become later on the backbone of the Empire of Trebizond (Greek: Βασίλειον τής Τραπεζούντας), a Byzantine Greek successor state of the Byzantine Empire founded in 1204 as a result of the capture of Constantinople by the Fourth Crusade and It is often known as "the last Greek Empire". in the komnenian army they propably had a role more like the Koursores and defensores, guarding the flanks of the army rather than the more mobile role of the lighter nomadic cavalry.

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.

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

Stats

Men
32 · riding Medium Horse
Missile
Quality Cav Mass Composite Arrow: attack 4, range 110, 30 ammo
Melee
attack 5, charge 5 (sword)
Defence
armour 7, skill 3, shield 2
Morale
9 · Disciplined · Highly trained
Cost
2091 florins, 786 upkeep, 4 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-3 in forest, -1 in snow
Heat
+5 fatigue in hot climates

Where & when to recruit

Always needs: Orthodox ≥ 35% in region

Building From start Anna Komnena~turn 57 Pronoia~turn 181
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better 225t 217t 212t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better 214t★1 211t★1 29t★1
King's Stables Stables · castle only Needs Quarries or better 310t★1 38t★1 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

Mounted Acritae

free professional, factional

FREE PROFESSIONALS/ MORALE 10/ DISCIPLINED/TRAINED (Ακρίται) Their name is derived from “acri”, meaning border. Acritae served as the border guards of the Empire and despite being ”thematical” (i.e. provincial) troops, they were paid as professionals as well as given land to tend (known as "economiae"). Acritae were some of the most common troops throughout the Empire and were usually armed with heavy javelins(martiuvarbulus),swords and padded or chain mail armour. Some Acritae were also formed as mounted units for increased mobility on the battlefield.

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • Anti-cavalry bonus +6

    Extra attack against cavalry (the number is the bonus).

  • 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.

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

Stats

Men
32 · riding Eastern Horse
Missile
Cav Javelin: attack 12, range 55, 6 ammo
Melee
attack 5, charge 6 (sword)
Defence
armour 4, skill 2, shield 3
Morale
10 · Disciplined · Trained
Cost
2393 florins, 962 upkeep, 2 turns to train
Mount effect
+6 vs Elephant
Terrain
-3 in forest, -1 in snow
Heat
+4 fatigue in hot climates

Where & when to recruit

Always needs: Orthodox ≥ 35% in region

Building From start Anna Komnena~turn 57 Pronoia~turn 181
Stables Stables · castle only Byzantium regions 220t 214t 211t
Stables Stables · castle only Not in Byzantium regions 233t 220t 214t
Knight's Stables Stables · castle only Byzantium regions 214t 211t 29t
Knight's Stables Stables · castle only Not in Byzantium regions 220t 214t 211t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Byzantium regions 214t★1 211t★1 29t★1
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Not in Byzantium regions 220t★1 214t★1 211t★1
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Byzantium regions 214t★2 211t★2 29t★2
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Not in Byzantium regions 220t★2 214t★2 211t★2
King's Stables Stables · castle only Needs Quarries or better Byzantium regions 214t★3 211t★3 29t★3
King's Stables Stables · castle only Needs Quarries or better Not in Byzantium regions 220t★3 214t★3 211t★3

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

Slav Levies

peasant levies, AOR unit

REGIONAL TROOPS/ MORALE 4/ LOW DISCIPLINE/ UNTRAINED/ FREE UPKEEP UNIT/ IS PEASANT/ AOR UNIT. Slavic peoples live mostly in Europe. The Slavs are the largest ethnolinguistic group in Europe. The core of the Slavic peoples was located until the 6th century north of the Carpathians, formerly called in the 1st century by Pliny the Elder and Tacitus Veneti or Veneti, in the territories of the ancient Scythians and Sarmatians. After the fall of the Roman Empire and the abandonment of several Germanic tribes of the areas they occupied to move south, along with a population explosion, the different communities that made up this ethnic group moved throughout the European continent. They are divided into Western Slavs (such as Poles or Czechs), Southern Slavs (such as Serbians or Bulgarians) and Eastern Slavs (such as Russians). These harsh slavic peasants fight in loose formation with spears and shields. They have poor equipment that they can barely afford, but they usually fight better than ordinary levies and are accustomed to a more hostile climate than their Western contemporaries.

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.

  • 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
60
Melee
attack 2, charge 1 (spear)
Defence
armour 1, skill 3, shield 4
Morale
4 · Low discipline · Untrained
Cost
652 florins, 457 upkeep, 1 turn to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
+1 in scrub, -1 in sand, +3 in forest, +1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Building From start Ostsiedlung~turn 111 Pronoia~turn 181
Town Watch Barracks · city only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t
Town Watch Barracks · city only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · ·
Town Watch Barracks · city only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t ·
Town Guard Barracks · city only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t
Town Guard Barracks · city only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · ·
Town Guard Barracks · city only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t ·
City Watch Barracks · city only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t
City Watch Barracks · city only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · ·
City Watch Barracks · city only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t ·
Militia Drill Square Barracks · city only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t
Militia Drill Square Barracks · city only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · ·
Militia Drill Square Barracks · city only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t ·
Militia Barracks Barracks · city only Needs Quarries or better Slavic or Russia regions or Kievan Rus regions 214t 214t 214t
Militia Barracks Barracks · city only Needs Quarries or better Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · ·
Militia Barracks Barracks · city only Needs Quarries or better Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t ·
Roman Castrum Barracks · city only Needs Stonemasons or better Slavic or Russia regions or Kievan Rus regions 214t 214t 214t
Roman Castrum Barracks · city only Needs Stonemasons or better Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · ·
Roman Castrum Barracks · city only Needs Stonemasons or better Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t ·
Royal Armoury Barracks · city only Needs Stonemasons or better Slavic or Russia regions or Kievan Rus regions 214t 214t 214t
Royal Armoury Barracks · city only Needs Stonemasons or better Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · ·
Royal Armoury Barracks · city only Needs Stonemasons or better Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t ·
Mustering Hall Barracks · castle only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t
Mustering Hall Barracks · castle only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · ·
Mustering Hall Barracks · castle only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t ·
Garrison Quarters Barracks · castle only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t
Garrison Quarters Barracks · castle only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · ·
Garrison Quarters Barracks · castle only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t ·
Drill Square Barracks · castle only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t
Drill Square Barracks · castle only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · ·
Drill Square Barracks · castle only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t ·
Barracks Barracks · castle only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t
Barracks Barracks · castle only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · ·
Barracks Barracks · castle only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t ·
Armoury Barracks · castle only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t
Armoury Barracks · castle only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · ·
Armoury Barracks · castle only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t ·

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

Contaratoi

urban militia, factional

URBAN MILITIA/ MORALE 6/ NORMAL DISCIPLINE/ TRAINED/ FREE UPKEEP UNIT (Κονταράτοι)Their name is derived from the Greek word for spear (kontos or kontarion). Contaratoi are the basic militia infantry unit and They make up the majority of each province’s armed forces. while not much trained or unexperienced they are inferior compare to more professional and heavy units such as the Scoutatoi but superior compared to other militias due to its Roman heritage and military training.

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.

  • 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 2, skill 3, shield 5
Morale
6 · Normal discipline · Trained
Cost
662 florins, 662 upkeep, 1 turn to train
Mount effect
+4 vs Horse, +4 vs Camel
Terrain
+1 in scrub, +2 in forest, -1 in snow
Heat
+3 fatigue in hot climates

Where & when to recruit

Always needs: Orthodox ≥ 25% in region

Building From start Anna Komnena~turn 57 Norman Wars~turn 111 Pronoia~turn 181 Byzantine Renaissance~turn 305
Town Watch Barracks · city only 111t 18t 111t 111t ·
Town Guard Barracks · city only 28t 27t 28t 28t ·
City Watch Barracks · city only 37t 36t 37t 37t ·
Militia Drill Square Barracks · city only 37t★1 36t★1 37t★1 37t★1 ·
Militia Barracks Barracks · city only Needs Quarries or better 36t★1 35t★1 36t★2 36t★2 ·
Roman Castrum Barracks · city only Needs Stonemasons or better 36t★3 35t★3 36t★3 36t★3 ·
Royal Armoury Barracks · city only Needs Stonemasons or better 36t★3 35t★3 36t★3 36t★3 ·
Imperial Scholae Barracks Barracks · city only Needs Stonemasons or better 36t★3 35t★3 36t★3 36t★3 ·
Mustering Hall Barracks · castle only 111t 111t 111t 19t 19t
Garrison Quarters Barracks · castle only 211t 211t 211t 29t 29t
Drill Square Barracks · castle only 29t★1 29t★1 29t★1 211t★1 211t★1
Barracks Barracks · castle only 29t★1 29t★1 29t★1 211t★1 211t★1
Armoury Barracks · castle only 29t★3 29t★3 29t★3 211t★3 211t★3

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

Scoutatoi Spearmen

free professional, factional

FREE PROFESSIONALS/ MORALE 11/ DISCIPLINED/ HIGHLY TRAINED/ (Σκουτάτοι) Deschenants of the roman legions, Greek and Roman units often took their names from the equipment they carried (e.g. hoplite is derived from the hoplon shield). In the Roman army the big, usually almond shaped shield was known as a scutus. In the Byzantine armies, the troops who carried those kind of shields were known as Scoutatoi. These were the standard line infantry of medieval Roman armies and in addition to their large shield, they were also armed with spears and/or swords. in the middle komnenian Era they consisted of veterans and experiensed sholdiers.

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
80
Melee
attack 4, charge 3 (spear)
Defence
armour 7, skill 6, shield 7
Morale
11 · Disciplined · Highly trained
Cost
3150 florins, 1308 upkeep, 3 turns to train
Mount effect
+5 vs Horse, +5 vs Camel
Terrain
-1 in sand, +1 in forest, -2 in snow
Heat
+7 fatigue in hot climates

Where & when to recruit

Always needs: Orthodox ≥ 35% in region

Building From start Norman Wars~turn 111 Pronoia~turn 181 Byzantine Renaissance~turn 305
Roman Castrum Barracks · city only Needs Stonemasons or better 28t 27t 27t 26t
Royal Armoury Barracks · city only Needs Stonemasons or better 28t★1 27t★1 27t★1 26t★1
Imperial Scholae Barracks Barracks · city only Needs Stonemasons or better 28t★3 27t★3 27t★3 26t★3
Drill Square Barracks · castle only 111t 111t 18t 18t
Barracks Barracks · castle only 211t 211t 28t 28t
Armoury Barracks · castle only 38t★1 38t★1 36t★1 36t★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 24 bonus pools for this unit that players don't.

Menaulatoi

free professional, factional

FREE PROFESSIONALS/ MORALE 12/ DISCIPLINED/ HIGHLY TRAINED/ (Σκυθικόν) Specialist Menaulion pikemen trained and equipped to counter the heavy cavalry of the Empires's opponents.It was a heavy lance 2.7 to 3.6 meters long with a thick shaft, used by Byzantine infantry as early as the 10th century AD against enemy heavy cavalry. Its use is attested by Emperor Nikephoros II in his treatise Praecepta Militaria, and by Nikephoros Ouranos and Leo VI the Wise in their Taktika. It is also described in the 10th-century treatise Sylloge Tacticorum. Men carrying the menaulia (menaulatoi, singular menaulatos) were deployed behind the battle line and were only ordered to advance to the front before the enemy cavalry charged.

Abilities

  • Pike phalanx

    Pikemen level their long pikes into a dense, multi-rank wall. Used by units with long pikes. Several ranks of pike points reach the enemy before they can strike back, so a phalanx is devastating to anything that attacks it from the front, cavalry especially. It is slow to turn and very weak on the flanks and rear, where the pikes can't reach.

  • Long spear

    Bonus when fighting cavalry, penalty against infantry.

  • Long pike

    Very long pikes, used in phalanx formation.

  • Anti-cavalry bonus +8

    Extra attack against cavalry (the number is the bonus).

  • 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
80
Melee
attack 3, charge 4 (spear)
Defence
armour 8, skill 5, shield 0
Morale
12 · Disciplined · Highly trained
Cost
3522 florins, 1561 upkeep, 3 turns to train
Mount effect
+7 vs Horse, +7 vs Camel, +7 vs Elephant
Terrain
-1 in scrub, -1 in sand, -1 in forest, -2 in snow
Heat
+8 fatigue in hot climates

Where & when to recruit

Always needs: Orthodox ≥ 35% in region

Building From start Norman Wars~turn 111 Pronoia~turn 181 Byzantine Renaissance~turn 305
Royal Armoury Barracks · city only Needs Stonemasons or better 18t 17t 17t 16t
Imperial Scholae Barracks Barracks · city only Needs Stonemasons or better 28t★1 27t★1 27t★1 26t★1
Barracks Barracks · castle only 111t 111t 28t 28t
Armoury Barracks · castle only 28t★1 28t★1 26t★1 26t★1

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

Levy Axemen

peasant levies, factional

PEASANTS LEVIES/ MORALE 3/ LOW DISCIPLINE/ UNTRAINED/ FREE UPKEEP UNIT/ IS PEASANT. The compulsory recruitment of the civilian population to serve in the army is called levy. The lowest level troops were the feudal levies: armed peasants who had to arm themselves with whatever they could get their hands on. Common throughout Europe, Levy Axemen are commoners who have been levied into local militias to defend towns, roads and bolster armies of their lords. With hardly any training and equipped with small axes and shields, these unarmoured units are useful in support roles for heavier units or garrison settlements.

Abilities

  • 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 3, charge 2 (axe)
Defence
armour 1, skill 1, shield 3
Morale
3 · Low discipline · Untrained
Cost
330 florins, 330 upkeep, 1 turn to train
Terrain
+1 in scrub, -1 in sand, +3 in forest
Heat
+2 fatigue in hot climates

Where & when to recruit

Always needs: Orthodox ≥ 25% in region Not in Byzantium regions

Building From start Norman Wars~turn 111
Mustering Hall Barracks · castle only 217t 211t
Garrison Quarters Barracks · castle only 212t 29t
Drill Square Barracks · castle only 212t 29t
Barracks Barracks · castle only 29t★1 27t★1
Armoury Barracks · castle only 27t★1 26t★1

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

Mercenary Anglosaxon Huscarls

mercenary unit

MERCENARIES / MORALE 10/ DISCIPLINED/ HIGHLY TRAINED These Axe-wielding mercenaries were an elite body of the formerly Anglosaxon armies who reigned before the Norman Conquest by William I the Conqueror. The surviving Huscarls at the Battle of Hastings witnessed with dismay the demise of their way of life after the death of their King Harold in battle. Following William I's subsequent conquest of all of England years later, he made it clear that there was no possibility for them to regain their positions as guards to a later Anglo-Saxon king. Therefore, many of them had no choice but to go into exile. Some returned to the places they had left, seeking opportunities among their equals in ancient countries like Norway or Denmark. Others opted to be hired as mercenaries in various royal or noble houses across Europe as German and Baltic lands. There was a service that enjoyed some popularity among exiled Saxons for many years: the 'Varangian Guard.' Originally comprised of Russians of Viking origin who had settled in Russia for about 300 years, it evolved to include not only Russians but also soldiers of Nordic or Scandinavian origin. Many AngloSaxons, particularly those with a significant Nordic component, especially in the north of England, decided to emigrate to the capital of the Byzantine Empire, Constantinople, in search of a better future. Among them were numerous former Huscarls who emigrated alongside the Anglo-Saxon nobility. Over the years, the Nordic component in the Byzantine Emperor's Varangian Guard began to decline, making way for the increasing prominence of the Anglo-Saxon contingent. Such was the emigration that the Varangian Guard came to be nicknamed 'the English Guard.' In the remaining Scandinavian countries where the Huscarl Corps persisted, they continued to fulfil their role with extreme rigour and honour within their ranks, but little else is known about them. These banished mercenaries armed with a two-handed axe, mail, kite shield and helmet present stiff opposition to all who would face the lords who host them and pay them for their services. GAMEPLAY NOTES: Mercenaries are used to quickly create an army or reinforce your own. They usually have high hiring and maintenance costs in exchange for being able to have them instantly and with military experience without needing military infrastructure. If you don't pay them their salary or you go bankrupt, they will disappear from your army. After all, they are mercenaries who fight for money for any faction or religion.

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.

  • 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.

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

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

Stats

Men
48
Melee
attack 9, charge 7 (axe)
Defence
armour 7, skill 7, shield 0
Morale
10 · Disciplined · Highly trained
Cost
2826 florins, 1066 upkeep, 1 turn to train
Mount effect
+2 vs Horse, +2 vs Camel, +2 vs Elephant
Terrain
-2 in sand, +1 in forest
Heat
+5 fatigue in hot climates

Where & when to recruit

Building From start
Roman Castrum Barracks · city only Needs Stonemasons or better Capital Byzantium regions 28t
Royal Armoury Barracks · city only Needs Stonemasons or better Capital Byzantium regions 28t★1
Imperial Scholae Barracks Barracks · city only Needs Stonemasons or better Capital Byzantium regions 28t★3
Merchants' Guild Merchants' Guild 225t
Master Merchants' Guild Merchants' Guild 214t
Merchants' Guild Headquarters Merchants' Guild 211t

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

Imperial Vestiaritai

Elite unit, factional

ELITE UNIT / MORALE 15/ DISCIPLINED/ HIGHLY TRAINED/ The vestiaritai (βεσιαριταί) appear in the mid-11th century, with the first known vestiarites, John Iberitzes, attested in 1049. As their name indicates, they had a connection to the imperial wardrobe and treasury, the vestiarion, probably initially raised as a guard detachment for it. From circa 1080 on, they were formally distinguished into two groups: the "inner" or "household" vestiaritai (eso or oikeioi vestiaritai), attached to the emperor's private treasury (the eso/oikeiakon vestiarion) under a megas primikerios, and the "outer" (exo vestiaritai) under a primikerios, who were probably under the public or state treasury (basilikon vestiarion). Gradually, they replaced various other groups of armed guards that the Byzantine emperors had employed inside Constantinople itself, such as the manglabitai or the pantheotai, and became the exclusive corps of the emperor's confidential agents. As the princess and historian Anna Komnene writes, they were the courtiers "closest" to the emperor. With the military crisis of the 1070s, they were also formed into a regular palace guard regiment, serving alongside the Varangian Guard in the Komnenian-era army. GAMEPLAY NOTES: This Roman elite unit can be recruited in the imperial palaces of Roman Empire (byzantine city halls and mayor palace buildings), representing the imperial guard that protect the imperial family and the power they exercise over the people, they are an expensive unit to recruit and maintain but in return they offer a high defense and morale in battle, they are a defensive unit willing to defend their Emperor and his family at all costs.

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.

  • 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.

Also: Sea-faring, Can withdraw

Stats

Men
40
Melee
attack 9, charge 3 (sword)
Defence
armour 13, skill 9, shield 7
Morale
15 · Disciplined · Highly trained
Cost
3100 florins, 1527 upkeep, 4 turns to train
Terrain
-1 in scrub, -2 in sand, -3 in snow
Heat
+10 fatigue in hot climates

Where & when to recruit

Always needs: Needs Stonemasons or better Without Grazing Lands or better Orthodox ≥ 50% in region

Building From start
Headquarters of the Doux Town Hall · city only Needs Didaskaleion or better 111t
Imperial Palace Town Hall · city only Needs Akademia or better 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

Scoutatoi Swordsmen

free professional, factional

FREE PROFESSIONALS/ MORALE 11/ DISCIPLINED/ HIGHLY TRAINED/ (Σκουτάτοι) Greek and Roman units often took their names from the equipment they carried (e.g. hoplite is derived from the hoplon shield). In the Roman army the shield was known as a scutus. In the Byzantine armies, the troops who carried shields were known as Scoutatoi. These were the standard line infantry of medieval Roman armies and in addition to their large shield, they were also armed with spears and/or swords.

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.

  • 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
80
Melee
attack 7, charge 4 (sword)
Defence
armour 7, skill 6, shield 7
Morale
11 · Disciplined · Highly trained
Cost
3202 florins, 1251 upkeep, 3 turns to train
Terrain
-1 in sand, +1 in forest, -2 in snow
Heat
+7 fatigue in hot climates

Where & when to recruit

Always needs: Orthodox ≥ 35% in region

Building From start Norman Wars~turn 111 Pronoia~turn 181 Byzantine Renaissance~turn 305
Roman Castrum Barracks · city only Needs Stonemasons or better 28t 27t 27t 26t
Royal Armoury Barracks · city only Needs Stonemasons or better 28t★1 27t★1 27t★1 26t★1
Imperial Scholae Barracks Barracks · city only Needs Stonemasons or better 28t★3 27t★3 27t★3 26t★3
Barracks Barracks · castle only 211t 211t 28t 28t
Armoury Barracks · castle only 38t★1 38t★1 36t★1 36t★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 24 bonus pools for this unit that players don't.

Tagmata Anglovarangoi Guard

Exceptional unit, factional

EXCEPTIONAL UNIT / MORALE 15/ IMPETUOUS/ HIGHLY TRAINED/ LOCK MORALE The Varangian Guard (Greek: Τάγμα τῶν Βαραγγῶν, Tagma ton Varangon) was an elite unit of the Byzantine Army from the 10th to the 14th century. Renowned for their triumph against the Pechenegs during the Komnenian era and remembered for their valiant last stand during the fall of Constantinople to the Latins in 1204, the members of the Varangian Guard served as personal bodyguards to the Byzantine Emperors. This distinguished unit was predominantly composed of recruits from Northern Europe, including Norsemen from Scandinavia and Anglo-Saxons from England. The deliberate policy of recruiting distant foreigners from outside Byzantium to serve as the emperor's personal guard was pursued because they lacked local political loyalties, making them reliable in suppressing revolts by disloyal Byzantine factions. The Rus' provided the earliest members of the Varangian Guard, serving in Byzantine ranks as early as 874. In 988, Emperor Basil II formally established the Guard following the Christianization of Kievan Rus' by Vladimir I of Kiev. Vladimir, who had recently seized power in Kiev with a Varangian army, sent 6,000 men to Basil as part of a military assistance agreement. Emperor Basil II, wary of the native Byzantine guardsmen whose loyalties often shifted with fatal consequences, opted to enlist the Varangians as his personal guardsmen. The Varangians, demonstrating unwavering loyalty—many with prior service in Byzantium—contrasted sharply with the unpredictable allegiances of their Byzantine counterparts. Immigrants from Denmark, Norway, Iceland, and Sweden maintained a predominantly Norse presence in the organization until the late 11th century. According to the late Swedish historian Alf Henrikson in his book 'Svensk Historia' (History of Sweden), Scandinavian Varangian guardsmen were distinguished by their long hair, a red ruby set in the left ear, and ornamental dragons sewn onto their chainmail shirts. During this period, Swedish men left in such numbers to enlist in the Byzantine Varangian Guard that a medieval Swedish law, Västgötalagen, declared that no one could inherit while staying in 'Greece'—the Scandinavian term for the Byzantine Empire. This measure aimed to curb emigration, especially as two other European courts simultaneously recruited Scandinavians: Kievan Rus' from 980 to 1060 and London from 1013 to 1051 (the Þingalið). Comprising primarily Norsemen and Rus during its first 100 years, the Varangian Guard witnessed an influx of Anglo-Saxons following the Norman conquest of England. By the era of Emperor Alexios Komnenos in the late 11th century, the Varangian Guard was largely recruited from Anglo-Saxons and others who had suffered at the hands of the Vikings and their Norman relatives. The Anglo-Saxons and other Germanic peoples shared with the Vikings a tradition of faithful, oath-bound service even unto death, and the Norman invasion of England resulted in many fighting men who had lost their lands and former masters, seeking positions elsewhere. The Varangian Guard not only served as security for the Byzantine emperors but also actively participated in numerous wars, frequently playing a decisive role by being strategically deployed at critical moments of battle. By the late 13th century, the Varangians underwent significant ethnic assimilation by the Byzantine Greeks, yet the Guard persisted and remained in existence until at least the mid-14th century. As late as 1400, there were individuals in Constantinople still identifying as 'Varangians.' GAMEPLAY NOTES: This exceptional unit can be recruited in the imperial palace of Constantinople,also special buildings in Rome (Castel of Sant Angelo) and Jerusalem (Holy Sepulchre) and the formal capitals of Rus and Nordic factions, they are a very expensive unit to recruit and maintain but in return they offer a high shock attack, they terrify their enemies and will fight to the end without retreating.Always on guard to protect the Emperor and his family and represent imperial power in the most important cities for the Roman Empire.

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.

  • 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.

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

  • Frightens cavalry

    Lowers the morale of enemy cavalry nearby.

Also: Sea-faring, Hides in forest

Stats

Men
60
Melee
attack 10, charge 8 (axe)
Defence
armour 11, skill 9, shield 0
Morale
15 · Impetuous · Highly trained · never routs
Cost
3842 florins, 2066 upkeep, 5 turns to train
Mount effect
+2 vs Horse, +2 vs Camel, +2 vs Elephant
Terrain
-2 in sand, +1 in forest
Heat
+10 fatigue in hot climates

Where & when to recruit

Always needs: Orthodox ≥ 70% in region Capital

Building From start Nemanja state~turn 105 Concentric Castles~turn 277 Dušan's Empire~turn 405 Matchlock Developed~turn 597
Headquarters of the Doux Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs Didaskaleion or better Byzantium regions or Kievan Rus regions or Russia regions or Georgian homeland 111t 111t 111t 111t 111t
Imperial Palace Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs Akademia or better Byzantium regions or Kievan Rus regions or Russia regions or Norway regions or Denmark regions or Georgian homeland 311t★1 311t★1 311t★1 311t★1 311t★1
Holy Sepulchre Chapel Holy Sepulchre · city only Needs Carpenters' Workshops or better Levant (Jerusalem) 114t 114t 114t 114t 114t
Holy Sepulchre Holy Sepulchre · city only Needs Carpenters' Workshops or better Levant (Jerusalem) 214t★1 214t★1 214t★1 214t★1 214t★1
Mausoleum Hadriani Castel Sant'Angelo · city only Catholic ≥ 50% in region Papal States regions 114t 114t 114t 114t 114t
Fort Sant'Angelo Castel Sant'Angelo · city only Catholic ≥ 50% in region Papal States regions 214t 214t 214t 214t 214t
Castel Sant'Angelo Castel Sant'Angelo · city only Catholic ≥ 50% in region Papal States regions · · 314t★1 314t★1 314t★1
Bastioned Castel Sant'Angelo Castel Sant'Angelo · city only Catholic ≥ 50% in region Papal States regions · · · · 314t★3
Chapel Svetog Petra Petrova Crkva Serbia regions 114t 114t 114t 114t 114t
Mala Crkva Svetog Petra Petrova Crkva Serbia regions 114t 114t 114t 114t 114t
Crkva Svetog Petra Petrova Crkva Serbia regions · 214t★1 214t★1 214t★1 214t★1
Velika Crkva Svetog Petra Petrova Crkva Serbia regions · · · 214t★1 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

Mercenary Italian Infantry

mercenary unit (false-EDB)

Quality: Superior. Type:. italians almost always were a significant part of the komnenian roman army, ussualy served in the navy, but post 1204 and the fall of constantinople the later emperors employ them also as heavy infantry and in large numbers. A good example of this was the italians that got hired by the contender of the imperial throne Theodorus A' Laskari in nikaia of asia minor. These italian mercenaries were mail shirts, helmets that were quite common on the western christian army of the era ( early 1200 ) pavisse shields, many of them with cuted the bottom part in order to stand on the ground and made a standing shieldwall and the fearsome italian halberds, axes and hammers. 800 of these men were standed alongside 1200 romans, latins and turks on command of theodorus laskaris in antiocheia, against 20.000 seljuk turks, latin and romans under the command of the sultan of iconium, Chai chosru who supported alexius for the imperial throne. with direct orders of laskaris, all the italian mercenaries paint their shields with the "ΧΡ" symbol.

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.

  • 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 8, charge 4 (sword)
Defence
armour 10, skill 8, shield 8
Morale
10 · Disciplined · Trained
Cost
2730 florins, 1024 upkeep, 3 turns to train
Terrain
-2 in sand, +2 in forest
Heat
+10 fatigue in hot climates

Where & when to recruit

Building Heavy Mail~turn 141 Portable Clock~turn 757
Roman Castrum Barracks · city only Needs Stonemasons or better Capital Byzantium regions 210t 210t
Royal Armoury Barracks · city only Needs Stonemasons or better Capital Byzantium regions 210t★1 210t★1
Imperial Scholae Barracks Barracks · city only Needs Stonemasons or better Capital Byzantium regions 210t★3 210t★3
Italian Trader Quarters Italian Traders · city only Needs Market or better Needs Merchant's Wharf or better Italian Traders regions Byzantium regions 117t 117t
Italian Trader Headquarters Italian Traders · city only Needs Fairground or better Needs Warehouse or better Italian Traders regions Byzantium regions 212t 212t
Italian Trader Colony Italian Traders · city only Needs Great Market or better Needs Docklands or better Italian Traders regions Byzantium regions 310t 310t
Merchants' Guild Merchants' Guild 217t ·
Master Merchants' Guild Merchants' Guild 28t ·
Merchants' Guild Headquarters Merchants' Guild 27t ·

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

Mercenary Symmachika Infantry

mercenary unit

MERCENARIES / MORALE 9/ NORMAL DISCIPLINE/ TRAINED Symachika (or auxiliary) were units formed from men of various Orthodox nations such as Bulgarians, Serbs, Armenians, Georgians, Greeks... that were obligated to Romans or were allies of them. Now they fight as mercenaries in their various regions where they live. This heavy infantry included mostly men from Serbia, Bulgaria, Georgia, Greeks, people from Anatolia, and Armenia. Just like the various ethnicities that fought for the Romans in the Komnenian period, they primarily used their own equipment with some Roman elements added during their time of service. Due to this Byzantine influence, they often fight in the Roman style and are well-equipped; therefore, they are often good mercenary infantry in lands where light cavalry sometimes predominates. GAMEPLAY NOTES: Mercenaries are used to quickly create an army or reinforce your own. They usually have high hiring and maintenance costs in exchange for being able to have them instantly and with military experience without needing military infrastructure. If you don't pay them their salary or you go bankrupt, they will disappear from your army. After all, they are mercenaries who fight for money for any faction or religion.

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.

  • 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
48
Melee
attack 7, charge 3 (sword)
Defence
armour 8, skill 6, shield 6
Morale
9 · Normal discipline · Trained
Cost
2270 florins, 964 upkeep, 1 turn to train
Terrain
-1 in scrub, -1 in sand, -4 in forest, -2 in snow
Heat
+9 fatigue in hot climates

Where & when to recruit

Always needs: Capital Byzantium regions

Building Byzantine Renaissance~turn 305
Militia Drill Square Barracks · city only 117t
Militia Barracks Barracks · city only Needs Quarries or better 212t
Roman Castrum Barracks · city only Needs Stonemasons or better 210t★1
Royal Armoury Barracks · city only Needs Stonemasons or better 310t★1
Imperial Scholae Barracks Barracks · city only Needs Stonemasons or better 310t★3

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

Acontistae

peasant levies, factional

PEASANTS LEVIES/ MORALE 3/ LOW DISCIPLINE/ UNTRAINED/ FREE UPKEEP UNIT/ IS PEASANT (Ακοντισταί). In the komnenian armies psiloi ( literaly "thin" ) were usually of rus or slavic origin. The true skirmish infantry, usually entirely unarmoured, of the Byzantine army were the psiloi. This term included foot archers, javelineers and slingers, though archers were sometimes differentiated from the others in descriptions. The psiloi were clearly regarded as being quite separate from the peltastes. Such troops usually carried a small buckler for protection and would have had an auxiliary weapon, a sword or light axe, for use in a close combat situation. These skirmishers troops could be deployed in open battle behind the protective ranks of the heavy infantry, or thrown forward to skirmish.The light troops were especially effective when deployed in ambush, as at the Battle of Hyelion and Leimocheir in 1177. These Roman peasants serve as light and cheap troops, useful for skirmishing or supporting heavier units, they will not hold the line when things get tough.

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • Anti-cavalry bonus +4

    Extra attack against cavalry (the number is the bonus).

  • Hardy

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

  • 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
52
Missile
Peasant Militia Javelin: attack 9, range 45, 4 ammo
Melee
attack 4, charge 2 (axe)
Defence
armour 2, skill 2, shield 1
Morale
3 · Low discipline · Untrained
Cost
306 florins, 306 upkeep, 1 turn to train
Mount effect
+6 vs Elephant
Terrain
+2 in scrub, +2 in forest, -1 in snow
Heat
+3 fatigue in hot climates

Where & when to recruit

Always needs: Orthodox ≥ 25% in region Byzantium regions

Building From start Norman Wars~turn 111
Mustering Hall Barracks · castle only 211t 217t
Garrison Quarters Barracks · castle only 29t 211t
Drill Square Barracks · castle only 29t 211t
Barracks Barracks · castle only 29t★1 211t★1
Armoury Barracks · castle only 29t★1 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

Psiloi Toxotae

urban militia, factional

URBAN MILITIA/ MORALE 5/ NORMAL DISCIPLINE/ TRAINED/ FREE UPKEEP UNIT (Τοξόται). In the komnenian armies psiloi ( literaly "thin" ) were usually of rus or slavic origin. The true skirmish infantry, usually entirely unarmoured, of the Byzantine army were the psiloi. This term included foot archers, javelineers and slingers, though archers were sometimes differentiated from the others in descriptions. The psiloi were clearly regarded as being quite separate from the peltastes. Such troops usually carried a small buckler for protection and would have had an auxiliary weapon, a sword or light axe, for use in a close combat situation. These missile troops could be deployed in open battle behind the protective ranks of the heavy infantry, or thrown forward to skirmish.The light troops were especially effective when deployed in ambush, as at the Battle of Hyelion and Leimocheir in 1177.

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
48
Missile
Militia Arrow: attack 3, range 135, 30 ammo
Melee
attack 3, charge 1 (axe)
Defence
armour 2, skill 2, shield 1
Morale
5 · Normal discipline · Trained
Cost
552 florins, 452 upkeep, 2 turns to train
Terrain
+1 in scrub, +2 in forest, -1 in snow
Heat
+3 fatigue in hot climates

Where & when to recruit

Building From start Anna Komnena~turn 57 Norman Wars~turn 111 Pronoia~turn 181 Byzantine Renaissance~turn 305
Town Guard Barracks · city only Orthodox ≥ 25% in region 117t 111t 18t 18t 117t
City Watch Barracks · city only Orthodox ≥ 25% in region 211t 28t 27t 27t 211t
Militia Drill Square Barracks · city only · · · · 28t
Militia Drill Square Barracks · city only Orthodox ≥ 25% in region 38t 37t 36t 36t ·
Militia Barracks Barracks · city only Needs Quarries or better · 36t★1 · · ·
Militia Barracks Barracks · city only Needs Quarries or better Orthodox ≥ 25% in region 37t★1 · 35t★1 35t★1 37t★2
Roman Castrum Barracks · city only Needs Stonemasons or better Orthodox ≥ 25% in region 37t★1 36t★1 35t★1 35t★1 37t★2
Royal Armoury Barracks · city only Needs Stonemasons or better Orthodox ≥ 25% in region 37t★2 36t★2 35t★2 35t★2 37t★2
Imperial Scholae Barracks Barracks · city only Needs Stonemasons or better Orthodox ≥ 25% in region 37t★3 36t★3 35t★3 35t★3 37t★3
Bowyer Ranges · castle only Orthodox ≥ 25% in region 114t 110t 110t 214t 225t
Practice Range Ranges · castle only Orthodox ≥ 25% in region 210t★1 28t★1 28t★1 210t★1 214t★1
Archery Range Ranges · castle only Orthodox ≥ 25% in region 38t★2 36t★2 36t★2 38t★2 210t★2
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Orthodox ≥ 25% in region 36t★3 35t★3 35t★3 36t★3 38t★3

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

Slavic Javelinmen

feudal levy, AOR unit

Local militia. Morale 5. The javelin is a perfect weapon for the common low status Slavs who can use his brawn to hurl them into the enemy's ranks. Light and mobile; the javelin is an infantry standard.

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 2, charge 1 (axe)
Defence
armour 1, skill 2, shield 2
Morale
5 · Low discipline · Untrained
Cost
969 florins, 365 upkeep, 1 turn to train
Mount effect
+6 vs Elephant
Terrain
+1 in scrub, -1 in sand, +3 in forest, +1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Always needs: Slavic

Building From start Heavy Mail~turn 141 Coat of Plates~turn 341
Town Watch Barracks · city only Russia regions or Kievan Rus regions 220t 220t 220t
Town Watch Barracks · city only Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t ·
Town Watch Barracks · city only Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t · ·
Town Guard Barracks · city only Russia regions or Kievan Rus regions 220t 220t 220t
Town Guard Barracks · city only Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t ·
Town Guard Barracks · city only Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t · ·
City Watch Barracks · city only Russia regions or Kievan Rus regions 220t 220t 220t
City Watch Barracks · city only Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t ·
City Watch Barracks · city only Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t · ·
Militia Drill Square Barracks · city only Russia regions or Kievan Rus regions 220t 220t 220t
Militia Drill Square Barracks · city only Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t ·
Militia Drill Square Barracks · city only Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t · ·
Militia Barracks Barracks · city only Needs Quarries or better Russia regions or Kievan Rus regions 220t 220t 220t
Militia Barracks Barracks · city only Needs Quarries or better Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t ·
Militia Barracks Barracks · city only Needs Quarries or better Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t · ·
Roman Castrum Barracks · city only Needs Stonemasons or better Russia regions or Kievan Rus regions 220t 220t 220t
Roman Castrum Barracks · city only Needs Stonemasons or better Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t ·
Roman Castrum Barracks · city only Needs Stonemasons or better Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t · ·
Royal Armoury Barracks · city only Needs Stonemasons or better Russia regions or Kievan Rus regions 220t 220t 220t
Royal Armoury Barracks · city only Needs Stonemasons or better Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t ·
Royal Armoury Barracks · city only Needs Stonemasons or better Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t · ·
Mustering Hall Barracks · castle only Russia regions or Kievan Rus regions 220t 220t 220t
Mustering Hall Barracks · castle only Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t ·
Mustering Hall Barracks · castle only Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t · ·
Garrison Quarters Barracks · castle only Russia regions or Kievan Rus regions 220t 220t 220t
Garrison Quarters Barracks · castle only Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t ·
Garrison Quarters Barracks · castle only Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t · ·
Drill Square Barracks · castle only Russia regions or Kievan Rus regions 220t 220t 220t
Drill Square Barracks · castle only Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t ·
Drill Square Barracks · castle only Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t · ·
Barracks Barracks · castle only Russia regions or Kievan Rus regions 220t 220t 220t
Barracks Barracks · castle only Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t ·
Barracks Barracks · castle only Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t · ·
Armoury Barracks · castle only Russia regions or Kievan Rus regions 220t 220t 220t
Armoury Barracks · castle only Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t ·
Armoury Barracks · castle only Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t · ·

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

Peltastes

free professional, factional

FREE PROFESSIONALS/ MORALE 10/ DISCIPLINED/TRAINED (Ακρίται) The type of infantryman called a peltast (peltastes) is far more heavily referenced in contemporary sources than the “spearman” or "contaratoi". Although the peltasts of Antiquity were light skirmish infantry armed with javelins, it would be unsafe to assume that the troops given this name in the Komnenian period were identical in function; indeed, Byzantine peltasts were sometimes described as “assault troops”. Komnenian peltasts appear to have been relatively lightly equipped soldiers ( lighter than scutatoi for sure ) capable of great battlefield mobility, who could skirmish but who were equally capable of close combat. Their arms may have included a shorter version of the kontarion spear which could be used as a heavy javelin and a sword. At Dyrrachion, for example, a large force of peltasts achieved the feat of driving off Norman cavalry. Peltasts were sometimes employed in a mutually supportive association with heavy cavalry.

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • Anti-cavalry bonus +4

    Extra attack against cavalry (the number is the bonus).

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

Stats

Men
52
Missile
Javelin: attack 12, range 55, 4 ammo
Melee
attack 6, charge 3 (sword)
Defence
armour 4, skill 4, shield 3
Morale
10 · Disciplined · Trained
Cost
1650 florins, 782 upkeep, 2 turns to train
Mount effect
+6 vs Elephant
Terrain
+1 in scrub, +2 in forest, -1 in snow
Heat
+2 fatigue in hot climates

Where & when to recruit

Always needs: Orthodox ≥ 35% in region Byzantium regions

Building From start Norman Wars~turn 111
Royal Armoury Barracks · city only Needs Stonemasons or better 18t 17t
Imperial Scholae Barracks Barracks · city only Needs Stonemasons or better 28t★1 27t★1
Garrison Quarters Barracks · castle only 111t 19t
Drill Square Barracks · castle only 211t 29t
Barracks Barracks · castle only 211t★1 29t★1
Armoury Barracks · castle only 211t★1 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

Mourtatoi

mercenary unit (false-EDB), factional

(Μουρτάτοι). Quality: Superior. Type: Local . According to Pseudi-Kodinos mourtatoi was more of a title than a name of origin and mourtatoi ( mourtatos, singular ) were a palace guard devision that they fought on foot as archers and were commanded by the stratopedarches of the mourtatoi. The word mourtatoi itself ought to derive from the arabo-Turkish word "murtedd", "murtat" , meaning "Apostate" or "renegade" and it has generally been thought that the mourtatoi were therefore christianized Turks. However, mourtatoi ( murtati in latin ) are described by anonymous western authors as not merely christanized Turks, but products of mixed marriage between greeks and turks. It is not clear if they were a roman palace guard unit or even sholdiers who served the roman army specifically or took place in the crusader armies also. Mourtatos was an ethnic and religious designator, paralleling "gasmoulos" ( half greek and half latin ) and similar, though not identical to "tourkopolos".

Abilities

  • 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
48
Missile
Quality Mass Composite Arrow: attack 6, range 200, 30 ammo
Melee
attack 3, charge 2 (sword)
Defence
armour 3, skill 6, shield 3
Morale
9 · Normal discipline · Trained
Cost
1792 florins, 672 upkeep, 2 turns to train
Terrain
+1 in scrub, +1 in sand, +1 in forest, -1 in snow
Heat
+3 fatigue in hot climates

Where & when to recruit

Always needs: Orthodox ≥ 35% in region

Building From start Anna Komnena~turn 57 Pronoia~turn 181 Byzantine Renaissance~turn 305
Practice Range Ranges · castle only 225t 214t 210t 28t
Archery Range Ranges · castle only 214t★1 210t★1 38t★1 36t★1
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 210t★2 28t★2 36t★2 35t★2

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

Siphonatores

free professional, factional

(Σιφωνάτορες) Very few things are known about these Imperial troops. They were among the most trusted and loyal troops because of the secret weapon they wielded. It is known that they started as ship assault troops but that they soon were also used to defend and attack defensive walls. Their primary weapon was a hand-held version of the naval siphon that spewed forth a jet of lethal flame. Anyone caught in the path of the fire would suffer the worst burns to their body, not just because of the heat of the flame but because the greek fire would stick to their skin and clothing and continue to burn after the siphon finished firing. To help protect their secret weapon, Emperors would ensure that these troops were well protected in heavy armour.

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.

  • Hardy

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

  • Knight

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

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

  • Frightens cavalry

    Lowers the morale of enemy cavalry 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
32
Missile
Greek Fire: attack 10, range 30, 2 ammo
Melee
attack 5, charge 2 (sword)
Defence
armour 9, skill 6, shield 3
Morale
11 · Disciplined · Highly trained
Cost
1822 florins, 685 upkeep, 3 turns to train
Terrain
-1 in sand, +1 in forest, -2 in snow
Heat
+9 fatigue in hot climates

Where & when to recruit

Building From start Cannons Developed~turn 325 Kankan Musa~turn 401
Imperial Scholae Barracks Barracks · city only Needs Stonemasons or better Capital Byzantium regions 125t 125t 125t
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

Levy Crossbowmen

feudal levy, standard

PEASANTS LEVIES/ MORALE 3/ LOW DISCIPLINE/ UNTRAINED/ FREE UPKEEP UNIT. The use of the crossbow became popular in the 12th century and also began to be used by lower class people and peasants as it was very easy to use and not very expensive to make compared to expensive armor and swords. The crossbow revolutionized the individual possibilities of killing the enemy: any inexperienced person could kill an accomplished warrior from a distance. This was so novel and threatening that it even merited Pope Innocent II, at the Lateran Council of the year 1139, to prohibit the use of the crossbow among Christian armies, and in a papal bull he warned Christianity against its use by "the danger that such a weapon represented for humanity" GAMEPLAY NOTES: Levy Crossbowmen can be quickly levied to garrison town. Poorly armoured and with low morales is better that they be behind walls for defend their settlements.

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
Militia Crossbow Bolt: attack 6, range 150, 18 ammo
Melee
attack 1, charge 1 (knife)
Defence
armour 1, skill 1, shield 0
Morale
3 · Low discipline · Untrained
Cost
317 florins, 317 upkeep, 2 turns to train
Terrain
+1 in scrub, -1 in sand, -2 in forest
Heat
+3 fatigue in hot climates

Where & when to recruit

Always needs: Orthodox ≥ 25% in region Not in Byzantium regions

Building The Second Lateran Council~turn 17 Anna Komnena~turn 57 The Third Lateran Council~turn 93 Pronoia~turn 181 New Crossbow Mechanics Developed~turn 211 Byzantine Renaissance~turn 305 Pavise Shields~turn 381
Town Watch Barracks · city only 125t 125t 117t 117t 111t 111t ·
Town Guard Barracks · city only 217t 217t 212t 212t 29t 29t ·
City Watch Barracks · city only 312t 312t 310t 310t 38t 38t ·
Militia Drill Square Barracks · city only 210t★1 210t★1 28t★1 28t★1 27t★1 27t★1 ·
Militia Barracks Barracks · city only Needs Quarries or better 38t★1 38t★1 37t★1 37t★1 36t★1 36t★1 ·
Roman Castrum Barracks · city only Needs Stonemasons or better 37t★1 37t★1 36t★1 36t★1 36t★2 36t★2 ·
Royal Armoury Barracks · city only Needs Stonemasons or better 36t★2 36t★2 36t★2 36t★2 35t★2 35t★2 ·
Imperial Scholae Barracks Barracks · city only Needs Stonemasons or better 37t★3 37t★3 36t★3 36t★3 36t★3 36t★3 ·
Bowyer Ranges · castle only Not in Egypt regions Not in Zengid regions Not in Abbasid regions Not in Turks regions Not in Georgian homeland · 125t 125t 114t 114t 110t 110t
Practice Range Ranges · castle only Not in Egypt regions Not in Zengid regions Not in Abbasid regions Not in Turks regions Not in Georgian homeland · 214t 214t 210t 210t 28t 28t
Archery Range Ranges · castle only Not in Egypt regions Not in Zengid regions Not in Abbasid regions Not in Turks regions Not in Georgian homeland · 310t 310t 38t 38t 36t 36t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Not in Egypt regions Not in Zengid regions Not in Abbasid regions Not in Turks regions Not in Georgian homeland · 38t★1 38t★1 36t★1 36t★1 35t★2 35t★2

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

Gasmuli

mercenary unit (false-EDB), factional

(Γασμούλοι). Quality: Militia. Type: Urban Militia (reduced morale in the field). Gasmuli was a name that characterized the men of mixed origin, latin, usually italian from one side and greek from the other. The name itself delivered from the latin "mulus" that passed to greek language as mulos "μούλος" meaning bastard. Gasmuli had the reputation of being very skilled sailors and fearsome marines. They often took part in the city's defence as militia, often using crossbows a very common weapon used in italian fleets and the swords as their weaponry. late on the term gasmuli tended to discriped any sholdier that was lightly armoured.

Abilities

  • Area attack

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

  • 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 Heavy Crossbow Bolt: attack 10, range 190, 18 ammo
Melee
attack 3, charge 2 (sword)
Defence
armour 9, skill 4, shield 0
Morale
8 · Normal discipline · Trained
Cost
2213 florins, 830 upkeep, 3 turns to train
Terrain
+1 in scrub, +2 in forest, -1 in snow
Heat
+9 fatigue in hot climates

Where & when to recruit

Building Anna Komnena~turn 57 Pronoia~turn 181 Byzantine Renaissance~turn 305
Bowyer Ranges · castle only Orthodox ≥ 35% in region Byzantium regions or Armenian or Georgian homeland 114t 110t 18t
Practice Range Ranges · castle only Orthodox ≥ 35% in region Byzantium regions or Armenian or Georgian homeland 214t 210t 28t
Archery Range Ranges · castle only Orthodox ≥ 35% in region Byzantium regions or Armenian or Georgian homeland 310t 38t 36t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Orthodox ≥ 35% in region Byzantium regions or Armenian or Georgian homeland 38t★1 36t★1 35t★2
Italian Trader Quarters Italian Traders · city only Needs Market or better Needs Merchant's Wharf or better Italian Traders regions Byzantium regions 114t 111t 17t
Italian Trader Headquarters Italian Traders · city only Needs Fairground or better Needs Warehouse or better Italian Traders regions Byzantium regions 212t 210t 27t
Italian Trader Colony Italian Traders · city only Needs Great Market or better Needs Docklands or better Italian Traders regions Byzantium regions 310t 38t 36t

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

Latin Handgunners

mercenary unit (false-EDB), factional

Quality: Superior. Type: Mercenary (low recruitment and replenishment costs, often reduced morale and high upkeep). In order to protect their economic interests in the cities of the Empire where they lived, some Italian merchants recruited mercenaries from the Italian peninsula (mostly former naval crews and marines). As mercenaries they often employed the latest weaponry. The newly developed handguns and arquebuses were no exception.

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.

  • 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, Hides in forest, Can withdraw

Stats

Men
48
Missile
Quality Early Arquebus Bullet: attack 10, range 95, 12 ammo
Melee
attack 4, charge 1 (sword)
Defence
armour 10, skill 6, shield 0
Morale
9 · Normal discipline · Trained
Cost
2544 florins, 954 upkeep, 1 turn to train
Terrain
-1 in sand, +1 in forest, -2 in snow
Heat
+10 fatigue in hot climates

Where & when to recruit

Building Portable Clock~turn 757
Royal Armoury Barracks · city only Needs Stonemasons or better Capital Byzantium regions 16t
Imperial Scholae Barracks Barracks · city only Needs Stonemasons or better Capital Byzantium regions 26t★1
Italian Trader Quarters Italian Traders · city only Needs Market or better Needs Merchant's Wharf or better Italian Traders regions 110t
Italian Trader Headquarters Italian Traders · city only Needs Fairground or better Needs Warehouse or better Italian Traders regions 28t
Italian Trader Colony Italian Traders · city only Needs Great Market or better Needs Docklands or better Italian Traders regions 38t
Hanseatischer Quartier Hansa Teutonica Hanseatic Hre regions or Poland regions or Prussia regions 211t★1
Holsteintor Hansa Teutonica Hanseatic Hre regions Poland regions 311t
Merchants' Guild Merchants' Guild 211t
Master Merchants' Guild Merchants' Guild 26t
Merchants' Guild Headquarters Merchants' Guild 25t

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

Late Musketeers

free professional, standard

Quality: Average. Type: Urban Professional (increased training time based on unit type and quality, higher proportion of disciplined units). This weapon is similar to the late arquebus and lighter and handier than the heavier musket that preceded it. The noise, smoke and lethality of this weapon causes fear in its targets.

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.

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

Men
48
Missile
Flintlock Bullet: attack 24, range 125, 12 ammo
Melee
attack 4, charge 1 (sword)
Defence
armour 0, skill 5, shield 0
Morale
7 · Normal discipline · Highly trained
Cost
1491 florins, 561 upkeep, 4 turns to train
Terrain
+1 in scrub, -1 in sand, +3 in forest
Heat
+1 fatigue in hot climates

Where & when to recruit

Building Advanced Matchlock~turn 849
Militia Barracks Barracks · city only Needs Quarries or better 213t
Roman Castrum Barracks · city only Needs Stonemasons or better 213t
Royal Armoury Barracks · city only Needs Stonemasons or better 213t
Imperial Scholae Barracks Barracks · city only Needs Stonemasons or better 213t

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

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 Seafaring Innovation~turn 97 Making the Wind Work~turn 105
Siege Works Siege · city only Needs Carpenters' Workshops or better · 217t
Siege Works Siege · castle only 217t 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 Man-Made Inferno!~turn 401
Gunsmith Cannons · city only 27t
Cannon Maker Cannons · city only 110t
Cannon Foundry Cannons · city only 110t
Gunsmith Cannons · castle only 18t
Cannon Maker Cannons · castle only 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

Dromon

ship

A warship used by the Roman Empire since the 6th century, the Dromon is propelled by oar and sail and have a central tower from which marines can use their bow or throw spears and other projectiles.

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

Men
30
Melee
attack 7, charge 0
Defence
armour 0, skill 9, shield 0
Morale
14 · Normal discipline · Trained
Cost
1232 florins, 734 upkeep, 4 turns to train

Where & when to recruit

Always needs: Needs Carpenters' Workshops or better

Building From start
Port Ports · city only 27t
Port with Shipwright Ports · city only 35t
Port with Dockyard Ports · city only 33t
Great Harbour Ports · city only 33t★1
Port Ports · castle only 27t
Port with Shipwright Ports · castle only 35t
Port with Dockyard Ports · castle only 33t
Great Harbour Ports · castle only 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

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

Roman Fire Dromon

ship

ROMAN SPECIAL SHIP UNIT This Roman Dromon is modified to carry a medieval version of the flame thrower used to spew out Roman Fire at unfortunate foes. The flame thrower consists of a copper tube and a set of bellows which can pump out fiery death on to enemy ships, burning both enemy crew and vessel, and occasionally the attackers as well. Dromons were the flagship warships of the Byzantine fleet between the 5th and 12th centuries. They were an evolution of the ancient Roman galley, propelled by both oars and sails. The fire-bombing system of these dromons consisted of a large bronze tube at the bow called a siphon. Through a sophisticated system of boilers and pressure pumps, soldiers could eject a liquid chemical mixture. As it exited, the jet ignited, becoming a veritable flamethrower that incinerated enemy ships. They were expensive to maintain but could sink entire fleets thanks to the fact that they unleash their dreaded Greek Fire on the enemy, as demonstrated in the great Arab sieges of Constantinople in the 8th and 9th centuries and the clashes with the Rus' in the Bosphorus.

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

Men
30
Melee
attack 25, charge 0
Defence
armour 0, skill 13, shield 0
Morale
14 · Normal discipline · Trained
Cost
3564 florins, 1352 upkeep, 6 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 210t
Great Harbour Ports · city only 35t★1
Port with Shipwright Ports · castle only 210t
Port with Dockyard Ports · castle only 210t
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.

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.

Oikioi

Excepcional , bodyguard

EXCEPCIONAL UNIT / MORALE 16/ DISCIPLINED/ HIGHLY TRAINED/ LOCK MORALE Of increasing importance during the family-centric Komnenian period were the men known as oikeioi (ο?κείοι, "those of the household"); when mobilized for war the oikeioi were the equivalent of the household knights of western kings and would have served as kataphraktoi ( very heavy cavalry, not to be confused with the tagmata ). These household troops would have included the emperor's personal retinue, his relatives and close associates, also accompanied by their immediate retinues, and the young aristocrats attached to the court. Many pronoiars, even of latin origin, were able to become part of the oikioi, elevated their status into "eugeneis" ( of high birth, noble ).The oikeioi given their social status, would have been equipped with the finest arms and armour and mounted on the highest quality war-horses available.

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.

  • 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.

  • General's bodyguard

    Can serve as a named character's bodyguard.

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

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

Stats

Men
10 · riding Roman Armoured Horse
Melee
attack 8, charge 13 (spear)
Defence
armour 16, skill 8, shield 6
Morale
16 · Disciplined · Highly trained · never routs
Cost
3241 florins, 982 upkeep, 5 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-2 in scrub, -2 in sand, -5 in forest, -3 in snow
Heat
+9 fatigue in hot climates