SSHIM Guide

Cuman-Kipchak Confederation Units & recruitment

Pagan steppe nomads ruling the grasslands north of the Black Sea, raiding and trading with the Rus, Hungary and Byzantium.

Recruiting as Cumans

No reforms of its own

The Cumans have no faction reforms yet. Their army changes only through the world events below.

Help when the capital falls

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

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

World events that change your army

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

6 events
  1. 1

    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.

  2. 2

    Heavy Mail

    usually around turn 141 (~1202)

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

    UnlocksDismounted Khagan Druzhina

    In-game event text

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

  3. 3

    Cannons Developed

    usually around turn 325 (~1294)

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

    UnlocksBombard

    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!

  4. 4

    Die Kogge

    usually around turn 325 (~1294)

    UnlocksHolk

    In-game event text

    A cog (in German: die Kogge) is a type of ship that first appeared in the 10th century, and was widely used from around the 12th century on. It is clinker-built, generally of oak. These vessels were fitted with a single mast and a square-rigged single sail. They were mostly associated with seagoing trade in north-west medieval Europe, especially the Hanseatic League. Typical seagoing cogs ranged from about 15 to 25 meters in length, with a beam of 5 to 8 meters and were 30–200 tons burthen. In 13th century cogs would be decked, and larger vessels would be fitted with a stern castle, to afford more cargo space by keeping the crew and tiller up, out of the way; and to give the helmsman a better view. Also, a number of smaller innovations took place what enabled faster and safer travel. GAME STRATEGY: Ports will provide more trade income for the East European factions. Trade benefits from the Hanseatic buildings will also increase. Setting up of a domination by Lübeck (i.e. building Holsteintor) is enabled, and after it is build a number of further Hanseatic buildings will be available for construction. The ships of the factions from the Northern Europe will have an increased range.

  5. 5

    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.

  6. 6

    Gothic Plate Armor

    usually around turn 641 (~1452)

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

    UnlocksCannon

    In-game event text

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

The crown: Khans' Crown

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

  • Khazaria (Sharukan) with Tengir Sanctuary or better
  • Khazaria (Sharukan) with C Tengir Altar or better

Lands you must hold

Volga Bulgaria (Bolghar) Kazak Steppes (Kiçi-Saray) Volga Delta (Saqsin) Kypchak Steppes (Azaq) Scythia (Sharkil) Khazaria (Sharukan) Taurike (Chersonesos) Circassia (Tmutarakan) Moldavia (Siret) Wallachia (Târgovişte)

Only while no other faction holds this crown

Not needed with a Strong Legacy.

AI version (7 settlements)

Volga Delta (Saqsin), Kypchak Steppes (Azaq), Scythia (Sharkil), Khazaria (Sharukan), Taurike (Chersonesos), Circassia (Tmutarakan), Moldavia (Siret)

Buildings that depend on the crown

BuildingEffectUncrownedCrowned
MintFinance Needs a crowned king to buildOr instead: after the Bardi Bank event, Muslim factions, Byzantium

Units

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

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.

Khagan Bodyguards

feudal knight, bodyguard

Quality: Elite. Type: Early Professional. The Khagan Bodyguards are his personal retinue drawn from the leaders of the Cuman people and the best batirs of the Cuman tribes. Their war-trained horses are priceless and their armament is made by the finest masters in the East. These nomadic warriors can fight on equal footing with any and all of the most elite warriors of settled people.

Abilities

  • Area attack

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

  • Armour piercing

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

  • Very hardy

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

  • Command

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

  • General's bodyguard

    Can serve as a named character's bodyguard.

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

Stats

Men
10 · riding Mamluk Horse
Missile
Elite Cav Mass Composite Arrow: attack 5, range 120, 42 ammo
Melee
attack 5, charge 3 (mace)
Defence
armour 11, skill 6, shield 3
Morale
12 · Impetuous · Highly trained
Cost
250 florins, 499 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest
Heat
+7 fatigue in hot climates

Where & when to recruit

Always needs: Without Farms in Cleared Land or better Tartar steppe or Cuman steppe Pagan ≥ 50% in region

Building From start
Nomad Headquarters Grazing Lands 214t

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

Cuman Horse Warband

AOR unit, tribal unit

REGIONAL TROOPS/ MORALE 6/ LOW DISCIPLINE/ TRAINED/ FREE UPKEEP UNIT/ IS PEASANT The Cumans were a Turkic nomadic people of Central Asia, constituting the western branch of the Cuman-Kipchak confederacy and speaking the Cuman language. In Russia, they are known as Polovtsians, while Western sources refer to them as Cumans, and Eastern sources as Kipchaks. Related to the Pechenegs, the Cumans inhabited a shifting area north of the Black Sea and along the Volga River known as Cumania. From there, the Cuman-Kipchaks interfered in the politics of the Caucasus and the Khwarazmian Empire. Many Cumans eventually settled west of the Black Sea, influencing the politics of Kievan Rus', the Byzantine Empire, and several Latin nations. The Cumans were formidable nomadic warriors of the Eurasian steppe, leaving a lasting impact on the region and the medieval Balkans. Known for their cultural sophistication and military prowess, they initially fought as light cavalry and later developed into heavy cavalry.Equipped with weapons like the recurved bow and later the compound bow (carried on the hip using a quiver), a javelin, a slightly curved saber, mace, and a heavy spear for spearing, the Cumans employed tactical versatility. They maintained a large number of reserve horses (10-12 mounts) to ensure a fresh horse was always available. An essential accessory was a small whip attached to the rider's wrist. Tactically, the Cumans followed typical steppe nomad strategies, utilizing repeated charges by horse archers to wear down and confuse the enemy, employing feigned retreats, and setting up ambushes. These Cuman horse archers are the core of any Cuman or Esteparian army. Clad in light armour, they are highly agile in combat, employing hit-and-run tactics—shooting arrows at the enemy and then swiftly retreating to avoid retaliation.

Abilities

  • Horde

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

  • 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.

  • Hardy

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

  • 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
32 · riding Fast Pony
Missile
Cav Arrow: attack 4, range 120, 18 ammo
Melee
attack 3, charge 4 (sword)
Defence
armour 1, skill 2, shield 3
Morale
6 · Low discipline · Trained
Cost
550 florins, 850 upkeep, 2 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
+4 in scrub, -1 in sand, -2 in forest, +1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Building From start
Grazing Lands Grazing Lands Without Farms and Estates or better Tartar steppe or Cuman steppe 214t
Grazing Lands Grazing Lands Without Farms and Estates or better Tartar steppe or Cuman steppe Tartar steppe +50t
Grazing Lands Grazing Lands Without Farms and Estates or better Tartar steppe or Cuman steppe Cuman steppe +50t
Nomad Encampment Grazing Lands Without Communal Farming or better Tartar steppe or Cuman steppe 29t
Nomad Encampment Grazing Lands Without Communal Farming or better Tartar steppe or Cuman steppe Tartar steppe +50t
Nomad Encampment Grazing Lands Without Communal Farming or better Tartar steppe or Cuman steppe Cuman steppe +50t
Nomad Headquarters Grazing Lands Without Farms in Cleared Land or better Tartar steppe or Cuman steppe 37t
Nomad Headquarters Grazing Lands Without Farms in Cleared Land or better Tartar steppe or Cuman steppe Tartar steppe +50t
Nomad Headquarters Grazing Lands Without Farms in Cleared Land or better Tartar steppe or Cuman steppe Cuman steppe +50t
Stables Stables · castle only Cuman steppe +50t
Stables Stables · castle only Tartar steppe 114t
Stables Stables · castle only Turks regions or Georgian homeland or Kievan Rus regions Not in Tartar steppe 120t
Knight's Stables Stables · castle only Cuman steppe +50t
Knight's Stables Stables · castle only Tartar steppe 211t
Knight's Stables Stables · castle only Turks regions or Georgian homeland or Kievan Rus regions Not in Tartar steppe 214t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Cuman steppe +50t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Tartar steppe 39t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Turks regions or Georgian homeland or Kievan Rus regions Not in Tartar steppe 311t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Tartar steppe 38t★1
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Turks regions or Georgian homeland or Kievan Rus regions Not in Tartar steppe 39t★1
King's Stables Stables · castle only Needs Quarries or better Tartar steppe 37t★3
King's Stables Stables · castle only Needs Quarries or better Turks regions or Georgian homeland or Kievan Rus regions Not in Tartar steppe 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

Türkmen Cavalry

AOR unit, tribal unit

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

Abilities

  • Horde

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

  • Area attack

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

  • Hardy

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

  • Cantabrian circle

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

  • Peasant

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

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

Stats

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

Where & when to recruit

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

Building From start The Timurids Invade!~turn 521
Grazing Lands Grazing Lands Without Farms and Estates or better Tartar steppe or Cuman steppe 211t 211t
Nomad Encampment Grazing Lands Without Communal Farming or better Tartar steppe or Cuman steppe 211t 211t
Nomad Headquarters Grazing Lands Without Farms in Cleared Land or better Tartar steppe or Cuman steppe 211t 211t
Stables Stables · castle only Before The Mongols Invade! 211t 211t
Stables Stables · castle only After The Mongols Invade! 222t ·
Knight's Stables Stables · castle only Before The Mongols Invade! 213t 213t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Before The Mongols Invade! 213t 213t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Before The Mongols Invade! 213t 213t
King's Stables Stables · castle only Needs Quarries or better Before The Mongols Invade! 213t 213t

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

Bekh Druzhina

tribal unit, factional

Quality: Exceptional. Type: Feudal (low availability). These troops fielded by rich Bekhs are well trained and well armed with powerful horn bows and high-grade chainmail. They are the major strike force in the Cuman Hordes. These troops are elite horse archers and should be used as such — hand-to- hand fighting with powerful enemies is a sure way to massive casualties.

Abilities

  • Area attack

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

  • Very hardy

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

  • Command

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

  • Formed charge

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

  • Cantabrian circle

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

  • 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
32 · riding Eastern Horse
Missile
Exceptional Cav Mass Composite Arrow: attack 4, range 130, 30 ammo
Melee
attack 5, charge 5 (sword)
Defence
armour 5, skill 4, shield 3
Morale
9 · Low discipline · Trained
Cost
709 florins, 709 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in sand, -2 in forest, +1 in snow
Heat
+4 fatigue in hot climates

Where & when to recruit

Always needs: Pagan ≥ 35% in region

Building From start
Nomad Encampment Grazing Lands Without Communal Farming or better Tartar steppe or Cuman steppe 214t
Nomad Encampment Grazing Lands Without Communal Farming or better Tartar steppe or Cuman steppe Tartar steppe +50t
Nomad Encampment Grazing Lands Without Communal Farming or better Tartar steppe or Cuman steppe Cuman steppe +50t
Nomad Headquarters Grazing Lands Without Farms in Cleared Land or better Tartar steppe or Cuman steppe 39t
Nomad Headquarters Grazing Lands Without Farms in Cleared Land or better Tartar steppe or Cuman steppe Tartar steppe +50t
Nomad Headquarters Grazing Lands Without Farms in Cleared Land or better Tartar steppe or Cuman steppe Cuman steppe +50t
Knight's Stables Stables · castle only Tartar steppe 114t
Knight's Stables Stables · castle only Turks regions or Georgian homeland or Kievan Rus regions Not in Tartar steppe 120t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Tartar steppe 211t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Turks regions or Georgian homeland or Kievan Rus regions Not in Tartar steppe 214t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Tartar steppe 29t★1
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Turks regions or Georgian homeland or Kievan Rus regions Not in Tartar steppe 211t★1
King's Stables Stables · castle only Needs Quarries or better Tartar steppe 38t★1
King's Stables Stables · castle only Needs Quarries or better Turks regions or Georgian homeland or Kievan Rus regions Not in Tartar steppe 39t★1

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

Eastern Levy Spearmen

Levy spearmen

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. In Eastern Europe and Slavic or Rus lands , as in the rest of Europe, forced conscription of peasants was carried out to respond to the call of their lord. The difference is that these peasants are tougher in cold climates. These men 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 a spear and a shield, these unarmoured units are useful in support roles for heavier units or garrison settlements.

Abilities

  • Braced spear

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

  • Free upkeep

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

  • Peasant

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

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

Stats

Men
60
Melee
attack 2, charge 2 (spear)
Defence
armour 1, skill 1, shield 3
Morale
3 · Low discipline · Untrained
Cost
335 florins, 335 upkeep, 1 turn to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
+1 in scrub, -1 in sand, +2 in forest, +2 in snow
Heat
+3 fatigue in hot climates

Where & when to recruit

Always needs: Pagan ≥ 25% in region Not in Tartar steppe

Building From start
Town Watch Barracks · city only 114t
Town Guard Barracks · city only 211t
City Watch Barracks · city only 39t
Militia Drill Square Barracks · city only 28t★1
Militia Barracks Barracks · city only Needs Quarries or better 37t★2
Army Barracks Barracks · city only Needs Stonemasons or better 36t★3

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

Kasogi Spearmen

urban militia, factional

Type: Urban Militia. As the steppe settlements grow demographically and advance in their structures, urban troops can be sustained to defend them. Similar to its Roman, Georgian, and Rus neighbours, the growth of its cities allows it to have well-equipped and trained militias capable of facing more powerful enemies. Advanced steppe settlements can arm and field a decent infantry force armoured in lamellar armour. On the battlefield, they easily overpower any light infantry used against them. With shields and spears, even a light cavalry charge is not insurmountable.

Abilities

  • Braced spear

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

  • Free upkeep

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

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

Stats

Men
60
Melee
attack 2, charge 2 (spear)
Defence
armour 3, skill 3, shield 4
Morale
4 · Low discipline · Untrained
Cost
380 florins, 380 upkeep, 2 turns to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
-1 in sand, +1 in forest, -1 in snow
Heat
+4 fatigue in hot climates

Where & when to recruit

Always needs: Pagan ≥ 35% in region

Building From start
City Watch Barracks · city only Tartar steppe 214t
Militia Drill Square Barracks · city only Tartar steppe 311t
Militia Barracks Barracks · city only Needs Quarries or better Tartar steppe 39t★2
Army Barracks Barracks · city only Needs Stonemasons or better Tartar steppe 38t★2
Drill Square Barracks · castle only 28t
Barracks Barracks · castle only 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

Chude Militia

Tribal unit

TRIBAL TROOPS/ MORALE 5/ LOW DISCIPLINE/ UNTRAINED/IS PEASANT/ FREE UPKEEP UNIT The Chuds or Chude, as per the commentary of the monk Nestor in the First Russian Chronicle, were identified as the Ests or Estonians. In 1030, Yaroslav I the Wise invaded the county of Chuds, where he founded Yuriev, the Russian historical name for Tartu, Estonia. According to the ancient East Slavic chronicles, the Chuds played a significant role as one of the founders of Kievan Rus'. The Nestor Chronicle specifically describes the Chuds as co-founders of Kievan Rus', alongside the Slavs and the Vikings. In other ancient East Slavic chronicles, the term 'Chuds' refers to various Finnish tribes, particularly proto-Estonian groups. The warriors from the various tribes referred to as 'Chuds' by the Rus engage in warfare alongside the Knyaz, armed with short spears, axes, and small shields. While the more affluent among them may occasionally afford mail or even heavier armour, this infantry is still categorized as light and would face challenges standing against genuine professional troops in open combat. GAMEPLAY NOTES:This tribal unit belongs to the Finnish and Estonian tribes. They are inexpensive troops with free maintenance, being a mix of militia and tribal farmers, but they are not suitable for maintaining public order. They are useful for supplementing armies or as inexpensive garrisons.

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
52
Melee
attack 3, charge 2 (spear)
Defence
armour 1, skill 2, shield 3
Morale
5 · Low discipline · Untrained
Cost
604 florins, 339 upkeep, 1 turn to train
Mount effect
+3 vs Horse, +3 vs Camel
Terrain
-3 in sand, +3 in forest, +3 in snow
Heat
+2 fatigue in hot climates

Where & when to recruit

Always needs: Russia regions or Cuman steppe Unique1 regions or Kievan Rus regions Unique1 regions or Kievan Rus regions Unique2 regions or Lithuania regions Unique1 regions or Lithuania regions Unique2 regions

Building From start High era begins~turn 209 Late era begins~turn 517
Chude Camp Chude Without Farms and Estates or better 29t★3 210t★1 211t
Chude Village Chude Without Farms in Cleared Land or better 27t★4 28t★2 210t
Chude Town Chude Without Farms in Cleared Land or better 36t★5 37t★3 38t

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

Dismounted Khagan Druzhina

feudal knight, factional

Quality: Elite. Type: Early Professional. Hand-picked warriors from among the best of the best. Their mounts are priceless war-trained horses and their armaments are the best of what is available in the steppes - all which allows them to fight on equal footing with any and all warriors of their enemies, even in those rare cases when they must need to fight dismounted.

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.

  • Very hardy

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

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

Stats

Men
40
Melee
attack 5, charge 4 (spear)
Defence
armour 9, skill 6, shield 5
Morale
14 · Normal discipline · Trained
Cost
574 florins, 1147 upkeep, 1 turn to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
-2 in sand, +2 in forest
Heat
+9 fatigue in hot climates

Where & when to recruit

Always needs: Pagan ≥ 50% in region

Building Heavy Mail~turn 141
Drill Square Barracks · castle only Cuman steppe 117t
Drill Square Barracks · castle only Not in Cuman steppe 125t
Barracks Barracks · castle only Cuman steppe 111t★1
Barracks Barracks · castle only Not in Cuman steppe 117t

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

Steppe Infantry

AOR unit, tribal unit

REGIONAL TROOPS/ MORALE 4/ LOW DISCIPLINE/ UNTRAINED/ FREE UPKEEP UNIT/ IS PEASANT In the Eurasian steppes, numerous steppe tribes coexist, including Alans, Cumans, Kazakhs, and Pechenegs. While the majority fight on horseback, others cannot afford it and fight on foot. This steppe infantry serves as support and goes to war armed with nothing but ax and shield. They are poor militiamen defending their settlements, and although lacking experience, their courage and fierce dedication to protecting their homeland make them formidable foes nonetheless. These steppe tribal warriors can be found in many steppe lands or with proximity to them so they will be in many armies from turkish and cumans culture.

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 4, charge 1 (axe)
Defence
armour 0, skill 4, shield 4
Morale
4 · Low discipline · Untrained
Cost
258 florins, 158 upkeep, 1 turn to train
Terrain
+4 in scrub, +2 in forest, +3 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Building From start
Town Watch Barracks · city only Tartar steppe 37t
Town Guard Barracks · city only Tartar steppe 46t
City Watch Barracks · city only Tartar steppe 56t
Militia Drill Square Barracks · city only Tartar steppe 55t
Militia Barracks Barracks · city only Needs Quarries or better Tartar steppe 55t
Army Barracks Barracks · city only Needs Stonemasons or better Tartar steppe 54t
Mustering Hall Barracks · castle only 16t
Mustering Hall Barracks · castle only Tartar steppe 214t
Garrison Quarters Barracks · castle only 24t
Garrison Quarters Barracks · castle only Tartar steppe 214t
Drill Square Barracks · castle only 35t★1
Drill Square Barracks · castle only Tartar steppe 214t
Barracks Barracks · castle only 34t★1
Barracks Barracks · castle only Tartar steppe 214t

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

Cuman Warriors

AOR unit, tribal unit

REGIONAL TROOPS/ MORALE 8/ LOW DISCIPLINE/ TRAINED/ FREE UPKEEP UNIT/ IS PEASANT The Cumans were a Turkic nomadic people of Central Asia comprising the western branch of the Cuman-Kipchak confederacy who spoke the Cuman language. They are known as Polovtsians in Russia, Cumans in Western sources, and Kipchaks in Eastern sources. Related to the Pechenegs, the Cumans inhabited a shifting area north of the Black Sea and along the Volga River known as Cumania. From there, the Cuman-Kipchaks interfered in the politics of the Caucasus and the Khwarazmian Empire. Many Cumans eventually settled west of the Black Sea, influencing the politics of Kievan Rus', the Byzantine Empire, and several Latin nations. The Cumans were formidable nomadic warriors of the Eurasian steppe, leaving a lasting impact on the region and the medieval Balkans. Known for their cultural sophistication and military prowess, they initially fought as light cavalry and later developed into heavy cavalry.Equipped with weapons like the recurved bow and later the compound bow (carried on the hip using a quiver), a javelin, a slightly curved saber, mace, and a heavy spear for spearing, the Cumans employed tactical versatility. When dismounted, these Cuman warriors transition into light infantry or foot archers. While they struggle against heavier foes in close combat, their strength lies in unleashing a relentless rain of arrows upon the enemy.

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.

  • 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
56
Missile
Composite Arrow: attack 4, range 145, 18 ammo
Melee
attack 3, charge 1 (sword)
Defence
armour 0, skill 5, shield 3
Morale
8 · Low discipline · Trained
Cost
554 florins, 554 upkeep, 2 turns to train
Terrain
+3 in scrub, -1 in sand, +4 in forest, +3 in snow

Where & when to recruit

Building From start
Grazing Lands Grazing Lands Without Farms and Estates or better Tartar steppe or Cuman steppe 214t
Grazing Lands Grazing Lands Without Farms and Estates or better Tartar steppe or Cuman steppe Tartar steppe +50t
Grazing Lands Grazing Lands Without Farms and Estates or better Tartar steppe or Cuman steppe Cuman steppe +50t
Nomad Encampment Grazing Lands Without Communal Farming or better Tartar steppe or Cuman steppe 29t
Nomad Encampment Grazing Lands Without Communal Farming or better Tartar steppe or Cuman steppe Tartar steppe +50t
Nomad Encampment Grazing Lands Without Communal Farming or better Tartar steppe or Cuman steppe Cuman steppe +50t
Nomad Headquarters Grazing Lands Without Farms in Cleared Land or better Tartar steppe or Cuman steppe 37t
Nomad Headquarters Grazing Lands Without Farms in Cleared Land or better Tartar steppe or Cuman steppe Tartar steppe +50t
Nomad Headquarters Grazing Lands Without Farms in Cleared Land or better Tartar steppe or Cuman steppe Cuman steppe +50t
Town Guard Barracks · city only Tartar steppe 214t
City Watch Barracks · city only Tartar steppe 311t
Militia Drill Square Barracks · city only Tartar steppe 39t★1
Militia Barracks Barracks · city only Needs Quarries or better Tartar steppe 38t★2
Army Barracks Barracks · city only Needs Stonemasons or better Tartar steppe 37t★3
Bowyer Ranges · castle only Cuman steppe +33t
Bowyer Ranges · castle only Tartar steppe 114t
Practice Range Ranges · castle only Cuman steppe +33t
Practice Range Ranges · castle only Tartar steppe 211t
Archery Range Ranges · castle only Cuman steppe +33t
Archery Range Ranges · castle only Tartar steppe 29t★1
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Cuman steppe +33t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Tartar steppe 28t★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 Levy Archers

feudal levy, factional

Peasant levies. Morale 3. Slavic Levy Archers are accustomed to using their bow for hunting. These peasant archers are armed with a small bow, and a knife.

Abilities

  • Area attack

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

  • 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
48
Missile
Peasant Arrow: attack 2, range 120, 18 ammo
Melee
attack 1, charge 1 (knife)
Defence
armour 0, skill 1, shield 0
Morale
3 · Low discipline · Untrained
Cost
650 florins, 244 upkeep, 2 turns to train
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: Pagan ≥ 25% in region Not in Tartar steppe

Building From start
Town Guard Barracks · city only 214t
City Watch Barracks · city only 211t
Militia Drill Square Barracks · city only 29t★1
Militia Barracks Barracks · city only Needs Quarries or better 38t★2
Army Barracks Barracks · city only Needs Stonemasons or better 37t★3
Bowyer Ranges · castle only 114t
Practice Range Ranges · castle only 211t
Archery Range Ranges · castle only 29t★1
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 28t★3

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

Dismounted Bekh Druzhina

tribal unit, factional

Quality: Exceptional. Type: Feudal (low availability). These troops fielded by rich Bekhs are well trained and well armed with powerful horn bows and high-grade chainmail. They are the major strike force in the Cuman Hordes. In certain rare cases these warriors dismount to fight on foot, but this makes them considerably less effective.

Abilities

  • Area attack

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

  • 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.

  • 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.

  • 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
56
Missile
Exceptional Mass Composite Arrow: attack 6, range 200, 30 ammo
Melee
attack 7, charge 3 (sword)
Defence
armour 4, skill 7, shield 3
Morale
10 · Low discipline · Trained
Cost
857 florins, 857 upkeep, 1 turn to train
Terrain
+1 in scrub, -1 in sand, +3 in forest, +1 in snow
Heat
+4 fatigue in hot climates

Where & when to recruit

Always needs: Pagan ≥ 35% in region

Building From start
Nomad Encampment Grazing Lands Without Communal Farming or better Tartar steppe or Cuman steppe 214t
Nomad Encampment Grazing Lands Without Communal Farming or better Tartar steppe or Cuman steppe Tartar steppe +50t
Nomad Encampment Grazing Lands Without Communal Farming or better Tartar steppe or Cuman steppe Cuman steppe +50t
Nomad Headquarters Grazing Lands Without Farms in Cleared Land or better Tartar steppe or Cuman steppe 39t
Nomad Headquarters Grazing Lands Without Farms in Cleared Land or better Tartar steppe or Cuman steppe Tartar steppe +50t
Nomad Headquarters Grazing Lands Without Farms in Cleared Land or better Tartar steppe or Cuman steppe Cuman steppe +50t
Practice Range Ranges · castle only Tartar steppe or Kievan Rus regions or Turks regions 217t
Archery Range Ranges · castle only Tartar steppe or Kievan Rus regions or Turks regions 211t★1
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Tartar steppe or Kievan Rus regions or Turks regions 28t★3

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

Always needs: After The Mongols Invade!

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 Heavy Mail~turn 141
Siege Works Siege · city only Needs Carpenters' Workshops or better · · 217t
Siege Works Siege · city only Needs Carpenters' Workshops or better After The Mongols Invade! · 217t 217t
Siege Works Siege · castle only · · 217t
Siege Works Siege · castle only After The Mongols Invade! 217t 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 Cannons Developed~turn 325 Man-Made Inferno!~turn 401
Gunsmith Cannons · city only 27t 27t
Cannon Maker Cannons · city only 110t 110t
Cannon Foundry Cannons · city only · 110t
Gunsmith Cannons · castle only 18t 18t
Cannon Maker Cannons · castle only 112t 112t
Cannon Foundry Cannons · castle only · 112t

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

Grand Bombard

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

  • Stakes

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

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

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

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

Cannon

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

  • Stakes

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

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

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

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

Lad'Ya

ship

The Lad’ya is a Russian ship akin to a Cog crossed with a Longboat. First created around Novgorod in the 9th century, its design soon spread throughout the region. Equipped to carry troops and catapults as well, this ship is a deadly vessel against ill defended targets.

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

Men
30
Melee
attack 10, charge 0
Defence
armour 0, skill 4, shield 0
Morale
12 · Normal discipline · Trained
Cost
1364 florins, 444 upkeep, 2 turns to train

Where & when to recruit

Always needs: Needs Carpenters' Workshops or better

Building From start
Port Ports · city only 233t
Port with Shipwright Ports · city only 320t
Port with Dockyard Ports · city only 312t
Great Harbour Ports · city only 310t★1
Port Ports · castle only 233t
Port with Shipwright Ports · castle only 320t
Port with Dockyard Ports · castle only 312t
Great Harbour Ports · castle only 310t★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.

Holk

ship

Constructed with strong and durable oak, the Holk is an 11th century development of the Cog. It can hold and carry more troops for added defence and has a fore and aft castle added, giving the archers a better firing platform, as well as a place to mount small artillery, enhancing its already deadly capabilities.

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

Men
30
Melee
attack 10, charge 0
Defence
armour 0, skill 15, shield 0
Morale
14 · Normal discipline · Trained
Cost
1892 florins, 588 upkeep, 4 turns to train

Where & when to recruit

Building Die Kogge~turn 325 Confederation of Cologne~turn 401
Port with Shipwright Ports · city only Needs Carpenters' Workshops or better 220t 220t
Port with Dockyard Ports · city only Needs Carpenters' Workshops or better 212t 212t
Great Harbour Ports · city only Needs Carpenters' Workshops or better 37t★1 37t★1
Port with Shipwright Ports · castle only Needs Carpenters' Workshops or better 220t 220t
Port with Dockyard Ports · castle only Needs Carpenters' Workshops or better 212t 212t
Great Harbour Ports · castle only Needs Carpenters' Workshops or better 37t★1 37t★1
Hanseatische Faktorei Hansa Teutonica Hanseatic England regions or Norway regions or Denmark regions or Russia regions +10t +5t
Hanseatische Kaufmänner Hansa Teutonica Hanseatic Hre regions or Poland regions or Prussia regions +7t +4t
Hanseatischer Quartier Hansa Teutonica Hanseatic Hre regions or Poland regions or Prussia regions +5t +3t
Holsteintor Hansa Teutonica Hanseatic Hre regions Poland regions +5t +3t
Stalhof Hansa Teutonica Hanseatic Capital England regions +5t +3t
Peterhof Hansa Teutonica Hanseatic Capital Russia regions +5t +3t
Bryggen Hansa Teutonica Hanseatic Capital Norway regions +5t +3t
Hanseatischer Kontor Hansa Teutonica Hanseatic Flemish France regions +5t +3t

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.

Khagan Bodyguards

feudal knight, bodyguard

Quality: Elite. Type: Early Professional. The Khagan Bodyguards are his personal retinue drawn from the leaders of the Cuman people and the best batirs of the Cuman tribes. Their war-trained horses are priceless and their armament is made by the finest masters in the East. These nomadic warriors can fight on equal footing with any and all of the most elite warriors of settled people.

Abilities

  • Area attack

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

  • Armour piercing

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

  • Very hardy

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

  • Command

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

  • General's bodyguard

    Can serve as a named character's bodyguard.

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

Stats

Men
10 · riding Mamluk Horse
Missile
Elite Cav Mass Composite Arrow: attack 5, range 120, 42 ammo
Melee
attack 5, charge 3 (mace)
Defence
armour 11, skill 6, shield 3
Morale
12 · Impetuous · Highly trained
Cost
250 florins, 499 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest
Heat
+7 fatigue in hot climates