SSHIM Guide

Kingdom of England Units & recruitment

An Anglo-Norman kingdom straddling the Channel, with Normandy on the continent and the Welsh, Scots and Irish on its borders. Its army slowly turns from feudal levies to the famous longbow.

Recruiting as England

Reforms come with time

English reforms only need the turn number. Once it's reached there's about a 40% chance each turn - no buildings or capital required.

Trouble in Ireland

The first time an English army comes close to Duibhlinn (Dublin) while Scotland holds 1-4 settlements, an Irish-Scottish army of Galloglaich, Irish Kerns and Viking Raiders rises there.

Help when the capital falls

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

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

Reforms

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

  1. 1

    Thomas Becket Murdered

    usually around turn 73 (~1168)

    Needs
    • Past turn 70.
    Chance
    About 40% per turn.

    Changes how many of several English units you can recruit.

    In-game event text

    Thomas Becket (c.1118–December 29, 1170), once Chancellor of England and Archbishop of Canterbury, who has long been in contention with the king of England, has been murdered in Canterbury Cathedral. During Vespers, four wicked knights entered and slew him most vilely. The faithful across Europe have already declared him a martyr! To atone for the sins of his knights, the English king will surely have to perform a public penance at the tomb, which is fast becoming one of the great pilgrimage sites of England.

  2. 2

    Magna Carta Signed

    usually around turn 163 (~1213)

    Needs
    • Past turn 160.
    Chance
    About 40% per turn.

    RetiresAnglosaxon Spearmen

    In-game event text

    The Magna Carta was written because of disagreements between Pope Innocent III, King John of England, and his barons. The core point of contention concerned the rights of the King. To resolve their dispute, the Magna Carta requires the king to renounce certain rights, respect certain legal procedures, and accept that the will of the king can be bound by the law. It explicitly protects certain rights of the King's subjects-whether free or unfree-most notably the right of Habeas Corpus.

  3. 3

    English Archers

    usually around turn 303 (~1283)

    Needs
    • Past turn 300.
    Chance
    About 40% per turn.

    RetiresLevy Archers

    In-game event text

    The English have made practice with the Longbow compulsory, banning all sports but archery on Sundays. This has ensured that their king can call upon a large pool of expert archers at any time, thus providing them with an edge in whatever conflicts may come.

World events that change your army

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

21 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.

    UnlocksTrebuchet

    In-game event text

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

  3. 3

    Heavy Mail

    usually around turn 141 (~1202)

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

    UnlocksNorman KnightsUrban Spear MilitiaHeavy Sergeant SpearmenFeudal Foot KnightsNorman Foot KnightsMangonel

    RetiresNorman Serjeants

    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

    The Battle of Hattin

    usually around turn 143 (~1203)

    RetiresNorman MilitesNorman Milites Pedites

    In-game event text

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

  5. 5

    Concentric Castles

    usually around turn 277 (~1270)

    Needs
    • Happens at a random point between 1255 and 1285.

    UnlocksBill MilitiaMilitia Serjeants

    In-game event text

    The design of fortifications has entered a new era with the building of castles based on concentric layers of defenses. Unlike older square keeps castles, concentric castles had no central keep, but a very heavily defended entrance, and a central core defended by a series of curtain walls. The outer curtain wall has the smallest height, with the inner curtain wall nearest to the castle being the highest, so giving the defenders the maximum advantage over those attempting to take over the castle. GAME STRATEGY: The Sicilian faction and a few factions in South Italy can build now upper levels of the Norman Stronghold buildings (Castel in many provinces, Palazzo dei Normani in Palermo, Maschio Angioino in Naples).

  6. 6

    The Trade Wars of the Hanseatic League

    usually around turn 285 (~1274)

    UnlocksHolk

    In-game event text

    In the second part of 13th century, Lübeck and other Hanseatic cities started waging common wars. The strategies were being agreed at the Hanseatic Diets. The growing power of the merchants allowed them to negotiate lucrative deals with the far-away rulers. In particular, in 1266, Henry III of England granted the Lübeck and Hamburg Hansa a charter for operations in England, and the Cologne Hansa joined them in 1282 to form the most powerful Hanseatic colony in London. GAME STRATEGY: Four Hanseatic Kontors is available to be built in the special cities. The recruitment of units will improve, either through access to new units, or through faster regeneration of the recruitment pools.

  7. 7

    A New Era Begins

    usually around turn 337 (~1300)

    Needs
    • Happens in 1300.

    UnlocksMen At ArmsHeavy Sergeant SwordmenFoot Men At Arms

    In-game event text

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

  8. 8

    Coat of Plates

    usually around turn 341 (~1302)

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

    UnlocksKing's MenGuisarme MilitiaFoot King's MenHeavy BillmenLongbowmenYeoman ArchersRetinue Longbowmen

    RetiresLevy SpearmenLevy Axemen

    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)

  9. 9

    Pavise Shields

    usually around turn 381 (~1322)

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

    UnlocksArbalest Militia

    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)

  10. 10

    Man-Made Inferno!

    usually around turn 401 (~1332)

    Needs
    • Happens in 1332.

    UnlocksBombardRibault

    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!

  11. 11

    The beginning of the Hundred Years' War

    usually around turn 413 (~1338)

    Needs
    • Happens in 1338.

    UnlocksMortar

    In-game event text

    Open hostilities broke out as French ships began ravaging coastal settlements on the English Channel. The French King Philip VI reclaimed the Gascon fief, citing feudal law, and said that Edward had broken his oath (a felony) by not attending to the needs and demands of his lord. King Edward III responded by saying he is in fact the rightful heir to the French throne, and on All Saints' Day, Henry Burghersh, Bishop of Lincoln, arrived in Paris with the defiance of the king of England. War has been declared.

  12. 12

    Partial Plate Armor

    usually around turn 441 (~1352)

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

    UnlocksHalberd MilitiaHalberd Men at Arms

    In-game event text

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

  13. 13

    Handgun Developed

    usually around turn 461 (~1362)

    Needs
    • Happens at a random point between 1350 and 1375.

    UnlocksPikemen

    In-game event text

    Early handguns are short and stocky with a barrel length of 165mm and a bore of 15mm. Manufactures soon learn though that an increased barrel length allows the gunpowder to completely burn before the bullet leaves the muzzle, and guns become about 375mm in length with a bore of 21mm. Such weapons have no true stock, but are set on a wooden stave which is held under the arms while a smouldering match or hot wire is applied to the vent. (c. late 14th century). Later versions use a stock and a simple matchlock firing mechanism called a serpentine.

  14. 14

    Full Plate Armor

    usually around turn 521 (~1392)

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

    UnlocksHalberdiers

    RetiresUrban Spear Militia

    In-game event text

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

  15. 15

    A New Route to the East?

    usually around turn 543 (~1403)

    Needs
    • Happens at a random point between 1400 and 1406.

    UnlocksCarrack

    In-game event text

    It has been known since the time of the ancient Greeks that the world was round, but this information has yet to prove useful to the rulers of Europe... New interest in a trade route to Asia that bypasses the Muslim powers in the near east has spurred speculation that one such trade route might be found by sailing sufficiently far west. However, most scholars agree that with the vast distances involved, only a resurfaced Atlantis would offer any chance of an escape from starvation and dehydration for a convoy crazy or stupid enough to make the journey.

  16. 16

    Matchlock Developed

    usually around turn 597 (~1430)

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

    UnlocksArquebusiers

    RetiresNorman KnightsFeudal Foot KnightsNorman Foot KnightsEnglish Archer MilitiaSergeant Archers

    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.

  17. 17

    Gothic Plate Armor

    usually around turn 641 (~1452)

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

    UnlocksGeneral's BodyguardLate PikemenCulverin

    RetiresGeneral's BodyguardPikemen

    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)

  18. 18

    Portable Clock

    usually around turn 757 (~1510)

    Needs
    • Happens in 1510.

    UnlocksDemi LancersLate Arquebusiers

    RetiresArquebusiers

    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.

  19. 19

    Pike and Shot

    usually around turn 797 (~1530)

    Needs
    • Happens in 1530.

    UnlocksMounted Arquebusiers

    RetiresMen At ArmsHalberd Men at Arms

    In-game event text

    New technologies and tactics have made firearms increasingly more effective. In particular, infantry units have begun making greater use of the pike to ward off enemy cavalry, thus protecting gunners whose fire can then shatter even the most heavily-armored of enemies.

  20. 20

    The Rise of Shot

    usually around turn 841 (~1552)

    Needs
    • Happens at a random point between 1550 and 1555.

    UnlocksMusketeers

    In-game event text

    The number of firearms in European armies begins to rise, and those who previously dismissed the weapon are being forced to re-evaluate their decisions. Strength and steel are becoming less important as fire and lead begin to reign supreme.

  21. 21

    Advanced Matchlock

    usually around turn 849 (~1556)

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

    UnlocksLate Musketeers

    RetiresMusketeers

    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: Crown of the Normans

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

  • Essex (London) with The White Tower or better
  • Jerusalem with Holy Sepulchreholy city

Lands you must hold

Essex (London) Mercia (Lincoln) East Anglia (Norwich) Northumbria (York) Wessex (Bristol) Wales (Kaerenarvon) Scottish Lowlands (Dùn Èideann) Scottish Highlands (Obar Dheathain) Ireland (Duibhlinn) Anjou (Angers) Normandie (Rouen) Poitou (Poitiers) Aquitaine (Bordeaux)

Not needed with a Strong Legacy.

AI version (7 settlements)

Essex (London), Mercia (Lincoln), East Anglia (Norwich), Northumbria (York), Wessex (Bristol), Wales (Kaerenarvon), Scottish Lowlands (Dùn Èideann)

Shared crown: Scotland can win the same one, and once someone holds it nobody else can.

Buildings that depend on the crown

BuildingEffectUncrownedCrowned
MintFinance Needs a crowned king to buildOr instead: after the Bardi Bank event, Muslim factions, Byzantium
BankFinance Needs a crowned king to build
Hanseatische KaufmännerHansa Teutonica Happiness-1-1
Hanseatischer QuartierHansa Teutonica Happiness-2-2
HolsteintorHansa Teutonica Happiness-2-2
StalhofHansa Teutonica Happiness-20
PeterhofHansa Teutonica Happiness-20
BryggenHansa Teutonica Happiness-20
Hanseatischer KontorHansa Teutonica Happiness-20
The KeepTower of London Law+1+2
The KeepTower of London Population growth+1+2
The White TowerTower of London Law+2+3
The White TowerTower of London Population growth+2+3
The Tower of LondonTower of London Law+4+5
The Tower of LondonTower of London Population growth+4+5

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.

General's Bodyguard

feudal knight, bodyguard

Quality: Exceptional. These are truly formidable troops whose task it is to guard their liege. Wearing mail, or early plate armour and wielding lances, these elite troops fear little on the battlefield and make fearsome opponents. Loyal and disciplined, this elite unit of heavy cavalry accompanies their master wherever he goes on the battlefield.

Abilities

  • Very hardy

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

  • 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.

  • Knight

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

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

Stats

Men
10 · riding Royal Horse Marka
Melee
attack 6, charge 12 (spear)
Defence
armour 10, skill 5, shield 7
Morale
12 · Impetuous · Highly trained
Cost
239 florins, 478 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 Urban Equestrian After Concentric Castles or After Poland3 First Tourney Player

Building From start
Tourney Field Tourney 250t

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

Norman Milites

feudal knight, factional

NOBLES / MORALE 13/ IMPETUOUS/ HIGHLY TRAINED These men combine the traditions of the warrior culture of their viking ancestors and the heavy cavalry of their Frankish neighbours. These young men are the elite of Norman society, and follow their lord wherever he leads. They can be found across northern Europe, southern Italy and Sicily and even in the Holy Lands after the successful first crusade with high influence of Norman warriors. This powerful heavy cavalry have an high charge against enemies.

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.

  • 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.

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

Stats

Men
24 · riding Early Heavy Horse
Melee
attack 6, charge 12 (spear)
Defence
armour 10, skill 4, shield 5
Morale
13 · Impetuous · Highly trained
Cost
625 florins, 1150 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest, -1 in snow
Heat
+6 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 50% in region

Building From start Notre Dame~turn 53 Heavy Mail~turn 141 Battle of Hattin~turn 143 Concentric Castles~turn 277
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better 225t 225t 233t 233t 233t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better 318t 318t 225t 225t 225t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better 213t 213t 218t 218t 218t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better 39t 39t 213t 213t 213t
Norman Stronghold Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building 133t 133t 133t · ·
Castìdde du Monte Castelli Normanni Sicily regions Unique1 regions 233t 233t 233t · ·
Palazzo dei Normanni Castelli Normanni Sicily regions Capital 233t★1 233t★1 233t★1 · ·
The Site Tower of London · city only England regions Capital +25t +25t · · ·
The Keep Tower of London · city only Needs Carpenters' Workshops or better England regions Capital +25t +25t · · ·
The White Tower Tower of London · city only Needs Quarries or better England regions Capital +25t +25t · · ·
The Tower of London Tower of London · city only Needs Stonemasons or better England regions Capital · +25t · · ·

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

Also recruitable in some campaigns, depending on the order events happen: Castel.

Merchant Cavalry Militia

urban militia, regional (guild)

URBAN MILITIA/ MORALE 6/ NORMAL DISCIPLINE/ UNTRAINED/ FREE UPKEEP UNIT The rich as well as the poor must do their civic duty, but the rich prefer to ride. The wealth brought by trade allows merchants to equip themselves with horses and the finest armour available doing a medium urban militia. However, they lack the training and is not comparable to real knights so should not be relied on too far in battle.

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.

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

Stats

Men
32 · riding Medium Horse
Melee
attack 4, charge 6 (sword)
Defence
armour 7, skill 1, shield 4
Morale
6 · Normal discipline · Untrained
Cost
761 florins, 761 upkeep, 2 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest, -1 in snow
Heat
+5 fatigue in hot climates

Where & when to recruit

Building From start New trade routes in Europe~turn 291
Merchants' Guild Merchants' Guild 214t 29t
Master Merchants' Guild Merchants' Guild 16t 16t
Merchants' Guild Headquarters Merchants' Guild 24t 24t

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

Scouts

Regional troops, AOR unit

REGIONAL TROOPS/ MORALE 4/ NORMAL DISCIPLINE/ UNTRAINED/IS PEASANT/ AOR UNIT/ FREE UPKEEP UNIT More accustomed to working on foot, Scouts are untrained horsemen and as such not great fighters on horseback. They wear padded or light mail armour and are equipped with a spear and an axe. Cheap to recruit and equip, scouts are useful for running down fleeing troops and scattering archers. Due to low cost equipment many little setllements can upkeep them as local peasant militias.

Abilities

  • Armour piercing

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

  • 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
32 · riding Scout Horse
Melee
attack 3, charge 6 (spear)
Defence
armour 2, skill 1, shield 3
Morale
4 · Normal discipline · Untrained
Cost
1064 florins, 511 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in sand, +2 in snow
Heat
+2 fatigue in hot climates

Where & when to recruit

Building From start New Crossbow Mechanics Developed~turn 211 Partial Plate Armor~turn 441
Town Watch Barracks · city only Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions 220t 225t★1 233t★3
Town Guard Barracks · city only Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions 220t 225t★1 233t★3
City Watch Barracks · city only Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions 220t 225t★1 233t★3
Militia Drill Square Barracks · city only Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions 220t 225t★1 233t★3
Militia Barracks Barracks · city only Needs Quarries or better Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions 220t 225t★1 233t★3
Army Barracks Barracks · city only Needs Stonemasons or better Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions 220t 225t★1 233t★3
Royal Barracks Barracks · city only Needs Stonemasons or better Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions 220t 225t★1 233t★3
Stables Stables · castle only Denmark regions or Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions 220t 225t★1 233t★3
Stables Stables · castle only Not in France regions Not in Pisa regions Aragon regions or Spain regions or Portugal regions 220t 225t★1 233t★3
Stables Stables · castle only Not in Lithuania regions Not in Poland regions Not in Tartar steppe Kievan Rus regions or Russia regions 220t 225t★1 233t★3
Stables Stables · castle only Not in France regions Not in Hre regions Not in Serbia regions Pisa regions or Venice regions or Sicily regions or Papal States regions 220t 225t★1 233t★3
Knight's Stables Stables · castle only Denmark regions or Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions 220t 225t★1 233t★3
Knight's Stables Stables · castle only Not in France regions Not in Pisa regions Aragon regions or Spain regions or Portugal regions 220t 225t★1 233t★3
Knight's Stables Stables · castle only Not in Lithuania regions Not in Poland regions Not in Tartar steppe Kievan Rus regions or Russia regions 220t 225t★1 233t★3
Knight's Stables Stables · castle only Not in France regions Not in Hre regions Not in Serbia regions Pisa regions or Venice regions or Sicily regions or Papal States regions 220t 225t★1 233t★3
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Denmark regions or Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions 220t 225t★1 233t★3
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Not in France regions Not in Pisa regions Aragon regions or Spain regions or Portugal regions 220t 225t★1 233t★3
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Not in Lithuania regions Not in Poland regions Not in Tartar steppe Kievan Rus regions or Russia regions 220t 225t★1 233t★3
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Not in France regions Not in Hre regions Not in Serbia regions Pisa regions or Venice regions or Sicily regions or Papal States regions 220t 225t★1 233t★3
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Denmark regions or Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions 220t 225t★1 233t★3
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Not in France regions Not in Pisa regions Aragon regions or Spain regions or Portugal regions 220t 225t★1 233t★3
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Not in Lithuania regions Not in Poland regions Not in Tartar steppe Kievan Rus regions or Russia regions 220t 225t★1 233t★3
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Not in France regions Not in Hre regions Not in Serbia regions Pisa regions or Venice regions or Sicily regions or Papal States regions 220t 225t★1 233t★3
King's Stables Stables · castle only Needs Quarries or better Denmark regions or Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions 220t 225t★1 233t★3
King's Stables Stables · castle only Needs Quarries or better Not in France regions Not in Pisa regions Aragon regions or Spain regions or Portugal regions 220t 225t★1 233t★3
King's Stables Stables · castle only Needs Quarries or better Not in Lithuania regions Not in Poland regions Not in Tartar steppe Kievan Rus regions or Russia regions 220t 225t★1 233t★3
King's Stables Stables · castle only Needs Quarries or better Not in France regions Not in Hre regions Not in Serbia regions Pisa regions or Venice regions or Sicily regions or Papal States regions 220t 225t★1 233t★3

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

Hobilars

Free professionals, factional

FREE PROFESSIONALS/ MORALE 7/ NORMAL DISCIPLINE/ TRAINED/ It is thought the term 'Hobilars' comes from the Norman name 'hobby' for the small horses that Gaelic troops rode in Scotland and Ireland. In medieval warfare Hobilars are the lighter cavalry who support the knights on England. They shouldn't be relied on too far in battle, but can be valuable for chasing down fleeing enemy. GAMEPLAY NOTES:Hobilars are English light cavalry that can be recruited from stables only in english lands. They are slightly inferior to mounted sergeants but better than other European light cavalry and cheaper. Use them to pursue the enemy or as flank support.

Abilities

No special abilities.

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

Stats

Men
28 · riding Medium Horse
Melee
attack 4, charge 9 (spear)
Defence
armour 5, skill 3, shield 5
Morale
7 · Normal discipline · Trained
Cost
1279 florins, 507 upkeep, 2 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in sand, +1 in snow
Heat
+2 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 35% in region England regions

Building From start Heavy Mail~turn 141 Full Plate Armor~turn 521
Stables Stables · castle only 117t 111t 117t
Knight's Stables Stables · castle only 211t 28t 211t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better 38t 37t 38t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better 311t★1 38t★1 311t★1
King's Stables Stables · castle only Needs Quarries or better 37t★3 36t★3 37t★3

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

Mounted Sergeants

Sergeants, factional

SERGEANTS/ MORALE 8/ NORMAL DISCIPLINE/ TRAINED. Mounted Sergeants are the lesser armed cavalry that ride in support of the knights. They comprise squires, rich commoners, or lesser nobility that cannot afford the expensive armour of a real knight. Although they cannot compare to real knights in battle, with their spears and swords they can perform valuable service against lighter enemies.

Abilities

  • Formed charge

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

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

Stats

Men
28 · riding Scout Horse
Melee
attack 4, charge 9 (spear)
Defence
armour 5, skill 4, shield 4
Morale
8 · Normal discipline · Trained
Cost
1541 florins, 604 upkeep, 2 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in sand, -2 in forest
Heat
+3 fatigue in hot climates

Where & when to recruit

Building From start Notre Dame~turn 53 Thomas Becket~turn 73 The Third Lateran Council~turn 93 Heavy Mail~turn 141 Golden Bull~turn 193 New Crossbow Mechanics Developed~turn 211 Mongols Invade Zalesye~turn 237 Concentric Castles~turn 277 Partial Plate Armor~turn 441
Stables Stables · castle only Catholic ≥ 35% in region · · · 214t 29t 29t · · · 214t
Knight's Stables Stables · castle only Catholic ≥ 35% in region 29t 29t 29t 29t 27t 27t · · · 29t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Catholic ≥ 35% in region 37t 37t 37t 37t 36t 36t · · · 37t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Catholic ≥ 35% in region 36t★1 36t★1 36t★1 36t★1 35t★1 35t★1 · · · 36t★1
King's Stables Stables · castle only Needs Quarries or better Catholic ≥ 35% in region 35t★3 35t★3 35t★3 35t★3 34t★3 34t★3 · · · 35t★3
Norman Stronghold Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building Catholic ≥ 35% in region 125t 125t 125t 125t 125t 125t 125t 125t · ·
Castìdde du Monte Castelli Normanni Sicily regions Unique1 regions Catholic ≥ 35% in region 225t 225t 225t 225t 225t 225t 225t 225t 225t 225t
Castel Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building Catholic ≥ 35% in region · · · · · · · · 225t 225t
Palazzo dei Normanni Castelli Normanni Sicily regions Capital Catholic ≥ 35% in region 325t★1 325t★1 325t★1 325t★1 325t★1 325t★1 325t★1 325t★1 325t★1 325t★1
Wood Tower Vár · city only Without Palazzo Building After Hungarian Nobility Without Palazzo Building Hungary regions or Serbia regions · 225t 225t 225t 225t 225t 225t 225t 225t 225t
Stronghold Vár · city only Without Palazzo Building After Hungarian Nobility Without Palazzo Building Hungary regions or Serbia regions · 220t 220t 220t 220t 220t 220t 220t 220t 220t
Fortified House Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions · · · · · · · 220t 220t 220t
Stone Tower Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions · · · · · · · 217t 217t 217t
Knightly Castle Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions · · · · · · · 212t 212t 212t
Baronial Castle Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions · · · · · · · 210t 210t 210t
Royal Castle Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions · · · · · · · 28t 28t 28t
The Site Tower of London · city only England regions Capital 225t 225t 214t 214t 214t 214t 214t 214t 214t 225t
The Keep Tower of London · city only Needs Carpenters' Workshops or better England regions Capital 225t 225t 214t 214t 214t 214t 214t 214t 214t 225t
The White Tower Tower of London · city only Needs Quarries or better England regions Capital 217t★1 217t★1 211t★1 211t★1 211t★1 211t★1 211t★1 211t★1 211t★1 217t★1
The Tower of London Tower of London · city only Needs Stonemasons or better England regions Capital · 212t★3 29t★3 29t★3 29t★3 29t★3 29t★3 29t★3 29t★3 212t★3

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

The AI also gets 10 bonus pools for this unit that players don't.

Norman Knights

feudal knight, factional

Quality: Exceptional. Type: Feudal (low availability, often impetuous or of low discipline). Of all the knights of Europe, the Normans are the most renowned. Their Viking heritage and lust for battle has led many to seek their fortune abroad, especially in Southern Italy. Here two adventurers, Robert and Roger Guiscard have established a formidable kingdom which employs many of their countrymen. The Norman Knight's exceptional ferocity, and heavy armour make him feared on any battlefield

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.

  • Knight

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

  • Command

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

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

Stats

Men
24 · riding Early Heavy Horse
Melee
attack 7, charge 14 (spear)
Defence
armour 12, skill 6, shield 6
Morale
14 · Impetuous · Highly trained
Cost
875 florins, 1550 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
+8 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 50% in region

Building Heavy Mail~turn 141 Battle of Hattin~turn 143 Concentric Castles~turn 277 Coat of Plates~turn 341 Partial Plate Armor~turn 441
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better 233t 233t 233t 225t 233t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better 225t 225t 225t 318t 225t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better 218t 218t 218t 214t 218t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better 218t 218t 218t 313t 218t
Norman Stronghold Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building · 120t · · ·
Castìdde du Monte Castelli Normanni Sicily regions Unique1 regions · 220t 220t · ·
Castel Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building · · 220t · ·
Palazzo dei Normanni Castelli Normanni Sicily regions Capital · 220t★1 220t★1 · ·
The Site Tower of London · city only England regions Capital +33t +33t +33t +25t +33t
The Keep Tower of London · city only Needs Carpenters' Workshops or better England regions Capital +33t +33t +33t +25t +33t
The White Tower Tower of London · city only Needs Quarries or better England regions Capital +33t +33t +33t +25t +33t
The Tower of London Tower of London · city only Needs Stonemasons or better England regions Capital +33t +33t +33t +25t +33t

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

Men At Arms

mercenary unit (false EDB)

Quality: Superior. Type: Early Professional. Composed of nobility and commoners alike, these men can fight equally well on horseback, or on foot. Well protected in their plate armour, and armed with swords, they are a tough fighters, whether on the offence or defence. Although extremely effective, they nevertheless don't quite have the elan of true knights.

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 Barded Horse Marka
Melee
attack 6, charge 12 (spear)
Defence
armour 15, skill 4, shield 3
Morale
8 · Normal discipline · Trained
Cost
2608 florins, 978 upkeep, 2 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest, -1 in snow
Heat
+10 fatigue in hot climates

Where & when to recruit

Building A New Era Begins~turn 337 Pike and Shot~turn 797
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Aragon regions or France regions or Denmark regions or Spain regions or Norway regions or England regions or Hungary regions or Poland regions or Portugal regions 18t ·
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Not in Aragon regions Not in France regions Not in Denmark regions Not in Spain regions Not in Norway regions Not in England regions Not in Hungary regions Not in Poland regions Not in Portugal regions 112t ·
King's Stables Stables · castle only Needs Quarries or better Catholic ≥ 50% in region Aragon regions or France regions or Denmark regions or Spain regions or Norway regions or England regions or Hungary regions or Poland regions or Portugal regions 26t 18t
King's Stables Stables · castle only Needs Quarries or better Catholic ≥ 50% in region Not in Aragon regions Not in France regions Not in Denmark regions Not in Spain regions Not in Norway regions Not in England regions Not in Hungary regions Not in Poland regions Not in Portugal regions 18t 112t

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

King's Men

feudal knight, factional

Quality: Elite. Type: Feudal (low availability, often impetuous or of low discipline). True knights in shining armour, in principle at least, these men espouse the noble ideals of chivalry and honour. In reality they are brutally effective warriors who practice their skills daily in tournaments and mock fights. On the battlefield, their steel plate protection makes them hard to kill, and their charge is effective, although lacking the wild abandon of their contemporaries on the mainland.

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.

  • Knight

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

  • Command

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

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

Stats

Men
24 · riding Barded Horse Marka
Melee
attack 7, charge 12 (spear)
Defence
armour 16, skill 3, shield 3
Morale
11 · Impetuous · Highly trained
Cost
637 florins, 1273 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest
Heat
+11 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 50% in region

Building Coat of Plates~turn 341 Partial Plate Armor~turn 441 Matchlock Developed~turn 597
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better 233t 225t 214t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better 225t 318t 310t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better 225t 218t 29t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better 218t 313t 38t
The Site Tower of London · city only England regions Capital +33t +25t +14t
The Keep Tower of London · city only Needs Carpenters' Workshops or better England regions Capital +33t +25t +14t
The White Tower Tower of London · city only Needs Quarries or better England regions Capital +33t +25t +14t
The Tower of London Tower of London · city only Needs Stonemasons or better England regions Capital +33t +25t +14t

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

General's Bodyguard

feudal knight, bodyguard

Quality: Exceptional. The combination of full plate armour, and later magnificent Gothic armour, a fully armoured horse and a lance, make these elite warriors mobile killing machines. These warriors are this man's personal guard, fiercely loyal and disciplined there is little this unit cannot take on and not come out on top.

Abilities

  • Very hardy

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

  • 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.

  • Bodyguard upgrade

    A later-era bodyguard type that replaces older ones.

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

Stats

Men
10 · riding Armoured Horse
Melee
attack 8, charge 14 (spear)
Defence
armour 22, skill 9, shield 2
Morale
14 · Impetuous · Highly trained
Cost
326 florins, 652 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-2 in scrub, -3 in sand, -4 in forest, -1 in snow
Heat
+14 fatigue in hot climates

Where & when to recruit

Always needs: Without Urban Equestrian After Concentric Castles or After Poland3 First Tourney Player

Building Gothic Plate Armor~turn 641
Tourney Field Tourney 250t

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

Demi Lancers

professional free, standard

Quality: Superior. Type: Late Professional. Demi Lancers are representative of the trend in the latter medieval period of reducing the amount of overall armour, while improving the remaining armour to protect vital areas. With less armour and little to no armour on the mount, Demi Lancers are more mobile and cheaper to equip than their fully armoured counter parts.

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
32 · riding Early Heavy Horse
Melee
attack 7, charge 14 (spear)
Defence
armour 13, skill 4, shield 0
Morale
10 · Disciplined · Highly trained
Cost
3446 florins, 1275 upkeep, 4 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest, -1 in snow
Heat
+9 fatigue in hot climates

Where & when to recruit

Always needs: Needs Quarries or better Catholic ≥ 50% in region

Building Portable Clock~turn 757
King's Stables Stables · castle only 38t

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

Mounted Arquebusiers

free professional, standard

Quality: Average. Type: Urban Professional (increased training time based on unit type and quality, higher proportion of disciplined units). Taking advantage of improvements in powder that can generate much higher muzzle velocities, this version of the arquebus is able to inflict considerable damage and panic when used at close range, and can penetrate almost any armour. This noisy, smoky and lethal weapon is so intimidating it can cause its targets to run in fear.

Abilities

  • 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
32 · riding Medium Horse
Missile
Mounted Arquebus Bullet: attack 11, range 90, 18 ammo
Melee
attack 4, charge 6 (sword)
Defence
armour 2, skill 2, shield 0
Morale
9 · Disciplined · Highly trained
Cost
2624 florins, 865 upkeep, 4 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in sand, -2 in forest
Heat
+2 fatigue in hot climates

Where & when to recruit

Always needs: Needs Four-Faculty University or better

Building Pike and Shot~turn 797
Royal Officer's Academy Military Academy · city only 22t

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

Levy Spearmen

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 Spearmen 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. GAMEPLAY NOTES:These levy troops formed the basis of many medieval armies. Armed with a basic spear and shield, they were considered essential troops for supplementing armies or garrisons, though they were not effective at maintaining public order. Their "is peasant" attribute means that if in a settlement, the unit only contributes 50% to public order. Levy troops typically had free upkeep and were inexpensive to recruit, but they suffered from poor morale and were no match for more professional troops.

Abilities

  • Braced spear

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

  • Free upkeep

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

  • Peasant

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

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

Stats

Men
60
Melee
attack 1, charge 2 (spear)
Defence
armour 1, skill 1, shield 4
Morale
3 · Low discipline · Untrained
Cost
334 florins, 334 upkeep, 1 turn to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
+1 in scrub, -1 in sand, +1 in forest
Heat
+2 fatigue in hot climates

Where & when to recruit

Building From start Thomas Becket~turn 73 Heavy Mail~turn 141 Magna Carta~turn 163 Coat of Plates~turn 341
Town Watch Barracks · city only Catholic ≥ 25% in region England regions · 19t 19t 19t ·
Town Watch Barracks · city only Catholic ≥ 25% in region Not in England regions 111t 111t 117t 117t ·
Town Guard Barracks · city only Catholic ≥ 25% in region England regions · 28t 28t 28t ·
Town Guard Barracks · city only Catholic ≥ 25% in region Not in England regions 29t 29t 212t 212t ·
City Watch Barracks · city only Catholic ≥ 25% in region England regions · 37t 37t 37t ·
City Watch Barracks · city only Catholic ≥ 25% in region Not in England regions 28t 28t 210t 210t ·
Militia Drill Square Barracks · city only Catholic ≥ 25% in region England regions · 36t★1 36t★1 36t★1 ·
Militia Drill Square Barracks · city only Catholic ≥ 25% in region Not in England regions 37t★1 37t★1 38t★1 38t★1 ·
Militia Barracks Barracks · city only Needs Quarries or better Catholic ≥ 25% in region England regions · 36t★2 36t★2 36t★2 ·
Militia Barracks Barracks · city only Needs Quarries or better Catholic ≥ 25% in region Not in England regions 37t★2 37t★2 38t★2 38t★2 ·
Army Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 25% in region England regions · 35t★3 35t★3 35t★3 ·
Army Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 25% in region Not in England regions 36t★3 36t★3 37t★3 37t★3 ·
Royal Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 25% in region England regions · 35t★3 35t★3 35t★3 ·
Royal Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 25% in region Not in England regions 36t★3 36t★3 37t★3 37t★3 ·
Mustering Hall Barracks · castle only England regions · 220t 220t 28t 28t
Mustering Hall Barracks · castle only Not in England regions · 214t 214t 29t 29t
Garrison Quarters Barracks · castle only England regions · 214t 214t 27t 27t
Garrison Quarters Barracks · castle only Not in England regions · 211t 211t 28t 28t
Drill Square Barracks · castle only England regions · 211t 211t 26t 26t
Drill Square Barracks · castle only Not in England regions · 29t 29t 27t 27t
Barracks Barracks · castle only England regions · 39t 39t 36t 36t
Barracks Barracks · castle only Not in England regions · 38t 38t 36t 36t
Armoury Barracks · castle only England regions · 39t★1 39t★1 36t★1 36t★1
Armoury Barracks · castle only Not in England regions · 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

Anglosaxon Spearmen

feudal levy, factional

Rural Levy. Although a renmant from Anglo-Saxon days, the new rulers of England have cause to bring the common man to arms as well. With the huscarls, theigns and most of the old aristocracy dead or moved on, these men have little choice but to follow the Norman lords where they command.

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.

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

Stats

Men
80
Melee
attack 2, charge 2 (spear)
Defence
armour 1, skill 2, shield 3
Morale
4 · Normal discipline · Untrained
Cost
369 florins, 369 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

Always needs: England regions

Building From start Thomas Becket~turn 73
Town Watch Barracks · city only Catholic ≥ 25% in region 16t 17t
Town Guard Barracks · city only Catholic ≥ 25% in region 25t 26t
City Watch Barracks · city only Catholic ≥ 25% in region 35t 36t
Militia Drill Square Barracks · city only Catholic ≥ 25% in region 34t★1 35t★1
Militia Barracks Barracks · city only Needs Quarries or better Catholic ≥ 25% in region 34t★2 35t★2
Army Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 25% in region 34t★3 34t★3
Royal Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 25% in region 34t★3 34t★3
Mustering Hall Barracks · castle only 29t 214t
Garrison Quarters Barracks · castle only 28t 211t
Drill Square Barracks · castle only 27t 29t
Barracks Barracks · castle only 36t 38t
Armoury Barracks · castle only 36t★1 38t★1

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

Norman Serjeants

AOR unit

REGIONAL TROOPS/ MORALE 7/ DISCIPLINED/ TRAINED/ AOR UNIT While the hallmark of the Normans is their heavy cavalry, Norman Spearmen provide the backbone of thier armies. These serjeants are steady men, covered in chain mail and are especially handy against cavalry. These Norman warriors settled in many regions of Europe and Norman Strongholds are a great defensive unit capable to form a strong shield wall in the old nordic-norman style.

Abilities

  • Shield wall

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

  • Braced spear

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

  • Hardy

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

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

Stats

Men
48
Melee
attack 3, charge 4 (spear)
Defence
armour 6, skill 4, shield 6
Morale
7 · Disciplined · Trained
Cost
1355 florins, 583 upkeep, 2 turns to train
Mount effect
+5 vs Horse, +5 vs Camel
Terrain
+1 in scrub, -1 in sand, +2 in forest, +1 in snow
Heat
+7 fatigue in hot climates

Where & when to recruit

Building From start Notre Dame~turn 53 Thomas Becket~turn 73 Heavy Mail~turn 141 Magna Carta~turn 163 Concentric Castles~turn 277 Coat of Plates~turn 341
Town Watch Barracks · city only Flemish 220t 220t 220t · · · ·
Town Watch Barracks · city only France regions England regions 220t 220t 220t · · · ·
Town Guard Barracks · city only Flemish 220t 220t 220t · · · ·
Town Guard Barracks · city only France regions England regions 220t 220t 220t · · · ·
City Watch Barracks · city only Flemish 220t 220t 220t · · · ·
City Watch Barracks · city only France regions England regions 220t 220t 220t · · · ·
Militia Drill Square Barracks · city only Flemish 220t 220t 220t · · · ·
Militia Drill Square Barracks · city only France regions England regions 220t 220t 220t · · · ·
Militia Barracks Barracks · city only Needs Quarries or better Flemish 220t 220t 220t · · · ·
Militia Barracks Barracks · city only Needs Quarries or better France regions England regions 220t 220t 220t · · · ·
Army Barracks Barracks · city only Needs Stonemasons or better Flemish 220t 220t 220t · · · ·
Army Barracks Barracks · city only Needs Stonemasons or better France regions England regions 220t 220t 220t · · · ·
Royal Barracks Barracks · city only Needs Stonemasons or better Flemish 220t 220t 220t · · · ·
Royal Barracks Barracks · city only Needs Stonemasons or better France regions England regions 220t 220t 220t · · · ·
Mustering Hall Barracks · castle only Flemish 214t 214t 214t · · · ·
Mustering Hall Barracks · castle only France regions England regions 214t 214t 214t · · · ·
Mustering Hall Barracks · castle only England regions Not in France regions 214t 214t 220t 220t 233t 233t ·
Mustering Hall Barracks · castle only France regions Not in England regions Not in Flemish 214t 214t · · · · ·
Mustering Hall Barracks · castle only England regions Not in France regions Not in Flemish · · 220t 220t 233t 233t ·
Garrison Quarters Barracks · castle only Flemish 214t 214t 214t · · · ·
Garrison Quarters Barracks · castle only France regions England regions 214t 214t 214t · · · ·
Garrison Quarters Barracks · castle only England regions Not in France regions 214t 214t 220t 220t 233t 233t ·
Garrison Quarters Barracks · castle only France regions Not in England regions Not in Flemish 214t 214t · · · · ·
Garrison Quarters Barracks · castle only England regions Not in France regions Not in Flemish · · 220t 220t 233t 233t ·
Drill Square Barracks · castle only Flemish 214t 214t 214t · · · ·
Drill Square Barracks · castle only France regions England regions 214t 214t 214t · · · ·
Drill Square Barracks · castle only England regions Not in France regions 214t 214t 220t 220t 233t 233t ·
Drill Square Barracks · castle only France regions Not in England regions Not in Flemish 214t 214t · · · · ·
Drill Square Barracks · castle only England regions Not in France regions Not in Flemish · · 220t 220t 233t 233t ·
Barracks Barracks · castle only Flemish 214t 214t 214t · · · ·
Barracks Barracks · castle only France regions England regions 214t 214t 214t · · · ·
Barracks Barracks · castle only England regions Not in France regions 214t 214t 220t 220t 233t 233t ·
Barracks Barracks · castle only France regions Not in England regions Not in Flemish 214t 214t · · · · ·
Barracks Barracks · castle only England regions Not in France regions Not in Flemish · · 220t 220t 233t 233t ·
Armoury Barracks · castle only Flemish 214t 214t 214t · · · ·
Armoury Barracks · castle only France regions England regions 214t 214t 214t · · · ·
Armoury Barracks · castle only England regions Not in France regions 214t 214t 220t 220t 233t 233t ·
Armoury Barracks · castle only France regions Not in England regions Not in Flemish 214t 214t · · · · ·
Armoury Barracks · castle only England regions Not in France regions Not in Flemish · · 220t 220t 233t 233t ·
Norman Stronghold Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building 214t 214t 214t 214t 225t · ·
Castìdde du Monte Castelli Normanni Sicily regions Unique1 regions 39t 39t 39t 39t 317t 317t ·
Castel Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building · · · · · 317t ·
Palazzo dei Normanni Castelli Normanni Sicily regions Capital 39t★1 39t★1 39t★1 39t★1 317t★1 317t★1 ·
Mont Saint Miché Chapel Mont Saint Miché · city only France regions England regions Catholic ≥ 25% in region +20t +20t +20t +20t +20t +20t +20t
Walls of Mont Saint Miché Abbey Mont Saint Miché · city only France regions England regions Needs Quarries or better Catholic ≥ 25% in region · +20t +20t +20t +20t +20t +20t
Nave of Mont Saint Miché Abbey Mont Saint Miché · city only France regions England regions Needs Quarries or better Catholic ≥ 25% in region · +20t +20t +20t +20t +20t +20t
Mont Saint Miché Abbey Mont Saint Miché · city only France regions England regions Needs Stonemasons or better Catholic ≥ 25% in region · +20t +20t +20t +20t +20t +20t

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

Also recruitable in some campaigns, depending on the order events happen: Castel.

Urban Spear Militia

urban militia, factional

URBAN MILITIA/ MORALE 5/ NORMAL DISCIPLINE/ TRAINED/ FREE UPKEEP UNIT At the beginning of the 12th century, these urban militias were common in Italian city-states, usually formed by ordinary citizens to defend their cities. Depending on their wealth, they could afford certain protection in armor such as helmets, shields and gambesons, and they also had some military training given their frequent use. Over time, these urban militias spread to the rest of European cities and were the basis of many medieval armies such as the famous "Milicias Concejiles" in Spain. Common throughout Italy, Urban Spear Militia are comprised of some experienced troops with armour, shields and long spears, making them a tough defensive unit.

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
80
Melee
attack 2, charge 2 (spear)
Defence
armour 2, skill 3, shield 5
Morale
5 · Normal discipline · Trained
Cost
513 florins, 513 upkeep, 1 turn to train
Mount effect
+3 vs Horse, +3 vs Camel
Terrain
+1 in scrub, -1 in sand, +3 in forest
Heat
+3 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 25% in region

Building Heavy Mail~turn 141 Coat of Plates~turn 341 Partial Plate Armor~turn 441
Town Watch Barracks · city only 117t 18t 117t
Town Guard Barracks · city only 212t 27t 212t
City Watch Barracks · city only 210t 36t 210t
Militia Drill Square Barracks · city only 38t★1 35t★1 38t★1
Militia Barracks Barracks · city only Needs Quarries or better 38t★2 35t★2 38t★2
Army Barracks Barracks · city only Needs Stonemasons or better 37t★3 35t★3 37t★3
Royal Barracks Barracks · city only Needs Stonemasons or better 37t★3 35t★3 37t★3

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

Heavy Sergeant Spearmen

factional

SERGEANTS/. Morale 8 Sergeant Spearmen are professional warriors, drawn from the lower classes. They have some skill in combat and are well equipped with long spears, large shields and mail armour. They're very solid defensive units, able to resist attacks from both foot and horse, so long as they are well supported. If necessary they can form a defensive circle.

Abilities

  • Schiltrom

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

  • Braced spear

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

  • Hardy

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

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

Stats

Men
48
Melee
attack 3, charge 3 (spear)
Defence
armour 7, skill 5, shield 6
Morale
10 · Disciplined · Trained
Cost
1649 florins, 620 upkeep, 2 turns to train
Mount effect
+4 vs Horse, +4 vs Camel
Terrain
-2 in sand, +2 in forest, -1 in snow
Heat
+7 fatigue in hot climates

Where & when to recruit

Building Heavy Mail~turn 141 Concentric Castles~turn 277 Coat of Plates~turn 341 Full Plate Armor~turn 521
Drill Square Barracks · castle only 217t 217t 47t 217t
Barracks Barracks · castle only 311t 311t 65t 311t
Armoury Barracks · castle only 38t★1 38t★1 64t★1 38t★1
Armoury Barracks · castle only France regions or Hre regions or Pisa regions or Venice regions or Papal States regions or Sicily regions or England regions 33t 33t 33t ·
Armoury Barracks · castle only Not in France regions Not in Hre regions Not in Pisa regions Not in Venice regions Not in Papal States regions Not in Sicily regions Not in England regions 24t 24t 24t ·
Norman Stronghold Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building Catholic ≥ 35% in region 117t · · ·
Castìdde du Monte Castelli Normanni Sicily regions Unique1 regions Catholic ≥ 35% in region 212t 212t 46t 212t
Castel Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building Catholic ≥ 35% in region · 212t 46t 212t
Palazzo dei Normanni Castelli Normanni Sicily regions Capital Catholic ≥ 35% in region 312t★1 312t★1 66t★1 312t★1

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

Also recruitable in some campaigns, depending on the order events happen: Norman Stronghold.

Halberd Militia

urban militia, standard

Quality: Militia. Type: Urban Militia (reduced morale in the field). Trained and equipped to fight with long halberds, these troops can fend off cavalry and crush many kinds of enemies depending on what part of the halberd they hit them with. Reasonably trained, though not exceptionally brave. These units are initially unarmoured, but can be upgraded substantially.

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.

  • Armour piercing

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

  • 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 5, charge 4 (axe)
Defence
armour 3, skill 4, shield 0
Morale
5 · Low discipline · Untrained
Cost
461 florins, 461 upkeep, 1 turn to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
-2 in sand, +1 in forest
Heat
+3 fatigue in hot climates

Where & when to recruit

Building Partial Plate Armor~turn 441 Full Plate Armor~turn 521
Town Watch Barracks · city only Catholic ≥ 25% in region 114t 18t
Town Guard Barracks · city only Catholic ≥ 25% in region 211t 27t
City Watch Barracks · city only Catholic ≥ 35% in region 29t 36t
Militia Drill Square Barracks · city only Catholic ≥ 25% in region 38t 35t
Militia Barracks Barracks · city only Needs Quarries or better Catholic ≥ 25% in region 38t★1 35t★1
Army Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 25% in region 37t★3 35t★3
Royal Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 25% in region 37t★3 35t★3

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

Pikemen

free professional, standard

Quality: Average. Type: Late Professional. A pike is long spear around 5m in length and used two-handed. A well trained unit can present enemies with a wall of almost impenetrable sharp steel that can stop a cavalry charge dead in its tracks, a fact not lost on latter Medieval armies. These troops wear the ripped tunics that were fashionable in the early sixteenth century.

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.

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

Stats

Men
80
Melee
attack 2, charge 3 (spear)
Defence
armour 2, skill 1, shield 0
Morale
6 · Normal discipline · Trained
Cost
1491 florins, 559 upkeep, 2 turns to train
Mount effect
+4 vs Horse, +4 vs Camel
Terrain
-1 in scrub, -2 in sand
Heat
+3 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 35% in region

Building Handgun Developed~turn 461
City Watch Barracks · city only 211t
Militia Drill Square Barracks · city only 29t
Militia Barracks Barracks · city only Needs Quarries or better 29t★2

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

Halberdiers

free professional, standard

Quality: Superior. Type: Late Professional. Trained and equipped to fight with long halberds, these troops can fend off cavalry and crush many kinds of enemies depending on what part of the halberd they hit them with. Well trained, these units specialise in assaults or the close defence of pike squares.

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.

  • Armour piercing

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

  • 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
48
Melee
attack 9, charge 6 (axe)
Defence
armour 13, skill 7, shield 0
Morale
9 · Normal discipline · Trained
Cost
2957 florins, 1109 upkeep, 2 turns to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
-2 in sand, +1 in forest, -1 in snow
Heat
+12 fatigue in hot climates

Where & when to recruit

Building Full Plate Armor~turn 521 Gothic Plate Armor~turn 641 The Rise of Shot~turn 841
Armoury Barracks · castle only 38t 36t 35t

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

Late Pikemen

free professional, standard

Quality: Average. Type: Urban Professional (increased training time based on unit type and quality, higher proportion of disciplined units). A pike is long spear around 5m in length and used two-handed. A well trained unit can present enemies with a wall of almost impenetrable sharp steel that can stop a cavalry charge dead in its tracks, a fact not lost on latter Medieval armies. These troops wear heavier armour than their predecessors.

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.

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

Stats

Men
80
Melee
attack 3, charge 3 (spear)
Defence
armour 11, skill 1, shield 0
Morale
11 · Normal discipline · Trained
Cost
2045 florins, 769 upkeep, 4 turns to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
-1 in scrub, -2 in sand, -1 in snow
Heat
+6 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 50% in region

Building Gothic Plate Armor~turn 641
City Watch Barracks · city only 211t
Militia Drill Square Barracks · city only 29t
Militia Barracks Barracks · city only Needs Quarries or better 29t★2

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

Building From start Heavy Mail~turn 141 Coat of Plates~turn 341
Town Watch Barracks · city only Catholic ≥ 25% in region 120t 28t ·
Town Guard Barracks · city only Catholic ≥ 25% in region 214t 46t ·
City Watch Barracks · city only Catholic ≥ 25% in region 311t 65t ·
Militia Drill Square Barracks · city only Catholic ≥ 25% in region 39t★1 64t★1 ·
Militia Barracks Barracks · city only Needs Quarries or better Catholic ≥ 25% in region 39t★2 64t★2 ·
Army Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 25% in region 38t★3 64t★3 ·
Royal Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 25% in region 38t★3 64t★3 ·
Mustering Hall Barracks · castle only 211t 217t 225t
Garrison Quarters Barracks · castle only 29t 212t 217t
Drill Square Barracks · castle only 28t 210t 212t
Barracks Barracks · castle only 37t 38t 310t
Armoury Barracks · castle only 37t★1 38t★1 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

Norman Milites Pedites

feudal knight, factional

NOBLES / MORALE 13/ IMPETUOUS/ HIGHLY TRAINED These men are normally mounted but fight on foot for a number of reasons. The presence of these heavy swordsmen stiffens any battle line. As well, given the variety of terrain that the Normans fight on, a horse is not always an option. Covered in chain mail, they are well able to be the backbone of the foot section of Norman armies, furhtemore can form a strong and defensive shield wall in the old norman or nordic style.

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.

  • Command

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

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

Stats

Men
40
Melee
attack 7, charge 5 (sword)
Defence
armour 8, skill 8, shield 5
Morale
13 · Impetuous · Highly trained
Cost
661 florins, 1221 upkeep, 1 turn to train
Terrain
-2 in sand, -1 in forest, -1 in snow
Heat
+7 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 50% in region

Building From start Notre Dame~turn 53 Heavy Mail~turn 141 Battle of Hattin~turn 143 Concentric Castles~turn 277
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better 225t 225t 233t 233t 233t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better 318t 318t 225t 225t 225t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better 213t 213t 218t 218t 218t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better 39t 39t 213t 213t 213t
Norman Stronghold Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building 133t 133t 133t · ·
Castìdde du Monte Castelli Normanni Sicily regions Unique1 regions 233t 233t 233t · ·
Palazzo dei Normanni Castelli Normanni Sicily regions Capital 233t★1 233t★1 233t★1 · ·
The Site Tower of London · city only England regions Capital +25t +25t · · ·
The Keep Tower of London · city only Needs Carpenters' Workshops or better England regions Capital +25t +25t · · ·
The White Tower Tower of London · city only Needs Quarries or better England regions Capital +25t +25t · · ·
The Tower of London Tower of London · city only Needs Stonemasons or better England regions Capital · +25t · · ·

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

Also recruitable in some campaigns, depending on the order events happen: Castel.

Swordsmen

Free Professionals, factional

FREE PROFESSIONALS/. Morale 8 Light Men at Arms are professional warriors, drawn from the lower classes. They have some skill in combat and are equipped with swords, shields and mail armour. They make good defensive and offensive units, useful against both archers and other infantry. Their versatility and superior equipment compared to other units of their times comes at a higher cost.

Abilities

  • Hardy

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

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

Stats

Men
48
Melee
attack 5, charge 3 (sword)
Defence
armour 5, skill 5, shield 3
Morale
8 · Normal discipline · Trained
Cost
1762 florins, 662 upkeep, 2 turns to train
Terrain
-2 in sand, +2 in forest, -1 in snow
Heat
+5 fatigue in hot climates

Where & when to recruit

Building From start Thomas Becket~turn 73 Magna Carta~turn 163 A New Era Begins~turn 337 Coat of Plates~turn 341 Full Plate Armor~turn 521
Garrison Quarters Barracks · castle only 217t 212t 217t 217t 225t 225t
Drill Square Barracks · castle only 211t 29t 211t 211t 214t 214t
Barracks Barracks · castle only 28t 27t 28t 28t 210t 210t
Armoury Barracks · castle only 37t★1 36t★1 37t★1 37t★1 38t★1 38t★1
Armoury Barracks · castle only England regions or France regions or Aragon regions 34t 34t 34t 26t 26t 18t
Armoury Barracks · castle only Not in England regions Not in France regions Not in Aragon regions 26t 26t 26t 18t 18t 112t

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

Feudal Foot Knights

feudal knight, standard

NOBLES / MORALE 14/ IMPETUOUS/ HIGHLY TRAINED Knights would often dismount and fight on foot when the situation demanded it. Foot knights make excellent heavy infantry,They are professional soldiers who have dedicated their entire lives to training for war, always ready for it, although quite impetuous, often seeking military glory individually. Furthermore they can form a defensive shield wall that enemy will be much difficult to pass.

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.

  • Command

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

  • Knight

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

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

Stats

Men
40
Melee
attack 9, charge 4 (sword)
Defence
armour 12, skill 8, shield 5
Morale
14 · Impetuous · Highly trained
Cost
689 florins, 1277 upkeep, 1 turn to train
Terrain
-2 in sand, -1 in forest, -1 in snow
Heat
+10 fatigue in hot climates

Where & when to recruit

Always needs: England regions Capital Catholic ≥ 50% in region

Building Heavy Mail~turn 141 Coat of Plates~turn 341 Partial Plate Armor~turn 441
The Site Tower of London · city only +33t +25t +33t
The Keep Tower of London · city only Needs Carpenters' Workshops or better +33t +25t +33t
The White Tower Tower of London · city only Needs Quarries or better +33t +25t +33t
The Tower of London Tower of London · city only Needs Stonemasons or better +33t +25t +33t

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

Norman Foot Knights

feudal knight, Exceptional, factional

EXCEPTIONAL UNIT / MORALE 15/ DISCIPLINED/ HIGHLY TRAINED/ Of all the knights of Europe, the Normans are the most renowned. Their Viking heritage and lust for battle has lead many to seek their fortune abroad, especially in Southern Italy. Here two adventurers, Robert and Roger Guiscard have established a formidable kingdom which employs many of their countryman. The Norman Knight's exceptional ferocity, and heavy armour make him feared on any battlefield, even when fighting 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.

  • Hardy

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

  • Command

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

  • Knight

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

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

Stats

Men
40
Melee
attack 10, charge 5 (sword)
Defence
armour 13, skill 9, shield 6
Morale
15 · Disciplined · Highly trained
Cost
820 florins, 1540 upkeep, 1 turn to train
Terrain
-1 in sand, +1 in forest, -2 in snow
Heat
+9 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 50% in region

Building Heavy Mail~turn 141 Battle of Hattin~turn 143 Concentric Castles~turn 277 Coat of Plates~turn 341 Partial Plate Armor~turn 441
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better 233t 233t 233t 225t 233t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better 225t 225t 225t 318t 225t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better 218t 218t 218t 214t 218t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better 218t 218t 218t 313t 218t
Norman Stronghold Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building · 120t · · ·
Castìdde du Monte Castelli Normanni Sicily regions Unique1 regions · 220t 220t · ·
Castel Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building · · 220t · ·
Palazzo dei Normanni Castelli Normanni Sicily regions Capital · 220t★1 220t★1 · ·

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

Bill Militia

urban militia, standard

Quality: Average. Type: Urban Militia (reduced morale in the field). The billhook was originally developed from a farming tool, and consists of an axe and hook on the end of a long pole. A trained billmen can use it to stab, hack and drag down his enemies, including both infantrymen and cavalry. It is excellent as both a defensive and offensive weapon.

Abilities

  • Armour piercing

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

  • Free upkeep

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

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

Stats

Men
60
Melee
attack 6, charge 4 (axe)
Defence
armour 1, skill 4, shield 0
Morale
5 · Low discipline · Untrained
Cost
584 florins, 584 upkeep, 1 turn to train
Mount effect
+4 vs Horse, +4 vs Camel
Terrain
+1 in scrub, -1 in sand, +2 in forest, +1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 35% in region

Building Concentric Castles~turn 277 Coat of Plates~turn 341
City Watch Barracks · city only 211t 214t
Militia Drill Square Barracks · city only 39t 311t
Militia Barracks Barracks · city only Needs Quarries or better 29t★2 211t★2
Army Barracks Barracks · city only Needs Stonemasons or better 28t★2 29t★2
Royal Barracks Barracks · city only Needs Stonemasons or better 37t★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

Militia Serjeants

free professional, factional

Quality: Militia. Type: Urban Militia (reduced morale in the field). Militia formations are supplied by the people of growing towns, drawn from amongst the apprentices. Armed with fearsome polearms, they can do significant damage to enemies, but their training is not always of the highest. They can do well against lesser troops, but will quail before more professional soldiery.

Abilities

  • Armour piercing

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

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

Stats

Men
60
Melee
attack 5, charge 4 (axe)
Defence
armour 6, skill 5, shield 0
Morale
7 · Low discipline · Trained
Cost
1411 florins, 530 upkeep, 2 turns to train
Mount effect
+4 vs Horse, +4 vs Camel
Terrain
-1 in scrub, -3 in sand, -1 in snow
Heat
+9 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 35% in region

Building Concentric Castles~turn 277 Partial Plate Armor~turn 441 Matchlock Developed~turn 597
Militia Barracks Barracks · city only Needs Quarries or better 214t 211t 29t
Army Barracks Barracks · city only Needs Stonemasons or better 211t★1 29t★1 28t★1
Royal Barracks Barracks · city only Needs Stonemasons or better 39t★3 38t★3 37t★3

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

Heavy Sergeant Swordmen

factional

SERGEANTS/. Heavy Swordsmen Sergeants represent those of the knightly class with a desire to fight on foot, or too poor to afford a horse. Able to afford excellent armour and swords, they can punish most other infantry. These units along with archers form the backbone of many English armies.

Abilities

  • 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 9, charge 4 (sword)
Defence
armour 10, skill 6, shield 4
Morale
10 · Disciplined · Trained
Cost
2034 florins, 765 upkeep, 2 turns to train
Terrain
-1 in scrub, -3 in sand, +1 in forest, -1 in snow
Heat
+10 fatigue in hot climates

Where & when to recruit

Always needs: England regions or Venice regions or Pisa regions or Aragon regions or France regions or Hre regions or Poland regions or Hungary regions or Denmark regions

Building A New Era Begins~turn 337
Armoury Barracks · castle only 27t

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

Foot Men At Arms

mercenary unit (false EDB)

Quality: Superior. Type: Early Professional. These men are brutally effective infantry whose steel plate protection makes them hard to kill.

Abilities

  • 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 3 (sword)
Defence
armour 13, skill 7, shield 4
Morale
9 · Normal discipline · Trained
Cost
3013 florins, 1130 upkeep, 1 turn to train
Terrain
-1 in scrub, -3 in sand, +1 in forest, -2 in snow
Heat
+13 fatigue in hot climates

Where & when to recruit

Building A New Era Begins~turn 337 Full Plate Armor~turn 521 Advanced Matchlock~turn 849
Armoury Barracks · castle only 38t 36t 35t

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

Guisarme Militia

urban militia, standard

Quality: Peasant Militia. Type: Urban Militia (reduced morale in the field). As cities and trade grow, so does the need for local defence. Some towns and cities can provide a locally raised force, recruited from among apprentices and journeymen. While they only have limited training, their polearms give them an advantage against armoured troops, and they are more disciplined than peasantry.

Abilities

  • Armour piercing

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

  • Free upkeep

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

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

Stats

Men
60
Melee
attack 7, charge 3 (axe)
Defence
armour 1, skill 4, shield 0
Morale
5 · Low discipline · Untrained
Cost
512 florins, 512 upkeep, 1 turn to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
+1 in scrub, -1 in sand, +2 in forest, +1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 25% in region

Building Coat of Plates~turn 341 Partial Plate Armor~turn 441 Full Plate Armor~turn 521
Town Watch Barracks · city only 120t 114t 111t
Town Guard Barracks · city only 214t 211t 29t
City Watch Barracks · city only 311t 39t 38t
Militia Drill Square Barracks · city only 39t 38t 37t
Militia Barracks Barracks · city only Needs Quarries or better 39t★1 38t★1 37t★1
Army Barracks Barracks · city only Needs Stonemasons or better 38t★2 37t★2 36t★2
Royal Barracks Barracks · city only Needs Stonemasons or better 38t★3 37t★3 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

Foot King's Men

feudal knight, factional

Quality: Elite. Type: Feudal (low availability, often impetuous or of low discipline). English knights generally preferred to fight on foot rather than mounted, as this allows them to protect their archers. With their fearsome poleaxes, they can crush enemy infantry and fend off any horseman, while their plate armour makes them hard to kill.

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.

  • Command

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

  • Knight

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

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

Stats

Men
40
Melee
attack 8, charge 7 (axe)
Defence
armour 14, skill 8, shield 0
Morale
14 · Impetuous · Highly trained
Cost
669 florins, 1337 upkeep, 1 turn to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
-1 in scrub, -3 in sand, -1 in snow
Heat
+13 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 50% in region

Building Coat of Plates~turn 341 Partial Plate Armor~turn 441 Matchlock Developed~turn 597
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better 233t 225t 214t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better 225t 318t 310t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better 225t 218t 29t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better 218t 313t 38t
The Site Tower of London · city only England regions Capital +33t +25t +14t
The Keep Tower of London · city only Needs Carpenters' Workshops or better England regions Capital +33t +25t +14t
The White Tower Tower of London · city only Needs Quarries or better England regions Capital +33t +25t +14t
The Tower of London Tower of London · city only Needs Stonemasons or better England regions Capital +33t +25t +14t

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

Heavy Billmen

feudal levy, factional

Quality: Average. Type: Late Professional. The pinnacle of English commoner infantry, the Heavy Bill-man is equally comfortable in both attack and defence. Wielding the billhook allows Heavy Billmen to hack, stab and chop if needed and being encased in anything from half to three quarter plate armour means they can shrug off considerable damage.

Abilities

  • Armour piercing

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

  • Hardy

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

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

Stats

Men
48
Melee
attack 6, charge 5 (axe)
Defence
armour 9, skill 6, shield 0
Morale
7 · Normal discipline · Untrained
Cost
2031 florins, 721 upkeep, 2 turns to train
Mount effect
+6 vs Horse, +6 vs Camel
Terrain
-1 in scrub, -3 in sand, -1 in snow
Heat
+9 fatigue in hot climates

Where & when to recruit

Building Coat of Plates~turn 341 Full Plate Armor~turn 521 Gothic Plate Armor~turn 641
Drill Square Barracks · castle only 217t 212t 210t
Barracks Barracks · castle only 311t 38t 37t
Armoury Barracks · castle only 38t★1 37t★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

Halberd Men at Arms

free professional, standard

Quality: Superior. Type: Early Professional. Composed of nobility and commoners alike, and armed with halberds, these men are a tough fighters, whether on the offence or defence. Although extremely effective, they nevertheless don't quite have the elan of true knights.

Abilities

  • Armour piercing

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

  • Hardy

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

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

Stats

Men
48
Melee
attack 8, charge 6 (axe)
Defence
armour 13, skill 6, shield 0
Morale
9 · Normal discipline · Trained
Cost
2864 florins, 1074 upkeep, 1 turn to train
Mount effect
+6 vs Horse, +6 vs Camel
Terrain
-1 in scrub, -3 in sand, -2 in snow
Heat
+13 fatigue in hot climates

Where & when to recruit

Building Partial Plate Armor~turn 441 Full Plate Armor~turn 521 Gothic Plate Armor~turn 641 Pike and Shot~turn 797 The Rise of Shot~turn 841
Barracks Barracks · castle only Aragon regions or France regions or Denmark regions or Spain regions or Norway regions or England regions or Hungary regions or Poland regions or Portugal regions or Hre regions or Pisa regions or Venice regions or Sicily regions or Papal States regions or Georgian homeland 18t 18t 18t · ·
Barracks Barracks · castle only Not in Aragon regions Not in France regions Not in Denmark regions Not in Spain regions Not in Norway regions Not in England regions Not in Hungary regions Not in Poland regions Not in Portugal regions Not in Hre regions Not in Pisa regions Not in Venice regions Not in Georgian homeland Not in Sicily regions Not in Papal States regions 111t 111t 111t · ·
Armoury Barracks · castle only · 38t 36t 36t 35t

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

Hunters

Missile infantry

REGIONAL TROOPS/ MORALE 5/ LOW DISCIPLINE/ TRAINED/IS PEASANT/ AOR UNIT Hunters are local peasants accustomed to using their short bow for hunting in the woods of all Europe and part of Asia. They're only moderately effective in battle, they will flee if engaged in melee, trained in their Hunter style are people with low morale in field battles so they should only complement more professional missile troops.

Abilities

  • Area attack

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

  • Peasant

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

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

Stats

Men
48
Missile
Militia Arrow: attack 3, range 140, 30 ammo
Melee
attack 2, charge 2 (sword)
Defence
armour 1, skill 4, shield 0
Morale
5 · Low discipline · Trained
Cost
332 florins, 332 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

Building From start
Bowyer Ranges · castle only England regions or Scotland regions or Hre regions or France regions 220t
Bowyer Ranges · castle only Not in Tartar steppe Poland regions or Russia regions or Kievan Rus regions 220t
Bowyer Ranges · castle only Not in Tartar steppe Hre regions Not in River Not in Venice regions +20t
Practice Range Ranges · castle only England regions or Scotland regions or Hre regions or France regions 220t
Practice Range Ranges · castle only Not in Tartar steppe Poland regions or Russia regions or Kievan Rus regions 220t
Practice Range Ranges · castle only Not in Tartar steppe Hre regions Not in River Not in Venice regions +20t
Archery Range Ranges · castle only England regions or Scotland regions or Hre regions or France regions 220t
Archery Range Ranges · castle only Not in Tartar steppe Poland regions or Russia regions or Kievan Rus regions 220t
Archery Range Ranges · castle only Not in Tartar steppe Hre regions Not in River Not in Venice regions +20t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better England regions or Scotland regions or Hre regions or France regions 220t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Not in Tartar steppe Poland regions or Russia regions or Kievan Rus regions 220t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Not in Tartar steppe Hre regions Not in River Not in Venice regions +20t

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

Levy Archers

Peasant levies, factional

PEASANTS LEVIES/ MORALE 3/ LOW DISCIPLINE/ UNTRAINED/ FREE UPKEEP UNIT/ IS PEASANT. Levy Archers are accustomed to using their bow for hunting. These peasant archers are armed with a small bow, and a knife, and they are useful at a distance, since they do not have any armor or training, these poor peasants will run away if the enemy is going to attack them hand-to-hand.

Abilities

  • Area attack

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

  • Peasant

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

  • Free upkeep

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

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

Stats

Men
48
Missile
Peasant Arrow: attack 2, range 120, 18 ammo
Melee
attack 1, charge 1 (knife)
Defence
armour 0, skill 2, shield 0
Morale
3 · Low discipline · Untrained
Cost
464 florins, 249 upkeep, 2 turns to train
Terrain
+1 in scrub, -1 in sand, +3 in forest
Heat
+1 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 25% in region

Building From start Heavy Mail~turn 141
Bowyer Ranges · castle only 19t 114t
Practice Range Ranges · castle only 28t 211t
Archery Range Ranges · castle only 37t★1 39t★1
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 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

English Archer Militia

Urban Militia, Factional

URBAN MILITIA/ MORALE 6/ LOW DISCIPLINE/ TRAINED/ FREE UPKEEP UNIT English Archer Militia are bow-equipped peasants called upon to provide a settlement with a garrison of missile troops. Whilst poorly armoured, these troops are expected to shoot at an enemy from the safety of their own walls. GAMEPLAY NOTES:This archer militia is unique to the English faction, due to their widespread use of the bow throughout the Middle Ages. Initially, they are only available in cities of English origin, but after a certain event, they can be recruited in all cities controlled by England. Superior to the standard Levy Archers, they are slightly more expensive but receive free maintenance in cities. Use them to cheaply bolster your English armies.

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
War Mass Arrow: attack 3, range 170, 30 ammo
Melee
attack 2, charge 1 (sword)
Defence
armour 0, skill 3, shield 0
Morale
6 · Low discipline · Trained
Cost
545 florins, 545 upkeep, 2 turns to train
Terrain
+1 in scrub, -1 in sand, -2 in forest, +1 in snow
Heat
+3 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 25% in region

Building From start Heavy Mail~turn 141 English Archers~turn 303 Pavise Shields~turn 381
Town Watch Barracks · city only · · 114t 110t
Town Watch Barracks · city only England regions 125t 114t · ·
Town Guard Barracks · city only · · 211t 28t
Town Guard Barracks · city only England regions 217t 211t · ·
City Watch Barracks · city only · · 39t 37t
City Watch Barracks · city only England regions 312t 39t · ·
Militia Drill Square Barracks · city only · · 38t★1 36t★1
Militia Drill Square Barracks · city only England regions 310t★1 38t★1 · ·
Militia Barracks Barracks · city only Needs Quarries or better · · 38t★2 36t★2
Militia Barracks Barracks · city only Needs Quarries or better England regions 310t★2 38t★2 · ·
Army Barracks Barracks · city only Needs Stonemasons or better · · 37t★3 36t★3
Army Barracks Barracks · city only Needs Stonemasons or better England regions 38t★3 37t★3 · ·
Royal Barracks Barracks · city only Needs Stonemasons or better · · 37t★3 36t★3
Royal Barracks Barracks · city only Needs Stonemasons or better England regions 37t★3 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

Sergeant Archers

Sergeants, factional

SERGEANTS/ MORALE 7/ NORMAL DISCIPLINE/ TRAINED. The use of the bow as a hunting and war weapon dates back to the Upper Paleolithic. During the Middle Ages, archers were a weapon of great importance: English archers, by annihilating the French cavalry, were the architects of the victory at Agincourt in 1415. Gradually replaced by crossbowmen and arquebusiers, archers were used in France until the 16th century and in England until the 17th.These troops are equipped with a bow and sword and for defence they have a small shield. GAMEPLAY NOTES:These archer sergeants are high-quality, cost-effective troops, essential in any medieval army for unleashing a hail of arrows upon the enemy. They can be recruited from castle archeries, and as sergeant-level troops, they are of higher quality than levies or militia. Factions with a strong archery tradition, such as England, typically have greater recruitment capacity.

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
48
Missile
War Mass Arrow: attack 4, range 170, 30 ammo
Melee
attack 4, charge 2 (sword)
Defence
armour 2, skill 5, shield 2
Morale
7 · Normal discipline · Trained
Cost
1075 florins, 442 upkeep, 2 turns to train
Terrain
+1 in scrub, -1 in sand, +3 in forest, +2 in snow
Heat
+5 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 35% in region

Building From start Heavy Mail~turn 141 English Archers~turn 303 Pavise Shields~turn 381
Bowyer Ranges · castle only · · 19t 111t
Practice Range Ranges · castle only 225t 214t 214t 29t
Archery Range Ranges · castle only 217t★1 211t★1 211t★1 28t★1
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 312t★3 39t★3 39t★3 37t★3

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

Baltic Crossbowmen

free professional, regional (guild)

People living around the Baltic sea learned to use wooden crossbows after the colonists from the West settled in the coastal cities of the region in the wake of the merchant adventurers. They are very capable to use crossbows to defend the cities and fight in the open. They wear very light armour.

Abilities

  • Area attack

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

  • Hardy

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

  • Mercenary

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

  • Mercenary disband

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

  • Free upkeep

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

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

Stats

Men
52
Missile
Crossbow Bolt: attack 8, range 140, 18 ammo
Melee
attack 2, charge 2 (sword)
Defence
armour 1, skill 3, shield 4
Morale
7 · Normal discipline · Trained
Cost
1580 florins, 594 upkeep, 2 turns to train
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: Hanseatic

Building From start Hanseatic League Beginnings~turn 81 Ostsiedlung~turn 111 Hanseatic Cities Intensify Cooperation~turn 161 New Crossbow Mechanics Developed~turn 211 Lübeck Ascendancy~turn 231 The Trade Wars of the Hanseatic League~turn 285 Harbour cranes~turn 305 Die Kogge~turn 325 Confederation of Cologne~turn 401
Baltic Trade Hansa Teutonica Needs Port or Needs Castle Port or Needs River Access After Crossbow in the Baltics · 217t 217t 217t 217t 217t 217t 217t 217t 217t
Hanseatische Faktorei Hansa Teutonica England regions or Norway regions or Denmark regions or Russia regions · · · · 214t★1 214t★1 214t★1 214t★1 214t★1 311t★1
Hanseatische Faktorei Hansa Teutonica England regions or Norway regions or Denmark regions or Russia regions After Crossbow in the Baltics · · · 217t · · · · · ·
Hanseatische Kaufmänner Hansa Teutonica Hre regions or Poland regions or Prussia regions · · 214t 29t★1 29t★1 29t★1 29t★1 29t★1 29t★1 29t★1
Hanseatischer Quartier Hansa Teutonica Hre regions or Poland regions or Prussia regions · · · · · · · · 311t★1 38t★2
Holsteintor Hansa Teutonica Hre regions Poland regions · · · · · 311t★4 311t★4 311t★4 311t★4 36t★4
Stalhof Hansa Teutonica Capital England regions · · · · · · 214t 214t 214t 211t★1
Peterhof Hansa Teutonica Capital Russia regions · · · · · · 214t 214t 214t 211t★1
Bryggen Hansa Teutonica Capital Norway regions · · · · · · 214t 214t 214t 211t★1
Hanseatischer Kontor Hansa Teutonica Flemish France regions · · · · · · 214t 214t 214t 211t★1
The Great Crane The Great Crane · city only Needs Port or better Needs Hanseatische Faktorei or better Poland regions Prussia regions · · · · · · · +50t +50t +25t
Merchants' Guild Merchants' Guild · · · · · · +20t +20t +20t +14t
Merchants' Guild Merchants' Guild After Crossbow in the Baltics +33t +33t +33t +33t +33t +33t · · · ·
Master Merchants' Guild Merchants' Guild · · · · · · +17t +17t +17t +11t
Master Merchants' Guild Merchants' Guild After Crossbow in the Baltics +25t +25t +25t +25t +25t +25t · · · ·
Merchants' Guild Headquarters Merchants' Guild · · · · · · +12t +12t +12t +10t
Merchants' Guild Headquarters Merchants' Guild After Crossbow in the Baltics +17t +17t +17t +17t +17t +17t · · · ·

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: Catholic ≥ 25% in region

Building The Second Lateran Council~turn 17 The Third Lateran Council~turn 93 New Crossbow Mechanics Developed~turn 211 Pavise Shields~turn 381
Town Watch Barracks · city only · 125t 117t ·
Town Guard Barracks · city only · 217t 212t ·
City Watch Barracks · city only · 312t 310t ·
Militia Drill Square Barracks · city only · 310t★1 38t★1 ·
Militia Barracks Barracks · city only Needs Quarries or better · 310t★2 38t★2 ·
Army Barracks Barracks · city only Needs Stonemasons or better · 38t★3 37t★3 ·
Royal Barracks Barracks · city only Needs Stonemasons or better · 38t★3 37t★3 ·
Bowyer Ranges · castle only 125t 125t 114t★1 125t
Practice Range Ranges · castle only 217t 217t 211t★1 217t
Archery Range Ranges · castle only 212t★1 212t★1 29t★1 212t★1
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 210t★3 210t★3 28t★3 210t★3

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

Longbowmen

feudal levy, factional

Quality: Superior. Type: Local (lacks formal military training, typically low discipline and less morale). Originating from Wales, a longbow using a 'bodkin' arrow, a hard chiselled tip shaped like an elongated pyramid, can pierce all but the best armour. As the longbow is difficult to master, longbowmen begin training at a young age. Being susceptible to cavalry, they can plant sharpened stakes in front of their position to help keep enemies at bay.

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.

  • Stakes

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

  • 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 Bodkin Arrow: attack 7, range 200, 30 ammo
Melee
attack 1, charge 1 (mace)
Defence
armour 0, skill 4, shield 1
Morale
6 · Normal discipline · Untrained
Cost
1219 florins, 458 upkeep, 2 turns to train
Terrain
+1 in scrub, -1 in sand, +3 in forest, +1 in snow

Where & when to recruit

Building Coat of Plates~turn 341 Full Plate Armor~turn 521 Pike and Shot~turn 797
Bowyer Ranges · castle only Catholic ≥ 35% in region 125t 114t 19t
Practice Range Ranges · castle only Catholic ≥ 35% in region 217t 211t 28t
Archery Range Ranges · castle only Catholic ≥ 35% in region 212t★1 29t★1 27t★1
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Catholic ≥ 35% in region 310t★2 38t★2 36t★2
Master Archers' Guild Archers' Guild England regions 17t 17t 17t
Archers' Guild Headquarters Archers' Guild England regions 24t★1 24t★1 24t★1

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

Yeoman Archers

feudal levy, factional

Quality: Elite. Type: Late Professional. Drawn from English freeholders required by the King to be trained in warfare, Yeoman Archers are highly skilled ranged troops. Lightly armoured and equipped with a longbow for ranged combat, as well as wielding a large metal mallet for crushing armoured opponents in melee. Yeomen are able to lay defensive wooden stakes to help keep enemies at bay.

Abilities

  • Area attack

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

  • Armour piercing

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

  • Hardy

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

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

Stats

Men
48
Missile
Elite Mass Bodkin Arrow: attack 7, range 210, 30 ammo
Melee
attack 2, charge 1 (mace)
Defence
armour 4, skill 4, shield 1
Morale
6 · Normal discipline · Untrained
Cost
1698 florins, 638 upkeep, 2 turns 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: Catholic ≥ 35% in region

Building Coat of Plates~turn 341 Full Plate Armor~turn 521
Archery Range Ranges · castle only England regions 220t 214t
Archery Range Ranges · castle only Scotland regions or France regions 233t 220t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better England regions 314t★1 311t★1
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Scotland regions or France regions 320t★1 314t★1

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

Retinue Longbowmen

feudal levy, factional

Quality: Elite. Type: Late Professional. Many longbowmen sign a contract of indenture with a captain to become part of his retinue or unit. The captain then hires out their services to the king. Such men are in effect professional troops, and highly skilled archers. They're well armoured and equipped and confident in their own abilities.

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.

  • 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
Elite Mass Bodkin Arrow: attack 8, range 230, 30 ammo
Melee
attack 6, charge 3 (sword)
Defence
armour 8, skill 8, shield 1
Morale
8 · Normal discipline · Trained
Cost
2336 florins, 878 upkeep, 2 turns to train
Terrain
-2 in sand, +2 in forest
Heat
+7 fatigue in hot climates

Where & when to recruit

Always needs: Needs Carpenters' Workshops or better Catholic ≥ 50% in region

Building Coat of Plates~turn 341 Full Plate Armor~turn 521
Marksman's Range Ranges · castle only England regions 214t★1 211t★1
Marksman's Range Ranges · castle only Scotland regions or France regions 220t★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

Arbalest Militia

urban militia, standard

Quality: Militia. Type: Urban Militia (reduced morale in the field). Arbalest militia units are formed to protect settlements. Being able to train cityfolk quickly in the use of the arbalest allows these units to be garrisoned frequently and the stopping power of the arbalest can make their withering fire lethal.

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 Steel Crossbow Bolt: attack 10, range 160, 18 ammo
Melee
attack 2, charge 1 (sword)
Defence
armour 5, skill 3, shield 0
Morale
4 · Low discipline · Untrained
Cost
580 florins, 580 upkeep, 1 turn to train
Terrain
-2 in sand, +2 in forest
Heat
+5 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 35% in region

Building Pavise Shields~turn 381 Full Plate Armor~turn 521 Pike and Shot~turn 797
Town Watch Barracks · city only 114t 19t 114t
Town Guard Barracks · city only 211t 28t 211t
City Watch Barracks · city only 29t 27t 29t
Militia Drill Square Barracks · city only 38t 36t 38t
Militia Barracks Barracks · city only Needs Quarries or better 38t★1 36t★1 38t★1
Army Barracks Barracks · city only Needs Stonemasons or better 37t★2 35t★2 37t★2
Royal Barracks Barracks · city only Needs Stonemasons or better 37t★3 35t★3 37t★3
Bowyer Ranges · castle only 125t 114t 19t
Practice Range Ranges · castle only 217t 211t 28t
Archery Range Ranges · castle only 212t★1 29t★1 27t★1
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 310t★2 38t★2 36t★2

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

Arquebusiers

free professional, standard

Quality: Average. Type: Urban Professional (increased training time based on unit type and quality, higher proportion of disciplined units). Fired at close range and quite accurate, with only a little chance of exploding and killing the person firing it. This early type of firearm is capable of firing deadly volleys that can pierce most armour. This noisy, smoky and lethal weapon is so intimidating it can cause its targets to run in fear.

Abilities

  • 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
Early Arquebus Bullet: attack 14, range 90, 12 ammo
Melee
attack 3, charge 1 (sword)
Defence
armour 9, skill 4, shield 0
Morale
8 · Normal discipline · Trained
Cost
2309 florins, 866 upkeep, 3 turns to train
Terrain
-2 in sand, +2 in forest, -1 in snow
Heat
+9 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 35% in region

Building Matchlock Developed~turn 597 Portable Clock~turn 757
City Watch Barracks · city only 214t ·
Militia Drill Square Barracks · city only 29t ·
Militia Barracks Barracks · city only Needs Quarries or better 29t★1 ·
Army Barracks Barracks · city only Needs Stonemasons or better 211t★3 211t★3
Royal Barracks Barracks · city only Needs Stonemasons or better 311t★3 311t★3

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

Late Arquebusiers

free professional, standard

Quality: Average. Type: Urban Professional (increased training time based on unit type and quality, higher proportion of disciplined units). Taking advantage of improvements in powder that can generate much higher muzzle velocities, this version of the arquebus is able to inflict considerable damage and panic when used at close range, and can penetrate almost any armour. This noisy, smoky and lethal weapon is so intimidating it can cause its targets to run in fear.

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
60
Missile
Arquebus Bullet: attack 14, range 110, 12 ammo
Melee
attack 3, charge 1 (sword)
Defence
armour 5, skill 5, shield 0
Morale
9 · Normal discipline · Highly trained
Cost
1985 florins, 556 upkeep, 4 turns to train
Terrain
-2 in sand, +2 in forest, -1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 35% in region

Building Portable Clock~turn 757 The Rise of Shot~turn 841
City Watch Barracks · city only 214t 214t
Militia Drill Square Barracks · city only 29t 29t
Militia Barracks Barracks · city only Needs Quarries or better 29t★1 29t★1
Army Barracks Barracks · city only Needs Stonemasons or better · 29t★3
Royal Barracks Barracks · city only Needs Stonemasons or better · 39t★3

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

Musketeers

free professional, standard

Quality: Superior. Type: Urban Professional (increased training time based on unit type and quality, higher proportion of disciplined units). An improvement on the arquebus, the musket is longer, more accurate and fires a heavier shot that can pierce any armour. Like the arquebus, it fires using a matchlock mechanism, a smouldering length of rope as a fuse that ignites the gunpowder in the pan. 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
Quality Musket Bullet: attack 24, range 145, 12 ammo
Melee
attack 4, charge 1 (sword)
Defence
armour 0, skill 5, shield 0
Morale
8 · Normal discipline · Trained
Cost
1389 florins, 521 upkeep, 3 turns to train
Terrain
+1 in scrub, -1 in sand, +3 in forest

Where & when to recruit

Always needs: Needs Stonemasons or better Catholic ≥ 35% in region

Building The Rise of Shot~turn 841
Royal Barracks Barracks · city only 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

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

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

Building Advanced Matchlock~turn 849
Royal Barracks Barracks · city only 37t★2

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

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

Bombard

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

  • Stakes

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

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

Stats

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

Where & when to recruit

Building 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

Ribault

artillery

The Ribault, also known as the organ gun due to its many pipes, is a fearsome spectacle on the battlefield. Armed with nine short-ranged barrels, it is often used in the defence of other longer-ranged artillery. Able to fire all nine barrels at once, it makes the enemy think twice before engaging!

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.

  • 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.

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 Man-Made Inferno!~turn 401
Cannon Maker Cannons · city only 17t
Cannon Foundry Cannons · city only 17t
Cannon Maker Cannons · castle only 18t
Cannon Foundry Cannons · castle only 18t

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

Mortar

artillery

Resembling the iron bowl from which it gains its name, the Mortar was created to lob shots over intervening walls. Useful in dealing with units skulking behind walls for protection, or to whittle away besieging troops outside your own walls. The mortar's capabilities makes it an excellent siege weapon for both attacker and defender.

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.

  • 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.

  • 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 The beginning of the Hundred Years' War~turn 413
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

Culverin

artillery

The Culverin is a type of bombard and a fearsome piece of artillery, first used in Germany. It utilises advanced metallurgy techniques, superior construction and better trained crews to outrange and outshoot nearly all preceding bombards. Able to fire solid or exploding shots, the culverin is devastating against enemy walls and lethal against 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 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

Cog

ship

The Cog is a small 11th century vessel with an attached keel, rudder and a single square sail, initially used by Europeans for trading in the rougher coastal Atlantic waters. Cogs have a basic armament of troops and archers stationed aboard, as well as the ship's crew who can help out if boarded.

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

Men
20
Melee
attack 5, charge 0
Defence
armour 0, skill 8, shield 0
Morale
14 · Normal discipline · Trained
Cost
932 florins, 444 upkeep, 3 turns to train

Where & when to recruit

Building From start Ostsiedlung~turn 111 Hanseatic Cities Intensify Cooperation~turn 161 Lübeck Ascendancy~turn 231 The Trade Wars of the Hanseatic League~turn 285 Die Kogge~turn 325
Port Ports · city only Needs Carpenters' Workshops or better 210t 210t 210t 210t 210t 210t
Port with Shipwright Ports · city only Needs Carpenters' Workshops or better 35t 35t 35t 35t 35t 35t
Port with Dockyard Ports · city only Needs Carpenters' Workshops or better 34t 34t 34t 34t 34t 34t
Great Harbour Ports · city only Needs Carpenters' Workshops or better 33t★1 33t★1 33t★1 33t★1 33t★1 33t★1
Port Ports · castle only Needs Carpenters' Workshops or better 210t 210t 210t 210t 210t 210t
Port with Shipwright Ports · castle only Needs Carpenters' Workshops or better 37t 37t 37t 37t 37t 37t
Port with Dockyard Ports · castle only Needs Carpenters' Workshops or better 34t 34t 34t 34t 34t 34t
Great Harbour Ports · castle only Needs Carpenters' Workshops or better 33t★1 33t★1 33t★1 33t★1 33t★1 33t★1
Hanseatische Faktorei Hansa Teutonica Hanseatic England regions or Norway regions or Denmark regions or Russia regions · · +10t +10t +5t +5t
Hanseatische Kaufmänner Hansa Teutonica Hanseatic Hre regions or Poland regions or Prussia regions · +7t +7t +7t +4t +4t
Hanseatischer Quartier Hansa Teutonica Hanseatic Hre regions or Poland regions or Prussia regions · · · · · +3t
Holsteintor Hansa Teutonica Hanseatic Hre regions Poland regions · · · +5t +3t +3t
Stalhof Hansa Teutonica Hanseatic Capital England regions · · · · +3t +3t
Peterhof Hansa Teutonica Hanseatic Capital Russia regions · · · · +3t +3t
Bryggen Hansa Teutonica Hanseatic Capital Norway regions · · · · +3t +3t
Hanseatischer Kontor Hansa Teutonica Hanseatic Flemish France regions · · · · +3t +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 8 bonus pools for this unit that players don't.

Also recruitable in some campaigns, depending on the order events happen: Hanseatischer Quartier, Stalhof, Peterhof, Bryggen, Hanseatischer Kontor.

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 The Trade Wars of the Hanseatic League~turn 285 Die Kogge~turn 325 Confederation of Cologne~turn 401
Port with Shipwright Ports · city only Needs Carpenters' Workshops or better 210t 210t 210t
Port with Dockyard Ports · city only Needs Carpenters' Workshops or better · 25t 25t
Great Harbour Ports · city only Needs Carpenters' Workshops or better · 33t★1 33t★1
Port with Shipwright Ports · castle only Needs Carpenters' Workshops or better 210t 210t 210t
Port with Dockyard Ports · castle only Needs Carpenters' Workshops or better · 25t 25t
Great Harbour Ports · castle only Needs Carpenters' Workshops or better · 33t★1 33t★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.

Carrack

ship

The first fully ocean going ship in Europe, the Carrack is a four-masted vessel developed in the Mediterranean during the 15th century, and later used throughout Europe. Stable in heavy seas, and roomy enough to carry provisions for long voyages, these sturdy ships are well armed, sporting broadside firing cannon arrays, as well as large compliments of on-board marines.

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

Men
50
Melee
attack 35, charge 0
Defence
armour 0, skill 30, shield 0
Morale
14 · Normal discipline · Trained
Cost
6300 florins, 1320 upkeep, 7 turns to train

Where & when to recruit

Always needs: Hanseatic

Building A New Route to the East?~turn 543
Hanseatische Faktorei Hansa Teutonica England regions or Norway regions or Denmark regions or Russia regions +10t
Hanseatische Kaufmänner Hansa Teutonica Hre regions or Poland regions or Prussia regions +7t
Hanseatischer Quartier Hansa Teutonica Hre regions or Poland regions or Prussia regions +5t
Holsteintor Hansa Teutonica Hre regions Poland regions +5t
Stalhof Hansa Teutonica Capital England regions +5t
Peterhof Hansa Teutonica Capital Russia regions +5t
Bryggen Hansa Teutonica Capital Norway regions +5t
Hanseatischer Kontor Hansa Teutonica Flemish France regions +5t

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

General's Bodyguard

feudal knight, bodyguard

Quality: Exceptional. These are truly formidable troops whose task it is to guard their liege. Wearing mail, or early plate armour and wielding lances, these elite troops fear little on the battlefield and make fearsome opponents. Loyal and disciplined, this elite unit of heavy cavalry accompanies their master wherever he goes on the battlefield.

Abilities

  • Very hardy

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

  • 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.

  • Knight

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

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

Stats

Men
10 · riding Royal Horse Marka
Melee
attack 6, charge 12 (spear)
Defence
armour 10, skill 5, shield 7
Morale
12 · Impetuous · Highly trained
Cost
239 florins, 478 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

General's Bodyguard

feudal knight, bodyguard

Quality: Exceptional. The combination of full plate armour, and later magnificent Gothic armour, a fully armoured horse and a lance, make these elite warriors mobile killing machines. These warriors are this man's personal guard, fiercely loyal and disciplined there is little this unit cannot take on and not come out on top.

Abilities

  • Very hardy

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

  • 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.

  • Bodyguard upgrade

    A later-era bodyguard type that replaces older ones.

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

Stats

Men
10 · riding Armoured Horse
Melee
attack 8, charge 14 (spear)
Defence
armour 22, skill 9, shield 2
Morale
14 · Impetuous · Highly trained
Cost
326 florins, 652 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-2 in scrub, -3 in sand, -4 in forest, -1 in snow
Heat
+14 fatigue in hot climates