SSHIM Guide

Kingdom of France Units & recruitment

A rich Catholic kingdom whose king rules little more than the Île-de-France, surrounded by powerful vassals and the Angevin lands of England. Its story runs through Paris and Notre Dame.

Recruiting as France

Everything runs through Paris

French events need Paris in your hands at the start of your turn, then have a 40% chance each turn.

Reclaiming France costs no reputation

After the Albigensian Heresy, taking Paris, Orléans, Rouen, Rennes, Angers, Bordeaux, Toulouse, Arles, Dijon, Troyes or Rheims no longer gives warmonger points on Very Hard.

Help when the capital falls

If Paris 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

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

  1. 1

    Sugerius

    No fixed date

    Needs
    • Any turn.
    Chance
    4% per turn (a 10% roll on top of the usual 40%).

    Opens the way to building Notre Dame in Paris.

    In-game event text

    Suger (c. 1081–January 13th, 1151) was a French abbot, statesman, and historian. He once lived at the court of Pope Calixtus II in Maguelonne, France. He later became abbot of St-Denis, and became a close confidant to King Louis VII, even becoming his regent when the king left for the Second Crusade. Together with the king, he played a part in the centralization in the growing French Kingdom. He authored writings on abbey construction and was one of the earliest patrons of Gothic architecture and is seen as widely credited with popularizing the style. GAME STRATEGY: The historical process of the development of the Gothic style in Latin Europe is about to begin!

  2. 2

    Albigensian Heresy

    usually around turn 41 (~1152)

    Needs
    • Past turn 30, holding Poitiers and Clermont.
    Fallback
    Past turn 50.
    Chance
    40% per turn.
    In-game event text

    The Albigensian heretical teachings, which have been practiced in the Languedoc region of southern France since 1012 (having probably come by trade routes from eastern Europe), have become too much for the Church to bear: the Pope has called for their heresy to be eradicated. Cathars, as they are known by their opponents, are an anti-sacerdotal party who protest against the corruption of the clergy and are in permanent opposition to the Roman church. The nobles and people of the Languedoc region have strongly supported this heresy and even held a synod of heretics (including Bogumils from Bulgaria, the Balkans, and northern Italy) at St Felix de Caraman, near Toulouse. Upon hearing the Pope's decree against the Albigensian teachings, the people of southern France have risen up in defence of their false religion under the leadership of Raymond VI, count of Toulouse.

  3. 3

    Ecu

    usually around turn 277 (~1270)

    Needs
    • After the Albigensian Heresy, past turn 270.
    Chance
    40% per turn.

    Mints become more productive.

    In-game event text

    With the evolution of economy, the French lands needed large nominations of money. King Louis IXth struck first golden coin - ecu - in 1266. GAME STRATEGY: The French mints will now provide more income.

  4. 4

    Hôtel-Dieu at Tonnerre

    usually around turn 389 (~1326)

    Needs
    • You hold Jerusalem.
    Fallback
    Otherwise it happens for everyone between turns 378 and 398.
    Chance
    40% per turn.

    Charity buildings give extra health.

    In-game event text

    Hôtel-Dieu Notre-Dame des Fontenilles was founded in 1293 by Marguerite of Burgundy, wife of Charles d'Anjou, king of Sicily and Jerusalem. It was one of the first and largest hospitals in Medieval France. The building's dimensions are impressive: it has a 4,500-square-meter (50,000 sq ft) roof (originally covered in glazed tiles), main hall that is 90 meters (300 ft) long by 18.2 meters (60 ft) wide by 27 meters (89 ft) high. The ceiling is paneled, and the enormous framework is in the form of a hull of an overturned ship. Up to 40 patients could be treated. GAME STRATEGY: from now on, the French charity buildings will provide a bit more health.

World events that change your army

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

22 events
  1. 1

    Seafaring Innovation

    usually around turn 97 (~1180)

    Needs
    • Happens in 1180.

    UnlocksTrebuchet

    In-game event text

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

  2. 2

    Heavy Mail

    usually around turn 141 (~1202)

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

    UnlocksFeudal KnightsUrban Spear MilitiaHeavy Sergeant SpearmenFeudal Foot KnightsHeavy Sergeant SwordmenMangonel

    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)

  3. 3

    A Deadly New Weapon!

    usually around turn 201 (~1232)

    Needs
    • Happens at a random point between 1222 and 1242.

    RetiresWoodsmen

    In-game event text

    Europe learns of a terrible new compound called 'Gunpowder'. Information on the substance can be found in Roger Bacon's "De nullitate magiæ" at Oxford, published in 1216, or in his "Opus Maior" in 1248 where he describes a recipe for this new weapon: "We can, with saltpeter and other substances, compose artificially a fire that can be launched over long distances ... By only using a very small quantity of this material much light can be created accompanied by a horrible fracas. It is possible with it to destroy a town or an army ... In order to produce this artificial lightning and thunder it is necessary to take saltpeter, sulfur, and Luru Vopo Vir Can Utriet." Others soon add to this, such as the Norwegian Konungs skuggsjá, where he mentions in its military chapter the use of "coal and sulphur" as the best weapon for ship-to-ship combat. However it is not until the Moors use it for Cannons in their wars against the Spanish that its true power is seen. It would be best to seek knowledge of this new technology quickly.

  4. 4

    New Crossbow Mechanics Developed

    usually around turn 211 (~1237)

    Needs
    • Happens at a random point between 1222 and 1252.

    UnlocksMounted Crossbowmen

    RetiresLevy Archers

    In-game event text

    The pushlever and ratchet drawing mechanisms of the crossbow have been invented. These are of great use for foot crossbowmen, and have led to an increase in new recruits for the mercenary crossbow companies. This new technology has also led to the development of new cavalry tactics and the introduction of the mounted crossbowman. (c. 13th century)

  5. 5

    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.

  6. 6

    A New Era Begins

    usually around turn 337 (~1300)

    Needs
    • Happens in 1300.

    UnlocksMen At ArmsFoot 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.

  7. 7

    Coat of Plates

    usually around turn 341 (~1302)

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

    UnlocksFrench Chivalric KnightsGuisarme MilitiaChivalric Foot Knights

    RetiresMailed KnightsLevy SpearmenLevy AxemenSword Mailed Foot KnightsSwordsmen

    In-game event text

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

  8. 8

    Pavise Shields

    usually around turn 381 (~1322)

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

    UnlocksPike MilitiaVoulgierArbalest 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)

  9. 9

    Man-Made Inferno!

    usually around turn 401 (~1332)

    Needs
    • Happens in 1332.

    UnlocksBombard

    In-game event text

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

  10. 10

    Partial Plate Armor

    usually around turn 441 (~1352)

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

    UnlocksHalberd MilitiaVoulge MilitiaHalberd Men at Arms

    RetiresHeavy Sergeant Swordmen

    In-game event text

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

  11. 11

    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.

  12. 12

    Ibn al-Shatir Dies

    usually around turn 487 (~1375)

    Needs
    • Happens in 1375.

    UnlocksGrand Bombard

    In-game event text

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

  13. 13

    Full Plate Armor

    usually around turn 521 (~1392)

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

    UnlocksChevaliers Du Roi DemontèsFrench Foot ArchersArbalestersScots Guard

    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)

  14. 14

    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.

  15. 15

    Pioneer of Paint

    usually around turn 577 (~1420)

    Needs
    • Happens in 1420.

    UnlocksChevaliers Du Roi

    In-game event text

    A Flemish painter, Jan van Eyck, is now championing an outlandish concept to produce paint created from seed oils rather than using tempera egg yolk. He claims that these 'oil paints' dry much more slowly, allowing the artist to take all the time needed to perfect each stroke and feature of their paintings. Some of the art establishment have declared that they are unconvinced as to the merits of oil paint, most likely because their specialised skills with tempera are about to become obsolete.

  16. 16

    Matchlock Developed

    usually around turn 597 (~1430)

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

    UnlocksArquebusiers

    RetiresFeudal KnightsSergeant SpearmenSergeant SwordsmenFeudal Foot KnightsSergeant 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 BodyguardLancersGendarmesLate PikemenCulverinSerpentine

    RetiresGeneral's Bodyguard

    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

    Machines that Fly?

    usually around turn 721 (~1492)

    Needs
    • Happens in 1492.

    UnlocksBasilisk

    In-game event text

    Leonardo da Vinci, an Italian mastermind known for his revolutionary artistic works and ingenious inventions, has concocted his most ambitious and eldritch design yet. His fascination with the science of flight has culminated in his 'Ornithopter' design. Looking something akin to a windmill sail atop a horseless carriage, many other scholars are laughing, suggesting da Vinci should go back to his concepts based upon attaching wings to the human body.

  19. 19

    Portable Clock

    usually around turn 757 (~1510)

    Needs
    • Happens in 1510.

    UnlocksLate 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.

  20. 20

    Pike and Shot

    usually around turn 797 (~1530)

    Needs
    • Happens in 1530.

    UnlocksDemi Lancers

    RetiresMen At ArmsPikemenHalberd 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.

  21. 21

    The Rise of Shot

    usually around turn 841 (~1552)

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

    UnlocksMounted ArquebusiersMusketeers

    RetiresChevaliers Du RoiChevaliers Du Roi Demontès

    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.

  22. 22

    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 France

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

  • Champagne du Nord (Rheims) with Cathedral (for Catholic factions) or better
  • Campania (Napoli) with Maschio Angioino
  • Jerusalem with Holy Sepulchreholy city

Lands you must hold

Île-de-France (Paris) Champagne du Nord (Rheims) Auvergne (Clermont) Aquitaine (Bordeaux) Languedoc (Toulouse) Bretagne (Roazhon) Flandre (Gand) Champagne du Sud (Troyes) Orleanáis (Orléans) Bourgogne (Dijon) Dauphiné (Lyon) Provence (Arles) Anjou (Angers) Normandie (Rouen) Poitou (Poitiers)

Not needed with a Strong Legacy.

AI version (9 settlements)

Île-de-France (Paris), Champagne du Nord (Rheims), Auvergne (Clermont), Champagne du Sud (Troyes), Orleanáis (Orléans), Bourgogne (Dijon), Dauphiné (Lyon), Anjou (Angers), Normandie (Rouen)

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

Mailed Knights

Nobles, factional

NOBLES / MORALE 12/ IMPETUOUS/ HIGHLY TRAINED As Europe emerges from the dark ages, the armoured cavalry have begun to employ new tactics, gripping their lances tightly under their arms as they charge, transferring the full momentum of horse and man to the point. Combining heavy armour, a strong warrior ethos, and a devastating charge, they have come to dominate the battlefield. GAMEPLAY NOTES:These knights are the cream of medieval society. Trained throughout their lives in the art of war, they possess high morale and fight in the Norman style, charging with their powerful lances. They are effective at crushing infantry or other lighter troops with their powerful charge; only heavy, professional infantry and pikemen can stand against them. They can be readily recruited by landowners in exchange for high upkeep costs, as they demand land or large estates in return for their military service.

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.

  • 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.

  • 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
24 · riding Early Heavy Horse
Melee
attack 5, charge 11 (spear)
Defence
armour 10, skill 4, shield 6
Morale
12 · Impetuous · Highly trained
Cost
571 florins, 1042 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
+5 fatigue in hot climates

Where & when to recruit

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

Building From start Heavy Mail~turn 141
Landowners' Guards Landowners Needs Farms in Cleared Land or better 225t 233t
Provincial Council Landowners Needs Communal Farming or better 318t 225t
Local Nobility Landowners Needs Farms and Estates or better 213t 218t
Provincial Aristocracy Landowners Needs Agricultural Estates or better 39t 213t

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

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

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 The Third Lateran Council~turn 93 Heavy Mail~turn 141 The Fourth Lateran Council~turn 169 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 29t · · · 214t
Knight's Stables Stables · castle only Catholic ≥ 35% in region 29t 29t 29t 27t 27t 27t · · · 29t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Catholic ≥ 35% in region 37t 37t 37t 36t 36t 36t · · · 37t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Catholic ≥ 35% in region 36t★1 36t★1 36t★1 35t★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 34t★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
Maschio Angioino Castelli Normanni Without Alcazar Building Sicily regions Unique2 regions Catholic ≥ 35% in region · · · · 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

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.

Feudal Knights

feudal knight, standard

Quality: Elite. Type: Feudal (low availability, often impetuous or of low discipline). These knights dominate both society and the battlefield in medieval Europe. Under the feudal system each man owes military service to his lord in return for protection, a grant of land, and the peasants to work it. Trained as warriors from birth, their favourite tactic is the headlong charge. Despite the simple tactics, their strong armour, heavy lances, and martial prowess mean that only the most resolute can resist them

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 6, charge 11 (spear)
Defence
armour 12, skill 4, shield 5
Morale
12 · Impetuous · Highly trained
Cost
586 florins, 1172 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
+8 fatigue in hot climates

Where & when to recruit

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

Building Heavy Mail~turn 141 Coat of Plates~turn 341 Partial Plate Armor~turn 441
Landowners' Guards Landowners Needs Farms in Cleared Land or better 233t 225t 233t
Provincial Council Landowners Needs Communal Farming or better 225t 318t 225t
Local Nobility Landowners Needs Farms and Estates or better 218t 214t 218t
Provincial Aristocracy Landowners Needs Agricultural Estates or better 218t 313t 218t

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 16t ·
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 18t ·
King's Stables Stables · castle only Needs Quarries 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 24t 16t
King's Stables Stables · castle only Needs Quarries 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 16t 18t

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

French Chivalric Knights

feudal knight, factional

Quality: Exceptional. 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, while their heavy horses and long lances mean that only the most firmly planted wall of spears can resist them.

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.

  • 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 8, charge 12 (spear)
Defence
armour 16, skill 5, shield 5
Morale
14 · Impetuous · Trained
Cost
1586 florins, 1586 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
+7 fatigue in hot climates

Where & when to recruit

Always needs: Without Autonomy of Local Nobility or better 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 233t 225t 214t
Provincial Council Landowners Needs Communal Farming or better 225t 318t 310t
Local Nobility Landowners Needs Farms and Estates or better 225t 218t 29t
Provincial Aristocracy Landowners Needs Agricultural Estates or better 218t 313t 38t

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

Chevaliers Du Roi

feudal knight, factional

Quality: Exceptional. Type: Feudal (low availability, often impetuous or of low discipline). These men are the elite of the French aristocracy, and can to afford the best in arms and armour, not just for themselves, but also for their horses. As the flower of French chivalry, they have an elan that is unrivalled. Proud and headstrong their usual tactic is an immediate charge. Simple, but devastatingly effective.

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.

  • 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 8, charge 12 (spear)
Defence
armour 17, skill 4, shield 5
Morale
12 · Impetuous · Highly trained
Cost
673 florins, 1346 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
+12 fatigue in hot climates

Where & when to recruit

Always needs: Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better

Building Pioneer of Paint~turn 577 Portable Clock~turn 757
Landowners' Guards Landowners 225t 233t

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

Lancers

professional free, factional

Quality: Elite. Type: Late Professional. These elite warriors are arguably the ultimate evolution of the medieval knight. Their armour has been perfected by decades of experience, and whilst heavy, the weight is well distributed giving them ample flexibility. Combined with the knightly spirit of old, the only thing they need fear is a well aimed musket bullet.

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 French Armoured Horse
Melee
attack 7, charge 14 (spear)
Defence
armour 27, skill 4, shield 0
Morale
12 · Impetuous · Highly trained
Cost
808 florins, 1615 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
+18 fatigue in hot climates

Where & when to recruit

Always needs: Needs Quarries or better

Building Gothic Plate Armor~turn 641
King's Stables Stables · castle 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

Gendarmes

free professional, standard

Quality: Elite. Type: Urban Professional (increased training time based on unit type and quality, higher proportion of disciplined units). Although drawn from the nobility, and equipped as heavy knights, these men are well trained and disciplined professional troops. They provide their sovereign with a standing force that's available when needed, and much less trouble than the turbulent aristocracy of old. Expensive to maintain, though, only the wealthiest states can afford them.

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 Mailed Horse
Melee
attack 8, charge 14 (spear)
Defence
armour 23, skill 5, shield 0
Morale
10 · Disciplined · Highly trained
Cost
4258 florins, 1637 upkeep, 4 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-2 in scrub, -3 in sand, -4 in forest, -1 in snow
Heat
+15 fatigue in hot climates

Where & when to recruit

Always needs: Needs Four-Faculty University or better

Building Gothic Plate Armor~turn 641
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

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

Building Pike and Shot~turn 797
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better 21t
King's Stables Stables · castle only Needs Quarries or better 31t

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

Breton Cavalry

mercenary unit (true)

Local militia. Morale 7. Secondary weapon: 4 (spear). Although largely a French vassal, the Bretons remained semi-independent for much of the middle ages by transferring loyalties between the Normans, English and French depending on the situation. These men hurl javelins but once the missiles are exhausted, they engage also with spears in melee.

Abilities

  • Thrown

    The missile is thrown rather than shot.

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
32 · riding Scout Horse
Missile
Cav Javelin: attack 11, range 55, 8 ammo
Melee
attack 4, charge 6 (spear)
Defence
armour 5, skill 2, shield 2
Morale
7 · Normal discipline · Trained
Cost
1674 florins, 628 upkeep, 2 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
+2 in snow
Heat
+4 fatigue in hot climates

Where & when to recruit

Always needs: France regions

Building From start
Town Watch Barracks · city only Not in River 220t
Town Guard Barracks · city only Not in River 220t
City Watch Barracks · city only Not in River 220t
Militia Drill Square Barracks · city only Not in River 220t
Militia Barracks Barracks · city only Needs Quarries or better Not in River 220t
Army Barracks Barracks · city only Needs Stonemasons or better Not in River 220t
Royal Barracks Barracks · city only Needs Stonemasons or better Not in River 220t
Stables Stables · castle only Not in River 27t
Stables Stables · castle only River 220t
Knight's Stables Stables · castle only Not in River 26t
Knight's Stables Stables · castle only River 214t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Not in River 25t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better River 211t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Not in River 25t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better River 29t
King's Stables Stables · castle only Needs Quarries or better Not in River 24t
King's Stables Stables · castle only Needs Quarries or better River 28t

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

Mounted Crossbowmen

feudal levy, standard

Quality: Average. Type: Late Professional. Forced to counter the quick and mobile missile units of the east, European forces have begun to develop lighter and more mobile units such as these Mounted Crossbows. Using smaller crossbows than the infantry, these units use their mobility to stay out of trouble while they reload their crossbows, as their rate of fire is no better than that of the infantry crossbow.

Abilities

  • Area attack

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

  • Cantabrian circle

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

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

Stats

Men
28 · riding Fast Pony
Missile
Cav Light Crossbow Bolt: attack 7, range 90, 30 ammo
Melee
attack 4, charge 6 (sword)
Defence
armour 5, skill 1, shield 0
Morale
4 · Normal discipline · Untrained
Cost
1358 florins, 510 upkeep, 3 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
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 New Crossbow Mechanics Developed~turn 211 Partial Plate Armor~turn 441 Matchlock Developed~turn 597
Stables Stables · castle only 220t 214t 211t
Knight's Stables Stables · castle only 214t 211t 29t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better 311t 39t 38t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better 39t★1 38t★1 37t★1
King's Stables Stables · castle only Needs Quarries or better 28t★3 27t★3 26t★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.

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 The Rise of Shot~turn 841
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 Heavy Mail~turn 141
Town Watch Barracks · city only 211t 217t
Town Guard Barracks · city only 29t 211t
City Watch Barracks · city only 28t 29t
Militia Drill Square Barracks · city only 27t 28t
Militia Barracks Barracks · city only Needs Quarries or better 36t 37t
Army Barracks Barracks · city only Needs Stonemasons or better 35t 36t
Royal Barracks Barracks · city only Needs Stonemasons or better 35t★1 36t★1
Mustering Hall Barracks · castle only 211t 217t
Garrison Quarters Barracks · castle only 28t 211t
Drill Square Barracks · castle only 28t 211t
Barracks Barracks · castle only 28t★2 211t★2

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

Sergeant Spearmen

Sergeants, factional

SERGEANTS/ MORALE 7/ NORMAL DISCIPLINE/ TRAINED. These Spearmen are sergeants warriors drawn from the lower classes. They have some skill in combat and have been better trained and equipped than levied troops. Their large shields, and spears make them a solid defensive unit, able to resist attacks from both foot and horse, so long as they are well supported. If necessary they can form a defensive circle. They form the base of numerous medieval armies as a defensive infantry, especially against cavalry.

Abilities

  • Schiltrom

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

  • Braced spear

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

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

Stats

Men
48
Melee
attack 2, charge 3 (spear)
Defence
armour 2, skill 4, shield 5
Morale
7 · Normal discipline · Trained
Cost
1223 florins, 571 upkeep, 2 turns to train
Mount effect
+5 vs Horse, +5 vs Camel
Terrain
+1 in scrub, -1 in sand, +3 in forest
Heat
+3 fatigue in hot climates

Where & when to recruit

Building From start Heavy Mail~turn 141 Coat of Plates~turn 341 Full Plate Armor~turn 521
Garrison Quarters Barracks · castle only 214t 29t 27t 29t
Drill Square Barracks · castle only 39t★1 37t★1 36t★1 37t★1
Barracks Barracks · castle only 37t★1 36t★1 35t★1 36t★1

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

The AI also gets 21 bonus pools for this unit that players don't.

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 Heavy Mail~turn 141 Magna Carta~turn 163 The Fourth Lateran Council~turn 169 Concentric Castles~turn 277 Coat of Plates~turn 341
Town Watch Barracks · city only Flemish 220t 220t · · · · ·
Town Watch Barracks · city only France regions England regions 220t 220t · · · · ·
Town Guard Barracks · city only Flemish 220t 220t · · · · ·
Town Guard Barracks · city only France regions England regions 220t 220t · · · · ·
City Watch Barracks · city only Flemish 220t 220t · · · · ·
City Watch Barracks · city only France regions England regions 220t 220t · · · · ·
Militia Drill Square Barracks · city only Flemish 220t 220t · · · · ·
Militia Drill Square Barracks · city only France regions England regions 220t 220t · · · · ·
Militia Barracks Barracks · city only Needs Quarries or better Flemish 220t 220t · · · · ·
Militia Barracks Barracks · city only Needs Quarries or better France regions England regions 220t 220t · · · · ·
Army Barracks Barracks · city only Needs Stonemasons or better Flemish 220t 220t · · · · ·
Army Barracks Barracks · city only Needs Stonemasons or better France regions England regions 220t 220t · · · · ·
Royal Barracks Barracks · city only Needs Stonemasons or better Flemish 220t 220t · · · · ·
Royal Barracks Barracks · city only Needs Stonemasons or better France regions England regions 220t 220t · · · · ·
Mustering Hall Barracks · castle only Flemish 220t 220t · · · · ·
Mustering Hall Barracks · castle only France regions England regions 220t 220t · · · · ·
Garrison Quarters Barracks · castle only Flemish 220t 220t · · · · ·
Garrison Quarters Barracks · castle only France regions England regions 220t 220t · · · · ·
Drill Square Barracks · castle only Flemish 220t 220t · · · · ·
Drill Square Barracks · castle only France regions England regions 220t 220t · · · · ·
Barracks Barracks · castle only Flemish 220t 220t · · · · ·
Barracks Barracks · castle only France regions England regions 220t 220t · · · · ·
Armoury Barracks · castle only Flemish 220t 220t · · · · ·
Armoury Barracks · castle only France regions England regions 220t 220t · · · · ·
Norman Stronghold Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building 214t 214t 214t 225t 225t · ·
Castìdde du Monte Castelli Normanni Sicily regions Unique1 regions 39t 39t 39t 317t 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 317t★1 317t★1 317t★1 ·
Maschio Angioino Castelli Normanni Without Alcazar Building Sicily regions Unique2 regions · · · · 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, Maschio Angioino.

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

Building Heavy Mail~turn 141 Coat of Plates~turn 341 Partial Plate Armor~turn 441
Town Watch Barracks · city only 217t 28t 217t
Town Guard Barracks · city only 29t 27t 212t
City Watch Barracks · city only 28t 26t 210t
Militia Drill Square Barracks · city only 27t 25t 28t
Militia Barracks Barracks · city only Needs Quarries or better 36t 35t 37t
Army Barracks Barracks · city only Needs Stonemasons or better 35t 34t 36t
Royal Barracks Barracks · city only Needs Stonemasons or better 35t★1 34t★1 36t★1
Mustering Hall Barracks · castle only 217t 211t 217t
Garrison Quarters Barracks · castle only 211t 28t 211t
Drill Square Barracks · castle only 211t 28t 211t
Barracks Barracks · castle only 217t 211t 217t

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 The Fourth Lateran Council~turn 169 Concentric Castles~turn 277 Coat of Plates~turn 341 Full Plate Armor~turn 521
Drill Square Barracks · castle only 214t 214t 214t 29t 27t
Barracks Barracks · castle only 29t 29t 29t 27t 26t
Norman Stronghold Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building Catholic ≥ 35% in region 117t 117t · · ·
Castìdde du Monte Castelli Normanni Sicily regions Unique1 regions Catholic ≥ 35% in region 212t 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 312t★1 66t★1 312t★1
Maschio Angioino Castelli Normanni Without Alcazar Building Sicily regions Unique2 regions 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.

Pike Militia

urban militia, standard

Quality: Militia. Type: Urban Militia (reduced morale in the field). The pike-man is a staple of the late Medieval army, and the arms of militia mirror those of professional troops. Pike armed militia with a modest amount of training can hold a defensive position very well, though they need good support. Initially lacking armour and thus vulnerable to shooting, this unit can be upgraded to be much better protected.

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.

  • 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 1, charge 2 (spear)
Defence
armour 1, skill 4, shield 0
Morale
5 · Low discipline · Untrained
Cost
502 florins, 502 upkeep, 1 turn to train
Mount effect
+3 vs Horse, +3 vs Camel
Terrain
-1 in sand, +1 in forest
Heat
+1 fatigue in hot climates

Where & when to recruit

Building Pavise Shields~turn 381 Full Plate Armor~turn 521 Matchlock Developed~turn 597 Pike and Shot~turn 797
City Watch Barracks · city only 225t 211t 211t 28t
Militia Drill Square Barracks · city only 217t 29t 29t 27t
Militia Barracks Barracks · city only Needs Quarries or better 312t 38t 38t 36t
Army Barracks Barracks · city only Needs Stonemasons or better 210t 27t 27t 25t
Royal Barracks Barracks · city only Needs Stonemasons or better 310t★1 37t★1 37t★1 35t★1
Mustering Hall Barracks · castle only 225t 225t 29t 29t
Garrison Quarters Barracks · castle only 214t 214t 27t 27t
Drill Square Barracks · castle only 29t 29t 26t 26t
Barracks Barracks · castle only 36t 36t 34t 34t

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

Voulgier

feudal levy, factional

Quality: Average. Type: Late Professional. The voulge is a pole-arm related to simple harvesting tools but turned into a weapon of war. Having a large, slightly curved slashing blade on the top, this weapon in the hands of Voulgiers can deliver severe and oft fatal wounds to any unfortunate victims. This weapon is effective against infantry and cavalry.

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.

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

Stats

Men
60
Melee
attack 6, charge 5 (axe)
Defence
armour 6, skill 7, shield 0
Morale
7 · Normal discipline · Untrained
Cost
1933 florins, 726 upkeep, 2 turns to train
Terrain
-2 in sand, +1 in forest
Heat
+5 fatigue in hot climates

Where & when to recruit

Building Pavise Shields~turn 381 Full Plate Armor~turn 521
Mustering Hall Barracks · castle only 225t 225t
Garrison Quarters Barracks · castle only 214t 214t
Drill Square Barracks · castle only 210t 210t
Barracks Barracks · castle only 28t 28t
Armoury Barracks · castle only 26t 26t

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

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 214t 28t
Town Guard Barracks · city only 211t 27t
City Watch Barracks · city only 29t 26t
Militia Drill Square Barracks · city only 28t 25t
Militia Barracks Barracks · city only Needs Quarries or better 37t 35t
Army Barracks Barracks · city only Needs Stonemasons or better 36t 34t
Royal Barracks Barracks · city only Needs Stonemasons or better 36t★1 34t★1
Mustering Hall Barracks · castle only 225t 214t
Garrison Quarters Barracks · castle only 214t 29t
Drill Square Barracks · castle only 29t 27t
Barracks Barracks · castle only 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

Voulge Militia

urban militia, factional

Quality: Militia. Type: Urban Militia (reduced morale in the field). The voulge is a pole-arm related to simple harvesting tools but turned into a weapon of war. It is a hacking weapon of simple construction and easy to use, making it ideal for a militia garrison. Voulge Militia are reasonably well armoured, and able to defend themselves against both cavalry and foot.

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 5, skill 4, shield 0
Morale
5 · Low discipline · Untrained
Cost
588 florins, 588 upkeep, 1 turn to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
-2 in sand, +1 in forest
Heat
+5 fatigue in hot climates

Where & when to recruit

Building Partial Plate Armor~turn 441 Full Plate Armor~turn 521
City Watch Barracks · city only 225t 28t
Militia Drill Square Barracks · city only 217t 27t
Militia Barracks Barracks · city only Needs Quarries or better 212t 26t
Army Barracks Barracks · city only Needs Stonemasons or better 210t 26t
Royal Barracks Barracks · city only Needs Stonemasons or better 210t 26t

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

Building Handgun Developed~turn 461 Matchlock Developed~turn 597 Gothic Plate Armor~turn 641 Pike and Shot~turn 797
City Watch Barracks · city only 211t 211t · ·
Militia Drill Square Barracks · city only 29t 29t · ·
Militia Barracks Barracks · city only Needs Quarries or better 29t 29t · ·
Mustering Hall Barracks · castle only · 225t 225t ·
Garrison Quarters Barracks · castle only · 214t 214t ·
Drill Square Barracks · castle only · 29t 29t ·
Barracks Barracks · castle only · 36t 36t 36t

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

The AI also gets 21 bonus pools for this unit that players don't.

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

Building Gothic Plate Armor~turn 641 Pike and Shot~turn 797
City Watch Barracks · city only 211t 211t
Militia Drill Square Barracks · city only 29t 29t
Militia Barracks Barracks · city only Needs Quarries or better 29t 29t
Mustering Hall Barracks · castle only · 225t
Garrison Quarters Barracks · castle only · 214t
Drill Square Barracks · castle only · 214t

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

Levy 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
Town Watch Barracks · city only 214t 46t
Town Guard Barracks · city only 214t 46t
City Watch Barracks · city only 211t 45t
Militia Drill Square Barracks · city only 29t 44t
Militia Barracks Barracks · city only Needs Quarries or better 38t 64t
Army Barracks Barracks · city only Needs Stonemasons or better 37t 63t
Royal Barracks Barracks · city only Needs Stonemasons or better 37t★1 63t★1
Mustering Hall Barracks · castle only 211t 217t
Garrison Quarters Barracks · castle only 28t 211t
Drill Square Barracks · castle only 28t 211t
Barracks Barracks · castle only 28t★2 211t★2

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

Woodsmen

Melee infantry

REGIONAL TROOPS/ MORALE 6/ LOW DISCIPLINE/ UNTRAINED/IS PEASANT/ AOR UNIT/ FREE UPKEEP UNIT Woodsmen are hardy folk from the forests of North and Eastern Europe. Armed with their tools of the trade, a large axe, they can hew down other light infantry, and inflict considerable damage on heavier foes. GAMEPLAY NOTES:Although they are peasant troops, these woodsmen are accustomed to cold climates and rural life, making them tough and resilient. They have combat bonuses in snow and forests and are useful as shock troops for charging the enemy, though they won't last long due to their lack of armor. They are not useful for maintaining public order in settlements, just like all units with the "is peasant" attribute.

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.

  • 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
40
Melee
attack 5, charge 6 (axe)
Defence
armour 1, skill 4, shield 0
Morale
6 · Low discipline · Untrained
Cost
473 florins, 373 upkeep, 1 turn to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
+1 in scrub, -1 in sand, +4 in forest, +3 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Always needs: Not in Tartar steppe

Building From start Hanseatic League Beginnings~turn 81 A Deadly New Weapon!~turn 201
Town Watch Barracks · city only Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t ·
Town Watch Barracks · city only Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t
Town Watch Barracks · city only Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · ·
Town Guard Barracks · city only Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t ·
Town Guard Barracks · city only Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t
Town Guard Barracks · city only Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · ·
City Watch Barracks · city only Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t ·
City Watch Barracks · city only Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t
City Watch Barracks · city only Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · ·
Militia Drill Square Barracks · city only Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t ·
Militia Drill Square Barracks · city only Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t
Militia Drill Square Barracks · city only Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · ·
Militia Barracks Barracks · city only Needs Quarries or better Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t ·
Militia Barracks Barracks · city only Needs Quarries or better Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t
Militia Barracks Barracks · city only Needs Quarries or better Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · ·
Army Barracks Barracks · city only Needs Stonemasons or better Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t ·
Army Barracks Barracks · city only Needs Stonemasons or better Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t
Army Barracks Barracks · city only Needs Stonemasons or better Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · ·
Royal Barracks Barracks · city only Needs Stonemasons or better Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t ·
Royal Barracks Barracks · city only Needs Stonemasons or better Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t
Royal Barracks Barracks · city only Needs Stonemasons or better Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · ·
Mustering Hall Barracks · castle only Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t ·
Mustering Hall Barracks · castle only Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t
Mustering Hall Barracks · castle only Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · ·
Garrison Quarters Barracks · castle only Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t ·
Garrison Quarters Barracks · castle only Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t
Garrison Quarters Barracks · castle only Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · ·
Drill Square Barracks · castle only Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t ·
Drill Square Barracks · castle only Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t
Drill Square Barracks · castle only Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · ·
Barracks Barracks · castle only Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t ·
Barracks Barracks · castle only Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t
Barracks Barracks · castle only Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · ·
Armoury Barracks · castle only Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t ·
Armoury Barracks · castle only Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t
Armoury Barracks · castle only Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · ·

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

Sword Mailed Foot Knights

Nobles, factional

NOBLES / MORALE 12/ IMPETUOUS/ HIGHLY TRAINED Knights would often dismount and fight on foot when the situation demanded it. Dismounted they make excellent heavy infantry in many european armies and will be your best option to maintain a defensive line infantry.The best among the best warriors of their time, these knights have trained all their lives in the art of war, skilled in the use of the sword and shield, and are high to maintain due to the cost of their lands in exchange for their war services. GAMEPLAY NOTES:These knights with swords are very versatile on the battlefield, useful both for attacking and breaking enemy lines and for maintaining a solid defense protecting a siege; with their high morale they are one of the best medieval European troops. Recruitable in landowners.

Abilities

  • 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.

  • 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
40
Melee
attack 7, charge 4 (sword)
Defence
armour 8, skill 7, shield 6
Morale
12 · Impetuous · Highly trained
Cost
557 florins, 1014 upkeep, 1 turn to train
Terrain
-2 in sand, -1 in snow
Heat
+5 fatigue in hot climates

Where & when to recruit

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

Building From start Heavy Mail~turn 141
Landowners' Guards Landowners Needs Farms in Cleared Land or better 225t 233t
Provincial Council Landowners Needs Communal Farming or better 318t 225t
Local Nobility Landowners Needs Farms and Estates or better 213t 218t
Provincial Aristocracy Landowners Needs Agricultural Estates or better 39t 213t

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

Sergeant Swordsmen

Sergeants, factional

SERGEANTS/MORALE 7 /NORMAL DISCIPLINE/ TRAINED These Sergeant Swordsmen are professional basic troops from the lower classes capable of affording a sword and some armor. GAMEPLAY NOTES: They are skilled and have some training to face other light infantry or archers but are not comparable to other professional troops such as the sergeant class. Since they do not have so much armor, they will not be able to hold the defense line for long, so they are useful against similar light troops.

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 4, charge 4 (sword)
Defence
armour 2, skill 5, shield 4
Morale
7 · Normal discipline · Trained
Cost
1126 florins, 523 upkeep, 2 turns to train
Terrain
+1 in scrub, -1 in sand, +1 in snow
Heat
+3 fatigue in hot climates

Where & when to recruit

Building From start Heavy Mail~turn 141 Coat of Plates~turn 341 Full Plate Armor~turn 521
Barracks Barracks · castle only 29t★1 27t★1 26t★1 27t★1

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

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 Heavy Mail~turn 141 A New Era Begins~turn 337 Coat of Plates~turn 341 Full Plate Armor~turn 521 Matchlock Developed~turn 597
City Watch Barracks · city only 217t 225t 225t · · ·
Militia Drill Square Barracks · city only 217t 225t 225t · · ·
Militia Barracks Barracks · city only Needs Quarries or better 217t 225t 225t · · ·
Army Barracks Barracks · city only Needs Stonemasons or better 217t 225t 225t · · ·
Garrison Quarters Barracks · castle only · 214t 214t 29t 214t ·
Drill Square Barracks · castle only 214t 29t 29t 27t 29t ·
Armoury Barracks · castle only England regions or France regions or Aragon regions · · 26t 26t 18t 18t
Armoury Barracks · castle only Not in England regions Not in France regions Not in Aragon regions · · 18t 18t 112t 112t

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 21 bonus pools for this unit that players don't.

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: Without Autonomy of Local Nobility or better Catholic ≥ 50% in region

Building Heavy Mail~turn 141 Coat of Plates~turn 341 Partial Plate Armor~turn 441
Landowners' Guards Landowners Needs Farms in Cleared Land or better 233t 225t 233t
Provincial Council Landowners Needs Communal Farming or better 225t 318t 225t
Local Nobility Landowners Needs Farms and Estates or better 218t 214t 218t
Provincial Aristocracy Landowners Needs Agricultural Estates or better 218t 313t 218t

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

Building Heavy Mail~turn 141 A New Era Begins~turn 337 Coat of Plates~turn 341 Partial Plate Armor~turn 441 Full Plate Armor~turn 521
City Watch Barracks · city only 225t 225t 212t · ·
Militia Drill Square Barracks · city only 225t 225t 212t · ·
Militia Barracks Barracks · city only Needs Quarries or better 225t 225t 212t · ·
Army Barracks Barracks · city only Needs Stonemasons or better 225t 225t 212t · ·
Drill Square Barracks · castle only 214t 214t 29t 29t 27t
Barracks Barracks · castle only 29t★1 29t★1 27t★1 27t★1 26t★1
Armoury Barracks · castle only 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 · 27t 27t 27t 27t

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 21 bonus pools for this unit that players don't.

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

Building Coat of Plates~turn 341 Partial Plate Armor~turn 441 Full Plate Armor~turn 521
Town Watch Barracks · city only 214t 211t 29t
Town Guard Barracks · city only 214t 211t 29t
City Watch Barracks · city only 211t 29t 28t
Militia Drill Square Barracks · city only 29t 28t 27t
Militia Barracks Barracks · city only Needs Quarries or better 38t 37t 36t
Army Barracks Barracks · city only Needs Stonemasons or better 37t 36t 35t
Royal Barracks Barracks · city only Needs Stonemasons or better 37t★1 36t★1 35t★1

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

Chivalric Foot Knights

feudal knight, standard

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. Although most fight mounted, those that go on foot make powerful infantry.

Abilities

  • 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 3 (sword)
Defence
armour 14, skill 8, shield 5
Morale
14 · Impetuous · Highly trained
Cost
686 florins, 1372 upkeep, 1 turn to train
Terrain
-1 in scrub, -3 in sand, +1 in forest, -1 in snow
Heat
+14 fatigue in hot climates

Where & when to recruit

Always needs: Without Autonomy of Local Nobility or better 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 233t 225t 214t
Provincial Council Landowners Needs Communal Farming or better 225t 318t 310t
Local Nobility Landowners Needs Farms and Estates or better 225t 218t 29t
Provincial Aristocracy Landowners Needs Agricultural Estates or better 218t 313t 38t

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
Garrison Quarters Barracks · castle only 225t
Drill Square Barracks · castle only 214t
Barracks Barracks · castle only 210t
Armoury Barracks · castle only 28t

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

Chevaliers Du Roi Demontès

feudal knight, factional

Quality: Elite. Type: Feudal (low availability, often impetuous or of low discipline). These men are the elite of the French aristocracy, and can to afford the best in arms and armour, not just for themselves, but also for their horses. As the flower of French chivalry, they have an elan that is unrivalled. Although they have a reputation for rashness when mounted, many are pragmatic enough to realise that sometimes it is better to fight on foot.

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: Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better

Building Full Plate Armor~turn 521
Landowners' Guards Landowners 214t

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

Levy Crossbowmen

feudal levy, standard

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

Abilities

  • Area attack

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

  • Free upkeep

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

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

Stats

Men
52
Missile
Militia Crossbow Bolt: attack 6, range 150, 18 ammo
Melee
attack 1, charge 1 (knife)
Defence
armour 1, skill 1, shield 0
Morale
3 · Low discipline · Untrained
Cost
317 florins, 317 upkeep, 2 turns to train
Terrain
+1 in scrub, -1 in sand, -2 in forest
Heat
+3 fatigue in hot climates

Where & when to recruit

Building From start The Second Lateran Council~turn 17 The Third Lateran Council~turn 93 The Fourth Lateran Council~turn 169 New Crossbow Mechanics Developed~turn 211 Concentric Castles~turn 277 Pavise Shields~turn 381
Town Watch Barracks · city only · 225t 217t 217t 211t 211t ·
Town Guard Barracks · city only · 217t 212t 212t 29t 29t ·
City Watch Barracks · city only · 212t 210t 210t 28t 28t ·
Militia Drill Square Barracks · city only · 210t 28t 28t 27t 27t ·
Militia Barracks Barracks · city only Needs Quarries or better · 38t 37t 37t 36t 36t ·
Army Barracks Barracks · city only Needs Stonemasons or better · 27t 26t 26t 25t 25t ·
Royal Barracks Barracks · city only Needs Stonemasons or better · 37t★1 36t★1 36t★1 35t★1 35t★1 ·
Bowyer Ranges · castle only 225t 214t 214t 214t 29t 29t ·
Practice Range Ranges · castle only 214t 29t 29t 29t 27t 27t ·
Archery Range Ranges · castle only 29t 27t 27t 27t 26t 26t ·
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 37t 37t 36t 36t 35t 35t ·
Norman Stronghold Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building Catholic ≥ 25% in region · 117t 117t 117t 117t · ·
Castìdde du Monte Castelli Normanni Sicily regions Unique1 regions Catholic ≥ 25% in region · 217t 217t 217t 217t 217t 217t
Castel Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building Catholic ≥ 25% in region · · · · · 217t 217t
Palazzo dei Normanni Castelli Normanni Sicily regions Capital Catholic ≥ 25% in region · 317t★1 317t★1 317t★1 317t★1 317t★1 317t★1
Maschio Angioino Castelli Normanni Without Alcazar Building Sicily regions Unique2 regions Catholic ≥ 25% in region · · · 317t★1 317t★1 317t★1 317t★1

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

Building From start The Third Lateran Council~turn 93 Heavy Mail~turn 141 New Crossbow Mechanics Developed~turn 211 Pavise Shields~turn 381
Town Watch Barracks · city only 211t 217t 217t · ·
Town Guard Barracks · city only 29t 212t 212t · ·
City Watch Barracks · city only 28t 210t 210t · ·
Militia Drill Square Barracks · city only 27t 28t 28t · ·
Militia Barracks Barracks · city only Needs Quarries or better 36t 37t 37t · ·
Army Barracks Barracks · city only Needs Stonemasons or better 25t 26t 26t · ·
Royal Barracks Barracks · city only Needs Stonemasons or better 35t★1 36t★1 36t★1 · ·
Bowyer Ranges · castle only 29t 29t 214t 214t 225t
Practice Range Ranges · castle only 27t 27t 29t 29t 214t
Archery Range Ranges · castle only 26t 26t 27t 27t 29t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 35t 35t 36t 36t 37t

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 Pavise Shields~turn 381
Bowyer Ranges · castle only · 225t 214t
Practice Range Ranges · castle only 225t 214t 29t
Archery Range Ranges · castle only 214t 29t 27t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 39t 37t 36t

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

Basque Archers

AOR unit

REGIONAL TROOPS/ MORALE 9/ IMPETUOUS/ TRAINED/ AOR UNIT The Basque country is situated on both sides of the Pyrenees. After the Muslim invasion of the Iberian Peninsula at the beginning of the 8th century, which led to the dissolution of Visigothic Hispania and the partial withdrawal of the Frankish governors to the north of Aquitaine, the descendants of the Basques, who had adopted Christianity during the Late Empire, reorganised themselves around the 9th century around the feudal entities of the Duchy of Vasconia, in the area of ​​Gascony and that of the Kingdom of Pamplona. This last entity, together with the Taifa of Tudela, would give rise to the Kingdom of Navarre during the Middle Ages. It is known as the home of notoriously tough and unruly people. The Basque were primarily mercenaries fighting for the highest bidder and were never truly conquered. GAMEPLAY NOTES:These impetuous basque archers have been trained in the Basque mountainous lands so can be recruited in North Iberia as AOR unit in archerys and some Alcazar and as mercenaries In Pyrenees, south France and North Iberia.They have great resistance to fatigue and know how to ambush their enemies by transforming into light infantry. As archers they are moderately skilled, but what they lack in accuracy they can certainly make up with brawn as they can take the role of light infantry as well. Furthemore they can deploy stakes against cavalry.

Abilities

  • Area attack

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

  • Hides anywhere

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

  • Hardy

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

  • Stakes

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

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

Stats

Men
48
Missile
Composite Arrow: attack 4, range 165, 30 ammo
Melee
attack 4, charge 4 (sword)
Defence
armour 4, skill 5, shield 0
Morale
9 · Impetuous · Trained
Cost
1122 florins, 622 upkeep, 2 turns to train
Terrain
+1 in scrub, +2 in forest, +2 in snow
Heat
+3 fatigue in hot climates

Where & when to recruit

Always needs: Unique2 regions

Building From start
Bowyer Ranges · castle only Aragon regions or France regions 217t
Bowyer Ranges · castle only Aragon regions Not in River +20t
Practice Range Ranges · castle only Aragon regions or France regions 217t
Practice Range Ranges · castle only Aragon regions Not in River +20t
Archery Range Ranges · castle only Aragon regions or France regions 217t
Archery Range Ranges · castle only Aragon regions Not in River +20t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Aragon regions or France regions 217t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Aragon regions Not in River +20t

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

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

Building Pavise Shields~turn 381 Full Plate Armor~turn 521 Pike and Shot~turn 797
Town Watch Barracks · city only 211t 28t 211t
Town Guard Barracks · city only 29t 27t 29t
City Watch Barracks · city only 28t 26t 28t
Militia Drill Square Barracks · city only 27t 25t 27t
Militia Barracks Barracks · city only Needs Quarries or better 36t 35t 36t
Army Barracks Barracks · city only Needs Stonemasons or better 25t 24t 25t
Royal Barracks Barracks · city only Needs Stonemasons or better 35t★1 34t★1 35t★1
Bowyer Ranges · castle only 29t 27t 29t
Practice Range Ranges · castle only 27t 26t 27t
Archery Range Ranges · castle only 27t 26t 27t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 36t 35t 36t

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

French Foot Archers

feudal levy, factional

Quality: Average. Type: Late Professional. Professional troops of the French ordinance reforms, these men are modeled on the English style longbowmen. Their powerful bows give them punch, while their horses give them strategic mobility. They often enter battle dismounted as their bow is much more potent when used on foot. Well armed and armoured by the King.

Abilities

  • Area attack

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

  • Hardy

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

  • Stakes

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

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

Stats

Men
48
Missile
Mass Bodkin Arrow: attack 6, range 180, 30 ammo
Melee
attack 3, charge 2 (sword)
Defence
armour 7, skill 4, shield 0
Morale
6 · Normal discipline · Untrained
Cost
1693 florins, 636 upkeep, 2 turns to train
Terrain
-2 in sand, +2 in forest
Heat
+7 fatigue in hot climates

Where & when to recruit

Building Full Plate Armor~turn 521
Bowyer Ranges · castle only 225t
Practice Range Ranges · castle only 225t
Archery Range Ranges · castle only 214t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 29t

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

Arbalesters

feudal levy, factional

Quality: Elite. Type: Early Professional. CThese men are highly skilled in the use of many arms including the crossbow and sword. Primarily utilised as missile troops using their crossbows, they are so well armoured with plate and skilled with a sword that they can also be used as shock troops when called upon.

Abilities

  • Area attack

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

  • Hardy

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

  • Stakes

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

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

Stats

Men
48
Missile
Elite Steel Crossbow Bolt: attack 12, range 200, 30 ammo
Melee
attack 5, charge 3 (sword)
Defence
armour 11, skill 6, shield 0
Morale
7 · Normal discipline · Untrained
Cost
2581 florins, 874 upkeep, 3 turns to train
Terrain
-2 in sand, +2 in forest
Heat
+11 fatigue in hot climates

Where & when to recruit

Building Full Plate Armor~turn 521
Practice Range Ranges · castle only Catholic ≥ 50% in region 15t
Archery Range Ranges · castle only Catholic ≥ 50% in region 15t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 24t

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

Scots Guard

feudal levy, factional

Quality: Elite. Type: Early Professional. The 'Compagnie des Gendarmes Ecossois,' better known as the 'French Scots Guard,' are a great example of the term, 'the enemy of my enemy is my ally' as the enmity to England has given the Scots and the French common cause. These Scottish troops are elite heavily armoured longbowmen, and form part of the French King's guard.

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 7, range 200, 42 ammo
Melee
attack 6, charge 3 (sword)
Defence
armour 13, skill 5, shield 0
Morale
6 · Normal discipline · Untrained
Cost
2657 florins, 999 upkeep, 2 turns to train
Terrain
-1 in scrub, -3 in sand, +1 in forest
Heat
+13 fatigue in hot climates

Where & when to recruit

Always needs: Needs Carpenters' Workshops or better

Building Full Plate Armor~turn 521
Marksman's Range Ranges · castle only France regions 18t
Marksman's Range Ranges · castle only Not in France regions 112t

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

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 ·
Army Barracks Barracks · city only Needs Stonemasons or better 211t 211t
Royal Barracks Barracks · city only Needs Stonemasons or better 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

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

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 29t
Army Barracks Barracks · city only Needs Stonemasons or better · 29t
Royal Barracks Barracks · city only Needs Stonemasons or better · 29t

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

Building The Rise of Shot~turn 841
Royal Barracks Barracks · city only 28t

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

Building Advanced Matchlock~turn 849
Royal Barracks Barracks · city 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

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
Royal Arsenal Cannons · city only 110t
Gunsmith Cannons · castle only 18t
Cannon Maker Cannons · castle only 112t
Cannon Foundry Cannons · castle only 112t
Royal Arsenal Cannons · castle only 112t

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

Grand Bombard

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

  • Stakes

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

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

Building Ibn al-Shatir Dies~turn 487
Cannon Maker Cannons · city only 17t
Cannon Foundry Cannons · city only 110t
Royal Arsenal Cannons · city only 110t
Cannon Maker Cannons · castle only 18t
Cannon Foundry Cannons · castle only 112t
Royal Arsenal 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
Royal Arsenal Cannons · city only 25t
Cannon Foundry Cannons · castle only 26t
Royal Arsenal 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

Serpentine

artillery

The serpentine is so named, because its long slender barrel resembles a snake. This piece is designed for attacking enemy troops, rather than walls. Its long thin barrel gives it good range and accuracy, and its small calibre ammunition makes it quicker to reload than heavier pieces.

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.

  • 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
2228 florins, 389 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 17t
Royal Arsenal Cannons · city only 17t
Cannon Foundry Cannons · castle only 18t
Royal Arsenal 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

Basilisk

artillery

This fearsome artillery piece is the pinnacle of late Medieval siege-gun engineering. With greater range, damage and accuracy than all the siege guns that come before it, no enemy emplacements can stand up to its fearsome bombardment, nor can enemy troops withstand its explosive shots. Generals should fear the gaze of the Basilisk!

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 Machines that Fly?~turn 721
Royal Arsenal Cannons · city only 17t
Royal Arsenal 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

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