SSHIM Guide

Kingdom of Georgia Units & recruitment

An Orthodox Caucasian kingdom wedged between Byzantium, the Seljuks and the steppe. Its army starts out as hill levies and noble lancers and develops through a chain of scripted reforms, each unlocking new units and replacing old ones.

Recruiting as Georgia

Orthodox regions only

Nearly every native Georgian unit needs the province to be at least 50% Orthodox (Glekhi militia need only 25%). Conquered Muslim or Catholic lands give you regional units, not the Georgian roster, until you convert them.

Reforms switch units on and off

Georgian recruitment pools are tied to the reform events below. When a reform fires, some units appear, others are retired, and pool sizes and refill rates change. The availability table for each unit shows this per reform.

Help when the capital falls

If T'pilisi is lost while you hold fewer than 8 settlements, the nobles send 5,000 florins every turn until you retake it.

Reform dates vary

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

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

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

  1. 1

    Georgian Golden Age

    usually around turn 105 (~1184)

    Needs
    • You hold T'pilisi (Tbilisi) and Kutatïssi (Kutaisi), and it is past turn 70.
    • One of: your faction leader is a crowned ruler (player only), or you have 3+ Local Guards (Large Town landowners) and 2+ Icon Studios, and your faction leader has a Greek or Kievan wife or royal relation.
    Fallback
    Fires anyway after turn 130 while you hold T'pilisi and Kutatïssi.
    Chance
    40% per turn once the conditions are met.

    UnlocksAznauri LancersFoot AznauriChukhchi Foot GuardTrebuchet

    In-game event text

    The Georgian Golden Age spanned from the 11th to the 13th century, during which the Kingdom of Georgia reached the peak of its political power. The climax of this period occurred during the rule of queen Tamar Mepe. She was already politically active during the reign of her father, being proclaimed co-ruler in 1178. In 1184 her father died, leaving no male heir, and Tamar inherited the throne. She then ruled Georgia for nearly thirty years, guiding through one of its highest periods. Georgia had become a power in the east, but only twenty years after Tamar's death the Mongol invasions sparked immense political upheavals, eventually leading to Georgia's ultimate demise. GAME STRATEGY: Georgia now has access to better units, many more recruits, and can field a higher number of diplomats.

  2. 2

    Shota Rustaveli

    usually around turn 185 (~1224)

    Needs
    • Golden Age has happened and it is past turn 150.
    • You hold T'pilisi and Kutatïssi, with 4+ Icon Studios and 2+ Orthodox cathedrals (Large City level).
    • Or, instead of the line above, you hold Jerusalem.
    Fallback
    Fires after turn 210 while you hold T'pilisi.
    Chance
    40% per turn.

    UnlocksTadzreuli

    RetiresMokme LancersFoot Mokme

    In-game event text

    The Georgian Golden Age was marked by more than just expansion and military reforms, seeing a flourishing of medieval Georgian architecture, painting, and poetry. These arts were most frequently expressed in the development of ecclesiastic art, but in this period Georgia also saw the creation of its first major works of secular literature. Shota Rustaveli (1172-1216) was the greatest Georgian poet. He was also one of the greatest representatives of the literature of the Orthodox medieval world. He is best known for Vepkhistqaosani "The Knight in the Panther's Skin", an epic adventure about friendship and courtly love. GAME STRATEGY: Theologian guilds provide more religion benefits and increase the maximum number of priests. Many more recruits will show up to serve in the kings' army.

  3. 3

    The Monaspa Reform

    usually around turn 117 (~1190)

    Needs
    • Win 10 land battles (not withdrawals) against the Cumans, Turks, Rum or Mongols while you hold T'pilisi and Kutatïssi. Only the player's wins are counted.
    Fallback
    After turn 160, a 10% chance each turn (this is how the AI gets it).
    Chance
    Immediate once you have 10 wins.

    Independent of the other reforms - it can happen before or after them.

    UnlocksMonaspa

    In-game event text

    The contacts with the Turks from the late 11c. and then the Mongol invasions of 13c. prompted the Georgian Eristavi to recruit more Monaspa to their ranks. At some point restoring the old glory. GAME STRATEGY: From this moment, Monaspa are trainable initially in Georgian heartlands

  4. 4

    Georgian Horse Archery

    usually around turn 237 (~1250)

    Needs
    • Shota Rustaveli has happened, it is past turn 200, you hold T'pilisi, and the Mongols have reached the Caucasus.
    • Then: 1+ University and 2+ Marksman's Ranges, you hold Kutatïssi, and your faction leader has a Turkish, Rum-Turkish or Cuman wife or royal relation.
    • Or, instead of the line above, you hold Urgench.
    Fallback
    Fires after turn 260 (T'pilisi and Mongol contact are still required).
    Chance
    40% per turn.

    UnlocksAznauri Horse Archers

    In-game event text

    After the Mongolian conquest of Georgia and the influence of nomad warfare, Georgian cavalry started to use mounted archery, but the charge of the heavy cavalry was still their main advantage even in the late medieval era. GAME STRATEGY: More ranged units are now trainable in wider areas.

  5. 5

    Tbilisi is lost!

    No fixed date

    Needs
    • After Shota Rustaveli: T'pilisi is lost to another faction (not rebels).
    Fallback
    Or simply after turn 290.
    Chance
    Immediate.

    Unlocks the Georgian Revival; it doesn't change recruitment by itself.

    In-game event text

    The great city of Tbilisi has been conquered by Georgia's enemies! This is a tragic moment for the nation, but brave Georgians should keep their spirits high, as our nation will strike back, retake what is rightfully ours, and we will flourish again. GAME STRATEGY: If Georgia re-captures its capital, this will trigger a new era for the nation, allowing for the recruitment of stronger military units from Georgian land

  6. 6

    Georgian Revival

    usually around turn 325 (~1294)

    Needs
    • Revival allowed, you hold T'pilisi, it is past turn 290.
    • 4+ Local Councils (Minor City landowners) and at least one Citadel.
    Fallback
    Fires after turn 350 while you hold T'pilisi.
    Chance
    40% per turn.

    UnlocksGlekhi Halberdiers

    In-game event text

    After a length of Mongol rule marked by constant uprisings, Georgia saw a period of revival under king Giorgi V Brtskinvale ("Illustrious", 1286–1346). He restored the kingdom's unity and also focused on the cultural, social, and economic progress of his realm. He changed the coins issued by Ghazan khan with the Georgian ones, called George's tetri. Between 1325 and 1338, he worked out two major law codes, one regulating the relations at the royal court and the other devised for the peace of a remote and disorderly mountainous district. During his rule, Georgia established close international commercial ties, mainly with the Byzantine Empire, but also with the great European maritime republics, Genoa and Venice. GAME STRATEGY: Georgian recruitment pools of the best, usually heavy-armored units, will replenish faster. Units influenced by nomad warfare is now available in any areas. There will also be more merchants in the country.

  7. 7

    The Last United Kingdom

    usually around turn 561 (~1412)

    Needs
    • You own a Huge Orthodox Cathedral, a Great University and a Royal Armoury, and hold T'pilisi.
    • Past turn 520 and you hold Kutatïssi.
    Fallback
    After turn 600 (still needs the three buildings and T'pilisi).
    Chance
    40% per turn.

    Can happen even if the earlier reforms haven't.

    In-game event text

    In the first part of 14th century king Aleksandre I Didi (Alexander I the Great) ), of the Bagrationi house, was king of Georgia from 1412 to 1442. He tried to restore the country from the ruins left by the Turco-Mongol warlord Timur's invasions. Unfortunate he may have been in this effort, but he the last ruler of a united Georgia which was relatively free from foreign domination. GAME STRATEGY: Georgian recruitment pools of the best, usually heavy-armored units, will replenish faster.

World events that change your army

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

6 events
  1. 1

    Heavy Mail

    usually around turn 141 (~1202)

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

    UnlocksMangonel

    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)

  2. 2

    Cannons Developed

    usually around turn 325 (~1294)

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

    UnlocksLanternas

    In-game event text

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

  3. 3

    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!

  4. 4

    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.

  5. 5

    Gothic Plate Armor

    usually around turn 641 (~1452)

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

    UnlocksCannon

    In-game event text

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

  6. 6

    Pike and Shot

    usually around turn 797 (~1530)

    Needs
    • Happens in 1530.

    UnlocksMethope

    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.

The crown: Crown of Bagratuni

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

  • Kartli (T'pilisi) with Reinforced Shuris-Tsiche or better
  • Jerusalem with Holy Sepulchre or better
  • Marmara (Kōnstantinoúpolis) with Hagia Sophiaholy city

Lands you must hold

Kartli (T'pilisi) Egrisi (Kutatïssi) Derbent (Bāb al-Abwāb) Shirvan (Baku) Arminiya (Ani) Chaldia (Trapezous) Armenian Highland (Qālīqalā) Āzarbayjan (Tabrīz) Diyar Bakr (Hisn Kayfa)

Not needed with a Strong Legacy.

AI version (9 settlements)

Kartli (T'pilisi), Egrisi (Kutatïssi), Derbent (Bāb al-Abwāb), Shirvan (Baku), Arminiya (Ani), Chaldia (Trapezous), Armenian Highland (Qālīqalā), Āzarbayjan (Tabrīz), Diyar Bakr (Hisn Kayfa)

Shortcut to the Golden Age

A crowned king meets the Golden Age requirements on his own: no Local Guards, Icon Studios or Greek/Kievan royal marriage needed. You still need T'pilisi, Kutatïssi and turn 70+.

Bigger Narikala bonuses

Every level of the Narikala gives +1 extra law and +1 extra population growth in T'pilisi while the king is crowned.

Mints need a crown

Georgia can only build a Mint (in a capital province such as T'pilisi) once the king is crowned, or after the Bardi Bank event later in the game.

Buildings that depend on the crown

BuildingEffectUncrownedCrowned
MintFinance Needs a crowned king to buildOr instead: after the Bardi Bank event, Muslim factions, Byzantium
Shuris-TsicheNarikala Law+1+2
Shuris-TsicheNarikala Population growth+1+2
Reinforced Shuris-TsicheNarikala Law+1+2
Reinforced Shuris-TsicheNarikala Population growth+1+2
NarikalaNarikala Law+2+3
NarikalaNarikala Population growth+2+3

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.

Mokme Lancers

feudal knight, factional

Knight. Morale 12. Mostly promoted from lower classes, these heavy cavalrymen were chosen warriors whose main purpose was to always be ready for military action. They could be promoted and endued for their good service by their suzerain. “Kargi (a good) Mokme” was a synonym for the best warrior. Mokme was similar to the Western European knight in many ways.

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 Georgian Horse
Melee
attack 6, charge 12 (spear)
Defence
armour 11, skill 4, shield 5
Morale
12 · Impetuous · Highly trained
Cost
599 florins, 1198 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-4 in scrub, -2 in sand, -2 in forest, +2 in snow
Heat
+8 fatigue in hot climates

Where & when to recruit

Building From start Golden Age~turn 105 Shota Rustaveli~turn 185
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better Orthodox ≥ 50% in region 225t 233t ·
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better Orthodox ≥ 50% in region 318t 325t ·
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better Orthodox ≥ 50% in region 314t 318t ·
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better Orthodox ≥ 50% in region 311t 314t ·
Shuris Hill Narikala Georgian homeland Capital +20t +20t +20t
Shuris-Tsiche Narikala Georgian homeland Capital Before Mongols Reach Caucasus +20t +20t +20t
Reinforced Shuris-Tsiche Narikala Georgian homeland Capital Before Mongols Reach Caucasus +20t +20t +20t
Narikala Narikala Georgian homeland Capital After Mongols Reach Caucasus +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

Msakhureuli Cavalry

feudal levy, factional

Feudal Levy. Morale 8. These sergeant cavalrymen were chosen warriors whose main purpose was to always be ready for military action. They could be promoted and endued for their good service by their suzerain called Mokme. “Kargi (a good) Mokme” was a synonym for the best warrior.

Abilities

  • Wedge

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

  • Very hardy

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

  • Formed charge

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

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

Stats

Men
32 · riding Georgian Horse
Melee
attack 6, charge 11 (spear)
Defence
armour 6, skill 3, shield 3
Morale
8 · Normal discipline · Trained
Cost
1995 florins, 750 upkeep, 2 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -4 in forest, -1 in snow
Heat
+3 fatigue in hot climates

Where & when to recruit

Always needs: Orthodox ≥ 35% in region

Building From start Golden Age~turn 105 Georgian Revival~turn 325
Stables Stables · castle only Georgian homeland 220t 214t 211t
Stables Stables · castle only Not in Georgian homeland 233t 220t 214t
Knight's Stables Stables · castle only Georgian homeland 214t 211t 214t
Knight's Stables Stables · castle only Not in Georgian homeland 220t 214t 220t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Georgian homeland 211t★1 29t★1 211t★1
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Not in Georgian homeland 214t★1 211t★1 214t★1
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Georgian homeland 29t★1 28t★1 29t★1
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Not in Georgian homeland 211t★1 29t★1 211t★1
King's Stables Stables · castle only Needs Quarries or better Georgian homeland 28t★2 27t★2 28t★2
King's Stables Stables · castle only Needs Quarries or better Not in Georgian homeland 211t★2 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

Aznauri Lancers

feudal knight, factional

Knight. Morale 14. Lower nobility, professional, well-trained warriors who held a small piece of land and were obliged to serve in the feudal army. Aznauri were the most numerous social class who made the bulk of Georgian heavy cavalry. Georgian heavy horsemen used the couched lance and mounted shock combat to break the enemy formation, inflict devastating damage, and cause their retreat.

Abilities

  • Wedge

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

  • Armour piercing

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

  • Hardy

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

  • Command

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

  • Formed charge

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

  • Knight

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

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

Stats

Men
24 · riding Georgian Heavy Horse
Melee
attack 7, charge 14 (spear)
Defence
armour 16, skill 3, shield 4
Morale
14 · Impetuous · Highly trained
Cost
775 florins, 1550 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-4 in scrub, -2 in sand, -2 in forest, +2 in snow
Heat
+8 fatigue in hot climates

Where & when to recruit

Building Golden Age~turn 105 Shota Rustaveli~turn 185 Georgian Revival~turn 325
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better Orthodox ≥ 50% in region 233t 225t 214t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better Orthodox ≥ 50% in region 325t 318t 310t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better Orthodox ≥ 50% in region 318t 314t 39t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better Orthodox ≥ 50% in region 314t 311t 38t
Shuris Hill Narikala Georgian homeland Capital +20t +20t +20t
Shuris-Tsiche Narikala Georgian homeland Capital Before Mongols Reach Caucasus +20t +20t +20t
Reinforced Shuris-Tsiche Narikala Georgian homeland Capital Before Mongols Reach Caucasus +20t +20t +20t
Narikala Narikala Georgian homeland Capital After Mongols Reach Caucasus +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

Monaspa

free professional, factional

Professionals. Morale 10. Mercenary regular Elite unit of the Georgian king. They were highly disciplined, professional soldiers, armed with the best armament available. Monaspa was made by King David IV the builder in the 12th century. Their ranks were filled with landless Georgian lower nobility and north Caucasians, but mostly with Kypchaks. Kypchaks were settled in Georgia when David IV married the daughter of the Kypchak warlord Otrok and settled Otrok’s horde in Georgia to use their capable cavalry against the Seljuks. After the reign of David IV, Monaspa slowly decreased in numbers and disappeared after the big part of Otrok’s horde with their commander went back to the steppes and Georgian-Kypchak relations declined.

Abilities

  • Wedge

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

  • Very hardy

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

  • Formed charge

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

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

Stats

Men
32 · riding Georgian Horse
Melee
attack 7, charge 12 (spear)
Defence
armour 10, skill 3, shield 4
Morale
10 · Disciplined · Highly trained
Cost
2447 florins, 920 upkeep, 4 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -1 in sand, -2 in forest
Heat
+6 fatigue in hot climates

Where & when to recruit

Always needs: Orthodox ≥ 35% in region

Building Monaspa reform~turn 117 Georgian Revival~turn 325 Last United Kingdom~turn 561
Knight's Stables Stables · castle only Georgian homeland 220t 214t 211t
Knight's Stables Stables · castle only Not in Georgian homeland 233t 220t 214t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Georgian homeland 214t 211t 29t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Not in Georgian homeland 220t 214t 211t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Georgian homeland 211t★1 28t★1 27t★1
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Not in Georgian homeland 214t★1 211t★1 28t★1
King's Stables Stables · castle only Needs Quarries or better Georgian homeland 28t★2 27t★2 26t★2
King's Stables Stables · castle only Needs Quarries or better Not in Georgian homeland 211t★2 28t★2 27t★2

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

Tadzreuli

free professional, factional

Professionals. Morale 10. From the Persian word Tacara – Palace. Paladins of the king or the noble bodyguard of the feudal lords. They were an elite heavy cavalry unit, few in numbers but high in competitive morale and skill. They were professional soldiers who were in constant military training. Tadzreuli included members of the royal family, young nobles from big feudal families, and even landless knights. Tadzreuli horsemen were heavily armed and their horses were also well-defended with horse armor.

Abilities

  • Wedge

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

  • Armour piercing

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

  • Very hardy

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

  • Formed charge

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

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

Stats

Men
32 · riding Georgian Armoured Horse
Melee
attack 8, charge 14 (spear)
Defence
armour 14, skill 4, shield 4
Morale
15 · Disciplined · Highly trained
Cost
3337 florins, 1254 upkeep, 4 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-4 in scrub, -2 in sand, -4 in forest, +3 in snow
Heat
+10 fatigue in hot climates

Where & when to recruit

Building Shota Rustaveli~turn 185 Georgian Revival~turn 325 Last United Kingdom~turn 561
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Orthodox ≥ 50% in region Georgian homeland 125t 18t 27t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Orthodox ≥ 50% in region Not in Georgian homeland 133t 114t 210t
King's Stables Stables · castle only Needs Quarries or better Orthodox ≥ 50% in region Georgian homeland 112t 28t★1 27t★1
King's Stables Stables · castle only Needs Quarries or better Orthodox ≥ 50% in region Not in Georgian homeland 117t 214t★1 210t★1
Shuris Hill Narikala Georgian homeland Capital 133t 133t 133t
Shuris-Tsiche Narikala Georgian homeland Capital Before Mongols Reach Caucasus 120t 120t 120t
Reinforced Shuris-Tsiche Narikala Georgian homeland Capital Before Mongols Reach Caucasus 214t 214t 214t
Narikala Narikala Georgian homeland Capital After Mongols Reach Caucasus 211t 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

Aznauri Horse Archers

feudal knight, factional

Knight. Morale 12. Lower nobility, professional, well-trained warriors who held a small piece of land and were obliged to serve in the feudal army. Aznauri were the most numerous social class who made the bulk of Georgian heavy cavalry. Georgian heavy horsemen used the couched lance and mounted shock combat to break the enemy formation, inflict devastating damage, and cause their retreat. After the influence of nomad warfare, Georgian cavalry also started to use mounted archery, but the charge of the heavy cavalry was still their main advantage even in the late medieval era.

Abilities

  • Area attack

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

  • Armour piercing

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

  • Very hardy

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

  • Command

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

  • 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 Georgian Horse
Missile
Elite Cav Mass Composite Arrow: attack 5, range 110, 42 ammo
Melee
attack 5, charge 5 (mace)
Defence
armour 14, skill 3, shield 4
Morale
14 · Impetuous · Highly trained
Cost
775 florins, 1550 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-4 in scrub, -2 in sand, -2 in forest, +2 in snow
Heat
+5 fatigue in hot climates

Where & when to recruit

Building Horse archery~turn 237 Georgian Revival~turn 325 Last United Kingdom~turn 561
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better Orthodox ≥ 50% in region 233t 225t 214t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better Orthodox ≥ 50% in region 325t 318t 310t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better Orthodox ≥ 50% in region 318t 314t 39t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better Orthodox ≥ 50% in region 314t 311t 38t
Shuris Hill Narikala Georgian homeland Capital +20t +20t +20t
Shuris-Tsiche Narikala Georgian homeland Capital Before Mongols Reach Caucasus +20t +20t +20t
Reinforced Shuris-Tsiche Narikala Georgian homeland Capital Before Mongols Reach Caucasus +20t +20t +20t
Narikala Narikala Georgian homeland Capital After Mongols Reach Caucasus +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

Glekhi Spear Militia

urban militia, factional

Urban militia. Morale 4. Georgian peasants. They were peaceful farmers, poor smallholders of low social status who worked on the lands of Georgian nobles and paid taxes. Glekhi weren’t obliged to serve in the feudal army, but they were able to fight and were useful in defending the villages, and castles and sometimes even participated in battles.

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.

  • 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 3, charge 2 (spear)
Defence
armour 3, skill 4, shield 3
Morale
4 · Low discipline · Untrained
Cost
542 florins, 542 upkeep, 1 turn to train
Mount effect
+3 vs Horse, +3 vs Camel
Terrain
+3 in scrub, -1 in sand, +1 in forest
Heat
+3 fatigue in hot climates

Where & when to recruit

Building From start Golden Age~turn 105 Last United Kingdom~turn 561
City Watch Barracks · city only Orthodox ≥ 25% in region 314t 314t 314t
Militia Drill Square Barracks · city only Orthodox ≥ 25% in region 311t 311t 311t
Militia Barracks Barracks · city only Needs Quarries or better Orthodox ≥ 25% in region 39t★1 39t★1 39t★1
Roman Castrum Barracks · city only Needs Stonemasons or better Orthodox ≥ 25% in region 38t★3 38t★3 38t★3
Royal Armoury Barracks · city only Needs Stonemasons or better Orthodox ≥ 25% in region 47t★3 47t★3 47t★3
Garrison Quarters Barracks · castle only Orthodox ≥ 25% in region 217t 217t 211t
Drill Square Barracks · castle only Orthodox ≥ 25% in region 311t★1 311t★1 38t★1
Barracks Barracks · castle only Orthodox ≥ 25% in region 48t★1 48t★1 47t★1
Armoury Barracks · castle only Orthodox ≥ 25% in region 47t★2 47t★2 46t★2
Merchants' Guild Merchants' Guild +25t +11t +11t
Master Merchants' Guild Merchants' Guild +17t +9t +9t
Merchants' Guild Headquarters Merchants' Guild +11t +8t +8t

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

Metsikhovne Spearmen

feudal levy

Professionals. Morale 10. Town (castle) watch. Units that guarded castles and town walls. Coming mostly from humble origin. There were spearmen and archer Metsikhovne units. On the battlefield, Metsikhovne infantry fought in close order formation and used their shields and spears to repel enemy attacks.

Abilities

  • Shield wall

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

  • Braced spear

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

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

Stats

Men
48
Melee
attack 4, charge 3 (spear)
Defence
armour 7, skill 6, shield 5
Morale
10 · Disciplined · Trained
Cost
1889 florins, 710 upkeep, 2 turns to train
Mount effect
+4 vs Horse, +4 vs Camel
Terrain
+1 in scrub, -2 in sand
Heat
+6 fatigue in hot climates

Where & when to recruit

Building From start Golden Age~turn 105 Georgian Revival~turn 325 Last United Kingdom~turn 561
Garrison Quarters Barracks · castle only Orthodox ≥ 35% in region Georgian homeland · 217t 28t★1 27t★1
Garrison Quarters Barracks · castle only Orthodox ≥ 35% in region Not in Georgian homeland · 225t 210t★1 28t★1
Drill Square Barracks · castle only Orthodox ≥ 35% in region Georgian homeland 214t 211t★1 37t★1 36t★1
Drill Square Barracks · castle only Orthodox ≥ 35% in region Not in Georgian homeland 225t 214t 38t 37t
Barracks Barracks · castle only Orthodox ≥ 35% in region Georgian homeland 310t★1 38t★1 35t★1 35t★1
Barracks Barracks · castle only Orthodox ≥ 35% in region Not in Georgian homeland 314t★1 310t★1 36t★1 36t★1
Armoury Barracks · castle only Orthodox ≥ 35% in region Georgian homeland 48t★1 45t★1 45t★1 44t★1
Armoury Barracks · castle only Orthodox ≥ 35% in region Not in Georgian homeland 410t★1 46t★1 46t★1 45t★1
Shuris Hill Narikala Georgian homeland Capital · 214t 214t 214t
Shuris-Tsiche Narikala Georgian homeland Capital Before Mongols Reach Caucasus · 211t 211t 211t
Reinforced Shuris-Tsiche Narikala Georgian homeland Capital Before Mongols Reach Caucasus · 39t 39t 39t
Narikala Narikala Georgian homeland Capital After Mongols Reach Caucasus · 38t 38t 38t

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.

Caucasus Hillmen

tribal unit, regional, AOR unit

Within the cataclysmic swirl of the Near East's history Empires have risen and fell, faiths and cultures have seen flowerings and descents into sin and desolace, and entire peoples have been swallowed up by others or cast into the wind. Deserts spread, fertility was granted by the grace of irrigation or blessed climate change, with only the distant heavens and stoic mountains possessing of that transient quality of eternity./n/nSentinels to that virtue of savage continuity, rugged endurance have stood long beyond civilized memory and stretch back far in the oral traditions of their countrymen. Hillmen who know only the lightest of touches from foreign yoke - casting off the bane and boon of domestication with a wild animal's ferocity. They do not live in savagery, but a rugged civilization etched from raw mountain stone and not rotted wood or soiled clay; building kingdoms to stand eye to eye with the great empires that come and go. Some have seen success, the Kingdoms of Armenia and Georgia standing as strong as any lowlands nation ever has, yet others struggle in division and tribal conflict: Their sovereignty shall linger past the rise and fall of kingdoms, but shall be consigned to be as distant stars in the night and hold not the ephermal ambition to challenge the sun./n/nThe Caucasus house a plethoria of people for whom history books and courtly intrigue hold no notice. Those of a particular family, a particular village, a settled valley...the rugged mountains breed division in blood as much as in land, and hold no limit to rugged individuals willing to ply their experience as bandits and raiders to greater powers. Georgians, Albanians, Türkmens, Kurds, Armenians, wayward Iranians, Arabs, Syrians and Greeks all find rank in banditry./n/nTraining, discipline, motivation beyond greed do not exist for these most irregular warriors. Their equipment centre on the simple use of javelins to harass enemies from afar and in ambush, and should be used as little more than such guerrilla warriors or cannon fodder. AOR in Georgian core regions

Abilities

  • 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.

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

Stats

Men
52
Melee
attack 3, charge 6 (axe)
Defence
armour 0, skill 4, shield 2
Morale
8 · Low discipline · Trained
Cost
407 florins, 407 upkeep, 1 turn to train
Terrain
+4 in scrub, -2 in sand, +3 in forest, +1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Always needs: Georgian homeland

Building From start Golden Age~turn 105
Town Watch Barracks · city only 211t 220t
Town Guard Barracks · city only 211t 220t
City Watch Barracks · city only 211t 220t
Militia Drill Square Barracks · city only 211t 220t
Militia Barracks Barracks · city only Needs Quarries or better 211t 220t
Roman Castrum Barracks · city only Needs Stonemasons or better 211t 220t
Royal Armoury Barracks · city only Needs Stonemasons or better 211t 220t
Mustering Hall Barracks · castle only 211t 220t
Garrison Quarters Barracks · castle only 29t 220t
Drill Square Barracks · castle only 28t 220t
Barracks Barracks · castle only 27t 220t
Armoury Barracks · castle only 26t 220t
Shuris Hill Narikala Capital Faction has 1–3 settlements +10t +10t
Shuris-Tsiche Narikala Capital Before Mongols Reach Caucasus Faction has 1–3 settlements +10t +10t
Reinforced Shuris-Tsiche Narikala Capital Before Mongols Reach Caucasus Faction has 1–3 settlements +10t +10t
Narikala Narikala Capital After Mongols Reach Caucasus Faction has 1–3 settlements +10t +10t

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

Glekhi Militia

urban militia, factional

Urban militia. Morale 4. Georgian peasants. They were peaceful farmers, poor smallholders of low social status who worked on the lands of Georgian nobles and paid taxes. Glekhi weren’t obliged to serve in the feudal army, but they were able to fight and were useful in defending the villages, and castles and sometimes even participated in battles.

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 4, charge 4 (axe)
Defence
armour 1, skill 4, shield 0
Morale
4 · Low discipline · Untrained
Cost
442 florins, 442 upkeep, 1 turn to train
Mount effect
+1 vs Horse, +1 vs Camel
Terrain
+3 in scrub, -1 in sand, +1 in forest
Heat
+2 fatigue in hot climates

Where & when to recruit

Building From start Golden Age~turn 105
Town Watch Barracks · city only Orthodox ≥ 25% in region 214t 214t
Town Guard Barracks · city only Orthodox ≥ 25% in region 211t 211t
City Watch Barracks · city only Orthodox ≥ 25% in region 39t 39t
Militia Drill Square Barracks · city only Orthodox ≥ 25% in region 38t 38t
Militia Barracks Barracks · city only Needs Quarries or better Orthodox ≥ 25% in region 37t★1 37t★1
Roman Castrum Barracks · city only Needs Stonemasons or better Orthodox ≥ 25% in region 36t★3 36t★3
Royal Armoury Barracks · city only Needs Stonemasons or better Orthodox ≥ 25% in region 45t★3 45t★3
Mustering Hall Barracks · castle only Orthodox ≥ 25% in region 217t 217t
Garrison Quarters Barracks · castle only Orthodox ≥ 25% in region 211t 211t
Drill Square Barracks · castle only Orthodox ≥ 25% in region 38t★1 38t★1
Barracks Barracks · castle only Orthodox ≥ 25% in region 47t★1 47t★1
Armoury Barracks · castle only Orthodox ≥ 25% in region 46t★2 46t★2
Merchants' Guild Merchants' Guild +25t +11t
Master Merchants' Guild Merchants' Guild +17t +9t
Merchants' Guild Headquarters Merchants' Guild +11t +8t

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

Foot Mokme

feudal knight, factional

Knight. Morale 14. Mostly promoted from lower classes, these heavy cavalrymen were chosen warriors whose main purpose was to always be ready for military action. They could be promoted and endued for their good service by their suzerain. “Kargi (a good) Mokme” was a synonym for the best warrior. Mokme was similar to the Western European knight in many ways.

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 7, charge 4 (sword)
Defence
armour 11, skill 7, shield 4
Morale
14 · Impetuous · Highly trained
Cost
602 florins, 1204 upkeep, 1 turn to train
Terrain
-1 in scrub, -3 in sand, -1 in snow
Heat
+11 fatigue in hot climates

Where & when to recruit

Building From start Golden Age~turn 105 Shota Rustaveli~turn 185
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better Orthodox ≥ 50% in region 225t 233t ·
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better Orthodox ≥ 50% in region 318t 325t ·
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better Orthodox ≥ 50% in region 314t 318t ·
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better Orthodox ≥ 50% in region 311t 314t ·
Shuris Hill Narikala Georgian homeland Capital +20t +20t +20t
Shuris-Tsiche Narikala Georgian homeland Capital Before Mongols Reach Caucasus +20t +20t +20t
Reinforced Shuris-Tsiche Narikala Georgian homeland Capital Before Mongols Reach Caucasus +20t +20t +20t
Narikala Narikala Georgian homeland Capital After Mongols Reach Caucasus +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

Foot Monaspa

free professional, factional

Professionals. Morale 12. Mercenary regular Elite unit of the Georgian king. They were highly disciplined, professional soldiers, armed with the best armament available. Monaspa was made by King David IV the builder in the 12th century. Their ranks were filled with landless Georgian lower nobility and north Caucasians, but mostly with Kypchaks. Kypchaks were settled in Georgia when David IV married the daughter of the Kypchak warlord Otrok and settled Otrok’s horde in Georgia to use their capable cavalry against the Seljuks. After the reign of David IV, Monaspa slowly decreased in numbers and disappeared after the big part of Otrok’s horde with their commander went back to the steppes and Georgian-Kypchak relations declined.

Abilities

  • Shield wall

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

  • Hardy

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

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

Stats

Men
48
Melee
attack 10, charge 4 (sword)
Defence
armour 8, skill 7, shield 4
Morale
12 · Disciplined · Highly trained
Cost
2514 florins, 945 upkeep, 3 turns to train
Terrain
+2 in scrub, -1 in sand, +1 in forest, +1 in snow
Heat
+8 fatigue in hot climates

Where & when to recruit

Building From start Monaspa reform~turn 117 Georgian Revival~turn 325 Last United Kingdom~turn 561
Drill Square Barracks · castle only Orthodox ≥ 35% in region Georgian homeland · 217t 211t★1 28t★1
Drill Square Barracks · castle only Orthodox ≥ 35% in region Not in Georgian homeland · 225t 214t 211t
Barracks Barracks · castle only Orthodox ≥ 35% in region Georgian homeland · 211t★1 28t★1 27t★1
Barracks Barracks · castle only Orthodox ≥ 35% in region Not in Georgian homeland · 214t★1 211t★1 28t★1
Armoury Barracks · castle only Orthodox ≥ 35% in region Georgian homeland · 38t★1 37t★1 35t★1
Armoury Barracks · castle only Orthodox ≥ 35% in region Not in Georgian homeland · 311t★1 38t★1 37t★1
Headquarters of the Doux Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs Didaskaleion or better Orthodox ≥ 50% in region Capital Byzantium regions or Kievan Rus regions or Russia regions or Georgian homeland 117t 117t 117t 117t
Imperial Palace Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs Akademia or better Orthodox ≥ 50% in region Capital Byzantium regions or Kievan Rus regions or Russia regions or Georgian homeland 217t★1 217t★1 217t★1 217t★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.

Foot Aznauri

feudal knight, factional

Knight. Morale 15. Lower nobility, professional, well-trained warriors who held a small piece of land and were obliged to serve in the feudal army. Aznauri were the most numerous social class who made the bulk of Georgian heavy cavalry. Although dismounted, Aznauri is still a force to be reckoned with.

Abilities

  • Shield wall

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

  • Armour piercing

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

  • Hardy

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

  • 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 6, charge 5 (mace)
Defence
armour 13, skill 9, shield 4
Morale
15 · Disciplined · Highly trained
Cost
770 florins, 1540 upkeep, 1 turn to train
Terrain
-1 in scrub, -3 in sand, -1 in snow
Heat
+11 fatigue in hot climates

Where & when to recruit

Building Golden Age~turn 105 Shota Rustaveli~turn 185 Georgian Revival~turn 325
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better Orthodox ≥ 50% in region 233t 225t 214t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better Orthodox ≥ 50% in region 325t 318t 310t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better Orthodox ≥ 50% in region 318t 314t 39t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better Orthodox ≥ 50% in region 314t 311t 38t
Shuris Hill Narikala Georgian homeland Capital +20t +20t +20t
Shuris-Tsiche Narikala Georgian homeland Capital Before Mongols Reach Caucasus +20t +20t +20t
Reinforced Shuris-Tsiche Narikala Georgian homeland Capital Before Mongols Reach Caucasus +20t +20t +20t
Narikala Narikala Georgian homeland Capital After Mongols Reach Caucasus +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

Chukhchi Foot Guard

free professional, factional

Professionals. Morale 12. King's guard. They were physically strong and well-trained chosen warriors who always accompanied the king and protected him both on the battlefield and in peace time - in the royal palace. They were commanded by the commander of the guard - Chukhcherakhi (Achukhchi).

Abilities

  • Armour piercing

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

  • Very hardy

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

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

Stats

Men
64
Melee
attack 11, charge 5 (axe)
Defence
armour 15, skill 9, shield 0
Morale
12 · Disciplined · Highly trained · never routs
Cost
4043 florins, 1520 upkeep, 5 turns to train
Mount effect
+1 vs Horse, +1 vs Camel
Terrain
+1 in scrub, -3 in sand, +2 in forest, +2 in snow
Heat
+12 fatigue in hot climates

Where & when to recruit

Always needs: Capital

Building Golden Age~turn 105 Nemanja state~turn 105 Shota Rustaveli~turn 185 Dušan's Empire~turn 405
Headquarters of the Doux Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs Didaskaleion or better Orthodox ≥ 70% in region Byzantium regions or Kievan Rus regions or Russia regions 111t 111t 111t 111t
Imperial Palace Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs Akademia or better Orthodox ≥ 70% in region Byzantium regions or Kievan Rus regions or Russia regions 311t★1 311t★1 311t★1 311t★1
Holy Sepulchre Chapel Holy Sepulchre · city only Needs Carpenters' Workshops or better Levant (Jerusalem) Orthodox ≥ 70% in region 114t 114t 114t 114t
Holy Sepulchre Holy Sepulchre · city only Needs Carpenters' Workshops or better Levant (Jerusalem) Orthodox ≥ 70% in region 214t★1 214t★1 214t★1 214t★1
Chapel Svetog Petra Petrova Crkva Serbia regions Orthodox ≥ 70% in region 114t 114t 114t 114t
Mala Crkva Svetog Petra Petrova Crkva Serbia regions Orthodox ≥ 70% in region 114t 114t 114t 114t
Crkva Svetog Petra Petrova Crkva Serbia regions Orthodox ≥ 70% in region · 214t★1 214t★1 214t★1
Velika Crkva Svetog Petra Petrova Crkva Serbia regions Orthodox ≥ 70% in region · · · 214t★1
Shuris Hill Narikala Georgian homeland 114t 114t 114t 114t
Shuris-Tsiche Narikala Georgian homeland Before Mongols Reach Caucasus · · 211t 211t
Reinforced Shuris-Tsiche Narikala Georgian homeland Before Mongols Reach Caucasus 39t 39t 39t 39t
Narikala Narikala Georgian homeland After Mongols Reach Caucasus 38t 38t 38t 38t

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

Glekhi Halberdiers

feudal levy, factional

Feudal levy. Morale 7. In the later middle ages, peasants become more common army due to declining of the army privileges caused by foreign invasion and later divided kingdoms. These peasants use halberd to fight against infantry and cavalry.

Abilities

  • Armour piercing

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

  • Hardy

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

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

Stats

Men
48
Melee
attack 6, charge 4 (axe)
Defence
armour 5, skill 6, shield 0
Morale
7 · Normal discipline · Untrained
Cost
1931 florins, 726 upkeep, 2 turns to train
Mount effect
+6 vs Horse, +6 vs Camel
Terrain
+3 in scrub, -1 in sand, +1 in forest
Heat
+7 fatigue in hot climates

Where & when to recruit

Always needs: Orthodox ≥ 25% in region

Building Georgian Revival~turn 325 Last United Kingdom~turn 561
Garrison Quarters Barracks · castle only Georgian homeland 217t 211t★1
Garrison Quarters Barracks · castle only Not in Georgian homeland 225t 217t★1
Drill Square Barracks · castle only Georgian homeland 311t★1 38t★1
Drill Square Barracks · castle only Not in Georgian homeland 317t★1 311t★1
Barracks Barracks · castle only Georgian homeland 38t★1 37t★1
Barracks Barracks · castle only Not in Georgian homeland 311t★1 38t★1
Armoury Barracks · castle only Georgian homeland 47t★1 46t★1
Armoury Barracks · castle only Not in Georgian homeland 48t★1 47t★1

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

Svan Hunters

tribal unit, regional, AOR unit

Tribal (Poison Damage +5). Morale 8. Georgian sub-ethnic group, who lives in a mountainous region in western Georgia since ancient times. Svanians were strong and agile warriors, famous for their skilled archery and poisoned arrows. Svanians had the tradition of blood feuding like the eastern Georgian highlanders. AOR in Georgian core regions

Abilities

  • Area attack

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

  • 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.

  • Anti-cavalry bonus +4

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

  • Hides well in forest

    Hides in forest and is harder to spot there.

  • 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.

Also: Sea-faring, Can withdraw

Stats

Men
48
Missile
Poison Arrow: attack 3, range 170, 18 ammo
Melee
attack 2, charge 1 (spear)
Defence
armour 1, skill 4, shield 0
Morale
8 · Low discipline · Trained
Cost
410 florins, 410 upkeep, 1 turn to train
Terrain
+4 in scrub, -4 in sand, +2 in forest, +1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Always needs: Georgian homeland

Building From start
City Watch Barracks · city only 225t
Bowyer Ranges · castle only 211t
Practice Range Ranges · castle only 29t
Archery Range Ranges · castle only 28t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 27t
Shuris Hill Narikala Capital 217t
Shuris-Tsiche Narikala Capital Before Mongols Reach Caucasus 217t
Reinforced Shuris-Tsiche Narikala Capital Before Mongols Reach Caucasus 217t
Narikala Narikala Capital After Mongols Reach Caucasus 217t

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

Pkhovian Warriors

tribal, AOR unit

Tribal. Morale 14. Fierce warriors from the mountainous region of eastern Georgia. They were first mentioned in ancient sources, in I century BC. These highlanders were free people who acknowledged the authority of the Georgian kings but weren’t part of Georgian feudal society. Pkhovians were masters of guerilla warfare especially in the mountainous areas. Since they wore black clothes and their shields were covered in soot and were black, enemies called them “Black Shield bearers”. In eastern Georgian highlanders, there was a tradition to cut off and collect the right hands of their dead enemies. Also, they had a bloody habit of blood feuding. AOR in Georgian core regions

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • Anti-cavalry bonus +4

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

  • Hides well in forest

    Hides in forest and is harder to spot there.

  • 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.

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

Also: Sea-faring, Can withdraw

Stats

Men
48
Missile
Javelin: attack 10, range 55, 3 ammo
Melee
attack 8, charge 1 (sword)
Defence
armour 1, skill 8, shield 2
Morale
14 · Impetuous · Highly trained · never routs
Cost
501 florins, 501 upkeep, 1 turn to train
Mount effect
+6 vs Elephant
Terrain
+4 in scrub, -4 in sand, +2 in forest, +1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Always needs: Georgian homeland

Building From start Golden Age~turn 105
Town Watch Barracks · city only 225t 212t
Town Guard Barracks · city only 225t 212t
City Watch Barracks · city only · +25t
Militia Drill Square Barracks · city only 225t 212t
Militia Barracks Barracks · city only Needs Quarries or better 225t 212t
Roman Castrum Barracks · city only Needs Stonemasons or better 225t 212t
Royal Armoury Barracks · city only Needs Stonemasons or better 225t 212t
Mustering Hall Barracks · castle only 225t 212t
Garrison Quarters Barracks · castle only 225t 210t
Drill Square Barracks · castle only 225t 28t
Barracks Barracks · castle only 225t 27t
Armoury Barracks · castle only 225t 26t
Shuris Hill Narikala Capital Faction has 1–3 settlements +10t +10t
Shuris-Tsiche Narikala Capital Before Mongols Reach Caucasus Faction has 1–3 settlements +10t +10t
Reinforced Shuris-Tsiche Narikala Capital Before Mongols Reach Caucasus Faction has 1–3 settlements +10t +10t
Narikala Narikala Capital After Mongols Reach Caucasus Faction has 1–3 settlements +10t +10t

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

Village Archers

feudal levy, factional

Peasant levies. Morale 3. Secondary weapon: 1 (knife) While most peasants in Europe were levied into the army, at sword point if need be, some welcomed the opportunity to earn some pay, and travel. Their bows are designed for hunting rather than war, so are only effective against lightly armoured foes. They carry a knife for protection, but should be kept out of hand to hand combat, and will probably run away if any seems likely.

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 3, shield 0
Morale
3 · Low discipline · Untrained
Cost
661 florins, 248 upkeep, 2 turns to train
Terrain
+1 in scrub, +2 in forest, -1 in snow
Heat
+3 fatigue in hot climates

Where & when to recruit

Building From start Golden Age~turn 105 Georgian Revival~turn 325
Town Watch Barracks · city only 133t 133t 133t
Town Guard Barracks · city only Orthodox ≥ 25% in region 220t 220t 220t
City Watch Barracks · city only Orthodox ≥ 25% in region 214t 214t 214t
Militia Drill Square Barracks · city only Orthodox ≥ 25% in region 311t 311t 311t
Militia Barracks Barracks · city only Needs Quarries or better Orthodox ≥ 25% in region 39t 39t 39t
Roman Castrum Barracks · city only Needs Stonemasons or better Orthodox ≥ 25% in region 38t★1 38t★1 38t★1
Royal Armoury Barracks · city only Needs Stonemasons or better Orthodox ≥ 25% in region 37t★1 37t★1 37t★1
Bowyer Ranges · castle only Not in Georgian homeland 114t 125t ·
Practice Range Ranges · castle only Not in Georgian homeland 210t★1 214t★1 ·
Archery Range Ranges · castle only Not in Georgian homeland 38t★1 310t★1 ·
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Not in Georgian homeland 36t★2 38t★2 ·

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

Metsikhovne Archers

feudal levy, factional

Professionals. Morale 10. Town (castle) watch. Units that guarded castles and town walls. Coming mostly from humble origin. There were spearmen and archer Metsikhovne units. On the battlefield, Metsikhovne archer used to fire arrows in a volley.

Abilities

  • Area attack

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

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

Stats

Men
48
Missile
Composite Arrow: attack 4, range 170, 30 ammo
Melee
attack 5, charge 1 (sword)
Defence
armour 7, skill 6, shield 5
Morale
10 · Disciplined · Trained
Cost
1889 florins, 710 upkeep, 3 turns to train
Terrain
+1 in scrub, -2 in sand
Heat
+6 fatigue in hot climates

Where & when to recruit

Building From start Golden Age~turn 105 Georgian Revival~turn 325
Bowyer Ranges · castle only Orthodox ≥ 35% in region Georgian homeland · 220t 212t
Bowyer Ranges · castle only Orthodox ≥ 35% in region Not in Georgian homeland · 225t 214t
Practice Range Ranges · castle only Orthodox ≥ 35% in region Georgian homeland 214t 210t 28t
Practice Range Ranges · castle only Orthodox ≥ 35% in region Not in Georgian homeland 225t 214t 210t
Archery Range Ranges · castle only Orthodox ≥ 35% in region Georgian homeland 210t 38t★1 36t★1
Archery Range Ranges · castle only Orthodox ≥ 35% in region Not in Georgian homeland 214t 310t★1 38t★1
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Orthodox ≥ 35% in region Georgian homeland 38t★2 36t★3 35t★3
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Orthodox ≥ 35% in region Not in Georgian homeland 310t★2 38t★3 36t★3
Shuris Hill Narikala Georgian homeland Capital · 217t 217t
Shuris-Tsiche Narikala Georgian homeland Capital Before Mongols Reach Caucasus · 212t 212t
Reinforced Shuris-Tsiche Narikala Georgian homeland Capital Before Mongols Reach Caucasus · 310t 310t
Narikala Narikala Georgian homeland Capital After Mongols Reach Caucasus · 38t 38t

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

Methope

free professional, factional

Professionals. Morale 11. Firearms were introduced in Georgia in XV-XVI centuries. Ottomans used cannons and handguns in military campaigns against the Georgian kingdom of Imereti and the principality of Samtskhe. Some of these weapons were captured by the Georgians, but they didn't use them regularly before the 17th century, when the Georgian kings of Kakheti, formed their first musketeer regiment of five hundred strong. Kakheti was a vassal state to Safavid Iran and their armies fought in the wars against the Ottomans in the beginning of the 17th century. Supposedly formation and the tactics of the Kakhetian musketeer regiment were influenced by the Ottoman and the Safavid armies and the Russian Streltsy guard units formed by Ivan IV of Russia.

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.

  • 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.

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

Men
64
Missile
Quality Musket Bullet: attack 16, range 120, 12 ammo
Melee
attack 7, charge 3 (sword)
Defence
armour 2, skill 6, shield 0
Morale
11 · Disciplined · Highly trained
Cost
2154 florins, 810 upkeep, 3 turns to train
Terrain
+4 in scrub, -4 in sand, +2 in forest, +1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Always needs: Orthodox ≥ 25% in region

Building Pike and Shot~turn 797
Militia Barracks Barracks · city only Needs Quarries or better 28t
Roman Castrum Barracks · city only Needs Stonemasons or better 24t
Royal Armoury Barracks · city only Needs Stonemasons or better 22t
Drill Square Barracks · castle only 28t
Barracks Barracks · castle only 24t
Armoury Barracks · 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

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 Golden Age~turn 105
Siege Works Siege · city only Needs Carpenters' Workshops or better 211t
Siege Works Siege · castle only 211t

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

Mangonel

artillery

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

Abilities

  • Armour piercing

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

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

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

Bombard

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

  • Stakes

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

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

Stats

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

Where & when to recruit

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

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

Grand Bombard

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

  • Stakes

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

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

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

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

Cannon

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

  • Stakes

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

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

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

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

Dromon

ship

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

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

Always needs: Needs Carpenters' Workshops or better

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

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

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

Lanternas

ship

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

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

Always needs: Needs Carpenters' Workshops or better

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

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

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

Chukhchi

feudal knight, bodyguard

Bodyguard unit. Morale 12. King's guard. They were physically strong and well-trained chosen warriors who always accompanied the king and protected him both on the battlefield and in peace time - in the royal palace. They were commanded by the commander of the guard - Chukhcherakhi (Achukhchi).

Abilities

  • Armour piercing

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

  • Very hardy

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

  • Command

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

  • General's bodyguard

    Can serve as a named character's bodyguard.

  • Knight

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

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

Stats

Men
10 · riding Georgian Armoured Horse
Melee
attack 7, charge 14 (spear)
Defence
armour 14, skill 6, shield 4
Morale
12 · Impetuous · Highly trained
Cost
213 florins, 425 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
+10 fatigue in hot climates