SSHIM Guide

Kingdom of Hungary Units & recruitment

A Catholic kingdom of horsemen on the Pannonian plain, between the HRE, Byzantium and the steppe. Settlers, frontier peoples and military orders arrive through a chain of events, and the Golden Bull reshapes its nobility.

Recruiting as Hungary

Hold the heartland

Most Hungarian events need Székesfehérvár in your hands (some also Gyulafehérvár or Várad), no crusade under way and you not excommunicated. Each then has a 20% chance per turn.

Invite the Saxons

From turn 11, while you hold Gyulafehérvár and Székesfehérvár, you may be offered to invite the Saxons for 4,000 florins. Decline and the offer comes back 5 turns later; after turn 50 they come on their own.

Help when the capital falls

If Eger 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

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

  1. 1

    The Saxons

    usually around turn 31 (~1147)

    Needs
    • You accept the invitation (4,000 florins), from turn 11.
    Fallback
    Past turn 50, they come on their own.
    Chance
    20% per turn.

    Transylvanian Peasants become available in Hungarian lands.

    In-game event text

    Saxon was the name used to describe the significant German population settled in Transylvania. German immigration to the region started as early as 1150. By 1300 there were three large areas of the Saxon population in Transylvania. GAME STRATEGY: The Saxon units will be available for recruitment (provided the mines are built). HISTORICAL BACKGROUND: The largest in size and importance was the settlement around the town of Sibiu (Hermannstadt in German). Sibiu was situated on of the few easily navigable routes through the Carpathian mountains to the black sea. As such it was a major trading town and defensive stronghold. In 1224 King Andrew II granted significant rights to the Saxons of Sibui. Much like the Szekely the Saxons were given practical autonomy in return for a special annual tax to the Crown and some military obligations. These military obligations were the supplying of 500 warriors for internal defense and 100 warriors for foreign service. This document, subsequently called the Andreanum, is the only direct record of Saxon military obligations. By the reign of Emperor Sigismund the Saxons of Sibui had organized into eight Seats, each centered on a different town around and including Sibui. To this Sigismund added an additional two towns, already mostly Saxon in population. The second major area of Saxon settlement was started by the Teutonic Order during their brief involvement in Hungary during the 1420's. The removal of the Order in 1225 did little to stem the tide of Saxon settlement. This area was centred on the town of Brasov and like Sibui straddled a trade route through the Carpathians. The third geographical area was centered on the three districts of Kyralia, Rodna, and Bistrita. These districts and that of Brasov appear to have enjoyed similar rights to that of the Saxons of Sibui. There were additional settlements of Saxons, especially in the towns of Transylvania but they were a minority and the smaller settlements probably became absorbed into the general Transylvanian population. The precise numbers of men the Saxons could supply the Crown are unknown, even the figures of the Andreanum cannot be used as proof for the later period. A figure of 4,000 men is quoted for a combined levy of Saxons and Szekely in 1430. Given that the obligated number of Szekely was 2400 men then this would leave 1600 Saxons. A not unreasonable figure for a population that supposedly made up only 15 or so percent of Transylvania's total population.

  2. 2

    Szekely

    usually around turn 71 (~1167)

    Needs
    • You hold Székesfehérvár, Várad and Gyulafehérvár (not under siege), and have fought 10+ large battles yourself (not auto-resolved).
    Fallback
    Past turn 100.

    Brings a free army of Magyar Cavalry under a new general near Gyulafehérvár, and 2 more Magyar Cavalry to recruit there.

    In-game event text

    The Szekely protect your lands in the east from the roaming nomads and incursion of other enemies! GAME STRATEGY: A small army of Magyar mounted units assembles in Transylvania. The units will also be recruitable in the Vars, and this possibility will not disappear in this province in 13th century, as it does elsewhere in the Hungarian lands after occidentalisation of the country. HISTORICAL BACKGROUND: By the 13th century the Szekely formed the largest Hungarian-speaking group in Transylvania. Their lands covered some 12,000 kilometers and were divided into seven districts called szek (seats). The name Szekely does not apparently originate from this. Six of these districts, comprising the vast majority of the Szekely were in one block in the South of Transylvania, the seventh formed a small enclave near the town of Tuda. The Szekely lands were outside of traditional Hungarian law, even the Voivode of Transylvania had no authority within their borders. Instead, the administration of law fell to the Count of the Szekely. The Count was appointed by the King and was usually a Hungarian Lord, often but not always the Voivode of Transylvania as well. From 1462 the two offices were combined on a permanent basis. Throughout this period the Szekely remained a semi-nomadic people who made their living from horse and cattle breeding. As such they were regarded as some of the finest light horsemen available to the Kings of Hungary. This in some way goes to explain why the Szekely were able to retain their unique lifestyle while other ethnic groups like the Cumans became absorbed into Hungarian society. The only obligation the Szekely had to the Hungarian Crown was supplying troops for military service.

  3. 3

    The Hospitallers established in Hungary

    No fixed date

    Needs
    • Past turn 60, you hold Székesfehérvár, and the Hospitallers already exist as an order.
    Chance
    20% per turn.

    A free army of Knights Hospitaller and Crusader Sergeants appears in Hungary.

    In-game event text

    Twenty years after the militarization of the Hospitaller Order, they set up their chapter houses in Hungary! GAME STRATEGY: A small Hospitaller army is available for Hungary close to, what they call in Latin, Alba Regia. HISTORICAL BACKGROUND: The first Hospitaller church in Hungary was established in Székesfehérvár in 1193. However, the arrival of the Hospitallers in the Hungarian kingdom can be traced back to the middle of the 12th century, at the same time as the Order was established in neighboring Austria and Bohemia. The charitable intentions of Queen Euphrosyne (1130-1193) were probably more important in the introduction of the Order than the military concerns of her husband, King Géza II (1142-1162). The first monastery was founded just outside the city walls.

  4. 4

    András II. Golden Bull

    usually around turn 193 (~1228)

    Needs
    • Past turn 180, you hold Székesfehérvár, and the Mongols have sacked Samarkand.
    Chance
    20% per turn.

    UnlocksPavise Spear MilitiaPavise Spearmen

    RetiresMailed KnightsMagyar NoblesSword Mailed Foot Knights

    In-game event text

    Andrew II, King of Hungary, issued in 1222 a Golden Bull. The charter summarized the liberties of the royal servants, including their exemption from taxes and the jurisdiction of the ispáns. The last clause of the Golden Bull authorized ‘the bishops as well as the other barons and nobles of the realm, singularly and in common’ to resist the monarch if he did not honor the provisions of the charter. The Golden Bull clearly distinguished the royal servants from the king's other subjects, which led to the rise of the Hungarian nobility. GAME STRATEGY: This event stands as one of the pivotal moments in the evolution of the Hungarian faction. It renders numerous units obsolete while simultaneously introducing or enhancing the recruitment of others, shaping a transformative phase in the faction's military composition.

  5. 5

    Diploma Andreanum

    usually around turn 193 (~1228)

    Needs
    • Past turn 180, you hold Gyulafehérvár and Székesfehérvár, and the Mongol invasion has begun.
    Chance
    20% per turn.

    More Transylvanian Peasants to recruit.

    In-game event text

    The Diploma Andreanum, or Goldener Freibrief der Siebenbürger Sachsen (English: Golden Charter of Transylvanian Saxons), was issued by Andrew II of Hungary in 1224, granting provisional autonomy to colonial Germans residing in the Siebenbürgen region of the Kingdom of Hungary. This document conferred upon the German population both administrative and religious autonomy and defined their obligations towards the kings of Hungary. They had to pay a yearly tax to the king and provide a military contribution to the royal army in case of danger of attack from abroad. GAME STRATEGY: The number of Saxon recruits in the province increases.

  6. 6

    Kunság

    usually around turn 221 (~1242)

    Needs
    • After the Mongol invasion: you hold Várad, the Mongols hold Siret, Azaq and Sharukan, and the Cumans have fewer than 4 settlements.
    Fallback
    Past turn 260 (without the army).
    Chance
    20% per turn.

    A free army of Cuman Horse Militia appears on the Puszta, and Cuman Horse Militia can be recruited in Hungarian lands with steppe peoples until the Late Era.

    In-game event text

    In the 1230’s, the Cumans were challenged in the Pontic steppes by the Mongol hordes. Part of the elites decided to flee, moved to the heart of Europe, and settled down in the Pannonian Plain. Their military prowess in mounted warfare was of use to the Hungarian kings. At the same time, the political situations often created opportunities and challenges: there was a Cuman queen in Hungary but also mutual military raids and civil war. GAME STRATEGY: A Cuman army arrives to the province of Alfold. From now on, the Cuman horse archers are recruitable in the stables in Varad. A small Cuman army is available in the Puszta.

World events that change your army

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

22 events
  1. 1

    Notre Dame

    usually around turn 53 (~1158)

    UnlocksMounted Sergeants

  2. 2

    The Third Lateran Council

    usually around turn 93 (~1178)

    Needs
    • Happens in 1178.

    UnlocksLevy Crossbowmen

    In-game event text

    Another meeting of the Catholic Church has taken place, resulting in the condemnation of the Waldensian and Cathar heresies, as well as enacting new canon law. One law decrees that only cardinals shall have the privilege of electing the Pope. There are also laws which forbid tournaments, which organize asylums for lepers, which call on princes to suppress heresy, and which require every cathedral church to appoint a master to teach the clerics and the poor scholars of the church (this action greatly helps to launch cathedral schools, which later will become universities). Finally, the council calls for a prohibition on Christians supplying Saracens with ship-building materials.

  3. 3

    Ostsiedlung

    usually around turn 111 (~1187)

    UnlocksTrebuchet

    In-game event text

    "Ostsiedlung" was the medieval eastward migration and settlement of Germanic-speaking peoples from the Holy Roman Empire, especially its southern and western portions, into less densely populated regions of Central and Eastern Europe, and the Baltics. The affected area stretched from Estonia in the north all the way to Carniola in the south, and extended into Transylvania in the east. This migration and resettlement took place between 1100 and 1350. In many cases the term "German colonization" does not refer to an actual migration of Germans, but rather to the internal migration of native populations (Poles, Hungarians, etc.) from the countryside to the cities, which then adopted laws modeled on those of the German towns of Magdeburg and Lübeck. These societal changes have also caused noticeable shifts in the local economy and military (new units are now available). GAME STRATEGY: From now on, the Crusader units will appear also in the northern and eastern Latin lands (Scandinavia, the Baltics, Poland, Hungary). There will be a number of changes for Hungary and Poland concerning the control of their lands: recovering own provinces after another faction conquered them or they had rebelled, will not increase aggressivity of these factions. In military, they (and sometimes also other factions: HRE, Denmark, Serbia) have access to more troops, sometimes also to new units.

  4. 4

    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)

  5. 5

    Pronoia Reforms

    usually around turn 181 (~1222)

    RetiresSlav Levies

    In-game event text

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

  6. 6

    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.

  7. 7

    New Crossbow Mechanics Developed

    usually around turn 211 (~1237)

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

    UnlocksFeudal KnightsMounted CrossbowmenFeudal Foot KnightsArbalest Militia

    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)

  8. 8

    Mongols Invade Zalesye

    usually around turn 237 (~1250)

    RetiresMagyar Cavalry

    In-game event text

    14 years after the first raid to the north-west and the battle of the Kalka River, the Mongols have returned in even greater numbers to the West. Having subdued the Volga Bulgarians, Batu Khan lead his vast horde of fierce Mongol riders to Zalesye (Land-Beyond-the-Forests) with old cities like Suzdal and Rostow, and young upstarts as Moscow. The horde was seemed unstoppable and the Mongols mercilessly swept through Zalesye, sacking all the cities that did not capitulated beforehand. GAME STRATEGY: A few Mongol armies appear in the woods in the middle-Volga basin.

  9. 9

    Cannons Developed

    usually around turn 325 (~1294)

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

    UnlocksRibaultLanternas

    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!

  10. 10

    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.

  11. 11

    Coat of Plates

    usually around turn 341 (~1302)

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

    UnlocksHussars

    RetiresSlavic Javelinmen

    In-game event text

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

  12. 12

    Pavise Shields

    usually around turn 381 (~1322)

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

    RetiresEastern Levy SpearmenVillage Archers

    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)

  13. 13

    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!

  14. 14

    Partial Plate Armor

    usually around turn 441 (~1352)

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

    UnlocksHalberd MilitiaHeavy Sergeant SwordmenHalberd Men at Arms

    In-game event text

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

  15. 15

    Late Era

    usually around turn 517 (~1390)

    Needs
    • Happens in 1390.

    RetiresCuman Horse Warband

    In-game event text

    For gracul!

  16. 16

    Full Plate Armor

    usually around turn 521 (~1392)

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

    UnlocksBanderium KnightsHalberdiersFoot Banderium Knights

    RetiresSergeant Swordsmen

    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)

  17. 17

    Matchlock Developed

    usually around turn 597 (~1430)

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

    UnlocksRoyal BanderiumArquebusiers

    RetiresFeudal KnightsPavise Spear MilitiaFeudal 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.

  18. 18

    Gothic Plate Armor

    usually around turn 641 (~1452)

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

    UnlocksGeneral's BodyguardSerpentine

    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)

  19. 19

    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.

  20. 20

    Pike and Shot

    usually around turn 797 (~1530)

    Needs
    • Happens in 1530.

    UnlocksDemi LancersMounted ArquebusiersLate Arquebusiers

    RetiresMen At ArmsHalberd Men at ArmsArquebusiers

    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.

    UnlocksLate Pikemen

    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

    RetiresLate Arquebusiers

    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: Szent Korona

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

  • Pannónia (Székesfehérvár) with Cathedral (for Catholic factions) or better
  • Pannónia (Székesfehérvár) with Visegrad or better
  • Jerusalem with Holy Sepulchreholy city

Lands you must hold

Either Carpathian list (13):

Felföld (Eger) Transylvania (Gyulafehérvár) Pannónia (Székesfehérvár) Croatia (Zagreb) Moldavia (Siret) Wallachia (Târgovişte) Upper Serbia (Ras) Alföld (Várad) Dalmatia (Zara) Lower Serbia (Belograd) Ragusa Halychyna (Halych) Bosnia (Vrhbosna)

Only while no other faction holds this crown

or Italy list (13):

Felföld (Eger) Transylvania (Gyulafehérvár) Pannónia (Székesfehérvár) Croatia (Zagreb) Campania (Napoli) Wallachia (Târgovişte) Apulia (Bari) Alföld (Várad) Dalmatia (Zara) Lower Serbia (Belograd) Ragusa Calabria (Regium) Trinacria (Balermus)

Only while no other faction holds this crown

Not needed with a Strong Legacy.

AI version (7 settlements)

Felföld (Eger), Transylvania (Gyulafehérvár), Pannónia (Székesfehérvár), Croatia (Zagreb), Alföld (Várad), Dalmatia (Zara), Ragusa

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
Knightly CastleVár Population growth+1+2
Baronial CastleVár Population growth+3+4
Royal CastleVár Population growth+6+8
VisegradVár Population growth+6+8

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

Building From start Ostsiedlung~turn 111 Golden Bull~turn 193 New Crossbow Mechanics Developed~turn 211
Landowners' Guards Landowners Needs Farms in Cleared Land or better Catholic ≥ 50% in region · 233t 414t 233t
Landowners' Guards Landowners Needs Farms in Cleared Land or better Hungary regions Slavic Serbia regions or Venice regions 225t +33t · ·
Landowners' Guards Landowners Needs Farms in Cleared Land or better Not in Hungary regions Not in Serbia regions Not in Byzantium regions Not in Georgian homeland Not in Tartar steppe Not in Rum regions Not in Turks regions Not in Zengid regions Not in Abbasid regions Not in Moors regions Not in Egypt regions 225t +33t · ·
Provincial Council Landowners Needs Communal Farming or better Catholic ≥ 50% in region · 225t 411t 225t
Provincial Council Landowners Needs Communal Farming or better Hungary regions Slavic Serbia regions or Venice regions 218t +25t · ·
Provincial Council Landowners Needs Communal Farming or better Not in Hungary regions Not in Serbia regions Not in Byzantium regions Not in Georgian homeland Not in Tartar steppe Not in Rum regions Not in Turks regions Not in Zengid regions Not in Abbasid regions Not in Moors regions Not in Egypt regions 218t +25t · ·
Local Nobility Landowners Needs Farms and Estates or better Catholic ≥ 50% in region · 225t 49t 218t
Local Nobility Landowners Needs Farms and Estates or better Hungary regions Slavic Serbia regions or Venice regions 213t +18t · ·
Local Nobility Landowners Needs Farms and Estates or better Not in Hungary regions Not in Serbia regions Not in Byzantium regions Not in Georgian homeland Not in Tartar steppe Not in Rum regions Not in Turks regions Not in Zengid regions Not in Abbasid regions Not in Moors regions Not in Egypt regions 213t +18t · ·
Provincial Aristocracy Landowners Needs Agricultural Estates or better Catholic ≥ 50% in region · 225t 47t 213t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Hungary regions Slavic Serbia regions or Venice regions 29t +13t · ·
Provincial Aristocracy Landowners Needs Agricultural Estates or better Not in Hungary regions Not in Serbia regions Not in Byzantium regions Not in Georgian homeland Not in Tartar steppe Not in Rum regions Not in Turks regions Not in Zengid regions Not in Abbasid regions Not in Moors regions Not in Egypt regions 29t +13t · ·

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 Ostsiedlung~turn 111
Merchants' Guild Merchants' Guild 214t 29t
Master Merchants' Guild Merchants' Guild 16t 16t
Master Merchants' Guild Merchants' Guild Not in Hanseatic 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 Notre Dame~turn 53 Ostsiedlung~turn 111 Golden Bull~turn 193 Mongols Invade Zalesye~turn 237 Partial Plate Armor~turn 441
Stables Stables · castle only · 214t 29t 29t 214t
Knight's Stables Stables · castle only · 210t 27t 27t 210t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better · 38t 36t 36t 38t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better · 36t 35t 35t 36t
King's Stables Stables · castle only Needs Quarries or better · 35t 34t 34t 35t
Wood Tower Vár · city only Without Palazzo Building After Hungarian Nobility Without Palazzo Building Hungary regions or Serbia regions 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
Fortified House Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions · · · 220t 220t
Stone Tower Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions · · · 217t 217t
Knightly Castle Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions · · · 212t 212t
Baronial Castle Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions · · · 210t 210t
Royal Castle Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions · · · 28t 28t
Visegrad Vár · city only Hungary regions Capital · · 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

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 New Crossbow Mechanics Developed~turn 211 Coat of Plates~turn 341 Partial Plate Armor~turn 441
Landowners' Guards Landowners Needs Farms in Cleared Land or better 233t 225t 214t
Provincial Council Landowners Needs Communal Farming or better 225t 318t 210t
Local Nobility Landowners Needs Farms and Estates or better 225t 218t 29t
Provincial Aristocracy Landowners Needs Agricultural Estates or better 218t 218t 28t

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 · 210t

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

Hussars

feudal levy, factional

Quality: Elite. Type: Early Professional. The first Hussars are thought to have been Serbian nobles seeking refuge in Hungary. The tradition of hit and run tactics of the Hussars found a fertile home in Hungary where they became influenced by the Magyars and the Uyghur Turks. Very fast, these elite lancers are equipped with light mail or brigandine armour and armed with lance and sword.

Abilities

  • Hardy

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

  • Formed charge

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

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

Stats

Men
28 · riding Medium Horse
Melee
attack 5, charge 11 (spear)
Defence
armour 3, skill 5, shield 3
Morale
6 · Normal discipline · Untrained
Cost
1728 florins, 627 upkeep, 4 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest
Heat
+2 fatigue in hot climates

Where & when to recruit

Building Coat of Plates~turn 341 Partial Plate Armor~turn 441 Full Plate Armor~turn 521
Stables Stables · castle only 217t 211t 28t
Knight's Stables Stables · castle only 211t 28t 27t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better 38t 37t 36t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better 37t 36t 35t
King's Stables Stables · castle only Needs Quarries 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

Banderium Knights

feudal knight, factional

Quality: Elite. Type: Feudal (low availability, often impetuous or of low discipline). These nobles are trained since childhood in the art of war. They have abandoned traditional ways, and adopted the latest western techniques and equipment. Equipped with good plate armour, and armed with lance and sword, these elite warriors are a force to be reckoned with, despite their tendency to act impetuously in battle.

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 6, charge 12 (spear)
Defence
armour 22, skill 4, shield 5
Morale
12 · Impetuous · Highly trained
Cost
1558 florins, 1558 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest
Heat
+15 fatigue in hot climates

Where & when to recruit

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

Building Full Plate Armor~turn 521 Matchlock Developed~turn 597
Landowners' Guards Landowners Needs Farms in Cleared Land or better 233t 29t
Provincial Council Landowners Needs Communal Farming or better 225t 37t
Local Nobility Landowners Needs Farms and Estates or better 225t 218t
Provincial Aristocracy Landowners Needs Agricultural Estates or better 218t 318t

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

Royal Banderium

feudal knight, factional

Quality: Exceptional. Type: Feudal (low availability, often impetuous or of low discipline). Banderium are troops that make up baronial retinues, the 'bandiera'. The elite of these bandeiras, usually nobles, exceptional mercenaries and high ranking members from other bandieras, make up the retinues and bodyguards of members of the royal family, the Royal Banderium. Armed with lances and encased in plate armour they are fierce and loyal warriors.

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.

  • 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 Armoured Horse
Melee
attack 7, charge 14 (spear)
Defence
armour 23, skill 5, shield 5
Morale
12 · Impetuous · Highly trained
Cost
764 florins, 1528 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
+16 fatigue in hot climates

Where & when to recruit

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

Building Matchlock Developed~turn 597 Pike and Shot~turn 797
Landowners' Guards Landowners Needs Farms in Cleared Land or better 233t 214t
Provincial Council Landowners Needs Communal Farming or better 225t 311t
Local Nobility Landowners Needs Farms and Estates or better 218t 291t
Provincial Aristocracy Landowners Needs Agricultural Estates or better 213t 277t

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

General's Bodyguard

feudal knight, bodyguard

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

Abilities

  • Very hardy

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

  • Command

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

  • General's bodyguard

    Can serve as a named character's bodyguard.

  • Bodyguard upgrade

    A later-era bodyguard type that replaces older ones.

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

Stats

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

Where & when to recruit

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

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

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

Demi Lancers

professional free, standard

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

Abilities

  • Wedge

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

  • Hardy

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

  • Formed charge

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

  • Knight

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

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

Stats

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

Where & when to recruit

Building Pike and Shot~turn 797
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better 214t
King's Stables Stables · castle only Needs Quarries or better 210t

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

Magyar Cavalry

tribal unit, factional

Quality: Superior. Type: Local (lacks formal military training, typically low discipline and less morale). When the originally nomadic Magyar people settled in the plains of Hungary, some held on to their nomadic roots and continued life on the saddle. This cultural disposition makes Magyars excellent horse archers. Able to rain arrows upon their foes and stay out of trouble, these natural horsemen are armed with a composite bow and wear light armour.

Abilities

  • Horde

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

  • Area attack

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

  • Hardy

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

  • 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.

  • Peasant

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

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

Stats

Men
32 · riding Fast Pony
Missile
Quality Cav Composite Arrow: attack 3, range 120, 30 ammo
Melee
attack 4, charge 6 (sword)
Defence
armour 2, skill 3, shield 0
Morale
8 · Low discipline · Trained
Cost
418 florins, 418 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in sand, -2 in forest, +1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Building From start Notre Dame~turn 53 Székely~turn 71 Ostsiedlung~turn 111 Golden Bull~turn 193 Mongols Invade Zalesye~turn 237
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better Not in Hungary regions Serbia regions or Byzantium regions or Georgian homeland or Tartar steppe or Rum regions or Turks regions or Zengid regions or Abbasid regions or Moors regions or Egypt regions 225t 225t 225t · · ·
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better Hungary regions Not in Venice regions Not in Serbia regions or In Serbia regions Tartar steppe 225t 225t 225t · · ·
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better Not in Hungary regions Serbia regions or Byzantium regions or Georgian homeland or Tartar steppe or Rum regions or Turks regions or Zengid regions or Abbasid regions or Moors regions or Egypt regions 218t 218t 218t · · ·
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better Hungary regions Not in Venice regions Not in Serbia regions or In Serbia regions Tartar steppe 218t 218t 218t · · ·
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better Not in Hungary regions Serbia regions or Byzantium regions or Georgian homeland or Tartar steppe or Rum regions or Turks regions or Zengid regions or Abbasid regions or Moors regions or Egypt regions 213t 213t 213t · · ·
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better Hungary regions Not in Venice regions Not in Serbia regions or In Serbia regions Tartar steppe 213t 213t 213t · · ·
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better Not in Hungary regions Serbia regions or Byzantium regions or Georgian homeland or Tartar steppe or Rum regions or Turks regions or Zengid regions or Abbasid regions or Moors regions or Egypt regions 29t 29t 29t · · ·
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better Hungary regions Not in Venice regions Not in Serbia regions or In Serbia regions Tartar steppe 29t 29t 29t · · ·
Stables Stables · castle only Not in Hungary regions Tartar steppe 214t 214t 214t 220t 233t ·
Stables Stables · castle only Hungary regions Not in Venice regions Not in Serbia regions or In Serbia regions Tartar steppe +14t +14t +14t 220t 233t ·
Knight's Stables Stables · castle only Not in Hungary regions Tartar steppe 210t 210t 210t 212t 217t ·
Knight's Stables Stables · castle only Hungary regions Not in Venice regions Not in Serbia regions or In Serbia regions Tartar steppe +10t +10t +10t 212t 217t ·
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Not in Hungary regions Tartar steppe 28t 28t 28t 29t 211t ·
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Hungary regions Not in Venice regions Not in Serbia regions or In Serbia regions Tartar steppe +8t +8t +8t 29t 211t ·
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Not in Hungary regions Tartar steppe 26t 26t 26t 27t 28t ·
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Hungary regions Not in Venice regions Not in Serbia regions or In Serbia regions Tartar steppe +6t +6t +6t 27t 28t ·
King's Stables Stables · castle only Needs Quarries or better Not in Hungary regions Tartar steppe 35t 35t 35t 36t 37t ·
King's Stables Stables · castle only Needs Quarries or better Hungary regions Not in Venice regions Not in Serbia regions or In Serbia regions Tartar steppe +5t +5t +5t 36t 37t ·
Stronghold Vár · city only Without Palazzo Building After Hungarian Nobility Without Palazzo Building Hungary regions or Serbia regions Hungary regions Teutonic Knights Chapter House regions · · +20t 220t★1 214t★3 214t★3

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

Magyar Nobles

feudal knight, factional

Quality: Elite (Combination). Type: Feudal (low availability, often impetuous or of low discipline). Unable to afford the expensive heavy armour of a western style knight, many nobles stick to their nomadic roots as heavy horse archers. Their light mail or brigandine armour gives them adequate protection while firing their bows, and their aristocratic upbringing gives them the stomach for close combat if required.

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.

  • Command

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

  • Formed charge

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

  • Cantabrian circle

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

  • Knight

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

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

Stats

Men
24 · riding Early Heavy Horse
Missile
Quality Cav Mass Composite Arrow: attack 4, range 120, 42 ammo
Melee
attack 5, charge 5 (sword)
Defence
armour 8, skill 5, shield 3
Morale
13 · Impetuous · Highly trained
Cost
434 florins, 867 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -1 in forest
Heat
+6 fatigue in hot climates

Where & when to recruit

Always needs: Without Autonomy of Local Nobility or better

Building From start Ostsiedlung~turn 111
Landowners' Guards Landowners Needs Farms in Cleared Land or better Not in Hungary regions Serbia regions or Byzantium regions or Georgian homeland or Tartar steppe or Rum regions or Turks regions or Zengid regions or Abbasid regions or Moors regions or Egypt regions 217t 225t
Landowners' Guards Landowners Needs Farms in Cleared Land or better Hungary regions Not in Venice regions Not in Serbia regions or In Serbia regions Tartar steppe 217t★1 225t
Provincial Council Landowners Needs Communal Farming or better Not in Hungary regions Serbia regions or Byzantium regions or Georgian homeland or Tartar steppe or Rum regions or Turks regions or Zengid regions or Abbasid regions or Moors regions or Egypt regions 213t 218t
Provincial Council Landowners Needs Communal Farming or better Hungary regions Not in Venice regions Not in Serbia regions or In Serbia regions Tartar steppe 213t★1 218t
Local Nobility Landowners Needs Farms and Estates or better Not in Hungary regions Serbia regions or Byzantium regions or Georgian homeland or Tartar steppe or Rum regions or Turks regions or Zengid regions or Abbasid regions or Moors regions or Egypt regions 29t 213t
Local Nobility Landowners Needs Farms and Estates or better Hungary regions Not in Venice regions Not in Serbia regions or In Serbia regions Tartar steppe 29t★1 213t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Not in Hungary regions Serbia regions or Byzantium regions or Georgian homeland or Tartar steppe or Rum regions or Turks regions or Zengid regions or Abbasid regions or Moors regions or Egypt regions 27t 29t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Hungary regions Not in Venice regions Not in Serbia regions or In Serbia regions Tartar steppe 27t★1 29t

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

Cuman Horse Warband

AOR unit, tribal unit

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

Abilities

  • Horde

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

  • Cantabrian circle

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

  • Hardy

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

  • Free upkeep

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

  • Peasant

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

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

Stats

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

Where & when to recruit

Building From start Cumans settle~turn 221 Late era begins~turn 517
Stables Stables · castle only Cuman steppe 220t 220t 220t
Stables Stables · castle only Hungary regions Tartar steppe · 214t ·
Knight's Stables Stables · castle only Cuman steppe 220t 220t 220t
Knight's Stables Stables · castle only Hungary regions Tartar steppe · 210t ·
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Cuman steppe 220t 220t 220t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Hungary regions Tartar steppe · 28t ·
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Hungary regions Tartar steppe · 36t ·
King's Stables Stables · castle only Needs Quarries or better Hungary regions Tartar steppe · 35t ·

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

Building New Crossbow Mechanics Developed~turn 211 Partial Plate Armor~turn 441 Matchlock Developed~turn 597
Knight's Stables Stables · castle only 233t 220t 214t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better 217t 212t 210t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better 212t 210t 28t
King's Stables Stables · castle only Needs Quarries or better 210t 28t 27t

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

Mounted Arquebusiers

free professional, standard

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

Abilities

  • Area attack

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

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

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

Where & when to recruit

Always needs: Needs Four-Faculty University or better

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

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

Eastern Levy Spearmen

Levy spearmen

PEASANTS LEVIES/ MORALE 3/ LOW DISCIPLINE/ UNTRAINED/ FREE UPKEEP UNIT/ IS PEASANT. The compulsory recruitment of the civilian population to serve in the army is called levy. The lowest level troops were the feudal levies: armed peasants who had to arm themselves with whatever they could get their hands on. In Eastern Europe and Slavic or Rus lands , as in the rest of Europe, forced conscription of peasants was carried out to respond to the call of their lord. The difference is that these peasants are tougher in cold climates. These men are commoners who have been levied into local militias to defend towns, roads and bolster armies of their lords. With hardly any training and equipped with a spear and a shield, these unarmoured units are useful in support roles for heavier units or garrison settlements.

Abilities

  • Braced spear

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

  • Free upkeep

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

  • Peasant

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

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

Stats

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

Where & when to recruit

Building From start Ostsiedlung~turn 111 Golden Bull~turn 193 Pavise Shields~turn 381
Town Watch Barracks · city only 217t 211t 217t ·
Town Guard Barracks · city only 212t 29t 212t ·
City Watch Barracks · city only 210t 28t 210t ·
Militia Drill Square Barracks · city only 28t 27t 28t ·
Militia Barracks Barracks · city only Needs Quarries or better 37t 36t 37t ·
Army Barracks Barracks · city only Needs Stonemasons or better 36t★1 35t★1 36t★1 ·
Royal Barracks Barracks · city only Needs Stonemasons or better 36t★3 35t★3 36t★3 ·
Mustering Hall Barracks · castle only 225t 217t 217t 225t
Garrison Quarters Barracks · castle only 225t 213t 213t 217t
Drill Square Barracks · castle only 220t★1 210t★1 210t★1 213t★1
Barracks Barracks · castle only 317t★1 310t★1 310t★1 313t★1
Armoury Barracks · castle only 410t 48t 48t 410t

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

Såksen

feudal levy, regional; special border guard unit for Transilvania, should be adjusted in the future

Quality: Peasant Militia. Type: Rural Levy (lacks formal military training, poor discipline and morale). Hailing from the Carpathian mountains, these peasant folk are anything but docile farmers, and have an appetite for war. Bolstering armies for battles and prolonged campaigns these untrained and rowdy troops fight with halberds, and whatever weapons they have acquired in battle.

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.

  • 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
56
Melee
attack 3, charge 3 (spear)
Defence
armour 2, skill 2, shield 3
Morale
6 · Normal discipline · Untrained
Cost
387 florins, 387 upkeep, 1 turn to train
Mount effect
+4 vs Horse, +4 vs Camel
Terrain
+1 in scrub, -1 in sand, +2 in forest, +1 in snow

Where & when to recruit

Always needs: Hungary regions

Building From start Saxons arrive~turn 31 Notre Dame~turn 53 Ostsiedlung~turn 111 Golden Bull~turn 193 Diploma Andreanum~turn 193 Mongols Invade Zalesye~turn 237
Opencast Pits Mines Needs Logging Camps or better Region has Silver or Region has Gold or Region has Iron Not in Serbia regions Not in Venice regions Not in Tartar steppe +100t 225t 225t 220t 220t 220t 220t
Opencast Mines Mines Needs Carpenters' Workshops or better Region has Silver or Region has Gold or Region has Iron Not in Serbia regions Not in Venice regions Not in Tartar steppe +50t 220t 220t 217t 217t 217t 217t
Shaft Mines Mines Needs Quarries or better Needs Water Mills or better Region has Silver or Region has Gold or Region has Iron Not in Serbia regions Not in Venice regions Not in Tartar steppe +33t 217t 217t 214t 214t 212t 212t
Deep Mines Mines Needs Stonemasons or better Needs Water Mills or better Region has Silver or Region has Gold or Region has Iron Not in Serbia regions Not in Venice regions Not in Tartar steppe +25t 214t 214t 212t 212t 211t 211t
Mining Complex Mines Needs Stonemasons or better Needs Water Mills or better Region has Silver or Region has Gold or Region has Iron Teutonic Knights Chapter House regions +20t +20t +20t +20t +20t +20t +20t
Mining Complex Mines Needs Stonemasons or better Needs Water Mills or better Region has Silver or Region has Gold or Region has Iron Not in Serbia regions Not in Venice regions Not in Tartar steppe · 233t 233t 225t 225t 220t 220t
Wood Tower Vár · city only Without Palazzo Building After Hungarian Nobility Without Palazzo Building Hungary regions or Serbia regions Not in Serbia regions Not in Venice regions Not in Tartar steppe · · · +50t +50t +50t +50t
Stronghold Vár · city only Without Palazzo Building After Hungarian Nobility Without Palazzo Building Hungary regions or Serbia regions Not in Serbia regions Not in Venice regions Not in Tartar steppe · · · +33t +33t +33t +33t
Fortified House Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions Not in Serbia regions Not in Venice regions Not in Tartar steppe · · · · · · +33t
Stone Tower Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions Not in Serbia regions Not in Venice regions Not in Tartar steppe · · · · · · +25t
Knightly Castle Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions Not in Serbia regions Not in Venice regions Not in Tartar steppe · · · · · · +25t
Baronial Castle Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions Not in Serbia regions Not in Venice regions Not in Tartar steppe · · · · · · +25t
Royal Castle Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions Not in Serbia regions Not in Venice regions Not in Tartar steppe · · · · · · +25t

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

Slav Levies

peasant levies, AOR unit

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

Abilities

  • Braced spear

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

  • Peasant

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Building From start Ostsiedlung~turn 111 Pronoia~turn 181 Golden Bull~turn 193 Handgun Developed~turn 461
Town Watch Barracks · city only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t 214t ·
Town Watch Barracks · city only Slavic +25t +25t +25t · ·
Town Watch Barracks · city only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · · ·
Town Watch Barracks · city only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · · ·
Town Guard Barracks · city only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t 214t ·
Town Guard Barracks · city only Slavic +25t +25t +25t · ·
Town Guard Barracks · city only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · · ·
Town Guard Barracks · city only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · · ·
City Watch Barracks · city only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t 214t ·
City Watch Barracks · city only Slavic +25t +25t +25t · ·
City Watch Barracks · city only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · · ·
City Watch Barracks · city only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · · ·
Militia Drill Square Barracks · city only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t 214t ·
Militia Drill Square Barracks · city only Slavic +25t +25t +25t · ·
Militia Drill Square Barracks · city only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · · ·
Militia Drill Square Barracks · city only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · · ·
Militia Barracks Barracks · city only Needs Quarries or better Slavic or Russia regions or Kievan Rus regions 214t 214t 214t 214t ·
Militia Barracks Barracks · city only Needs Quarries or better Slavic +25t +25t +25t · ·
Militia Barracks Barracks · city only Needs Quarries or better Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · · ·
Militia Barracks Barracks · city only Needs Quarries or better Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · · ·
Army Barracks Barracks · city only Needs Stonemasons or better Slavic or Russia regions or Kievan Rus regions 214t 214t 214t 214t ·
Army Barracks Barracks · city only Needs Stonemasons or better Slavic +25t +25t +25t · ·
Army Barracks Barracks · city only Needs Stonemasons or better Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · · ·
Army Barracks Barracks · city only Needs Stonemasons or better Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · · ·
Royal Barracks Barracks · city only Needs Stonemasons or better Slavic or Russia regions or Kievan Rus regions 214t 214t 214t 214t ·
Royal Barracks Barracks · city only Needs Stonemasons or better Slavic +25t +25t +25t · ·
Royal Barracks Barracks · city only Needs Stonemasons or better Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · · ·
Royal Barracks Barracks · city only Needs Stonemasons or better Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · · ·
Mustering Hall Barracks · castle only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t 214t ·
Mustering Hall Barracks · castle only Slavic +25t +25t +25t +25t +25t
Mustering Hall Barracks · castle only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · · ·
Mustering Hall Barracks · castle only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · · ·
Garrison Quarters Barracks · castle only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t 214t ·
Garrison Quarters Barracks · castle only Slavic +25t +25t +25t +25t +25t
Garrison Quarters Barracks · castle only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · · ·
Garrison Quarters Barracks · castle only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · · ·
Drill Square Barracks · castle only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t 214t ·
Drill Square Barracks · castle only Slavic +25t +25t +25t +25t +25t
Drill Square Barracks · castle only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · · ·
Drill Square Barracks · castle only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · · ·
Barracks Barracks · castle only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t 214t ·
Barracks Barracks · castle only Slavic +25t +25t +25t +25t +25t
Barracks Barracks · castle only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · · ·
Barracks Barracks · castle only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · · ·
Armoury Barracks · castle only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t 214t ·
Armoury Barracks · castle only Slavic +25t +25t +25t +25t +25t
Armoury Barracks · castle only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · · ·
Armoury Barracks · castle only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · · ·

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

Pavise Spear Militia

urban militia, factional

Quality: Militia. Type: Urban Militia (reduced morale in the field). Armed with a spear and well protected by good armour, these troops are effective militia infantry capable of forming a defensive ring of spears.

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
80
Melee
attack 3, charge 2 (spear)
Defence
armour 2, skill 3, shield 7
Morale
4 · Low discipline · Untrained
Cost
597 florins, 597 upkeep, 1 turn to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
-2 in sand, +2 in forest, -1 in snow
Heat
+3 fatigue in hot climates

Where & when to recruit

Building Golden Bull~turn 193 Pavise Shields~turn 381 Full Plate Armor~turn 521
Town Watch Barracks · city only 217t 28t 217t
Town Guard Barracks · city only 212t 27t 212t
City Watch Barracks · city only 210t 26t 210t
Militia Drill Square Barracks · city only 38t 35t 38t
Militia Barracks Barracks · city only Needs Quarries or better 37t 35t 37t
Army Barracks Barracks · city only Needs Stonemasons or better 36t★1 34t★1 36t★1
Royal Barracks Barracks · city only Needs Stonemasons or better 36t★3 34t★3 36t★3

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

Pavise Spearmen

feudal levy, factional

Quality: Average. Type: Early Professional. Many of these Pavise Spearmen are made up of Hungary's 'Jobbagy', holders of a small fiefdom, serving their military duty as infantry because they are too impoverished to own or equip a horse. Armed with a spear and well protected by good armour, these troops are effective medium infantry capable of forming a defensive ring of spears.

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
60
Melee
attack 4, charge 3 (spear)
Defence
armour 3, skill 5, shield 8
Morale
6 · Normal discipline · Untrained
Cost
1783 florins, 670 upkeep, 2 turns to train
Mount effect
+3 vs Horse, +3 vs Camel
Terrain
-2 in sand, +2 in forest
Heat
+4 fatigue in hot climates

Where & when to recruit

Building Golden Bull~turn 193 Pavise Shields~turn 381
Mustering Hall Barracks · castle only 217t 210t
Garrison Quarters Barracks · castle only 213t 28t
Drill Square Barracks · castle only 210t 26t
Barracks Barracks · castle only 310t★1 36t★1
Armoury Barracks · castle only 48t★2 44t★2

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.

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 Matchlock Developed~turn 597
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 38t 35t
Militia Barracks Barracks · city only Needs Quarries or better 37t 35t
Army Barracks Barracks · city only Needs Stonemasons or better 36t★1 34t★1
Royal Barracks Barracks · city only Needs Stonemasons or better 36t★3 34t★3

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

Halberdiers

free professional, standard

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

Abilities

  • Pike phalanx

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

  • Armour piercing

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

  • Braced spear

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

  • Very hardy

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

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

Stats

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

Where & when to recruit

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

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

Late Pikemen

free professional, standard

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

Abilities

  • Pike phalanx

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

  • Long spear

    Bonus when fighting cavalry, penalty against infantry.

  • Long pike

    Very long pikes, used in phalanx formation.

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

Stats

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

Where & when to recruit

Always needs: Needs Stonemasons or better

Building The Rise of Shot~turn 841
Royal Barracks Barracks · 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 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 Ostsiedlung~turn 111 Pavise Shields~turn 381
Mustering Hall Barracks · castle only 225t 217t 225t
Garrison Quarters Barracks · castle only 225t 213t 217t
Drill Square Barracks · castle only 220t★1 210t★1 213t★1
Barracks Barracks · castle only 317t★1 310t★1 313t★2
Armoury Barracks · castle only 410t 48t 410t

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

Building From start Ostsiedlung~turn 111 Golden Bull~turn 193 New Crossbow Mechanics Developed~turn 211
Landowners' Guards Landowners Needs Farms in Cleared Land or better Catholic ≥ 50% in region Hungary regions · 233t 414t 233t
Landowners' Guards Landowners Needs Farms in Cleared Land or better Hungary regions Slavic Serbia regions or Venice regions 225t +33t · ·
Landowners' Guards Landowners Needs Farms in Cleared Land or better Not in Hungary regions Not in Serbia regions Not in Byzantium regions Not in Georgian homeland Not in Tartar steppe Not in Rum regions Not in Turks regions Not in Zengid regions Not in Abbasid regions Not in Moors regions Not in Egypt regions 225t +33t · ·
Landowners' Guards Landowners Needs Farms in Cleared Land or better Catholic ≥ 50% in region Not in Hungary regions Not in Serbia regions Not in Byzantium regions Not in Georgian homeland Not in Tartar steppe Not in Rum regions Not in Turks regions Not in Zengid regions Not in Abbasid regions Not in Moors regions Not in Egypt regions · 233t 414t 233t
Provincial Council Landowners Needs Communal Farming or better Catholic ≥ 50% in region Hungary regions · 225t 411t 225t
Provincial Council Landowners Needs Communal Farming or better Hungary regions Slavic Serbia regions or Venice regions 218t +25t · ·
Provincial Council Landowners Needs Communal Farming or better Not in Hungary regions Not in Serbia regions Not in Byzantium regions Not in Georgian homeland Not in Tartar steppe Not in Rum regions Not in Turks regions Not in Zengid regions Not in Abbasid regions Not in Moors regions Not in Egypt regions 218t +25t · ·
Provincial Council Landowners Needs Communal Farming or better Catholic ≥ 50% in region Not in Hungary regions Not in Serbia regions Not in Byzantium regions Not in Georgian homeland Not in Tartar steppe Not in Rum regions Not in Turks regions Not in Zengid regions Not in Abbasid regions Not in Moors regions Not in Egypt regions · 225t 411t 225t
Local Nobility Landowners Needs Farms and Estates or better Catholic ≥ 50% in region Hungary regions · 218t 48t 218t
Local Nobility Landowners Needs Farms and Estates or better Hungary regions Slavic Serbia regions or Venice regions 213t +18t · ·
Local Nobility Landowners Needs Farms and Estates or better Not in Hungary regions Not in Serbia regions Not in Byzantium regions Not in Georgian homeland Not in Tartar steppe Not in Rum regions Not in Turks regions Not in Zengid regions Not in Abbasid regions Not in Moors regions Not in Egypt regions 213t +18t · ·
Local Nobility Landowners Needs Farms and Estates or better Catholic ≥ 50% in region Not in Hungary regions Not in Serbia regions Not in Byzantium regions Not in Georgian homeland Not in Tartar steppe Not in Rum regions Not in Turks regions Not in Zengid regions Not in Abbasid regions Not in Moors regions Not in Egypt regions · 218t 48t 218t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Catholic ≥ 50% in region Hungary regions · 213t 45t 213t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Hungary regions Slavic Serbia regions or Venice regions 29t +13t · ·
Provincial Aristocracy Landowners Needs Agricultural Estates or better Not in Hungary regions Not in Serbia regions Not in Byzantium regions Not in Georgian homeland Not in Tartar steppe Not in Rum regions Not in Turks regions Not in Zengid regions Not in Abbasid regions Not in Moors regions Not in Egypt regions 29t +13t · ·
Provincial Aristocracy Landowners Needs Agricultural Estates or better Catholic ≥ 50% in region Not in Hungary regions Not in Serbia regions Not in Byzantium regions Not in Georgian homeland Not in Tartar steppe Not in Rum regions Not in Turks regions Not in Zengid regions Not in Abbasid regions Not in Moors regions Not in Egypt regions · 213t 45t 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 Ostsiedlung~turn 111 Partial Plate Armor~turn 441 Full Plate Armor~turn 521
Drill Square Barracks · castle only 217t 210t 210t 217t
Barracks Barracks · castle only 310t★1 38t★1 310t★1 ·
Armoury Barracks · castle only 48t★2 46t★2 48t★2 ·

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 New Crossbow Mechanics Developed~turn 211 Coat of Plates~turn 341 Partial Plate Armor~turn 441
Landowners' Guards Landowners Needs Farms in Cleared Land or better 233t 225t 214t
Provincial Council Landowners Needs Communal Farming or better 225t 318t 210t
Local Nobility Landowners Needs Farms and Estates or better 225t 218t 29t
Provincial Aristocracy Landowners Needs Agricultural Estates or better 218t 218t 28t

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

Foot Men At Arms

mercenary unit (false EDB)

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

Abilities

  • Hardy

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

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

Stats

Men
48
Melee
attack 8, charge 3 (sword)
Defence
armour 13, skill 7, shield 4
Morale
9 · Normal discipline · Trained
Cost
3013 florins, 1130 upkeep, 1 turn to train
Terrain
-1 in scrub, -3 in sand, +1 in forest, -2 in snow
Heat
+13 fatigue in hot climates

Where & when to recruit

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

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

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 Partial Plate Armor~turn 441 Full Plate Armor~turn 521 Advanced Metallurgy~turn 797
Barracks Barracks · castle only 317t 310t 317t
Armoury Barracks · castle only 410t 48t 410t

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.

Halberd Men at Arms

free professional, standard

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

Abilities

  • Armour piercing

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

  • Hardy

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

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

Stats

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

Where & when to recruit

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

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

Foot Banderium Knights

feudal knight, factional

Quality: Elite. Type: Feudal (low availability, often impetuous or of low discipline). These nobles are trained since childhood in the art of war. They have exchanged traditional ways for the latest western techniques and equipment. Equipped with good plate armour, and armed with a sword, these elite warriors are a force to be reckoned with, even when fighting dismounted.

Abilities

  • Shield wall

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

  • Hardy

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

  • Command

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

  • Knight

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

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

Stats

Men
40
Melee
attack 9, charge 2 (sword)
Defence
armour 20, skill 8, shield 5
Morale
14 · Impetuous · Highly trained
Cost
828 florins, 1656 upkeep, 1 turn to train
Terrain
-1 in scrub, -3 in sand, +1 in forest, -1 in snow
Heat
+20 fatigue in hot climates

Where & when to recruit

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

Building Full Plate Armor~turn 521 Matchlock Developed~turn 597
Landowners' Guards Landowners Needs Farms in Cleared Land or better 233t 29t
Provincial Council Landowners Needs Communal Farming or better 225t 37t
Local Nobility Landowners Needs Farms and Estates or better 225t 218t
Provincial Aristocracy Landowners Needs Agricultural Estates or better 218t 38t

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 Ostsiedlung~turn 111 Concentric Castles~turn 277
Bowyer Ranges · castle only 214t 211t 217t
Practice Range Ranges · castle only 211t 29t 212t
Archery Range Ranges · castle only 29t★1 28t★1 210t★1
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 38t★2 37t★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

Vlach Archers

mercenary unit (false-only EDB), factional

Local militia. Morale: 6. The Vlachs live in the Carpathian Mountains in the Balkans. The harsh life make them good soldiers. They are skilled at using bows in battle.

Abilities

  • Area attack

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

  • Hides well in forest

    Hides in forest and is harder to spot there.

  • 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.

  • 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
Composite Arrow: attack 3, range 165, 30 ammo
Melee
attack 1, charge 2 (knife)
Defence
armour 1, skill 5, shield 0
Morale
6 · Normal discipline · Trained
Cost
811 florins, 304 upkeep, 2 turns to train
Terrain
+1 in scrub, -1 in sand, +3 in forest, +2 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Always needs: Not in Tartar steppe Hungary regions or Serbia regions

Building From start
Bowyer Ranges · castle only 212t
Practice Range Ranges · castle only 212t
Archery Range Ranges · castle only 212t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 212t

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

Slavic Javelinmen

feudal levy, AOR unit

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

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • Peasant

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

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

Stats

Men
52
Missile
Javelin: attack 11, range 55, 4 ammo
Melee
attack 2, charge 1 (axe)
Defence
armour 1, skill 2, shield 2
Morale
5 · Low discipline · Untrained
Cost
969 florins, 365 upkeep, 1 turn to train
Mount effect
+6 vs Elephant
Terrain
+1 in scrub, -1 in sand, +3 in forest, +1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Always needs: Slavic

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

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

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 New Crossbow Mechanics Developed~turn 211 Pavise Shields~turn 381
Bowyer Ranges · castle only · 225t 29t 214t
Practice Range Ranges · castle only 225t 217t 28t 211t
Archery Range Ranges · castle only 217t 212t★1 27t★1 29t★1
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 212t★1 310t★3 36t★3 38t★3

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

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

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 The Third Lateran Council~turn 93 Ostsiedlung~turn 111 New Crossbow Mechanics Developed~turn 211 Pavise Shields~turn 381 Full Plate Armor~turn 521
Town Watch Barracks · city only · 225t 217t 212t 210t
Town Guard Barracks · city only · 217t 212t 210t 28t
City Watch Barracks · city only · 212t 210t 28t 27t
Militia Drill Square Barracks · city only · 310t 38t 37t 36t
Militia Barracks Barracks · city only Needs Quarries or better · 38t 37t 36t 36t
Army Barracks Barracks · city only Needs Stonemasons or better · 37t★1 36t★1 36t★1 35t★1
Royal Barracks Barracks · city only Needs Stonemasons or better · 37t★3 36t★3 36t★3 35t★3
Bowyer Ranges · castle only · 225t 214t 225t ·
Practice Range Ranges · castle only · 217t 211t 217t ·
Archery Range Ranges · castle only 217t 212t★1 29t★1 212t★1 ·
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 212t★1 310t★3 38t★3 310t★3 ·

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

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 New Crossbow Mechanics Developed~turn 211 Pavise Shields~turn 381 Full Plate Armor~turn 521
Bowyer Ranges · castle only 225t 214t 210t
Practice Range Ranges · castle only 217t 211t 28t
Archery Range Ranges · castle only 212t★1 29t★1 27t★1
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 310t★3 38t★3 36t★3

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

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

Arquebusiers

free professional, standard

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

Abilities

  • Area attack

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

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

Men
48
Missile
Early Arquebus Bullet: attack 14, range 90, 12 ammo
Melee
attack 3, charge 1 (sword)
Defence
armour 9, skill 4, shield 0
Morale
8 · Normal discipline · Trained
Cost
2309 florins, 866 upkeep, 3 turns to train
Terrain
-2 in sand, +2 in forest, -1 in snow
Heat
+9 fatigue in hot climates

Where & when to recruit

Always needs: Needs Stonemasons or better

Building Matchlock Developed~turn 597
Army Barracks Barracks · city only 22t
Royal Barracks Barracks · city only 32t

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

Late Arquebusiers

free professional, standard

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

Abilities

  • Armour piercing

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

  • Area attack

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

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

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

Where & when to recruit

Always needs: Needs Stonemasons or better

Building Pike and Shot~turn 797 Advanced Matchlock~turn 849
Army Barracks Barracks · city only 41t 41t
Royal Barracks Barracks · city only 41t ·

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 41t

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 Ostsiedlung~turn 111
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

Ribault

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Launching

    Hits may throw men into the air.

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

Building Cannons Developed~turn 325 Man-Made Inferno!~turn 401
Cannon Maker Cannons · city only · 17t
Cannon Foundry Cannons · city only · 17t
Royal Arsenal Cannons · city only · 17t
Cannon Maker Cannons · castle only 18t 18t
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

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

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 25t
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

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 220t 220t 220t 220t 220t 220t
Port with Shipwright Ports · city only Needs Carpenters' Workshops or better 312t 312t 312t 312t 312t 312t
Port with Dockyard Ports · city only Needs Carpenters' Workshops or better 37t 37t 37t 37t 37t 37t
Great Harbour Ports · city only Needs Carpenters' Workshops or better 35t★1 35t★1 35t★1 35t★1 35t★1 35t★1
Port Ports · castle only Needs Carpenters' Workshops or better 220t 220t 220t 220t 220t 220t
Port with Shipwright Ports · castle only Needs Carpenters' Workshops or better 312t 312t 312t 312t 312t 312t
Port with Dockyard Ports · castle only Needs Carpenters' Workshops or better 37t 37t 37t 37t 37t 37t
Great Harbour Ports · castle only Needs Carpenters' Workshops or better 35t★1 35t★1 35t★1 35t★1 35t★1 35t★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.

War Galley

ship

Used throughout the Mediterranean since the 11th century. War Galleys are larger than normal galleys, and carry more tonnage as a result of being equipped with siege weapons like ballista or catapults, and having a larger compliment of oarsmen and troops onboard. The standard tactic for engaging is to disable the opposing ships' sails then ram and board it.

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

Men
30
Melee
attack 13, charge 0
Defence
armour 0, skill 12, shield 0
Morale
14 · Normal discipline · Trained
Cost
1940 florins, 588 upkeep, 5 turns to train

Where & when to recruit

Always needs: Needs Carpenters' Workshops or better

Building From start
Port with Shipwright Ports · city only 210t
Port with Dockyard Ports · city only 25t
Great Harbour Ports · city only 34t★1
Port with Shipwright Ports · castle only 210t
Port with Dockyard Ports · castle only 25t
Great Harbour Ports · castle only 34t★1

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

The AI also gets 6 bonus pools for this unit that players don't.

Lanternas

ship

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

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

Always needs: Needs Carpenters' Workshops or better

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

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

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

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