SSHIM Guide

Kingdom of Jerusalem Units & recruitment

The crusader kingdom on the Levant coast: few men, many enemies, and the military orders as its backbone. Its fate turns on the disaster of Hattin.

Recruiting as Kingdom of Jerusalem

Hattin, when the kingdom shrinks

If you fall below 5 settlements, there's a 50% chance each turn of the Battle of Hattin. Your king's purse grows by 5,000 florins and, if you hold Acre, Knights Templar, Dismounted Templars and Templar Sergeants become available there. Once you're back to 8+ settlements the extra purse may be taken away.

Help when the capital falls

If Jerusalem 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

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

  1. 1

    The Battle of Hattin

    usually around turn 143 (~1203)

    Needs
    • You hold fewer than 5 settlements.
    Fallback
    Past turn 140 it happens silently, with no bonus.
    Chance
    50% per turn.

    Changes which Turkopoles and Muslim units can be recruited across the Levant.

    In-game event text

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

World events that change your army

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

14 events
  1. 1

    Seafaring Innovation

    usually around turn 97 (~1180)

    Needs
    • Happens in 1180.

    UnlocksGreat Crusader StandardTrebuchetMangonel

    In-game event text

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

  2. 2

    Heavy Mail

    usually around turn 141 (~1202)

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

    UnlocksFeudal KnightsConstable of JerusalemUrban Spear MilitiaHeavy Sergeant SpearmenTemplar Heavy SpearmenFeudal Foot KnightsEdessan Guard

    RetiresNorman Milites

    In-game event text

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

  3. 3

    New Crossbow Mechanics Developed

    usually around turn 211 (~1237)

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

    UnlocksMounted Crossbowmen

    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)

  4. 4

    Coat of Plates

    usually around turn 341 (~1302)

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

    UnlocksChevaliers Du RoiChevaliers Du Roi Demontès

    RetiresKnights of JerusalemLevy SpearmenFoot Knights of Jerusalem

    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)

  5. 5

    Pavise Shields

    usually around turn 381 (~1322)

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

    UnlocksVoulgierArbalest Militia

    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)

  6. 6

    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!

  7. 7

    The beginning of the Hundred Years' War

    usually around turn 413 (~1338)

    Needs
    • Happens in 1338.

    UnlocksMortar

    In-game event text

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

  8. 8

    Partial Plate Armor

    usually around turn 441 (~1352)

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

    UnlocksVoulge MilitiaGuisarme Militia

    RetiresSergeant SpearmenLevy Axemen

    In-game event text

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

  9. 9

    Handgun Developed

    usually around turn 461 (~1362)

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

    UnlocksPikemen

    RetiresLevy Archers

    In-game event text

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

  10. 10

    Full Plate Armor

    usually around turn 521 (~1392)

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

    UnlocksTemplar GuardFrench Foot Archers

    RetiresUrban Spear MilitiaLevy Crossbowmen

    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)

  11. 11

    Matchlock Developed

    usually around turn 597 (~1430)

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

    UnlocksArquebusiers

    RetiresFeudal KnightsFeudal 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.

  12. 12

    Gothic Plate Armor

    usually around turn 641 (~1452)

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

    UnlocksGeneral's Bodyguard

    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)

  13. 13

    Portable Clock

    usually around turn 757 (~1510)

    Needs
    • Happens in 1510.

    UnlocksLate Arquebusiers

    RetiresArquebusiers

    In-game event text

    At last an inventor has found a means to create a portable timepiece! Peter Henlein, a locksmith from Nuremberg, has created a small clock being dubbed the 'Nuremberg Egg' for its oval shape. Once the spring mechanism inside its shell is wound, the 'egg' will display the hour, for almost two full days! Despite still being large enough to leave an incredibly unseemly lump in one's pocket, being seen in possession of one of Henlein's Nuremberg Eggs has become 'the' trinket to be seen to possess - for the few that can afford one.

  14. 14

    Pike and Shot

    usually around turn 797 (~1530)

    Needs
    • Happens in 1530.

    UnlocksDemi Lancers

    In-game event text

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

The crown: Crown of Levant

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

  • Jerusalem with Holy Sepulchreholy city

Lands you must hold

Diyar Mudar (Édessa) Halab Aš-Šām (Dimašqu) Antioch Tripoli Cilicia (Sision) Kýpros (Lefkosia) Galilee (Acre) Asqalān Jerusalem Oultrejordain (Aqaba)

Not needed with a Strong Legacy.

AI version (8 settlements)

Diyar Mudar (Édessa), Aš-Šām (Dimašqu), Antioch, Tripoli, Cilicia (Sision), Galilee (Acre), Asqalān, Jerusalem

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

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

Knights of Jerusalem

feudal knight, factional

Quality: Elite. Type: Feudal (low availability, often impetuous or of low discipline). The survival of the Crusader States depends almost entirely on their military capabilities, and as such all vassals, under 60 years of age are expected to serve mounted and fully armed whenever summoned by the King of Jerusalem. These Knights are protected by mail armour and are armed with lances for charging and an axe for when combat is up close and personal. REQUIRES JERUSALEM.

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 Early Heavy Horse
Melee
attack 5, charge 11 (spear)
Defence
armour 7, skill 4, shield 5
Morale
12 · Impetuous · Highly trained
Cost
563 florins, 1126 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest, -1 in snow
Heat
+5 fatigue in hot climates

Where & when to recruit

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

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

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

Norman Milites

feudal knight, factional

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

Abilities

  • Wedge

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

  • Hardy

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

  • Command

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

  • Formed charge

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

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

Stats

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

Where & when to recruit

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

Building From start
Landowners' Guards Landowners Needs Farms in Cleared Land or better 125t
Provincial Council Landowners Needs Communal Farming or better 125t
Local Nobility Landowners Needs Farms and Estates or better 125t
Provincial Aristocracy Landowners Needs Agricultural Estates or better 125t

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

Templar Knights

Religious order

RELIGIOUS ORDERS/ MORALE 16/ DISCIPLINED/ HIGHLY TRAINED /LOCK MORALE The Knights Templar, a fearsome and uncompromising order, were formed shortly after the First Crusade to protect pilgrims. Despite their origins, the order became hugely wealthy and operated the first banking system in Europe. They were disbanded in 1307, after hundreds of Templars were simultaneously arrested and tortured in France on orders from the Pope and the King of France. Heresy being the main charge. Politics aside, they were famed 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.

  • Military order

    Belongs to a religious military order.

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

Stats

Men
24 · riding Templar Horse Marka
Melee
attack 6, charge 13 (spear)
Defence
armour 8, skill 5, shield 6
Morale
16 · Disciplined · Highly trained · never routs
Cost
1216 florins, 1216 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
+6 fatigue in hot climates

Where & when to recruit

Always needs: After Is The Ai or After Military Orders Buildings Allowed Templars Chapter House regions or St Johns Chapter House regions or Teutonic Knights Chapter House regions or Knights Of Santiago Chapter House regions After Order Recruitment Enabled Templars Chapter House regions Levant (Jerusalem)

Building From start
Military Orders' Outposts Military Orders 225t
Military Orders' Chapter Houses Military Orders 220t
Military Orders' Provincial Houses Military Orders 320t
Seat of the Great Masters Military Orders 317t★1

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

St.Lazarus Knights

religious order

RELIGIOUS ORDERS/ MORALE 14/ IMPETUOUS/ HIGHLY TRAINED lMilitary Order of Saint Lazarus has it's roots in a few hospitals run by Knights of St.John, where they treated those unfortunate ones stricken with leprosy. Their patients were knights and commoners alike, and when Christian lands in the Outremer became threatened by their enemies, both patients and caretakers took up arms under the patronage of Saint Lazarus. It was a common practice that diseased knights and nobles from other military orders find refuge within their ranks. These knights are brandishing the green cross on white surcoats, well protected by heavy mail and wielding heavy lances and axes.

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.

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

  • Frightens cavalry

    Lowers the morale of enemy cavalry nearby.

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

Stats

Men
24 · riding Early Heavy Horse
Melee
attack 6, charge 12 (spear)
Defence
armour 10, skill 4, shield 4
Morale
14 · Impetuous · Highly trained
Cost
1231 florins, 962 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest, -1 in snow
Heat
+7 fatigue in hot climates

Where & when to recruit

Always needs: After Is The Ai or After Military Orders Buildings Allowed Templars Chapter House regions or St Johns Chapter House regions or Teutonic Knights Chapter House regions or Knights Of Santiago Chapter House regions After Order Recruitment Enabled Levant (Jerusalem)

Building From start
Military Orders' Chapter Houses Military Orders 120t
Military Orders' Provincial Houses Military Orders 225t
Seat of the Great Masters Military Orders 320t

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

Mounted Sergeants

Sergeants, factional

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

Abilities

  • Formed charge

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

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

Stats

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

Where & when to recruit

Building From start Notre Dame~turn 53 The Third Lateran Council~turn 93 Heavy Mail~turn 141 The Fourth Lateran Council~turn 169 Golden Bull~turn 193 New Crossbow Mechanics Developed~turn 211 Mongols Invade Zalesye~turn 237 Concentric Castles~turn 277 Partial Plate Armor~turn 441
Stables Stables · castle only Catholic ≥ 35% in region · · 214t 29t 29t 29t · · · 214t
Knight's Stables Stables · castle only Catholic ≥ 35% in region 29t 29t 29t 27t 27t 27t · · · 29t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Catholic ≥ 35% in region 37t 37t 37t 36t 36t 36t · · · 37t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Catholic ≥ 35% in region 36t★1 36t★1 36t★1 35t★1 35t★1 35t★1 · · · 36t★1
King's Stables Stables · castle only Needs Quarries or better Catholic ≥ 35% in region 35t★3 35t★3 35t★3 34t★3 34t★3 34t★3 · · · 35t★3
Norman Stronghold Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building Catholic ≥ 35% in region 125t 125t 125t 125t 125t 125t 125t 125t · ·
Castìdde du Monte Castelli Normanni Sicily regions Unique1 regions Catholic ≥ 35% in region 225t 225t 225t 225t 225t 225t 225t 225t 225t 225t
Castel Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building Catholic ≥ 35% in region · · · · · · · · 225t 225t
Palazzo dei Normanni Castelli Normanni Sicily regions Capital Catholic ≥ 35% in region 325t★1 325t★1 325t★1 325t★1 325t★1 325t★1 325t★1 325t★1 325t★1 325t★1
Maschio Angioino Castelli Normanni Without Alcazar Building Sicily regions Unique2 regions Catholic ≥ 35% in region · · · · 325t★1 325t★1 325t★1 325t★1 325t★1 325t★1
Wood Tower Vár · city only Without Palazzo Building After Hungarian Nobility Without Palazzo Building Hungary regions or Serbia regions · 225t 225t 225t 225t 225t 225t 225t 225t 225t
Stronghold Vár · city only Without Palazzo Building After Hungarian Nobility Without Palazzo Building Hungary regions or Serbia regions · 220t 220t 220t 220t 220t 220t 220t 220t 220t
Fortified House Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions · · · · · · · 220t 220t 220t
Stone Tower Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions · · · · · · · 217t 217t 217t
Knightly Castle Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions · · · · · · · 212t 212t 212t
Baronial Castle Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions · · · · · · · 210t 210t 210t
Royal Castle Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions · · · · · · · 28t 28t 28t

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

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

Mounted Order Sergeants

Religious Order

RELIGIOUS ORDERS/ MORALE 10/ DISCIPLINED/ TRAINED. Mounted Order Sergeants were fighters on horseback, whose social level was lower than that of the knightly nobility, therefore he was a bourgeois or a city or country dweller subject to the control of the man of the Order. As a man-at-arms he was equipped with lighter weapons and older than those of the brother Knights, but superior to those of the simple infantryman, he was also different from a squire due to the fact that he was not of noble origin destined to be educated to become a knight. He was a sergeant and could not rise higher. It is evident that this typology of man-at-arms was also present in other monastic orders, such as the Hospitallers and the Templars. They are distinguished on the battlefield by having black or brown clothing and surcoats with red or white crosses, unlike most knights who wear white surcoats (except for the Hospitallers). While equipped with a lighter lance than their lifetime serving brethren, these excellent heavy cavalry troops are no less fearsome 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.

  • 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.

  • Formed charge

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

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

Stats

Men
24 · riding Early Heavy Horse
Melee
attack 5, charge 10 (spear)
Defence
armour 6, skill 2, shield 6
Morale
10 · Disciplined · Trained
Cost
1887 florins, 652 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

Always needs: After Is The Ai or After Military Orders Buildings Allowed Templars Chapter House regions or St Johns Chapter House regions or Teutonic Knights Chapter House regions or Knights Of Santiago Chapter House regions After Order Recruitment Enabled

Building From start
Military Orders' Outposts Military Orders Levant (Jerusalem) 210t
Military Orders' Outposts Military Orders Not in Levant (Jerusalem) 214t
Military Orders' Chapter Houses Military Orders Levant (Jerusalem) 210t
Military Orders' Chapter Houses Military Orders Not in Levant (Jerusalem) 214t
Military Orders' Provincial Houses Military Orders Levant (Jerusalem) 210t★1
Military Orders' Provincial Houses Military Orders Not in Levant (Jerusalem) 214t★1
Seat of the Great Masters Military Orders Levant (Jerusalem) 39t★1
Seat of the Great Masters Military Orders Not in Levant (Jerusalem) 314t★1

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

Feudal Knights

feudal knight, standard

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

Abilities

  • Wedge

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

  • Formed charge

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

  • Knight

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

  • Command

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

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

Stats

Men
24 · riding Barded Horse Marka
Melee
attack 6, charge 11 (spear)
Defence
armour 12, skill 4, shield 5
Morale
12 · Impetuous · Highly trained
Cost
586 florins, 1172 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest, -1 in snow
Heat
+8 fatigue in hot climates

Where & when to recruit

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

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

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

Constable of Jerusalem

feudal knight, factional

EXCEPTIONAL UNIT / MORALE 16/ IMPETUOUS/ HIGHLY TRAINED/ LOCK MORALE The Constable of Jerusalem is responsible for justice, payment and the command of mercenaries in battle, both the King's and those of Feudal Lords. In battle the Constable and his double strength, (he had first choice of men after the King), unit of elite knights rode in the vanguard of the army. This is one of the most formidable units in all Outremer. GAMEPLAY NOTES:This formidable military unit can only be recruited in the Holy Sepulchre of Jerusalem, and only by Catholic factions. A very powerful but also expensive cavalry, it is unlocked after the HEAVY MAIL event. Use this excellent Jerusalem cavalry to command your troops and sweep away the enemy with its powerful charge.

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.

  • 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
20 · riding Barded Horse Marka
Melee
attack 7, charge 14 (spear)
Defence
armour 10, skill 5, shield 6
Morale
16 · Impetuous · Highly trained · never routs
Cost
1505 florins, 1210 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-2 in scrub, -3 in sand, -4 in forest, -2 in snow
Heat
+8 fatigue in hot climates

Where & when to recruit

Always needs: Needs Carpenters' Workshops or better Levant (Jerusalem) Capital Catholic ≥ 50% in region

Building Heavy Mail~turn 141
Holy Sepulchre Chapel Holy Sepulchre · city only 125t
Holy Sepulchre Holy Sepulchre · city only 125t★1

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

Chevaliers Du Roi

feudal knight, factional

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

Abilities

  • Wedge

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

  • Hardy

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

  • Command

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

  • Formed charge

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

  • Knight

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

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

Stats

Men
24 · riding Barded Horse Marka
Melee
attack 8, charge 12 (spear)
Defence
armour 17, skill 4, shield 5
Morale
12 · Impetuous · Highly trained
Cost
673 florins, 1346 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-2 in scrub, -3 in sand, -4 in forest, -1 in snow
Heat
+12 fatigue in hot climates

Where & when to recruit

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

Building Coat of Plates~turn 341 Partial Plate Armor~turn 441 Matchlock Developed~turn 597
Landowners' Guards Landowners Needs Farms in Cleared Land or better 233t 225t 214t
Provincial Council Landowners Needs Communal Farming or better 225t 318t 310t
Local Nobility Landowners Needs Farms and Estates or better 225t 218t 29t
Provincial Aristocracy Landowners Needs Agricultural Estates or better 218t 313t 38t

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

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 22t
King's Stables Stables · castle only Needs Quarries or better Catholic ≥ 25% in region 31t

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

Turkopole Horse Archers

mercenary unit, (false DM+EDB)

Quality: Average. Type: Mercenary. Turkopoles are mercenaries hired by Christian forces in the Holy Lands for light cavalry duties. Composed of Christianised Turks and Eastern Orthodox Christians, these Turkopoles are armed with a bow and sword, and are capable of adopting a shooting circle formation, which provides constant fire against the enemy.

Abilities

  • Area attack

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

  • 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.

  • 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
32 · riding Fast Pony
Missile
Cav Composite Arrow: attack 3, range 100, 30 ammo
Melee
attack 2, charge 4 (sword)
Defence
armour 3, skill 2, shield 3
Morale
7 · Normal discipline · Trained
Cost
1181 florins, 443 upkeep, 3 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
+1 in sand, -4 in forest, -1 in snow
Heat
+3 fatigue in hot climates

Where & when to recruit

Building From start Battle of Hattin~turn 143 Earthquake in Alexandria!~turn 341
Town Watch Barracks · city only Crusader regions 225t 217t 225t
Stables Stables · castle only Catholic ≥ 25% in region Crusader regions 220t 212t 220t
Stables Stables · castle only Catholic ≥ 25% in region Levant (Jerusalem) +33t +33t +33t
Knight's Stables Stables · castle only Catholic ≥ 25% in region Levant (Jerusalem) 225t 225t 225t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Catholic ≥ 25% in region Levant (Jerusalem) 320t 320t 320t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Catholic ≥ 25% in region Levant (Jerusalem) 317t★1 317t★1 317t★1
King's Stables Stables · castle only Needs Quarries or better Catholic ≥ 25% in region Levant (Jerusalem) 314t★1 314t★1 314t★1

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

Mounted Crossbowmen

feudal levy, standard

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

Abilities

  • Area attack

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

  • Cantabrian circle

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

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

Stats

Men
28 · riding Fast Pony
Missile
Cav Light Crossbow Bolt: attack 7, range 90, 30 ammo
Melee
attack 4, charge 6 (sword)
Defence
armour 5, skill 1, shield 0
Morale
4 · Normal discipline · Untrained
Cost
1358 florins, 510 upkeep, 3 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -1 in sand, -2 in forest
Heat
+3 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 25% in region

Building New Crossbow Mechanics Developed~turn 211 Partial Plate Armor~turn 441 Matchlock Developed~turn 597
Stables Stables · castle only 220t 214t 211t
Knight's Stables Stables · castle only 214t 211t 29t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better 311t 39t 38t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better 39t★1 38t★1 37t★1
King's Stables Stables · castle only Needs Quarries or better 28t★3 27t★3 26t★3

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

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

Levy Spearmen

peasant levies : factional

PEASANTS LEVIES/ MORALE 3/ LOW DISCIPLINE/ UNTRAINED/ FREE UPKEEP UNIT/ IS PEASANT. The compulsory recruitment of the civilian population to serve in the army is called levy. The lowest level troops were the feudal levies: armed peasants who had to arm themselves with whatever they could get their hands on. Common throughout Europe, Levy Spearmen are commoners who have been levied into local militias to defend towns, roads and bolster armies of their lords. With hardly any training and equipped with a spear and a shield, these unarmoured units are useful in support roles for heavier units or garrison settlements. GAMEPLAY NOTES:These levy troops formed the basis of many medieval armies. Armed with a basic spear and shield, they were considered essential troops for supplementing armies or garrisons, though they were not effective at maintaining public order. Their "is peasant" attribute means that if in a settlement, the unit only contributes 50% to public order. Levy troops typically had free upkeep and were inexpensive to recruit, but they suffered from poor morale and were no match for more professional troops.

Abilities

  • Braced spear

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

  • Free upkeep

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

  • Peasant

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 25% in region

Building From start Heavy Mail~turn 141
Town Watch Barracks · city only 111t 117t
Town Guard Barracks · city only 211t 217t
City Watch Barracks · city only 311t 317t
Militia Drill Square Barracks · city only 311t★1 317t★1
Militia Barracks Barracks · city only Needs Quarries or better 311t★2 317t★2
Army Barracks Barracks · city only Needs Stonemasons or better 211t 217t
Mustering Hall Barracks · castle only 114t 114t
Garrison Quarters Barracks · castle only 210t 210t
Drill Square Barracks · castle only 28t★1 28t★1
Barracks Barracks · castle only 37t★1 37t★1
Armoury Barracks · castle only 36t★3 36t★3

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

Foot Knights of Jerusalem

feudal knight, factional

Quality: Elite. Type: Feudal (low availability, often impetuous or of low discipline). The survival of the Crusader States depends almost entirely on their military capabilities, and as such all vassals, under 60 years of age are expected to serve mounted and fully armed whenever summoned by the King of Jerusalem. These Knights are protected by mail armour and armed with swords and are amongst the best infantry Outremer has to offer. REQUIRES JERUSALEM.

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.

  • 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 4, charge 4 (spear)
Defence
armour 6, skill 8, shield 5
Morale
14 · Impetuous · Highly trained
Cost
513 florins, 1025 upkeep, 1 turn to train
Mount effect
+4 vs Horse, +4 vs Camel
Terrain
-2 in sand, +2 in forest, -1 in snow
Heat
+6 fatigue in hot climates

Where & when to recruit

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

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

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

Sergeant Spearmen

Sergeants, factional

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

Abilities

  • Schiltrom

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

  • Braced spear

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 35% in region

Building From start
Garrison Quarters Barracks · castle only 114t
Drill Square Barracks · castle only 210t
Barracks Barracks · castle only 28t★1
Armoury Barracks · castle only 37t★1

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

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

Order Sergeants

Religious Order

RELIGIOUS ORDERS/ MORALE 10/ DISCIPLINED/ TRAINED. Order Sergeants were fighters on foot, whose social level was lower than that of the knightly nobility, therefore he was a bourgeois or a city or country dweller subject to the control of the man of the Order. As a man-at-arms he was equipped with lighter weapons and older than those of the brother Knights, but superior to those of the simple infantryman, he was also different from a squire due to the fact that he was not of noble origin destined to be educated to become a knight. He was a sergeant and could not rise higher. It is evident that this typology of man-at-arms was also present in other monastic orders, such as the Hospitallers and the Templars. They are distinguished on the battlefield by having black or brown clothing and surcoats with red or white crosses, unlike most knights who wear white surcoats (except for the Hospitallers). Order Sergeants are professional troops from different military orders ( Santiago, Hospitallers, Templars, Teutonic...) unable to become Knights. Armed with a spear and good armour and kite-shields, these heavy sergeants brethren are very effective against cavalry and no less belligerent on the battlefield than their knightly brothers.

Abilities

  • Shield wall

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

  • Hardy

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

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

Stats

Men
48
Melee
attack 7, charge 4 (sword)
Defence
armour 6, skill 4, shield 6
Morale
8 · Disciplined · Trained
Cost
1607 florins, 604 upkeep, 2 turns to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
-2 in sand, +2 in forest, -1 in snow
Heat
+7 fatigue in hot climates

Where & when to recruit

Always needs: After Is The Ai or After Military Orders Buildings Allowed Templars Chapter House regions or St Johns Chapter House regions or Teutonic Knights Chapter House regions or Knights Of Santiago Chapter House regions After Order Recruitment Enabled

Building From start
Military Orders' Outposts Military Orders Levant (Jerusalem) 210t
Military Orders' Outposts Military Orders Not in Levant (Jerusalem) 214t
Military Orders' Chapter Houses Military Orders Levant (Jerusalem) 310t
Military Orders' Chapter Houses Military Orders Not in Levant (Jerusalem) 314t
Military Orders' Provincial Houses Military Orders Levant (Jerusalem) 310t★1
Military Orders' Provincial Houses Military Orders Not in Levant (Jerusalem) 314t★1
Seat of the Great Masters Military Orders Levant (Jerusalem) 48t★1
Seat of the Great Masters Military Orders Not in Levant (Jerusalem) 410t★1

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

Urban Spear Militia

urban militia, factional

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

Abilities

  • Braced spear

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 25% in region

Building Heavy Mail~turn 141 Coat of Plates~turn 341 Partial Plate Armor~turn 441 Full Plate Armor~turn 521
Town Watch Barracks · city only 117t 18t 117t ·
Town Guard Barracks · city only 217t 28t 217t ·
City Watch Barracks · city only 317t 38t 317t ·
Militia Drill Square Barracks · city only 317t★1 38t★1 317t★1 ·
Militia Barracks Barracks · city only Needs Quarries or better 317t★2 38t★2 317t★2 ·
Army Barracks Barracks · city only Needs Stonemasons or better 217t 28t 217t ·
Mustering Hall Barracks · castle only · 114t 114t 114t
Garrison Quarters Barracks · castle only · 210t 210t 210t
Drill Square Barracks · castle only · 28t★1 28t★1 28t★1
Barracks Barracks · castle only · 37t★1 37t★1 37t★1
Armoury Barracks · castle only · 36t★3 36t★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

Heavy Sergeant Spearmen

factional

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

Abilities

  • Schiltrom

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

  • Braced spear

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

  • Hardy

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 35% in region

Building Heavy Mail~turn 141 The Fourth Lateran Council~turn 169 Concentric Castles~turn 277 Coat of Plates~turn 341 Full Plate Armor~turn 521
Garrison Quarters Barracks · castle only 114t 114t 114t 114t 114t
Drill Square Barracks · castle only 210t 210t 210t 210t 210t
Barracks Barracks · castle only 28t★1 28t★1 28t★1 28t★1 28t★1
Armoury Barracks · castle only 37t★1 37t★1 37t★1 37t★1 37t★1
Norman Stronghold Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building 117t 117t · · ·
Castìdde du Monte Castelli Normanni Sicily regions Unique1 regions 212t 212t 212t 46t 212t
Castel Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building · · 212t 46t 212t
Palazzo dei Normanni Castelli Normanni Sicily regions Capital 312t★1 312t★1 312t★1 66t★1 312t★1
Maschio Angioino Castelli Normanni Without Alcazar Building Sicily regions Unique2 regions · 312t★1 312t★1 66t★1 312t★1

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

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

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

Templar Heavy Spearmen

free professional, religious

Quality: Superior. Type: Religious Order (improved morale, reduced upkeep cost). These Spearmen are well armoured and trained troops, drawn from the richer classes of the Templar Brothers and far superior to most militias who are little more than levied peasants. Used widely by the Templar Brothers to garrison and defend settlements in the holy land, these troops are equipped with a spear and a big shield and are a useful addition to any army.

Abilities

  • Schiltrom

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

  • Braced spear

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

  • Hardy

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

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

Stats

Men
48
Melee
attack 5, charge 4 (spear)
Defence
armour 10, skill 7, shield 4
Morale
12 · Disciplined · Trained
Cost
1770 florins, 666 upkeep, 3 turns to train
Mount effect
+4 vs Horse, +4 vs Camel
Terrain
-2 in sand, +2 in forest, -1 in snow
Heat
+9 fatigue in hot climates

Where & when to recruit

Always needs: After Is The Ai or After Military Orders Buildings Allowed Templars Chapter House regions or St Johns Chapter House regions or Teutonic Knights Chapter House regions or Knights Of Santiago Chapter House regions

Building Heavy Mail~turn 141
Military Orders' Provincial Houses Military Orders Levant (Jerusalem) 210t
Military Orders' Provincial Houses Military Orders Not in Levant (Jerusalem) 214t
Seat of the Great Masters Military Orders Levant (Jerusalem) 29t★1
Seat of the Great Masters Military Orders Not in Levant (Jerusalem) 214t★1

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

Voulgier

feudal levy, factional

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

Abilities

  • Pike phalanx

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

  • Armour piercing

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

  • Braced spear

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 25% in region

Building Pavise Shields~turn 381 Full Plate Armor~turn 521
Garrison Quarters Barracks · castle only 114t 114t
Drill Square Barracks · castle only 210t 210t
Barracks Barracks · castle only 28t★1 28t★1
Armoury Barracks · castle only 26t★1 26t★1

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

Voulge Militia

urban militia, factional

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

Abilities

  • Pike phalanx

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

  • Armour piercing

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

  • Braced spear

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

  • Free upkeep

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

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

Stats

Men
60
Melee
attack 5, charge 4 (axe)
Defence
armour 5, skill 4, shield 0
Morale
5 · Low discipline · Untrained
Cost
588 florins, 588 upkeep, 1 turn to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
-2 in sand, +1 in forest
Heat
+5 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 25% in region

Building Partial Plate Armor~turn 441 Full Plate Armor~turn 521
Town Watch Barracks · city only 117t 18t
Town Guard Barracks · city only 217t 28t
City Watch Barracks · city only 217t 28t
Militia Drill Square Barracks · city only 217t★1 28t★1
Militia Barracks Barracks · city only Needs Quarries or better 317t★2 38t★2
Army Barracks Barracks · city only Needs Stonemasons or better 217t 28t

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

Pikemen

free professional, standard

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

Abilities

  • Pike phalanx

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

  • Long spear

    Bonus when fighting cavalry, penalty against infantry.

  • Long pike

    Very long pikes, used in phalanx formation.

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 25% in region

Building Handgun Developed~turn 461 Gothic Plate Armor~turn 641
City Watch Barracks · city only 211t 29t
Militia Drill Square Barracks · city only 29t★1 28t★1
Militia Barracks Barracks · city only Needs Quarries or better 29t 28t

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

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

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

Always needs: Catholic ≥ 25% in region

Building From start Heavy Mail~turn 141 Coat of Plates~turn 341 Partial Plate Armor~turn 441
Town Guard Barracks · city only 211t 217t · ·
City Watch Barracks · city only 311t 317t 317t ·
Militia Drill Square Barracks · city only 311t★1 317t★1 317t★1 ·
Militia Barracks Barracks · city only Needs Quarries or better 311t★2 317t★2 317t★2 ·
Army Barracks Barracks · city only Needs Stonemasons or better 211t 217t 217t ·
Mustering Hall Barracks · castle only Not in Levant (Jerusalem) 120t 120t 120t 120t
Garrison Quarters Barracks · castle only Not in Levant (Jerusalem) 214t 214t 214t 214t
Drill Square Barracks · castle only Not in Levant (Jerusalem) 211t★1 211t★1 211t★1 211t★1
Barracks Barracks · castle only Not in Levant (Jerusalem) 39t★1 39t★1 39t★1 39t★1
Armoury Barracks · castle only Not in Levant (Jerusalem) 38t★3 38t★3 38t★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

Syrian Auxilliaries

AOR unit

REGIONAL TROOPS/ MORALE 5/ NORMAL DISCIPLINE/ UNTRAINED/IS PEASANT/ AOR UNIT/ FREE UPKEEP UNIT These men are levied from Syrian Christians of various confessions.They serve both Christian and Muslim lords, whoever rules their homelands; they have hardly any armor and use a mix of weapons such as small axes, maces, and cheap swords and little shields, they can be a useful addition to the professional armies operating in the Outremer and Syrian lands.

Abilities

  • 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 4, charge 1 (axe)
Defence
armour 1, skill 3, shield 2
Morale
5 · Normal discipline · Untrained
Cost
768 florins, 389 upkeep, 1 turn to train
Terrain
+1 in scrub, +2 in sand, +1 in forest, -1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Building From start
Town Watch Barracks · city only Levant (Jerusalem) or Zengid regions 220t
Town Watch Barracks · city only Levant (Jerusalem) +50t
Town Guard Barracks · city only Levant (Jerusalem) or Zengid regions 220t
Town Guard Barracks · city only Levant (Jerusalem) +25t
City Watch Barracks · city only Levant (Jerusalem) or Zengid regions 220t
City Watch Barracks · city only Levant (Jerusalem) +17t
Militia Drill Square Barracks · city only Levant (Jerusalem) or Zengid regions 220t
Militia Drill Square Barracks · city only Levant (Jerusalem) +12t
Militia Barracks Barracks · city only Needs Quarries or better Levant (Jerusalem) or Zengid regions 220t
Militia Barracks Barracks · city only Needs Quarries or better Levant (Jerusalem) +12t
Army Barracks Barracks · city only Needs Stonemasons or better Levant (Jerusalem) or Zengid regions 220t
Army Barracks Barracks · city only Needs Stonemasons or better Levant (Jerusalem) +12t
Mustering Hall Barracks · castle only Levant (Jerusalem) or Zengid regions 220t
Mustering Hall Barracks · castle only Levant (Jerusalem) +50t
Garrison Quarters Barracks · castle only Levant (Jerusalem) or Zengid regions 220t
Garrison Quarters Barracks · castle only Levant (Jerusalem) +25t
Drill Square Barracks · castle only Levant (Jerusalem) or Zengid regions 220t
Drill Square Barracks · castle only Levant (Jerusalem) +17t
Barracks Barracks · castle only Levant (Jerusalem) or Zengid regions 220t
Barracks Barracks · castle only Levant (Jerusalem) +12t
Armoury Barracks · castle only Levant (Jerusalem) or Zengid regions 220t
Armoury Barracks · castle only Levant (Jerusalem) +10t

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

Dismounted Knights of St Lazarus

Religious Order

RELIGIOUS ORDERS/ MORALE 14/ IMPETUOUS/ HIGHLY TRAINED / Military Order of Saint Lazarus has it's roots in a few hospitals run by Knights of St.John, where they treated those unfortunate ones stricken with leprosy. Their patients were knights and commoners alike, and when Christian lands in the Outremer became threatened by their enemies, both patients and caretakers took up arms under the patronage of Saint Lazarus. It was a common practice that diseased knights and nobles from other military orders find refuge within their ranks. Those who choose to fight on foot, or were unable to afford a horse, wielded the fearsome two-handed axes and were well protected by heavy armour.

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.

  • Knight

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

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

  • Frightens cavalry

    Lowers the morale of enemy cavalry nearby.

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

Stats

Men
40
Melee
attack 9, charge 7 (axe)
Defence
armour 9, skill 5, shield 0
Morale
14 · Impetuous · Highly trained
Cost
903 florins, 806 upkeep, 1 turn to train
Terrain
-2 in sand, -1 in snow
Heat
+9 fatigue in hot climates

Where & when to recruit

Always needs: After Is The Ai or After Military Orders Buildings Allowed Templars Chapter House regions or St Johns Chapter House regions or Teutonic Knights Chapter House regions or Knights Of Santiago Chapter House regions After Order Recruitment Enabled Levant (Jerusalem)

Building From start
Military Orders' Provincial Houses Military Orders 125t
Seat of the Great Masters Military Orders 220t

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

Canons of the Holy Sepulchre

Special knights religious order, Exceptional unit

EXCEPTIONAL UNIT / MORALE 16/ IMPETUOUS/ HIGHLY TRAINED/ LOCK MORALE "Deliverance" of the Church of the Holy Sepulchre was one of the key objectives of the First Crusade. Begun by Godfrey of Bouillon, primary leader of the First Crusade, the Canons were formed to "protect" this most holy of places. In time the Canons became associated with the Order of St. John, and while retaining their name, these elite troops are no longer locationally tied to the actual Church. GAMEPLAY NOTES: These exceptional religious warriors are a very powerful unit that only can recruit in JERUSALEM for all catholic factions, they are expensive to hire and maintain but they have free upkeep in Jerusalem and high values of attack and defense, the best of religious orders that will fight until the dead to defend the Holy Sepulchre and the Holy Lands. If you want control this excepcional unit you will need control the Holy City of Jerusalem, have high catholic religion and the Holy Sepuclhre build.

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.

  • 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.

  • Military order

    Belongs to a religious military order.

  • Knight

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

  • 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 10, charge 5 (sword)
Defence
armour 10, skill 9, shield 7
Morale
16 · Impetuous · Highly trained · never routs
Cost
1056 florins, 1313 upkeep, 5 turns to train
Terrain
-2 in sand, +1 in forest, -1 in snow
Heat
+9 fatigue in hot climates

Where & when to recruit

Always needs: Needs Carpenters' Workshops or better Levant (Jerusalem) Capital

Building From start The Third Lateran Council~turn 93 The Fourth Lateran Council~turn 169 A New Era Begins~turn 337
Holy Sepulchre Chapel Holy Sepulchre · city only Catholic ≥ 50% in region 225t 217t 211t ·
Holy Sepulchre Chapel Holy Sepulchre · city only Catholic ≥ 50% in region Before High Era · · · 217t
Holy Sepulchre Holy Sepulchre · city only Catholic ≥ 70% in region 312t★1 310t★1 38t★1 ·
Holy Sepulchre Holy Sepulchre · city only Catholic ≥ 70% in region Before High Era · · · 310t★1

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

Templar Foot Knights

religious order, religious

RELIGIOUS ORDERS/ MORALE 16/ DISCIPLINED/ HIGHLY TRAINED./ LOCK MORALE The Knights Templar, a fearsome and uncompromising order, were formed shortly after the First Crusade to protect pilgrims. Despite their origins, the order became hugely wealthy and operated the first banking system in Europe. They were disbanded in 1307, after hundreds of Templars were simultaneously arrested and tortured in France on orders from the Pope and the King of France. Heresy being the main charge. Politics aside, they were famed warriors. Dismounted, these well armed and equipped warriors, are formidable troops in any melee.

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.

  • 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.

  • Military order

    Belongs to a religious military order.

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

Stats

Men
40
Melee
attack 9, charge 4 (sword)
Defence
armour 7, skill 9, shield 6
Morale
16 · Disciplined · Highly trained · never routs
Cost
1093 florins, 1093 upkeep, 1 turn to train
Terrain
-2 in sand, +2 in forest, -1 in snow
Heat
+6 fatigue in hot climates

Where & when to recruit

Always needs: After Is The Ai or After Military Orders Buildings Allowed Templars Chapter House regions or St Johns Chapter House regions or Teutonic Knights Chapter House regions or Knights Of Santiago Chapter House regions After Order Recruitment Enabled Templars Chapter House regions Levant (Jerusalem)

Building From start
Military Orders' Chapter Houses Military Orders 220t
Military Orders' Provincial Houses Military Orders 320t
Seat of the Great Masters Military Orders 317t★1

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

Templar Squires

free professional, religious

Quality: RELIGIOUS ORDERS/ MORALE 10/ DISCIPLINED/ TRAINED. One Squire is granted to a brother Knight Templar along with three horses. He is to serve him like a page and if too young to fight hold his horses in Battle. But there are those who left the phase in one’s life known as boyhood and enter the stage of manhood. Not recognized fully as brother Knights they first have to prove themselves in Battle. They are not granted a horse for it is easier to kill the enemies of Christendom from Horseback. Squires have to prove that they are worthy of being a member of the Order by serving as foot troops. Due to the fact that the brother Squires are descendants of noble blood they are equipped well, due to their status, mostly with mace and shield. They loge with other brother Knights, brother Sergeants and Turcopoles in the Commanderies of the Order of the Knights Templar in Outremer.

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 4, charge 4 (mace)
Defence
armour 5, skill 7, shield 4
Morale
8 · Disciplined · Trained
Cost
1556 florins, 585 upkeep, 2 turns to train
Terrain
-2 in sand, +2 in forest, -1 in snow
Heat
+6 fatigue in hot climates

Where & when to recruit

Always needs: After Is The Ai or After Military Orders Buildings Allowed Templars Chapter House regions or St Johns Chapter House regions or Teutonic Knights Chapter House regions or Knights Of Santiago Chapter House regions After Order Recruitment Enabled Templars Chapter House regions

Building From start
Military Orders' Provincial Houses Military Orders Levant (Jerusalem) 214t
Military Orders' Provincial Houses Military Orders Not in Levant (Jerusalem) 220t
Seat of the Great Masters Military Orders Levant (Jerusalem) 39t
Seat of the Great Masters Military Orders Not in Levant (Jerusalem) 314t

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

Swordsmen

Free Professionals, factional

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

Abilities

  • Hardy

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 25% in region

Building From start
Drill Square Barracks · castle only 110t
Barracks Barracks · castle only 28t
Armoury Barracks · castle only 27t★1

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

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

Feudal Foot Knights

feudal knight, standard

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

Abilities

  • Shield wall

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

  • Hardy

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

  • Command

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

  • Knight

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

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

Stats

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

Where & when to recruit

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

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

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

Edessan Guard

free professional, factional

Quality: Superior. Type: Urban Professional (increased training time based on unit type and quality, higher proportion of disciplined units). Crusader States are on a hostile frontier and exist in an almost constant state of war. Because of this, Crusader States need full time troops, that do not need to be hired or levied, such as the Edessan Guard. Hardy troops armed with vicious two-hand axes.

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.

  • 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
Melee
attack 8, charge 6 (axe)
Defence
armour 9, skill 8, shield 0
Morale
8 · Disciplined · Highly trained
Cost
1742 florins, 655 upkeep, 4 turns to train
Mount effect
+1 vs Horse, +1 vs Camel
Terrain
-2 in sand, +1 in forest, -1 in snow
Heat
+5 fatigue in hot climates

Where & when to recruit

Always needs: Without Autonomy of Local Nobility or better Catholic ≥ 50% in region Levant (Jerusalem) Zengid regions Armenian

Building Heavy Mail~turn 141
Landowners' Guards Landowners Needs Farms in Cleared Land or better 214t
Provincial Council Landowners Needs Communal Farming or better 317t
Local Nobility Landowners Needs Farms and Estates or better 211t
Provincial Aristocracy Landowners Needs Agricultural Estates or better 38t

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

Chevaliers Du Roi Demontès

feudal knight, factional

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

Abilities

  • Armour piercing

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

  • Hardy

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

  • Command

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

  • Knight

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

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

Stats

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

Where & when to recruit

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

Building Coat of Plates~turn 341 Partial Plate Armor~turn 441 Matchlock Developed~turn 597
Landowners' Guards Landowners Needs Farms in Cleared Land or better 233t 225t 214t
Provincial Council Landowners Needs Communal Farming or better 225t 318t 310t
Local Nobility Landowners Needs Farms and Estates or better 225t 218t 29t
Provincial Aristocracy Landowners Needs Agricultural Estates or better 218t 313t 38t

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

Guisarme Militia

urban militia, standard

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

Abilities

  • Armour piercing

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 25% in region

Building Partial Plate Armor~turn 441 Full Plate Armor~turn 521
City Watch Barracks · city only 217t 28t
Militia Drill Square Barracks · city only 217t★1 28t★1
Militia Barracks Barracks · city only Needs Quarries or better 317t★2 38t★2
Army Barracks Barracks · city only Needs Stonemasons or better 217t 28t

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

Templar Guard

religious order

Quality: Elite. Type: Religious Order (improved morale, reduced upkeep cost). To keep out inquisitive eyes of the Temple, Grandmaster Guillaume de Sonnac deployed a Guard at its gates. The Templar Guard consisted of the Order’s veteran Warriors, men which had proven their worth in battle. It is most rarely that these troops of the Temple are being called to fight among their brother Knights. But now, the Crescent united its powers against those of the Cross and the Templar Guard marches again.

Abilities

  • Armour piercing

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

  • Very hardy

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

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

Stats

Men
40
Melee
attack 10, charge 7 (axe)
Defence
armour 20, skill 7, shield 0
Morale
15 · Impetuous · Highly trained
Cost
927 florins, 927 upkeep, 1 turn to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
-1 in scrub, -3 in sand, +1 in forest, -2 in snow
Heat
+19 fatigue in hot climates

Where & when to recruit

Always needs: After Is The Ai or After Military Orders Buildings Allowed Templars Chapter House regions or St Johns Chapter House regions or Teutonic Knights Chapter House regions or Knights Of Santiago Chapter House regions

Building Full Plate Armor~turn 521
Military Orders' Provincial Houses Military Orders Levant (Jerusalem) 210t
Military Orders' Provincial Houses Military Orders Not in Levant (Jerusalem) 214t
Seat of the Great Masters Military Orders Levant (Jerusalem) 29t★1
Seat of the Great Masters Military Orders Not in Levant (Jerusalem) 214t★1

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

Levy Crossbowmen

feudal levy, standard

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

Abilities

  • Area attack

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 25% in region

Building From start The Second Lateran Council~turn 17 The Third Lateran Council~turn 93 The Fourth Lateran Council~turn 169 New Crossbow Mechanics Developed~turn 211 Concentric Castles~turn 277 Pavise Shields~turn 381 Full Plate Armor~turn 521
Town Watch Barracks · city only 125t 125t 117t 117t 112t 112t 125t ·
Town Guard Barracks · city only 225t 225t 217t 217t 212t 212t 225t ·
City Watch Barracks · city only 225t 225t 217t 217t 212t 212t 225t ·
Militia Drill Square Barracks · city only 325t★1 325t★1 317t★1 317t★1 312t★1 312t★1 325t★1 ·
Militia Barracks Barracks · city only Needs Quarries or better 325t 325t 317t 317t 312t 312t 325t ·
Army Barracks Barracks · city only Needs Stonemasons or better 225t 225t 217t 217t 212t 212t 225t ·
Bowyer Ranges · castle only 225t 214t 214t 214t 29t 29t · ·
Practice Range Ranges · castle only 214t 214t 29t 29t 27t 27t · ·
Archery Range Ranges · castle only 29t 27t 27t 27t 26t 26t · ·
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 37t 37t 36t 36t 35t 35t · ·
Norman Stronghold Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building · 117t 117t 117t 117t · · ·
Castìdde du Monte Castelli Normanni Sicily regions Unique1 regions · 217t 217t 217t 217t 217t 217t 217t
Castel Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building · · · · · 217t 217t 217t
Palazzo dei Normanni Castelli Normanni Sicily regions Capital · 317t★1 317t★1 317t★1 317t★1 317t★1 317t★1 317t★1
Maschio Angioino Castelli Normanni Without Alcazar Building Sicily regions Unique2 regions · · · 317t★1 317t★1 317t★1 317t★1 317t★1

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

Levy Archers

Peasant levies, factional

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

Abilities

  • Area attack

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

  • Peasant

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 25% in region

Building From start Heavy Mail~turn 141 Pavise Shields~turn 381
Bowyer Ranges · castle only 29t 214t 225t
Practice Range Ranges · castle only 27t 29t 214t
Archery Range Ranges · castle only 26t 27t 29t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 35t 36t 37t

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

Order Sergeant Crossbowmen

Religious Order

RELIGIOUS ORDERS/ MORALE 10/ DISCIPLINED/ TRAINED. The Knightly Orders play a large role in providing troops in Outremer, including providing troops for the Knightly Orders .The religious orders as templars, hospitallers, santiago or teutonics hired and retained for long periods of service experienced and trained sergeant crossbowmen. These troops swear an oath to the Order, which is binding for as long as their service is required and payed for.They are distinguished on the battlefield by having black or brown clothing and surcoats with red or white crosses, unlike most knights who wear white surcoats (except for the Hospitallers)

Abilities

  • Area attack

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

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

Stats

Men
48
Missile
Elite Crossbow Bolt: attack 10, range 150, 30 ammo
Melee
attack 6, charge 1 (sword)
Defence
armour 5, skill 3, shield 0
Morale
10 · Disciplined · Trained
Cost
833 florins, 633 upkeep, 2 turns to train
Terrain
-2 in sand, +2 in forest, -1 in snow
Heat
+5 fatigue in hot climates

Where & when to recruit

Building From start Heavy Mail~turn 141
Bowyer Ranges · castle only Catholic ≥ 50% in region · 225t
Practice Range Ranges · castle only Catholic ≥ 50% in region · 225t
Archery Range Ranges · castle only Catholic ≥ 50% in region · 214t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Catholic ≥ 50% in region · 29t
Military Orders' Chapter Houses Military Orders After Is The Ai or After Military Orders Buildings Allowed Templars Chapter House regions or St Johns Chapter House regions or Teutonic Knights Chapter House regions or Knights Of Santiago Chapter House regions After Order Recruitment Enabled Levant (Jerusalem) 210t 210t
Military Orders' Chapter Houses Military Orders After Is The Ai or After Military Orders Buildings Allowed Templars Chapter House regions or St Johns Chapter House regions or Teutonic Knights Chapter House regions or Knights Of Santiago Chapter House regions After Order Recruitment Enabled Not in Levant (Jerusalem) 214t 214t
Military Orders' Provincial Houses Military Orders After Is The Ai or After Military Orders Buildings Allowed Templars Chapter House regions or St Johns Chapter House regions or Teutonic Knights Chapter House regions or Knights Of Santiago Chapter House regions After Order Recruitment Enabled Levant (Jerusalem) 210t★1 210t★1
Military Orders' Provincial Houses Military Orders After Is The Ai or After Military Orders Buildings Allowed Templars Chapter House regions or St Johns Chapter House regions or Teutonic Knights Chapter House regions or Knights Of Santiago Chapter House regions After Order Recruitment Enabled Not in Levant (Jerusalem) 214t★1 214t★1
Seat of the Great Masters Military Orders After Is The Ai or After Military Orders Buildings Allowed Templars Chapter House regions or St Johns Chapter House regions or Teutonic Knights Chapter House regions or Knights Of Santiago Chapter House regions After Order Recruitment Enabled Levant (Jerusalem) 39t★1 39t★1
Seat of the Great Masters Military Orders After Is The Ai or After Military Orders Buildings Allowed Templars Chapter House regions or St Johns Chapter House regions or Teutonic Knights Chapter House regions or Knights Of Santiago Chapter House regions After Order Recruitment Enabled Not in Levant (Jerusalem) 314t★1 314t★1

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

Sergeant Archers

Sergeants, factional

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

Abilities

  • Area attack

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

  • Hardy

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 35% in region

Building From start Heavy Mail~turn 141 Pavise Shields~turn 381
Bowyer Ranges · castle only · 225t 214t
Practice Range Ranges · castle only 225t 214t 29t
Archery Range Ranges · castle only 214t 29t 27t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 39t 37t 36t

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

Mercenary Marinae

mercenary unit (true)

MERCENARIES / MORALE 8/ NORMAL DISCIPLINE/ TRAINED Marinae are veteran sailors and marines from the italian maritime republics or city-states existing in the coastal cities of Outremer or across the Mediterranean Sea. Also they can found as mercenaries in the numerous italians trade quarters around the coastal cities of Mediterranean. Belonging to the various Italian trading states these self governing communes were granted to the Italian States in return for naval support. They wear very poor armour but armed with javelins and small shields, ready for raids on the enemy both at sea and on land.These Italian marines are usually found on the Mediterranean coasts through their trading posts and in the Levant supporting the crusaders. GAMEPLAY NOTES: Mercenaries are used to quickly create an army or reinforce your own. They usually have high hiring and maintenance costs in exchange for being able to have them instantly and with military experience without needing military infrastructure. If you don't pay them their salary or you go bankrupt, they will disappear from your army. After all, they are mercenaries who fight for money for any faction or religion.

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
60
Missile
Javelin: attack 11, range 55, 2 ammo
Melee
attack 4, charge 2 (sword)
Defence
armour 2, skill 3, shield 0
Morale
8 · Normal discipline · Trained
Cost
1299 florins, 487 upkeep, 1 turn to train
Mount effect
+1 vs Horse, +1 vs Camel
Terrain
+1 in scrub, +1 in forest, -1 in snow
Heat
+2 fatigue in hot climates

Where & when to recruit

Building From start A New Era Begins~turn 337
Port Ports · city only Needs Carpenters' Workshops or better Not in Abbasid regions Not in Turks regions 214t 225t
Port with Shipwright Ports · city only Needs Carpenters' Workshops or better Not in Abbasid regions Not in Turks regions 210t 214t
Port with Dockyard Ports · city only Needs Carpenters' Workshops or better Not in Abbasid regions Not in Turks regions 28t 210t
Great Harbour Ports · city only Needs Carpenters' Workshops or better Not in Abbasid regions Not in Turks regions 26t 28t
Port Ports · castle only Needs Carpenters' Workshops or better Not in Abbasid regions Not in Turks regions 214t 225t
Port with Shipwright Ports · castle only Needs Carpenters' Workshops or better Not in Abbasid regions Not in Turks regions 210t 214t
Port with Dockyard Ports · castle only Needs Carpenters' Workshops or better Not in Abbasid regions Not in Turks regions 28t 210t
Great Harbour Ports · castle only Needs Carpenters' Workshops or better Not in Abbasid regions Not in Turks regions 26t 28t
Italian Trader Quarters Italian Traders · city only Needs Market or better Needs Merchant's Wharf or better Italian Traders regions 18t 18t
Italian Trader Headquarters Italian Traders · city only Needs Fairground or better Needs Warehouse or better Italian Traders regions 27t 27t
Italian Trader Colony Italian Traders · city only Needs Great Market or better Needs Docklands or better Italian Traders regions 36t 36t

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

Arbalest Militia

urban militia, standard

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

Abilities

  • Area attack

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

  • Free upkeep

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

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

Stats

Men
52
Missile
Militia Steel Crossbow Bolt: attack 10, range 160, 18 ammo
Melee
attack 2, charge 1 (sword)
Defence
armour 5, skill 3, shield 0
Morale
4 · Low discipline · Untrained
Cost
580 florins, 580 upkeep, 1 turn to train
Terrain
-2 in sand, +2 in forest
Heat
+5 fatigue in hot climates

Where & when to recruit

Building Pavise Shields~turn 381 Full Plate Armor~turn 521 Pike and Shot~turn 797
Town Watch Barracks · city only Catholic ≥ 25% in region 125t 110t 112t
Town Guard Barracks · city only Catholic ≥ 25% in region 225t 210t 212t
City Watch Barracks · city only Catholic ≥ 25% in region 225t 210t 212t
Militia Drill Square Barracks · city only Catholic ≥ 35% in region 225t 210t 212t
Militia Barracks Barracks · city only Needs Quarries or better Catholic ≥ 25% in region 325t 310t 30t★2
Army Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 25% in region 225t 210t 212t
Bowyer Ranges · castle only Catholic ≥ 25% in region 29t 27t 29t
Practice Range Ranges · castle only Catholic ≥ 35% in region 15t · ·
Practice Range Ranges · castle only Catholic ≥ 25% in region 27t 26t 27t
Archery Range Ranges · castle only Catholic ≥ 35% in region 15t · ·
Archery Range Ranges · castle only Catholic ≥ 25% in region 27t 26t 27t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Catholic ≥ 25% in region 36t 35t 36t

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

French Foot Archers

feudal levy, factional

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

Abilities

  • Area attack

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

  • Hardy

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

  • Stakes

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 50% in region

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

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

Arquebusiers

free professional, standard

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

Abilities

  • Area attack

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

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 25% in region

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

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

Late Arquebusiers

free professional, standard

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

Abilities

  • Armour piercing

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

  • Area attack

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

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 25% in region

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

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

Great Crusader Standard

religious order, (false merc DM+EDB)

CRUSADER TROOPS/ MORALE 15/ DISCIPLINED/ TRAINED /LOCK MORALE The Great Cross sits on a wagon, and acts as a beacon of inspiration to the army, and a reminder that they are on God's mission. The cross is guarded by an elite unit of infantry, who would rather die than let it fall into enemy hands.Christian troops will have a banner in the shape of the Holy Cross to be able to regroup or defend themselves against the enemy; it is common to see it in the Holy Land as well as in areas where war against infidels is continuous. GAMEPLAY NOTES:Crusader troops can be recruited when a Crusade is called by the Pope. Their recruitment cost is usually low, given the high benefits they offer upon joining an army. However, their upkeep is high, though free during the Crusade itself due to their faith and desire to conquer infidel lands. Be careful, though, when the Crusade ends. You'll most likely have to disband these expensive units if you don't want to run into a rapid financial deficit, as the Crusaders will then demand payment for their high upkeep in exchange for their services. These troops will have a mercenary character without actually being so, nor will they automatically disband when you run out of funds; they have a low recruitment cost but a high maintenance cost in exchange for good quality military units and good morale. This inspiring Christian Standard for armies that have elite troops can be found in Northern Iberia due to the continuous Iberian Reconquista, the Holy Lands (Levant) and Italy.This unit can only be used by crusading armies after the call of a Crusade.

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.

  • 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.

  • Mercenary

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

  • 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
Melee
attack 4, charge 3 (spear)
Defence
armour 7, skill 8, shield 6
Morale
15 · Disciplined · Trained · never routs
Cost
528 florins, 1249 upkeep, 1 turn to train
Mount effect
+6 vs Horse, +6 vs Camel
Terrain
-2 in sand, +2 in forest, -1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Always needs: Levant (Jerusalem)

Building Seafaring Innovation~turn 97
Siege Works Siege · castle only 220t

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

Trebuchet

artillery

The counter-weight Trebuchet is an evolution of the man-powered mangonel and catapults dating back before the 11th century. It has quickly spread throughout the world as an effective siege engine capable of lobbing large wall- crushing boulders. The Trebuchet is also able to fling such things as burning missiles and rotten animal remains to devastate enemy units.

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

Also: Sea-faring, Can withdraw

Stats

Men
8
Melee
attack 1, charge 1 (knife)
Defence
armour 1, skill 3, shield 0
Morale
11 · Normal discipline · Trained
Cost
1446 florins, 235 upkeep, 3 turns to train
Heat
+1 fatigue in hot climates

Where & when to recruit

Building Seafaring Innovation~turn 97 Making the Wind Work~turn 105
Siege Works Siege · city only Needs Carpenters' Workshops or better · 211t
Siege Works Siege · castle only 211t 211t

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

Mangonel

artillery

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

Abilities

  • Armour piercing

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

Building Seafaring Innovation~turn 97 Making the Wind Work~turn 105
Siege Works Siege · city only Needs Carpenters' Workshops or better · 217t
Siege Works Siege · castle only 217t 217t

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

Bombard

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

  • Stakes

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

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

Stats

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

Where & when to recruit

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

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

Mortar

artillery

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

Abilities

  • Armour piercing

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

  • Launching

    Hits may throw men into the air.

  • Area attack

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

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

  • Stakes

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

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

Building The beginning of the Hundred Years' War~turn 413
Cannon Maker Cannons · city only 17t
Cannon Foundry Cannons · city only 110t
Cannon Maker Cannons · castle only 18t
Cannon Foundry Cannons · castle only 112t

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

Galley

ship

The basic Galley design is derived from ships used in Ancient Rome. Predominantly powered by banks of oars and armed with a ram and marines for melee. The Galley has supplemental sails for getting to battles without tiring the men and are used by everyone in the Mediterranean from east to west.

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

Men
20
Melee
attack 8, charge 0
Defence
armour 0, skill 7, shield 0
Morale
13 · Normal discipline · Trained
Cost
956 florins, 432 upkeep, 3 turns to train

Where & when to recruit

Always needs: Needs Carpenters' Workshops or better

Building From start
Port Ports · city only 210t
Port with Shipwright Ports · city only 37t
Port with Dockyard Ports · city only 34t
Great Harbour Ports · city only 33t★1
Port Ports · castle only 210t
Port with Shipwright Ports · castle only 37t
Port with Dockyard Ports · castle only 34t
Great Harbour Ports · castle only 33t★1

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

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

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.

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