SSHIM Guide

Grand Duchy of Lithuania Units & recruitment

The last pagan realm of Europe, hidden in its forests and marshes between the crusading orders and the Rus. Its dukes build a state that grows into an empire.

Recruiting as Lithuania

Money while you're small

At the start you're offered financial support. Accept it and you receive 1,000-3,000 florins each turn while you hold fewer than 5 settlements (2,000 more with 3-4 settlements).

Kernavė holds the reforms together

Both Lithuanian reforms need Kernavė in your hands, then have a 20% chance each turn.

Help when the capital falls

If Kernavė 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

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

  1. 1

    Mindaugas Rises in Lithuania

    usually around turn 205 (~1234)

    Needs
    • Past turn 200, holding Kernavė.
    Chance
    20% per turn.

    UnlocksLithuanian Noble CavalryDievas' GuardNoble Sons CavalryLithuanian Noble infantryLithuanian Noble SonsTrebuchet

    RetiresSlavic Levy Archers

    In-game event text

    Mindaugas, an elder duke, has risen to become Grand Duke of Lithuania! His ascent was marked by a startling amount of strategic statecraft and more than a little underhanded dealings, and for this he has gained a number of enemies, both within his family and amongst the other noble houses of his homeland. However, for all this, he is still recognized as the sole ruler of the last European pagan nation. In the coming years Mindaugas will convert to Christianity, ally his people with their old enemy, the Teutonic Order, before renouncing Christianity and betraying the Teutonic knights shortly thereafter. He will also lead the Lithuanians in defying the advance of the Tatars, and by their arms the hordes of the Steppes will be stopped in their ravaging push westward. GAME STRATEGY: Enhanced Lithuanian units are now recruitable from shrines, certain guilds offer increased troop support, and landowners contribute more and better-equipped retainers.

  2. 2

    Lithuanian Ascedency

    usually around turn 405 (~1334)

    Needs
    • Mindaugas has happened, it is past turn 400, and you hold Kernavė.
    Chance
    20% per turn.

    UnlocksLithuanian Regular Cavalry

    In-game event text

    During the High Middle Ages, Lithuania stood as the final sizable political entity in Northern Europe. In the decades following the mid-13th century demise of Mindaugas, successful rulers spanning multiple generations secured its dominance over the former Kievan Rus territories. The pinnacle of expansion occurred under Grand Duke Gediminas (1315-1341), who instituted a centralized government and asserted overlordship over the duchies governed by his relatives, stretching the country from the Black to the Baltic Seas. GAME STRATEGY: Enhanced Lithuanian units are now recruitable from shrines, certain guilds offer increased troop support, and landowners contribute more and better-equipped retainers.

World events that change your army

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

10 events
  1. 1

    Ostsiedlung

    usually around turn 111 (~1187)

    RetiresMorass Scouts

    In-game event text

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

  2. 2

    Die Kogge

    usually around turn 325 (~1294)

    UnlocksHolk

    In-game event text

    A cog (in German: die Kogge) is a type of ship that first appeared in the 10th century, and was widely used from around the 12th century on. It is clinker-built, generally of oak. These vessels were fitted with a single mast and a square-rigged single sail. They were mostly associated with seagoing trade in north-west medieval Europe, especially the Hanseatic League. Typical seagoing cogs ranged from about 15 to 25 meters in length, with a beam of 5 to 8 meters and were 30–200 tons burthen. In 13th century cogs would be decked, and larger vessels would be fitted with a stern castle, to afford more cargo space by keeping the crew and tiller up, out of the way; and to give the helmsman a better view. Also, a number of smaller innovations took place what enabled faster and safer travel. GAME STRATEGY: Ports will provide more trade income for the East European factions. Trade benefits from the Hanseatic buildings will also increase. Setting up of a domination by Lübeck (i.e. building Holsteintor) is enabled, and after it is build a number of further Hanseatic buildings will be available for construction. The ships of the factions from the Northern Europe will have an increased range.

  3. 3

    A New Era Begins

    usually around turn 337 (~1300)

    Needs
    • Happens in 1300.

    UnlocksNorthern Heavy SpearmenLithuanian Heavy Swordsmen

    In-game event text

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

  4. 4

    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!

  5. 5

    Partial Plate Armor

    usually around turn 441 (~1352)

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

    UnlocksHalberd Militia

    RetiresBaltic Spearmen

    In-game event text

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

  6. 6

    Ibn al-Shatir Dies

    usually around turn 487 (~1375)

    Needs
    • Happens in 1375.

    UnlocksGrand Bombard

    In-game event text

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

  7. 7

    Full Plate Armor

    usually around turn 521 (~1392)

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

    RetiresEastern Crossbow Militia

    In-game event text

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

  8. 8

    Matchlock Developed

    usually around turn 597 (~1430)

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

    UnlocksLevy Arquebusiers

    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.

  9. 9

    Gothic Plate Armor

    usually around turn 641 (~1452)

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

    UnlocksSerpentine

    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)

  10. 10

    Pike and Shot

    usually around turn 797 (~1530)

    Needs
    • Happens in 1530.

    RetiresDucal CavalryTribal Chieftains

    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: Lietuvos karalystė

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

  • Lietuva (Kernavé) with Gedimino Tower or better

Lands you must hold

Lietuva (Kernavé) Curonia (Riga) Prussia (Twangste) Masovia (Płock) Ruthenia (Goroden) Volhynia (Volodymyr) The Marshes (Turov) Polotsk Smolenesk Livonia (Kolyvan) Pleskov

Only while no other faction holds this crown

Not needed with a Strong Legacy.

AI version (8 settlements)

Lietuva (Kernavé), Curonia (Riga), Prussia (Twangste), Masovia (Płock), Ruthenia (Goroden), Volhynia (Volodymyr), The Marshes (Turov), Polotsk

Buildings that depend on the crown

BuildingEffectUncrownedCrowned
MintFinance Needs a crowned king to buildOr instead: after the Bardi Bank event, Muslim factions, Byzantium
Hanseatische KaufmännerHansa Teutonica Happiness-1-1
Hanseatischer QuartierHansa Teutonica Happiness-2-2
HolsteintorHansa Teutonica Happiness-2-2
StalhofHansa Teutonica Happiness-20
PeterhofHansa Teutonica Happiness-20
BryggenHansa Teutonica Happiness-20
Hanseatischer KontorHansa Teutonica Happiness-20
Lizdeika PilisVilnius Law+1+2
Lizdeika PilisVilnius Population growth+1+2
Gedimino TowerVilnius Law+2+3
Gedimino TowerVilnius Population growth+2+3
Gedimino PilisVilnius Law+4+5
Gedimino PilisVilnius Population growth+4+5

Units

Sorted by when they unlock, then cheapest first. Click a unit for abilities, full stats and where to recruit it.

Cavalry

Missile cavalry

Spear & pike infantry

Melee infantry

Missile infantry

Siege & artillery

* still recruitable at a few special buildings afterwards; see the unit's table.

Generals' bodyguards

Not recruited from buildings; these come with your generals and family members.

Regional units & mercenaries

Conquered provinces can give you local troops, and generals can hire mercenaries. These are shared by every faction and have their own pages.

Ducal Cavalry

feudal levy, factional

Professional soldiers. Morale 5 These men answer only to their duke as he pays for their living. They make for a fast and powerful cavalry.

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.

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

Stats

Men
24 · riding Medium Horse
Melee
attack 5, charge 8 (spear)
Defence
armour 5, skill 2, shield 4
Morale
5 · Normal discipline · Untrained
Cost
1068 florins, 402 upkeep, 3 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -1 in forest
Heat
+4 fatigue in hot climates

Where & when to recruit

Building From start Ostsiedlung~turn 111 Mindaugas~turn 205 A New Era Begins~turn 337 Lithuanian Empire~turn 405 Matchlock Developed~turn 597
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better Pagan ≥ 50% in region 225t 225t 218t 218t 213t 218t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better Pagan ≥ 50% in region 318t 318t 314t 314t 311t 214t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better Pagan ≥ 50% in region 217t 217t 212t 212t 29t 21t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better Pagan ≥ 50% in region 313t 313t 310t 310t 38t 210t
Gedimino Hill Vilnius Lithuania regions Capital +20t +20t · · · ·
Lizdeika Pilis Vilnius Lithuania regions Capital +14t +14t · · · ·
Gedimino Tower Vilnius Lithuania regions Capital · +11t · · · ·

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

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

Lithuanian Noble Cavalry

feudal knight, factional

Quality: Elite. Type: Feudal (low availability, often impetuous or of low discipline). These nobles are trained since childhood in the art of war. They have abandoned traditional ways, and adopted the latest western mixed with eastern techniques and equipment. Equipped with good armour, and armed with spear and sword, these elite warriors are a force to destroy enemy formations.

Abilities

  • Hardy

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

  • Command

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

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

  • 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 6, charge 8 (spear)
Defence
armour 9, skill 4, shield 5
Morale
12 · Impetuous · Highly trained
Cost
554 florins, 1108 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest
Heat
+6 fatigue in hot climates

Where & when to recruit

Building Mindaugas~turn 205 A New Era Begins~turn 337 Lithuanian Empire~turn 405 Pike and Shot~turn 797
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better Pagan ≥ 50% in region 233t 233t 218t 29t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better Pagan ≥ 50% in region 225t 225t 314t 38t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better Pagan ≥ 50% in region 220t 220t 212t 27t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better Pagan ≥ 50% in region 217t 217t 310t 36t
Gedimino Hill Vilnius Lithuania regions Capital +20t +20t +20t +20t
Lizdeika Pilis Vilnius Lithuania regions Capital +14t +14t +14t +14t
Gedimino Tower Vilnius Lithuania regions Capital +11t +11t +11t +11t
Gedimino Pilis Vilnius Lithuania regions Capital · +9t +9t +9t

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

Dievas' Guard

religious order, factional

Quality: Superior. Type: Religious Order (improved morale, reduced upkeep cost). Sworn to defending the earthly sanctum's of the principal Pagan god Dievas, these mounted warriors show no mercy to those who seek to defile his temples or sanctuaries. Riding high on powerful steeds, any foe who ventures within their reach is sure to have chunks of flesh torn from his body by their brutal war forks.

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.

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

  • Frightens cavalry

    Lowers the morale of enemy cavalry nearby.

  • 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.

  • 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
24 · riding Royal Horse Marka
Melee
attack 6, charge 8 (spear)
Defence
armour 12, skill 3, shield 5
Morale
13 · Impetuous · Highly trained · never routs
Cost
727 florins, 727 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
+9 fatigue in hot climates

Where & when to recruit

Building Mindaugas~turn 205
Altar of Dievas Dievas Shrines · city only 28t
Sanctuary of Dievas Dievas Shrines · city only 25t
Temple of Dievas Dievas Shrines · city only 24t
Altar of Dievas Dievas Shrines · castle only 26t★2

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

Lithuanian Regular Cavalry

feudal knight, factional

Quality: Elite. Type: Late Professional. Lithuanian Regular cavalry, of hand-picked veterans are tryout to adopt western equipment and fighting style.

Abilities

  • Wedge

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

  • Hardy

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

  • Formed charge

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

  • Knight

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

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

Stats

Men
24 · riding Heavy Horse
Melee
attack 7, charge 11 (spear)
Defence
armour 13, skill 4, shield 5
Morale
12 · Impetuous · Highly trained
Cost
609 florins, 1217 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest
Heat
+9 fatigue in hot climates

Where & when to recruit

Building Lithuanian Empire~turn 405
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Lithuania regions 211t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Not in Lithuania regions 214t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Lithuania regions 28t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Not in Lithuania regions 29t
King's Stables Stables · castle only Needs Quarries or better Lithuania regions 36t
King's Stables Stables · castle only Needs Quarries or better Not in Lithuania regions 37t
Gedimino Hill Vilnius Lithuania regions Capital 214t
Lizdeika Pilis Vilnius Lithuania regions Capital 210t
Gedimino Tower Vilnius Lithuania regions Capital 28t
Gedimino Pilis Vilnius Lithuania regions Capital 26t

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

Horse Skirmishers

tribal unit, factional

Quality: Militia. Type: Urban Militia (reduced morale in the field). In the wide spaces of eastern Europe, towns needed to be able to defend themselves against raids by Turkish or Tartar horsemen. These militia are able to drive off nomadic horsemen, and deal with other light troops, but being poorly trained and equipped, they should not be relied on against quality troops.

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • 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.

  • Peasant

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

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

Stats

Men
32 · riding Medium Horse
Missile
Militia Cav Javelin: attack 10, range 50, 6 ammo
Melee
attack 3, charge 6 (sword)
Defence
armour 2, skill 1, shield 0
Morale
7 · Low discipline · Trained
Cost
377 florins, 377 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in sand, -2 in forest, +1 in snow
Heat
+2 fatigue in hot climates

Where & when to recruit

Building From start Ostsiedlung~turn 111 Mindaugas~turn 205 A New Era Begins~turn 337
Stables Stables · castle only Lithuania regions 211t 211t 211t 211t
Stables Stables · castle only Not in Lithuania regions 217t 217t 217t 217t
Knight's Stables Stables · castle only Lithuania regions 28t 28t 28t 28t
Knight's Stables Stables · castle only Not in Lithuania regions 211t 211t 211t 211t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Lithuania regions 26t 26t 26t 26t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Not in Lithuania regions 28t 28t 28t 28t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Lithuania regions 25t 25t 25t 25t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Not in Lithuania regions 26t 26t 26t 26t
King's Stables Stables · castle only Needs Quarries or better Lithuania regions 34t 34t 34t 34t
King's Stables Stables · castle only Needs Quarries or better Not in Lithuania regions 35t 35t 35t 35t
Gedimino Hill Vilnius Lithuania regions Capital 214t 214t · ·
Lizdeika Pilis Vilnius Lithuania regions Capital 210t 210t · ·
Gedimino Tower Vilnius Lithuania regions Capital · 28t · ·
Merchants' Guild Merchants' Guild 214t · · ·
Master Merchants' Guild Merchants' Guild 217t 217t 217t 217t
Merchants' Guild Headquarters Merchants' Guild 28t 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

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

Lithuanian Raiders

tribal unit, factional

Quality: Average. Type: Tribal unit. Recruited in the forests the ferocious Lithuanian light cavalry is armed with a bow and a sword. Although not well armoured since their country is poor, they often like to fight hand to hand, as the bow is something of a secondary weapon for these men.

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.

  • 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.

  • Free upkeep

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

  • Peasant

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

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

Stats

Men
32 · riding Medium Horse
Missile
Cav Mass War Arrow: attack 2, range 100, 30 ammo
Melee
attack 4, charge 6 (sword)
Defence
armour 0, skill 4, shield 3
Morale
7 · Low discipline · Trained
Cost
387 florins, 387 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest
Heat
+2 fatigue in hot climates

Where & when to recruit

Building From start Mindaugas~turn 205
Stables Stables · castle only Lithuania regions 211t 211t
Stables Stables · castle only Not in Lithuania regions 217t 217t
Knight's Stables Stables · castle only Lithuania regions 28t 28t
Knight's Stables Stables · castle only Not in Lithuania regions 211t 211t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Lithuania regions 26t 26t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Not in Lithuania regions 28t 28t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Lithuania regions 25t 25t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Not in Lithuania regions 26t 26t
King's Stables Stables · castle only Needs Quarries or better Lithuania regions 34t 34t
King's Stables Stables · castle only Needs Quarries or better Not in Lithuania regions 35t 35t
Altar of Dievas Dievas Shrines · city only 28t ·
Sanctuary of Dievas Dievas Shrines · city only 25t ·
Temple of Dievas Dievas Shrines · city only 24t ·
Altar of Dievas Dievas Shrines · castle only 26t★2 ·

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

Noble Sons Cavalry

feudal knight, factional

Quality: Superior. Type: Feudal (low availability, often impetuous or of low discipline). Young mounted troops from the noble families of Lithuania. They fight with an axe and javelin, the latter thrown before a charge to decrease enemy strength and morale before clashing hand-to-hand. To defend themselves they are equipped with good leather or a light chain shirt and a shield.

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • Hardy

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

  • 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.

  • 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
Missile
Quality Cav Javelin: attack 10, range 42, 4 ammo
Melee
attack 4, charge 4 (axe)
Defence
armour 8, skill 2, shield 4
Morale
11 · Impetuous · Highly trained
Cost
465 florins, 929 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest
Heat
+6 fatigue in hot climates

Where & when to recruit

Building Mindaugas~turn 205 A New Era Begins~turn 337 Lithuanian Empire~turn 405
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Lithuania regions 211t 211t 211t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Not in Lithuania regions 214t 214t 214t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Lithuania regions 28t 28t 28t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Not in Lithuania regions 29t 29t 29t
King's Stables Stables · castle only Needs Quarries or better Lithuania regions 36t 36t 36t
King's Stables Stables · castle only Needs Quarries or better Not in Lithuania regions 37t 37t 37t
Gedimino Hill Vilnius Lithuania regions Capital 214t 214t ·
Lizdeika Pilis Vilnius Lithuania regions Capital 210t 210t ·
Gedimino Tower Vilnius Lithuania regions Capital 28t 28t ·
Gedimino Pilis Vilnius Lithuania regions Capital · 26t ·

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

Baltic Spearmen

urban militia, factional

Local militia. Morale 8. Every free man must become a soldier in times of war. Equipped with a spear and protected with a large shield, and after some training they become good defenders and powerful if they fight against enemy cavalry.

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 1, skill 3, shield 4
Morale
5 · Low discipline · Untrained
Cost
436 florins, 436 upkeep, 1 turn to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
+1 in scrub, -1 in sand, +3 in forest, +1 in snow
Heat
+2 fatigue in hot climates

Where & when to recruit

Building From start Ostsiedlung~turn 111 Mindaugas~turn 205 A New Era Begins~turn 337 Partial Plate Armor~turn 441
Town Watch Barracks · city only Pagan ≥ 25% in region 211t 211t 211t 211t 211t
Town Watch Barracks · city only Pagan ≥ 25% in region Faction has 1–3 settlements +20t +20t +20t +20t +20t
Town Guard Barracks · city only Pagan ≥ 25% in region 29t 29t 29t 29t 29t
Town Guard Barracks · city only Pagan ≥ 25% in region Faction has 1–3 settlements +20t +20t +20t +20t +20t
City Watch Barracks · city only Pagan ≥ 25% in region 28t 28t 28t 28t ·
City Watch Barracks · city only Pagan ≥ 25% in region Faction has 1–3 settlements +20t +20t +20t +20t ·
Militia Drill Square Barracks · city only Pagan ≥ 25% in region 37t 37t 37t 37t ·
Militia Drill Square Barracks · city only Pagan ≥ 25% in region Faction has 1–3 settlements +20t +20t +20t +20t ·
Militia Barracks Barracks · city only Needs Quarries or better 36t 36t 36t 36t ·
Militia Barracks Barracks · city only Needs Quarries or better Faction has 1–3 settlements +20t +20t +20t +20t ·
Army Barracks Barracks · city only Needs Stonemasons or better 35t 35t 35t 35t ·
Army Barracks Barracks · city only Needs Stonemasons or better Faction has 1–3 settlements +20t +20t +20t +20t ·
Mustering Hall Barracks · castle only Pagan ≥ 25% in region 211t 211t 28t 28t ·
Garrison Quarters Barracks · castle only Pagan ≥ 25% in region 28t 28t 27t 27t 27t
Drill Square Barracks · castle only Pagan ≥ 25% in region 27t 27t 26t 26t 26t
Barracks Barracks · castle only Pagan ≥ 25% in region 36t 36t 35t 35t 35t
Armoury Barracks · castle only Pagan ≥ 25% in region 35t 35t 34t 34t 34t
Gedimino Hill Vilnius Lithuania regions Capital +20t +20t +20t +20t ·
Lizdeika Pilis Vilnius Lithuania regions Capital +14t +14t +14t +14t ·
Gedimino Tower Vilnius Lithuania regions Capital · +11t +11t +11t ·
Gedimino Pilis Vilnius Lithuania regions Capital · · · +9t ·

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

Tribal Chieftains

tribal unit, factional

Quality: Average. Type: Early Professional. Warfare demands the organization of strong garrisons where the best men are trained to fight. These troops are equipped with a simple helmet, a good spear and shield, some of them have trophy chain-shirts taken from dead foes. When defending, they are dangerous to enemy 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.

  • Peasant

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

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

Stats

Men
56
Melee
attack 3, charge 3 (spear)
Defence
armour 4, skill 4, shield 4
Morale
9 · Low discipline · Trained
Cost
457 florins, 457 upkeep, 1 turn to train
Mount effect
+4 vs Horse, +4 vs Camel
Terrain
-2 in sand, +2 in forest
Heat
+5 fatigue in hot climates

Where & when to recruit

Building From start Ostsiedlung~turn 111 Heavy Mail~turn 141 Mindaugas~turn 205 A New Era Begins~turn 337 Lithuanian Empire~turn 405 Partial Plate Armor~turn 441 Matchlock Developed~turn 597 Pike and Shot~turn 797
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better Pagan ≥ 50% in region 225t 225t 225t 218t 218t 213t 213t 218t ·
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better Pagan ≥ 50% in region 218t 218t 218t 314t 314t 311t 311t 214t ·
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better Pagan ≥ 50% in region 22t 22t 22t 212t 212t 29t 29t 21t ·
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better Pagan ≥ 50% in region 313t 313t 313t 310t 310t 38t 38t 210t ·
Drill Square Barracks · castle only Pagan ≥ 35% in region Lithuania regions · · 17t 17t 17t 17t 17t 17t 17t
Drill Square Barracks · castle only Pagan ≥ 35% in region Not in Lithuania regions · · 110t 110t 110t 110t 110t 110t 110t
Barracks Barracks · castle only Pagan ≥ 35% in region Lithuania regions · · 25t 25t 25t 25t 17t 17t 17t
Barracks Barracks · castle only Pagan ≥ 35% in region Not in Lithuania regions · · 18t 18t 18t 18t 110t 110t 110t
Armoury Barracks · castle only Pagan ≥ 35% in region Lithuania regions · · 34t 34t 34t 34t 25t 25t 25t
Armoury Barracks · castle only Pagan ≥ 35% in region Not in Lithuania regions · · 27t 27t 27t 27t 18t 18t 18t
Gedimino Hill Vilnius Lithuania regions Capital +20t +20t +20t · · · · · ·
Lizdeika Pilis Vilnius Lithuania regions Capital +14t +14t +14t · · · · · ·
Gedimino Tower Vilnius Lithuania regions Capital · +11t +11t · · · · · ·

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

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

Chude Militia

Tribal unit

TRIBAL TROOPS/ MORALE 5/ LOW DISCIPLINE/ UNTRAINED/IS PEASANT/ FREE UPKEEP UNIT The Chuds or Chude, as per the commentary of the monk Nestor in the First Russian Chronicle, were identified as the Ests or Estonians. In 1030, Yaroslav I the Wise invaded the county of Chuds, where he founded Yuriev, the Russian historical name for Tartu, Estonia. According to the ancient East Slavic chronicles, the Chuds played a significant role as one of the founders of Kievan Rus'. The Nestor Chronicle specifically describes the Chuds as co-founders of Kievan Rus', alongside the Slavs and the Vikings. In other ancient East Slavic chronicles, the term 'Chuds' refers to various Finnish tribes, particularly proto-Estonian groups. The warriors from the various tribes referred to as 'Chuds' by the Rus engage in warfare alongside the Knyaz, armed with short spears, axes, and small shields. While the more affluent among them may occasionally afford mail or even heavier armour, this infantry is still categorized as light and would face challenges standing against genuine professional troops in open combat. GAMEPLAY NOTES:This tribal unit belongs to the Finnish and Estonian tribes. They are inexpensive troops with free maintenance, being a mix of militia and tribal farmers, but they are not suitable for maintaining public order. They are useful for supplementing armies or as inexpensive garrisons.

Abilities

  • Braced spear

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

  • Peasant

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

  • Free upkeep

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

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

Stats

Men
52
Melee
attack 3, charge 2 (spear)
Defence
armour 1, skill 2, shield 3
Morale
5 · Low discipline · Untrained
Cost
604 florins, 339 upkeep, 1 turn to train
Mount effect
+3 vs Horse, +3 vs Camel
Terrain
-3 in sand, +3 in forest, +3 in snow
Heat
+2 fatigue in hot climates

Where & when to recruit

Always needs: Russia regions or Cuman steppe Unique1 regions or Kievan Rus regions Unique1 regions or Kievan Rus regions Unique2 regions or Lithuania regions Unique1 regions or Lithuania regions Unique2 regions

Building From start High era begins~turn 209 Late era begins~turn 517
Chude Camp Chude Without Farms and Estates or better 29t★3 210t★1 211t
Chude Village Chude Without Farms in Cleared Land or better 27t★4 28t★2 210t
Chude Town Chude Without Farms in Cleared Land or better 36t★5 37t★3 38t

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

Northern Heavy Spearmen

feudal levy, factional

Quality: Superior. Type: Late Professional. These are the warriors of the pagan new way to get success in to battle. Trusted force of Regular spearmen are tryout to adopt western equipment and fighting style.

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 3 (spear)
Defence
armour 8, skill 6, shield 7
Morale
7 · Normal discipline · Untrained
Cost
2396 florins, 797 upkeep, 2 turns to train
Mount effect
+3 vs Horse, +3 vs Camel
Terrain
-2 in sand, +2 in forest
Heat
+8 fatigue in hot climates

Where & when to recruit

Building A New Era Begins~turn 337 Partial Plate Armor~turn 441 Full Plate Armor~turn 521
Barracks Barracks · castle only Pagan ≥ 35% in region 31t 31t 31t
Armoury Barracks · castle only Pagan ≥ 35% in region · 31t 41t
Gedimino Hill Vilnius Lithuania regions Capital · +20t +20t
Lizdeika Pilis Vilnius Lithuania regions Capital · +14t +14t
Gedimino Tower Vilnius Lithuania regions Capital · +11t +11t
Gedimino Pilis Vilnius Lithuania regions Capital · +9t +9t

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

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

Halberd Militia

urban militia, standard

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

Abilities

  • Pike phalanx

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

  • Armour piercing

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

  • Braced spear

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

  • Free upkeep

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

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

Stats

Men
60
Melee
attack 5, charge 4 (axe)
Defence
armour 3, skill 4, shield 0
Morale
5 · Low discipline · Untrained
Cost
461 florins, 461 upkeep, 1 turn to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
-2 in sand, +1 in forest
Heat
+3 fatigue in hot climates

Where & when to recruit

Building Partial Plate Armor~turn 441 Matchlock Developed~turn 597
City Watch Barracks · city only Pagan ≥ 25% in region 27t 26t
City Watch Barracks · city only Pagan ≥ 25% in region Faction has 1–3 settlements +20t +20t
Militia Drill Square Barracks · city only Pagan ≥ 25% in region 36t 35t
Militia Drill Square Barracks · city only Pagan ≥ 25% in region Faction has 1–3 settlements +20t +20t
Militia Barracks Barracks · city only Needs Quarries or better 35t 35t
Militia Barracks Barracks · city only Needs Quarries or better Faction has 1–3 settlements +20t +20t
Army Barracks Barracks · city only Needs Stonemasons or better 35t 34t
Army Barracks Barracks · city only Needs Stonemasons or better Faction has 1–3 settlements +20t +20t
Mustering Hall Barracks · castle only Pagan ≥ 25% in region 28t 28t
Garrison Quarters Barracks · castle only Pagan ≥ 25% in region 27t 27t
Drill Square Barracks · castle only Pagan ≥ 25% in region 26t 26t
Barracks Barracks · castle only Pagan ≥ 25% in region 35t 35t
Armoury Barracks · castle only Pagan ≥ 25% in region 34t 34t
Gedimino Hill Vilnius Lithuania regions Capital · +20t
Lizdeika Pilis Vilnius Lithuania regions Capital · +14t
Gedimino Tower Vilnius Lithuania regions Capital · +11t
Gedimino Pilis Vilnius Lithuania regions Capital · +9t

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

Tribal Axemen

tribal unit, regional

Quality: Militia. Type: Local (lacks formal military training, typically low discipline and less morale). Brave Lithuanian light infantry with poor defence and simple armour, but with a powerful attack. They fight with axe and shield.

Abilities

  • Hardy

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

  • Mercenary

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

  • Mercenary disband

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

  • Peasant

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

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

Stats

Men
56
Melee
attack 3, charge 1 (axe)
Defence
armour 1, skill 4, shield 4
Morale
5 · Low discipline · Untrained
Cost
389 florins, 389 upkeep, 1 turn to train
Terrain
+1 in scrub, -1 in sand, +3 in forest, +1 in snow
Heat
+2 fatigue in hot climates

Where & when to recruit

Building From start Ostsiedlung~turn 111 A New Era Begins~turn 337 Lithuanian Empire~turn 405 Handgun Developed~turn 461 Matchlock Developed~turn 597
Town Guard Barracks · city only Pagan ≥ 25% in region Lithuania regions or Poland regions or Russia regions or Kievan Rus regions or Denmark regions or Norway regions 211t 211t 211t 211t 211t 211t
City Watch Barracks · city only Pagan ≥ 25% in region Lithuania regions or Poland regions or Russia regions or Kievan Rus regions or Denmark regions or Norway regions 29t 29t 29t 29t 29t 29t
Militia Drill Square Barracks · city only Pagan ≥ 25% in region Lithuania regions or Poland regions or Russia regions or Kievan Rus regions or Denmark regions or Norway regions 38t 38t 38t 38t 38t 38t
Militia Barracks Barracks · city only Needs Quarries or better Lithuania regions or Poland regions or Russia regions or Kievan Rus regions or Denmark regions or Norway regions 37t 37t 37t 37t 37t 37t
Army Barracks Barracks · city only Needs Stonemasons or better Lithuania regions or Poland regions or Russia regions or Kievan Rus regions or Denmark regions or Norway regions 36t 36t 36t 36t 36t 36t
Mustering Hall Barracks · castle only Lithuania regions or Prussia regions 214t 220t 220t 220t 233t ·
Mustering Hall Barracks · castle only Pagan ≥ 25% in region Lithuania regions or Prussia regions +11t +11t +11t +17t +17t +17t
Garrison Quarters Barracks · castle only Pagan ≥ 25% in region Lithuania regions or Prussia regions +8t +8t +8t +11t +11t +11t
Drill Square Barracks · castle only Pagan ≥ 25% in region Lithuania regions or Prussia regions +7t +7t +7t +8t +8t +8t
Barracks Barracks · castle only Pagan ≥ 25% in region Lithuania regions or Prussia regions +6t +6t +6t +7t +7t +7t
Armoury Barracks · castle only Pagan ≥ 25% in region Lithuania regions or Prussia regions +5t +5t +5t +6t +6t +6t
Gedimino Hill Vilnius Lithuania regions Capital +20t +20t +20t +20t +20t ·
Lizdeika Pilis Vilnius Lithuania regions Capital +14t +14t +14t +14t +14t ·
Gedimino Tower Vilnius Lithuania regions Capital · +11t +11t +11t +11t ·
Gedimino Pilis Vilnius Lithuania regions Capital · · +9t +9t +9t ·

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

Pagan Fanatics

religious order, factional

Quality: Militia. Type: Religious Order (improved morale, reduced upkeep cost). Perkunas, as the Pagan God of thunder and rain, draws especially strong worship from farmers and woodsmen. When the call to arms is made, Perkunas' Followers don their robes of worship to perform a sacrificial ritual, which they believe will grant them divine strength, before joining the field of battle with war scythe in hand.

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.

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

  • Free upkeep

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

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

Stats

Men
40
Melee
attack 6, charge 4 (axe)
Defence
armour 1, skill 3, shield 0
Morale
13 · Impetuous · Highly trained · never routs
Cost
506 florins, 506 upkeep, 1 turn to train
Mount effect
+1 vs Horse, +1 vs Camel
Terrain
+1 in scrub, -1 in sand, +2 in forest, +1 in snow

Where & when to recruit

Building From start
Altar of Perkunas Perkunas Shrines · city only 18t
Sanctuary of Perkunas Perkunas Shrines · city only 26t
Temple of Perkunas Perkunas Shrines · city only 24t
Altar of Perkunas Perkunas Shrines · castle only 24t★1

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

Giltine's Chosen

religious order, factional

Quality: Superior. Type: Religious Order (improved morale, reduced upkeep cost). Well equipped, these men make solid infantry, and their polearms make them effective against both foot and mounted foes.

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.

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

  • Frightens cavalry

    Lowers the morale of enemy cavalry nearby.

  • Free upkeep

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

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

Stats

Men
40
Melee
attack 9, charge 7 (axe)
Defence
armour 7, skill 7, shield 0
Morale
15 · Impetuous · Highly trained · never routs
Cost
658 florins, 658 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
+6 fatigue in hot climates

Where & when to recruit

Building From start
Altar of Giltine Giltine Shrines · city only Lithuania regions 211t
Altar of Giltine Giltine Shrines · city only Not in Lithuania regions 225t
Sanctuary of Giltine Giltine Shrines · city only Lithuania regions 26t
Sanctuary of Giltine Giltine Shrines · city only Not in Lithuania regions 29t
Temple of Giltine Giltine Shrines · city only Lithuania regions 24t
Temple of Giltine Giltine Shrines · city only Not in Lithuania regions 26t
Altar of Giltine Giltine Shrines · castle only Lithuania regions 26t
Altar of Giltine Giltine Shrines · castle only Not in Lithuania regions 29t

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

Ducal Noble Axemen

feudal levy, factional

Quality: Superior. Type: Early Professional. Warriors who through great skill and courage are allowed to carry two handed axes in battle. Even steel armour can be slashed. These professional axemen have powerful attacks and a medium level of defence.

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.

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

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

Stats

Men
48
Melee
attack 8, charge 5 (axe)
Defence
armour 7, skill 5, shield 0
Morale
6 · Normal discipline · Untrained
Cost
1620 florins, 609 upkeep, 2 turns to train
Mount effect
+1 vs Horse, +1 vs Camel
Terrain
-2 in sand, +1 in forest
Heat
+7 fatigue in hot climates

Where & when to recruit

Building From start Ostsiedlung~turn 111 Mindaugas~turn 205 A New Era Begins~turn 337
Drill Square Barracks · castle only Pagan ≥ 35% in region Lithuania regions 16t 16t 16t 16t
Drill Square Barracks · castle only Pagan ≥ 35% in region Not in Lithuania regions 18t 18t 18t 18t
Barracks Barracks · castle only Pagan ≥ 35% in region Lithuania regions 24t 24t 24t 24t
Barracks Barracks · castle only Pagan ≥ 35% in region Not in Lithuania regions 16t 16t 16t 16t
Armoury Barracks · castle only Pagan ≥ 35% in region Lithuania regions 33t 33t 33t 33t
Armoury Barracks · castle only Pagan ≥ 35% in region Not in Lithuania regions 24t 24t 24t 24t
Gedimino Hill Vilnius Lithuania regions Capital 214t 214t · ·
Lizdeika Pilis Vilnius Lithuania regions Capital 210t 210t · ·
Gedimino Tower Vilnius Lithuania regions Capital · 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 18 bonus pools for this unit that players don't.

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

Lithuanian Noble infantry

feudal knight, factional

Quality: Elite. Type: Feudal (low availability, often impetuous or of low discipline). As nobles, these men would of course ride into battle, but many would fight dismounted like in the old days. With their swords and mail armour, they are solid infantry and useful for killing enemy infantry.

Abilities

  • Hardy

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

  • Command

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

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

  • 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 8, skill 8, shield 5
Morale
14 · Impetuous · Highly trained
Cost
544 florins, 1087 upkeep, 1 turn to train
Terrain
-2 in sand, +2 in forest
Heat
+8 fatigue in hot climates

Where & when to recruit

Building Mindaugas~turn 205 A New Era Begins~turn 337 Lithuanian Empire~turn 405 Pike and Shot~turn 797
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better Pagan ≥ 50% in region 233t 233t 218t 29t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better Pagan ≥ 50% in region 225t 225t 314t 38t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better Pagan ≥ 50% in region 220t 220t 212t 27t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better Pagan ≥ 50% in region 217t 217t 310t 36t
Gedimino Hill Vilnius Lithuania regions Capital +20t +20t +20t +20t
Lizdeika Pilis Vilnius Lithuania regions Capital +14t +14t +14t +14t
Gedimino Tower Vilnius Lithuania regions Capital +11t +11t +11t +11t
Gedimino Pilis Vilnius Lithuania regions Capital · +9t +9t +9t

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

Lithuanian Heavy Swordsmen

feudal knight, factional

Quality: Superior. Type: Late Professional. Trained troops with good western style armour, and razor sharp steel swords, make these men absolutely devastating against lesser troops.

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
40
Melee
attack 6, charge 4 (sword)
Defence
armour 12, skill 7, shield 5
Morale
13 · Impetuous · Highly trained
Cost
616 florins, 1231 upkeep, 1 turn to train
Terrain
-1 in scrub, -3 in sand, +1 in forest, -1 in snow
Heat
+12 fatigue in hot climates

Where & when to recruit

Building A New Era Begins~turn 337 Full Plate Armor~turn 521
Armoury Barracks · castle only Pagan ≥ 35% in region 22t 31t
Gedimino Hill Vilnius Lithuania regions Capital · 214t
Lizdeika Pilis Vilnius Lithuania regions Capital · 210t
Gedimino Tower Vilnius Lithuania regions Capital · 28t
Gedimino Pilis Vilnius Lithuania regions Capital · 26t

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

Morass Scouts

tribal unit, regional, AOR unit

Local militia. Morale 6. These warriors are recruited from poor wood-dwellers. They have javelins and short swords, but neither armour, nor shields. They are excellent ambushers but should not engage in melee.

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • Peasant

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

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

Stats

Men
52
Missile
Militia Javelin: attack 10, range 50, 4 ammo
Melee
attack 3, charge 2 (sword)
Defence
armour 0, skill 5, shield 0
Morale
6 · Low discipline · Trained
Cost
374 florins, 374 upkeep, 1 turn to train
Mount effect
+6 vs Elephant
Terrain
+1 in scrub, -1 in sand, +3 in forest, +1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Building From start Hanseatic League Beginnings~turn 81 Ostsiedlung~turn 111 A New Era Begins~turn 337 Pavise Shields~turn 381 Lithuanian Empire~turn 405
Town Watch Barracks · city only +25t +25t +25t +25t · ·
Town Watch Barracks · city only Lithuania regions 220t 220t 220t 220t 220t ·
Town Watch Barracks · city only Not in Lithuania regions Prussia regions 220t 220t · · · ·
Town Watch Barracks · city only Hre regions Hanseatic Slavic Not in Unique1 regions 220t 220t · · · ·
Town Watch Barracks · city only Hre regions Hanseatic Slavic Unique1 regions 220t · · · · ·
Town Watch Barracks · city only Hre regions Hanseatic Slavic Poland regions 220t · · · · ·
Town Guard Barracks · city only Lithuania regions 220t 220t 220t 220t 220t ·
Town Guard Barracks · city only Pagan ≥ 25% in region +25t +25t +25t +25t · ·
Town Guard Barracks · city only Not in Lithuania regions Prussia regions 220t 220t · · · ·
Town Guard Barracks · city only Hre regions Hanseatic Slavic Not in Unique1 regions 220t 220t · · · ·
Town Guard Barracks · city only Hre regions Hanseatic Slavic Unique1 regions 220t · · · · ·
Town Guard Barracks · city only Hre regions Hanseatic Slavic Poland regions 220t · · · · ·
City Watch Barracks · city only Lithuania regions 220t 220t 220t 220t 220t ·
City Watch Barracks · city only Pagan ≥ 25% in region +25t +25t +25t +25t · ·
City Watch Barracks · city only Not in Lithuania regions Prussia regions 220t 220t · · · ·
City Watch Barracks · city only Hre regions Hanseatic Slavic Not in Unique1 regions 220t 220t · · · ·
City Watch Barracks · city only Hre regions Hanseatic Slavic Unique1 regions 220t · · · · ·
City Watch Barracks · city only Hre regions Hanseatic Slavic Poland regions 220t · · · · ·
Militia Drill Square Barracks · city only Lithuania regions 220t 220t 220t 220t 220t ·
Militia Drill Square Barracks · city only Pagan ≥ 25% in region +25t +25t +25t +25t · ·
Militia Drill Square Barracks · city only Not in Lithuania regions Prussia regions 220t 220t · · · ·
Militia Drill Square Barracks · city only Hre regions Hanseatic Slavic Not in Unique1 regions 220t 220t · · · ·
Militia Drill Square Barracks · city only Hre regions Hanseatic Slavic Unique1 regions 220t · · · · ·
Militia Drill Square Barracks · city only Hre regions Hanseatic Slavic Poland regions 220t · · · · ·
Militia Barracks Barracks · city only Needs Quarries or better +25t +25t +25t +25t · ·
Militia Barracks Barracks · city only Needs Quarries or better Lithuania regions 220t 220t 220t 220t 220t ·
Militia Barracks Barracks · city only Needs Quarries or better Not in Lithuania regions Prussia regions 220t 220t · · · ·
Militia Barracks Barracks · city only Needs Quarries or better Hre regions Hanseatic Slavic Not in Unique1 regions 220t 220t · · · ·
Militia Barracks Barracks · city only Needs Quarries or better Hre regions Hanseatic Slavic Unique1 regions 220t · · · · ·
Militia Barracks Barracks · city only Needs Quarries or better Hre regions Hanseatic Slavic Poland regions 220t · · · · ·
Army Barracks Barracks · city only Needs Stonemasons or better +25t +25t +25t +25t · ·
Army Barracks Barracks · city only Needs Stonemasons or better Lithuania regions 220t 220t 220t 220t 220t ·
Army Barracks Barracks · city only Needs Stonemasons or better Not in Lithuania regions Prussia regions 220t 220t · · · ·
Army Barracks Barracks · city only Needs Stonemasons or better Hre regions Hanseatic Slavic Not in Unique1 regions 220t 220t · · · ·
Army Barracks Barracks · city only Needs Stonemasons or better Hre regions Hanseatic Slavic Unique1 regions 220t · · · · ·
Army Barracks Barracks · city only Needs Stonemasons or better Hre regions Hanseatic Slavic Poland regions 220t · · · · ·
Mustering Hall Barracks · castle only Lithuania regions 220t 220t 220t 220t 220t ·
Mustering Hall Barracks · castle only Not in Lithuania regions Prussia regions 220t 220t · · · ·
Mustering Hall Barracks · castle only Pagan ≥ 25% in region Lithuania regions +14t +14t +14t +14t · ·
Mustering Hall Barracks · castle only Hre regions Hanseatic Slavic Not in Unique1 regions 220t 220t · · · ·
Mustering Hall Barracks · castle only Hre regions Hanseatic Slavic Unique1 regions 220t · · · · ·
Mustering Hall Barracks · castle only Hre regions Hanseatic Slavic Poland regions 220t · · · · ·
Garrison Quarters Barracks · castle only Lithuania regions 220t 220t 220t 220t 220t ·
Garrison Quarters Barracks · castle only Not in Lithuania regions Prussia regions 220t 220t · · · ·
Garrison Quarters Barracks · castle only Pagan ≥ 25% in region Lithuania regions +11t +11t +11t +11t · ·
Garrison Quarters Barracks · castle only Hre regions Hanseatic Slavic Not in Unique1 regions 220t 220t · · · ·
Garrison Quarters Barracks · castle only Hre regions Hanseatic Slavic Unique1 regions 220t · · · · ·
Garrison Quarters Barracks · castle only Hre regions Hanseatic Slavic Poland regions 220t · · · · ·
Drill Square Barracks · castle only Lithuania regions 220t 220t 220t 220t 220t ·
Drill Square Barracks · castle only Not in Lithuania regions Prussia regions 220t 220t · · · ·
Drill Square Barracks · castle only Pagan ≥ 25% in region Lithuania regions +9t +9t +9t +9t · ·
Drill Square Barracks · castle only Hre regions Hanseatic Slavic Not in Unique1 regions 220t 220t · · · ·
Drill Square Barracks · castle only Hre regions Hanseatic Slavic Unique1 regions 220t · · · · ·
Drill Square Barracks · castle only Hre regions Hanseatic Slavic Poland regions 220t · · · · ·
Barracks Barracks · castle only Lithuania regions 220t 220t 220t 220t 220t ·
Barracks Barracks · castle only Not in Lithuania regions Prussia regions 220t 220t · · · ·
Barracks Barracks · castle only Pagan ≥ 25% in region Lithuania regions +8t +8t +8t +8t · ·
Barracks Barracks · castle only Hre regions Hanseatic Slavic Not in Unique1 regions 220t 220t · · · ·
Barracks Barracks · castle only Hre regions Hanseatic Slavic Unique1 regions 220t · · · · ·
Barracks Barracks · castle only Hre regions Hanseatic Slavic Poland regions 220t · · · · ·
Armoury Barracks · castle only Lithuania regions 220t 220t 220t 220t 220t ·
Armoury Barracks · castle only Not in Lithuania regions Prussia regions 220t 220t · · · ·
Armoury Barracks · castle only Pagan ≥ 25% in region Lithuania regions +7t +7t +7t +7t · ·
Armoury Barracks · castle only Hre regions Hanseatic Slavic Not in Unique1 regions 220t 220t · · · ·
Armoury Barracks · castle only Hre regions Hanseatic Slavic Unique1 regions 220t · · · · ·
Armoury Barracks · castle only Hre regions Hanseatic Slavic Poland regions 220t · · · · ·
Gedimino Hill Vilnius Lithuania regions Capital Faction has 1–3 settlements +10t +10t +10t +10t +10t +10t
Lizdeika Pilis Vilnius Lithuania regions Capital Faction has 1–3 settlements +10t +10t +10t +10t +10t +10t
Gedimino Tower Vilnius Lithuania regions Capital Faction has 1–3 settlements · · +10t +10t +10t +10t
Gedimino Pilis Vilnius Lithuania regions Capital Faction has 1–3 settlements · · · +10t +10t +10t

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

Eastern Crossbow Militia

urban militia, factional

Local militia. Morale 4. Crossbow militia can be quickly levied to garrison town. Poorly armoured as they are expected to hide behind walls.

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 130, 18 ammo
Melee
attack 2, charge 1 (sword)
Defence
armour 1, skill 2, shield 0
Morale
4 · Low discipline · Untrained
Cost
413 florins, 413 upkeep, 2 turns to train
Terrain
-1 in sand, +1 in snow
Heat
+3 fatigue in hot climates

Where & when to recruit

Building From start Mindaugas~turn 205 Coat of Plates~turn 341 Lithuanian Empire~turn 405 Partial Plate Armor~turn 441
City Watch Barracks · city only Pagan ≥ 25% in region · 214t 211t 28t 211t
Militia Drill Square Barracks · city only Pagan ≥ 25% in region · 211t 29t 28t 29t
Militia Barracks Barracks · city only Needs Quarries or better · 29t 28t 27t 28t
Army Barracks Barracks · city only Needs Stonemasons or better · 28t 27t 26t 27t
Bowyer Ranges · castle only · 225t 214t 210t 28t
Practice Range Ranges · castle only · 214t 210t 28t 26t
Archery Range Ranges · castle only · 29t 28t 26t 25t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better · 37t 36t 35t 34t
Master Merchants' Guild Merchants' Guild Not in Hanseatic 111t · · · ·

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

Forest Archers

AOR unit

Local militia. Morale 8. These lowland hunters are recruited for their fine skills in shooting the large and small game. It is very handy on the battlefield. They are poorly armoured but have large shields.

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
War Arrow: attack 4, range 145, 30 ammo
Melee
attack 2, charge 2 (sword)
Defence
armour 0, skill 4, shield 3
Morale
8 · Low discipline · Trained
Cost
594 florins, 494 upkeep, 2 turns to train
Terrain
+1 in scrub, -1 in sand, +3 in forest, +1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Building From start Ostsiedlung~turn 111 Mindaugas~turn 205 A New Era Begins~turn 337 Lithuanian Empire~turn 405
Bowyer Ranges · castle only Lithuania regions 29t 29t 27t 27t 27t
Bowyer Ranges · castle only Norway regions or Denmark regions 220t 220t 220t 220t 220t
Bowyer Ranges · castle only Not in Tartar steppe Hungary regions or Serbia regions or Poland regions or Kievan Rus regions or Russia regions 212t 212t 212t 212t 29t
Bowyer Ranges · castle only Not in Russia regions Not in Poland regions Norway regions or Denmark regions +33t +33t +33t +33t +17t
Practice Range Ranges · castle only Lithuania regions 27t 27t 26t 26t 26t
Practice Range Ranges · castle only Norway regions or Denmark regions 220t 220t 220t 220t 220t
Practice Range Ranges · castle only Not in Tartar steppe Hungary regions or Serbia regions or Poland regions or Kievan Rus regions or Russia regions 210t 210t 210t 210t 28t
Practice Range Ranges · castle only Not in Russia regions Not in Poland regions Norway regions or Denmark regions +20t +20t +20t +20t +12t
Archery Range Ranges · castle only Lithuania regions 26t 26t 25t 25t 25t
Archery Range Ranges · castle only Norway regions or Denmark regions 220t 220t 220t 220t 220t
Archery Range Ranges · castle only Not in Tartar steppe Hungary regions or Serbia regions or Poland regions or Kievan Rus regions or Russia regions 28t 28t 28t 28t 27t
Archery Range Ranges · castle only Not in Russia regions Not in Poland regions Norway regions or Denmark regions +14t +14t +14t +14t +10t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Lithuania regions 25t 25t 24t 24t 24t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Norway regions or Denmark regions 220t 220t 220t 220t 220t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Not in Tartar steppe Hungary regions or Serbia regions or Poland regions or Kievan Rus regions or Russia regions 27t 27t 27t 27t 26t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Not in Russia regions Not in Poland regions Norway regions or Denmark regions +11t +11t +11t +11t +8t
Gedimino Hill Vilnius Lithuania regions Capital Faction has 1–3 settlements +10t +10t +10t +10t +10t
Lizdeika Pilis Vilnius Lithuania regions Capital Faction has 1–3 settlements +10t +10t +10t +10t +10t
Gedimino Tower Vilnius Lithuania regions Capital Faction has 1–3 settlements · +10t +10t +10t +10t
Gedimino Pilis Vilnius Lithuania regions Capital Faction has 1–3 settlements · · · +10t +10t

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

Slavic Levy Archers

feudal levy, factional

Peasant levies. Morale 3. Slavic Levy Archers are accustomed to using their bow for hunting. These peasant archers are armed with a small bow, and a knife.

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.

  • 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 1, shield 0
Morale
3 · Low discipline · Untrained
Cost
650 florins, 244 upkeep, 2 turns to train
Terrain
+1 in scrub, -1 in sand, +3 in forest, +1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Building From start Ostsiedlung~turn 111 Mindaugas~turn 205 Pavise Shields~turn 381
City Watch Barracks · city only Pagan ≥ 25% in region 217t 217t · ·
Militia Drill Square Barracks · city only Pagan ≥ 25% in region 212t 212t · ·
Militia Barracks Barracks · city only Needs Quarries or better 210t 210t · ·
Army Barracks Barracks · city only Needs Stonemasons or better 28t 28t · ·
Bowyer Ranges · castle only Not in Lithuania regions 29t 214t 214t 225t
Practice Range Ranges · castle only Not in Lithuania regions 27t 29t 29t 214t
Archery Range Ranges · castle only Not in Lithuania regions 26t 27t 27t 29t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Not in Lithuania regions 35t 36t 36t 37t

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

Baltic Crossbowmen

free professional, regional (guild)

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

Abilities

  • Area attack

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

  • Hardy

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

  • Mercenary

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

  • Mercenary disband

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

  • Free upkeep

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

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

Stats

Men
52
Missile
Crossbow Bolt: attack 8, range 140, 18 ammo
Melee
attack 2, charge 2 (sword)
Defence
armour 1, skill 3, shield 4
Morale
7 · Normal discipline · Trained
Cost
1580 florins, 594 upkeep, 2 turns to train
Terrain
+1 in scrub, -1 in sand, +2 in forest, +2 in snow
Heat
+3 fatigue in hot climates

Where & when to recruit

Building From start Hanseatic League Beginnings~turn 81 Ostsiedlung~turn 111 Hanseatic Cities Intensify Cooperation~turn 161 Mindaugas~turn 205 New Crossbow Mechanics Developed~turn 211 Lübeck Ascendancy~turn 231 The Trade Wars of the Hanseatic League~turn 285 Harbour cranes~turn 305 Die Kogge~turn 325 Confederation of Cologne~turn 401
City Watch Barracks · city only Before Fl Is Crowned Ruler +25t +25t +25t +25t +25t +25t +25t +25t +25t +25t +25t
City Watch Barracks · city only After Fl Is Crowned Ruler +14t +14t +14t +14t +14t +14t +14t +14t +14t +14t +14t
Militia Drill Square Barracks · city only Pagan ≥ 25% in region Before Fl Is Crowned Ruler +17t +17t +17t +17t +17t +17t +17t +17t +17t +17t +17t
Militia Drill Square Barracks · city only Pagan ≥ 25% in region After Fl Is Crowned Ruler +11t +11t +11t +11t +11t +11t +11t +11t +11t +11t +11t
Militia Barracks Barracks · city only Needs Quarries or better Before Fl Is Crowned Ruler +12t +12t +12t +12t +12t +12t +12t +12t +12t +12t +12t
Militia Barracks Barracks · city only Needs Quarries or better After Fl Is Crowned Ruler +9t +9t +9t +9t +9t +9t +9t +9t +9t +9t +9t
Army Barracks Barracks · city only Needs Stonemasons or better Before Fl Is Crowned Ruler +10t +10t +10t +10t +10t +10t +10t +10t +10t +10t +10t
Army Barracks Barracks · city only Needs Stonemasons or better After Fl Is Crowned Ruler +8t +8t +8t +8t +8t +8t +8t +8t +8t +8t +8t
Bowyer Ranges · castle only Before Fl Is Crowned Ruler +33t +33t +33t +33t +33t +33t +33t +33t +33t +33t +33t
Bowyer Ranges · castle only After Fl Is Crowned Ruler +20t +20t +20t +20t +20t +20t +20t +20t +20t +20t +20t
Practice Range Ranges · castle only Before Fl Is Crowned Ruler +20t +20t +20t +20t +20t +20t +20t +20t +20t +20t +20t
Practice Range Ranges · castle only After Fl Is Crowned Ruler +14t +14t +14t +14t +14t +14t +14t +14t +14t +14t +14t
Archery Range Ranges · castle only Before Fl Is Crowned Ruler +14t +14t +14t +14t +14t +14t +14t +14t +14t +14t +14t
Archery Range Ranges · castle only After Fl Is Crowned Ruler +11t +11t +11t +11t +11t +11t +11t +11t +11t +11t +11t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Before Fl Is Crowned Ruler +11t +11t +11t +11t +11t +11t +11t +11t +11t +11t +11t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better After Fl Is Crowned Ruler +9t +9t +9t +9t +9t +9t +9t +9t +9t +9t +9t
Baltic Trade Hansa Teutonica Hanseatic Needs Port or Needs Castle Port or Needs River Access After Crossbow in the Baltics · 217t 217t 217t 217t 217t 217t 217t 217t 217t 217t
Hanseatische Faktorei Hansa Teutonica Hanseatic England regions or Norway regions or Denmark regions or Russia regions · · · · · 214t★1 214t★1 214t★1 214t★1 214t★1 311t★1
Hanseatische Faktorei Hansa Teutonica Hanseatic England regions or Norway regions or Denmark regions or Russia regions After Crossbow in the Baltics · · · 217t 217t · · · · · ·
Hanseatische Kaufmänner Hansa Teutonica Hanseatic Hre regions or Poland regions or Prussia regions · · 214t 29t★1 29t★1 29t★1 29t★1 29t★1 29t★1 29t★1 29t★1
Hanseatischer Quartier Hansa Teutonica Hanseatic Hre regions or Poland regions or Prussia regions · · · · · · · · · 311t★1 38t★2
Holsteintor Hansa Teutonica Hanseatic Hre regions Poland regions · · · · · · 311t★4 311t★4 311t★4 311t★4 36t★4
Stalhof Hansa Teutonica Hanseatic Capital England regions · · · · · · · 214t 214t 214t 211t★1
Peterhof Hansa Teutonica Hanseatic Capital Russia regions · · · · · · · 214t 214t 214t 211t★1
Bryggen Hansa Teutonica Hanseatic Capital Norway regions · · · · · · · 214t 214t 214t 211t★1
Hanseatischer Kontor Hansa Teutonica Hanseatic Flemish France regions · · · · · · · 214t 214t 214t 211t★1
The Great Crane The Great Crane · city only Needs Port or better Needs Hanseatische Faktorei or better Poland regions Prussia regions Hanseatic · · · · · · · · +50t +50t +25t
Merchants' Guild Merchants' Guild · · · · 29t 29t 29t 29t 29t 29t 29t
Merchants' Guild Merchants' Guild Hanseatic · · · · · · · +20t +20t +20t +14t
Merchants' Guild Merchants' Guild After Crossbow in the Baltics 214t 214t 214t 214t · · · · · · ·
Merchants' Guild Merchants' Guild Hanseatic After Crossbow in the Baltics +33t +33t +33t +33t +33t +33t +33t · · · ·
Master Merchants' Guild Merchants' Guild · · · · 114t 114t 114t 114t 114t 114t 114t
Master Merchants' Guild Merchants' Guild Hanseatic 111t 111t 111t 111t · · · +17t +17t +17t +11t
Master Merchants' Guild Merchants' Guild Hanseatic After Crossbow in the Baltics +25t +25t +25t +25t +25t +25t +25t · · · ·
Merchants' Guild Headquarters Merchants' Guild Hanseatic · · · · · · · +12t +12t +12t +10t
Merchants' Guild Headquarters Merchants' Guild Hanseatic After Crossbow in the Baltics +17t +17t +17t +17t +17t +17t +17t · · · ·
Merchants' Guild Headquarters Merchants' Guild After Crossbow in the Baltics Hanseatic 28t 28t 28t 28t 28t 28t 28t 28t 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

Lithuanian Noble Sons

feudal knight, factional

Quality: Superior. Type: Feudal (low availability, often impetuous or of low discipline). Young troops from the noble families of Lithuania. They fight with an axe and javelin, the latter thrown before a charge to decrease enemy strength and morale before clashing hand-to-hand. To defend themselves they are equipped with good leather or a light chain shirt and a shield.

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • Pre-charge volley

    Throws or fires only just before charging into melee.

  • 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.

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

Stats

Men
40
Missile
Quality Javelin: attack 10, range 43, 3 ammo
Melee
attack 6, charge 3 (axe)
Defence
armour 7, skill 5, shield 5
Morale
12 · Impetuous · Highly trained
Cost
492 florins, 983 upkeep, 1 turn to train
Terrain
-2 in sand, +2 in forest
Heat
+7 fatigue in hot climates

Where & when to recruit

Building Mindaugas~turn 205 New Crossbow Mechanics Developed~turn 211 A New Era Begins~turn 337 Full Plate Armor~turn 521
Drill Square Barracks · castle only Pagan ≥ 35% in region Lithuania regions · 110t 110t 110t
Drill Square Barracks · castle only Pagan ≥ 35% in region Not in Lithuania regions · 112t 112t 112t
Barracks Barracks · castle only Pagan ≥ 35% in region Lithuania regions · 18t 18t 18t
Barracks Barracks · castle only Pagan ≥ 35% in region Not in Lithuania regions · 111t 111t 111t
Armoury Barracks · castle only Pagan ≥ 35% in region Lithuania regions · 17t 17t 17t
Armoury Barracks · castle only Pagan ≥ 35% in region Not in Lithuania regions · 110t 110t 110t
Gedimino Hill Vilnius Lithuania regions Capital 214t 214t 214t ·
Lizdeika Pilis Vilnius Lithuania regions Capital 210t 210t 210t ·
Gedimino Tower Vilnius Lithuania regions Capital 28t 28t 28t ·
Gedimino Pilis Vilnius Lithuania regions Capital · · 26t ·

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

Levy Arquebusiers

feudal levy, factional

Quality: Average. Type: Urban Professional (increased training time based on unit type and quality, higher proportion of disciplined units). With Lithuanias conversion to Christianity, they have not only gained a new faith, but a wealth of new technologies, gunpowder being one of them. Their implementation of this technology is very much the same as that of their Northern European counterparts, as is the deadly effect of the finished product when fired at close to moderate range.

Abilities

  • Armour piercing

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

  • Area attack

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

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

Men
48
Missile
Early Arquebus Bullet: attack 11, range 90, 12 ammo
Melee
attack 3, charge 2 (sword)
Defence
armour 0, skill 5, shield 0
Morale
6 · Normal discipline · Untrained
Cost
856 florins, 294 upkeep, 2 turns to train
Terrain
+1 in scrub, -1 in sand, +3 in forest, +1 in snow

Where & when to recruit

Building Matchlock Developed~turn 597
Militia Barracks Barracks · city only Needs Quarries or better 225t
Army Barracks Barracks · city only Needs Stonemasons or better 214t
Mustering Hall Barracks · castle only Pagan ≥ 25% in region 214t
Garrison Quarters Barracks · castle only Pagan ≥ 25% in region 211t
Drill Square Barracks · castle only Pagan ≥ 25% in region 29t
Barracks Barracks · castle only Pagan ≥ 25% in region 28t
Armoury Barracks · castle only Pagan ≥ 25% in region 27t
Gedimino Hill Vilnius Lithuania regions Capital +20t
Lizdeika Pilis Vilnius Lithuania regions Capital +14t
Gedimino Tower Vilnius Lithuania regions Capital +11t
Gedimino Pilis Vilnius Lithuania regions Capital +9t

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 Mindaugas~turn 205
Siege Works Siege · city only Needs Carpenters' Workshops or better 211t
Siege Works Siege · castle only 211t

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

Bombard

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

  • Stakes

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

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

Stats

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

Where & when to recruit

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

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

Grand Bombard

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

  • Stakes

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

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

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

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

Serpentine

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Launching

    Hits may throw men into the air.

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

  • Stakes

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

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

Stats

Men
12
Melee
attack 1, charge 1 (knife)
Defence
armour 1, skill 3, shield 0
Morale
11 · Normal discipline · Trained
Cost
2228 florins, 389 upkeep, 5 turns to train
Heat
+1 fatigue in hot climates

Where & when to recruit

Building Gothic Plate Armor~turn 641
Cannon Foundry Cannons · city only 17t
Cannon Foundry Cannons · castle only 18t

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

Cog

ship

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

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

Building From start Ostsiedlung~turn 111 Hanseatic Cities Intensify Cooperation~turn 161 Lübeck Ascendancy~turn 231 The Trade Wars of the Hanseatic League~turn 285 Die Kogge~turn 325
Port Ports · city only Needs Carpenters' Workshops or better 220t 220t 220t 220t 220t 220t
Port with Shipwright Ports · city only Needs Carpenters' Workshops or better 312t 312t 312t 312t 312t 312t
Port with Dockyard Ports · city only Needs Carpenters' Workshops or better 37t 37t 37t 37t 37t 37t
Great Harbour Ports · city only Needs Carpenters' Workshops or better 35t★1 35t★1 35t★1 35t★1 35t★1 35t★1
Port Ports · castle only Needs Carpenters' Workshops or better 220t 220t 220t 220t 220t 220t
Port with Shipwright Ports · castle only Needs Carpenters' Workshops or better 312t 312t 312t 312t 312t 312t
Port with Dockyard Ports · castle only Needs Carpenters' Workshops or better 37t 37t 37t 37t 37t 37t
Great Harbour Ports · castle only Needs Carpenters' Workshops or better 35t★1 35t★1 35t★1 35t★1 35t★1 35t★1
Hanseatische Faktorei Hansa Teutonica Hanseatic England regions or Norway regions or Denmark regions or Russia regions · · +10t +10t +5t +5t
Hanseatische Kaufmänner Hansa Teutonica Hanseatic Hre regions or Poland regions or Prussia regions · +7t +7t +7t +4t +4t
Hanseatischer Quartier Hansa Teutonica Hanseatic Hre regions or Poland regions or Prussia regions · · · · · +3t
Holsteintor Hansa Teutonica Hanseatic Hre regions Poland regions · · · +5t +3t +3t
Stalhof Hansa Teutonica Hanseatic Capital England regions · · · · +3t +3t
Peterhof Hansa Teutonica Hanseatic Capital Russia regions · · · · +3t +3t
Bryggen Hansa Teutonica Hanseatic Capital Norway regions · · · · +3t +3t
Hanseatischer Kontor Hansa Teutonica Hanseatic Flemish France regions · · · · +3t +3t

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

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

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

Holk

ship

Constructed with strong and durable oak, the Holk is an 11th century development of the Cog. It can hold and carry more troops for added defence and has a fore and aft castle added, giving the archers a better firing platform, as well as a place to mount small artillery, enhancing its already deadly capabilities.

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

Men
30
Melee
attack 10, charge 0
Defence
armour 0, skill 15, shield 0
Morale
14 · Normal discipline · Trained
Cost
1892 florins, 588 upkeep, 4 turns to train

Where & when to recruit

Building Die Kogge~turn 325 Confederation of Cologne~turn 401
Port with Shipwright Ports · city only Needs Carpenters' Workshops or better 220t 220t
Port with Dockyard Ports · city only Needs Carpenters' Workshops or better 212t 212t
Great Harbour Ports · city only Needs Carpenters' Workshops or better 37t★1 37t★1
Port with Shipwright Ports · castle only Needs Carpenters' Workshops or better 220t 220t
Port with Dockyard Ports · castle only Needs Carpenters' Workshops or better 212t 212t
Great Harbour Ports · castle only Needs Carpenters' Workshops or better 37t★1 37t★1
Hanseatische Faktorei Hansa Teutonica Hanseatic England regions or Norway regions or Denmark regions or Russia regions +10t +5t
Hanseatische Kaufmänner Hansa Teutonica Hanseatic Hre regions or Poland regions or Prussia regions +7t +4t
Hanseatischer Quartier Hansa Teutonica Hanseatic Hre regions or Poland regions or Prussia regions +5t +3t
Holsteintor Hansa Teutonica Hanseatic Hre regions Poland regions +5t +3t
Stalhof Hansa Teutonica Hanseatic Capital England regions +5t +3t
Peterhof Hansa Teutonica Hanseatic Capital Russia regions +5t +3t
Bryggen Hansa Teutonica Hanseatic Capital Norway regions +5t +3t
Hanseatischer Kontor Hansa Teutonica Hanseatic Flemish France regions +5t +3t

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

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

General's Bodyguard

feudal knight, bodyguard

Quality: Exceptional. These are truly formidable troops whose task it is to guard their master wherever he goes. Experienced and hardy, this elite unit fights with a spear, as is common in Eastern Europe. They are well protected by heavy lamellar armour. Fiercely loyal and disciplined, there is little this unit cannot take on.

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.

  • Thrown

    The missile is thrown rather than shot.

  • 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.

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

  • 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 Early Heavy Horse
Missile
Quality Cav Javelin: attack 12, range 55, 10 ammo
Melee
attack 5, charge 4 (sword)
Defence
armour 9, skill 6, shield 4
Morale
13 · Impetuous · Highly trained
Cost
232 florins, 463 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest
Heat
+6 fatigue in hot climates