SSHIM Guide

Almoravid Empire Units & recruitment

The Berber dynasty ruling from Marrakesh over North Africa and al-Andalus, defending Islamic Iberia against the Christian kingdoms.

Recruiting as Moors

No reforms of its own

The Almoravids have no faction reforms yet. Their army changes only through the world events below.

Help when the capital falls

If Murrākus (Marrakesh) is lost while you hold fewer than 8 settlements, the emirs 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.

World events that change your army

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

12 events
  1. 1

    Seafaring Innovation

    usually around turn 97 (~1180)

    Needs
    • Happens in 1180.

    UnlocksTrebuchet

    In-game event text

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

  2. 2

    Heavy Mail

    usually around turn 141 (~1202)

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

    UnlocksArmoured Moorish MilitiaMangonel

    In-game event text

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

  3. 3

    New Crossbow Mechanics Developed

    usually around turn 211 (~1237)

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

    UnlocksMercenary Granadine Crossbow Cavalry

    In-game event text

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

  4. 4

    Cannons Developed

    usually around turn 325 (~1294)

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

    UnlocksBombardLanternas

    In-game event text

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

  5. 5

    A New Era Begins

    usually around turn 337 (~1300)

    Needs
    • Happens in 1300.

    UnlocksGranadine LancersHeavy Archers

    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.

  6. 6

    Coat of Plates

    usually around turn 341 (~1302)

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

    UnlocksHeavy Spearmen

    RetiresShurtah Levies

    In-game event text

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

  7. 7

    Kankan Musa

    usually around turn 401 (~1332)

    Needs
    • Happens at a random point between 1327 and 1337.

    RetiresArab Infantry

    In-game event text

    Mansa Musa, was the ninth Mansa of the Mali Empire, one of the most powerful Islamic West African states. At the time of Musa's ascension to the throne, Mali in large part consisted of the territory of the former Ghana Empire, which Mali had conquered. The Mali Empire consisted of land that is now part of Guinea, Senegal, Mauritania, The Gambia and the modern state of Mali. Musa went on hajj to Mecca in 1324 and traveled with an enormous entourage and a vast supply of gold. En route, he spent time in Cairo, where his lavish gift-giving caused a noticeable drop in the price of gold for over a decade and garnered the attention of the wider Muslim world.

  8. 8

    Man-Made Inferno!

    usually around turn 401 (~1332)

    Needs
    • Happens in 1332.

    UnlocksHand Gunners

    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!

  9. 9

    Partial Plate Armor

    usually around turn 441 (~1352)

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

    UnlocksHalbyrd Militia

    In-game event text

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

  10. 10

    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.

  11. 11

    Matchlock Developed

    usually around turn 597 (~1430)

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

    RetiresArmoured Moorish Militia

    In-game event text

    A simple matchlock (often called a serpentine) is essentially an "S" shaped piece of metal with a central pivot which is attached to the side of a gun. By pulling on the bottom half of the pivot, the upper half, which holds a burning slow match (hemp or cotton rope soaked in saltpetre), is lowered into a pan containing a priming charge of powder to fire the gun. This allows the shooter to place the weapon on his shoulder and use both hands to aim, thus allowing him to concentrate on firing, rather than a match. The firearm that utilizes this device is known as the Arquebus. (c. Mid 15th century) A separate variety of matchlocks (called the snapping matchlock) has also been developed. In these, the serpentine is strongly spring-loaded, and released by pressing a button, pulling a trigger, or pulling a short string passing into the mechanism. As the match is often extinguished after its relatively violent collision with the flash pan, this type of matchlock has quickly fallen out of favour with regular soldiers, but is still often used in fine target weapons.

  12. 12

    Gothic Plate Armor

    usually around turn 641 (~1452)

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

    UnlocksCannon

    In-game event text

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

The crown: Al-Malik al-Nasir

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

  • Ganūb Maġreb al-Aksa (Murrākus) with Alcazar or better
  • Central Andalusia (Qurtubah) with Great Mosque of Cordoba or better
  • Algarve (Šilb), Central Andalusia (Qurtubah), Eastern Andalusia (Garnāta), Extremadura (Batalyaws), Murcia (Mursiyah), Western Andalusia (Išbīliyyah) with Alcazar of Alhambra or better
  • Sauad al-Irak (Baghdad) with Bayt al-Hikmaholy city

Lands you must hold

Castile-LaMancha (Toledo) Balearic Islands (Medina Mayurqa) Aragon (Zaragoza) Valencia (Balansiyya) Murcia (Mursiyah) Extremadura (Batalyaws) Western Andalusia (Išbīliyyah) Central Andalusia (Qurtubah) Eastern Andalusia (Garnāta) Tajo (Al-Ušbuna) Algarve (Šilb) Ganūb Maġreb al-Aksa (Murrākus) Šemāl Maġreb al-Aksa (Fās) Sahara (Sigilmāsa) Tilimsān

Not needed with a Strong Legacy.

AI version (12 settlements)

Castile-LaMancha (Toledo), Valencia (Balansiyya), Murcia (Mursiyah), Extremadura (Batalyaws), Western Andalusia (Išbīliyyah), Central Andalusia (Qurtubah), Eastern Andalusia (Garnāta), Tajo (Al-Ušbuna), Algarve (Šilb), Ganūb Maġreb al-Aksa (Murrākus), Šemāl Maġreb al-Aksa (Fās), Tilimsān

Buildings that depend on the crown

BuildingEffectUncrownedCrowned
AlcazarAlcazar Law+1+2
Gardens of AlhambraAlcazar Law+2+3
Alcazar of AlhambraAlcazar Law+2+3
Alcazar of ToledoAlcazar Law+2+3
Palacio de la AljaferíaAlcazar Law+2+3
Alcazar of LisbonAlcazar Law+2+3
Alcazar of FesAlcazar Law+2+3
Alcazar of TunisAlcazar Law+2+3

Units

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

Cavalry

Missile cavalry

Spear & pike infantry

Melee infantry

Missile infantry

Siege & artillery

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

Generals' bodyguards

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

Regional units & mercenaries

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

Fari Lancers

feudal knight, standard

Quality: Superior. Type: Feudal (low availability, often impetuous or of low discipline). Faris are feudal cavalry, holding land in exchange for military service. In western regions of the Ottoman empire especially, many Sipahis remained Christian. Lancers are drawn from the wealthier Fari who can afford the armour needed by close combat troops. They make solid cavalry who can ride down poorer quality infantry, while having enough mobility for flanking moves.

Abilities

  • Wedge

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

  • Very hardy

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

  • Formed charge

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

  • Knight

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

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

Stats

Men
24 · riding Mamluk Horse
Melee
attack 5, charge 8 (spear)
Defence
armour 6, skill 4, shield 4
Morale
11 · Impetuous · Highly trained
Cost
453 florins, 906 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
+1 in sand, -4 in forest, -1 in snow
Heat
+5 fatigue in hot climates

Where & when to recruit

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

Building From start Heavy Mail~turn 141
Landowners' Guards Landowners Needs Farms in Cleared Land or better 133t 125t
Provincial Council Landowners Needs Communal Farming or better 225t 218t
Local Nobility Landowners Needs Farms and Estates or better 318t 313t
Provincial Aristocracy Landowners Needs Agricultural Estates or better 313t 310t

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

Ahdath Cavalry Militia

urban militia, factional

Quality: Average. Type: Late Professional. Recruited from the many Arabs settled across North Africa and the Middle East, these men make useful light cavalry, able to chase off horse archers, run down light infantry, and to get round enemy flanks. Their armour can be also be upgraded, allowing them to take on heavier cavalry. Although used to a hot climate, they are not desert troops.

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.

  • Free upkeep

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

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

Stats

Men
32 · riding Eastern Horse
Melee
attack 4, charge 7 (spear)
Defence
armour 1, skill 2, shield 3
Morale
4 · Low discipline · Untrained
Cost
642 florins, 642 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, +1 in sand, -4 in forest, -2 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Always needs: Islam ≥ 25% in region

Building From start
Stables Stables · castle only 220t
Sheikh's Stables Stables · castle only 214t
Amir's Stables Stables · castle only Needs Carpenters' Workshops or better 211t
Sultan's Stables Stables · castle only Needs Carpenters' Workshops or better 29t
Caliph's Stables Stables · castle only Needs Quarries or better 28t

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

Mercenary Bedouin Cavalry

mercenary unit, regional, islam only (DM+EDB)

Quality: Average. Type: Mercenary (low recruitment and replenishment costs, often reduced morale and high upkeep). A nomadic desert people, Bedouin are hardy but unruly troops. Lightly equipped and well suited to desert fighting, they are useful for harassing archers and annoying enemy flanks. Although good for skirmishing, these warriors are not suited to prolonged melees.

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.

  • 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
28 · riding Eastern Horse
Melee
attack 4, charge 8 (spear)
Defence
armour 2, skill 3, shield 2
Morale
7 · Normal discipline · Trained
Cost
1432 florins, 537 upkeep, 2 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, +3 in sand, -4 in forest, -3 in snow
Heat
+2 fatigue in hot climates

Where & when to recruit

Always needs: Moors regions or Egypt regions or Zengid regions or Abbasid regions or Turks regions or Persian

Building From start
Caravansary Caravans · city only Caravan regions or Silk Road Not in Desert 214t
Silk Road Stop Caravans · city only Silk Road Not in Desert 210t★1
Caravansary Caravans · castle only Caravan regions or Silk Road Not in Desert 110t
Oasis Oasis Desert Faction leader policy: Protector (trait) 125t
Oasis with Granary Oasis Desert 125t
Desert Village Oasis Desert 114t
Irrigated Oasis Oasis Desert 211t
Extensively Irrigated Oasis Oasis Desert 29t★1

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

Tawashi Cavalry

slave professional, standard

Quality: Elite. Type: Late Professional. These Light Cavalrymen are disciplined and professional warriors. They are well trained and equipped with Swords, shields, a lance and light armour. They're very solid aggressive units, able to cut down enemy infantry or archers. They won't fare well against heavy cavalry though.

Abilities

  • Wedge

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

  • Armour piercing

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

  • Hardy

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

  • Formed charge

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

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

Stats

Men
32 · riding Arab Heavy Horse
Melee
attack 6, charge 8 (spear)
Defence
armour 6, skill 3, shield 3
Morale
10 · Normal discipline · Trained
Cost
1600 florins, 600 upkeep, 3 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
+1 in sand, -4 in forest, -1 in snow

Where & when to recruit

Building From start
Stables Stables · castle only Islam ≥ 35% in region Moors regions or Zengid regions or Egypt regions or Abbasid regions 214t
Stables Stables · castle only Islam ≥ 35% in region Not in Moors regions Not in Zengid regions Not in Egypt regions Not in Abbasid regions 220t
Sheikh's Stables Stables · castle only Islam ≥ 35% in region Moors regions or Zengid regions or Egypt regions or Abbasid regions 211t
Sheikh's Stables Stables · castle only Islam ≥ 35% in region Not in Moors regions Not in Zengid regions Not in Egypt regions Not in Abbasid regions 214t
Amir's Stables Stables · castle only Needs Carpenters' Workshops or better Islam ≥ 35% in region Moors regions or Zengid regions or Egypt regions or Abbasid regions 29t
Amir's Stables Stables · castle only Needs Carpenters' Workshops or better Islam ≥ 35% in region Not in Moors regions Not in Zengid regions Not in Egypt regions Not in Abbasid regions 211t
Sultan's Stables Stables · castle only Needs Carpenters' Workshops or better Moors regions or Zengid regions or Egypt regions or Abbasid regions 28t
Sultan's Stables Stables · castle only Needs Carpenters' Workshops or better Not in Moors regions Not in Zengid regions Not in Egypt regions Not in Abbasid regions 29t
Caliph's Stables Stables · castle only Needs Quarries or better Islam ≥ 35% in region Moors regions or Zengid regions or Egypt regions or Abbasid regions 27t
Caliph's Stables Stables · castle only Needs Quarries or better Islam ≥ 35% in region Not in Moors regions Not in Zengid regions Not in Egypt regions Not in Abbasid regions 28t

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

Saqaliba Guard

Elite Unit

ELITE/ MORALE 13/ DISCIPLINED/ HIGHLY TRAINED. Term derived from the Arabic siqlabí, (its plural is saqaliba) and which in turn comes from the Greek sklavinoi, which refers to slaves from Christian countries. It is usually translated as Slavs because many of them came from Eastern Europe (for example, several Muslim sources refer to the king of the Volga Bulgars as king of the saqaliba), but in a broad sense it refers to any Christian slave. It also refers to Christian slaves, particularly mercenaries in the medieval Arab world of North Africa, Sicily and al-Andalus.The ṣaqāliba were forced to perform a multitude of functions: servants, concubines of the harem, eunuchs, artisans, soldiers and even guards of the caliph. The existence of these Slavs in al-Andalus became more notable from the second half of the 10th century, when many of them, well educated, occupied significant positions in the administration, both palatine and Cordoban as well as provincial. They were usually castrated, although those destined for military service would not be. Being overthrown by their own palace guard is a risk faced by many rulers, and one way to prevent this is to hire guards from outside of their own cultures, who cannot hope to wield power themselves. Thus the Sultans of the Moors hire mercenary Christian Knights and also christian slaves to protect them. These magnificent troops use the best equipment ready to protect the Sultan, charging in the western 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.

  • Command

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

  • Hardy

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

  • 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 11 (spear)
Defence
armour 8, skill 4, shield 6
Morale
13 · Disciplined · Highly trained
Cost
2500 florins, 950 upkeep, 3 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest, -1 in snow
Heat
+5 fatigue in hot climates

Where & when to recruit

Always needs: Islam ≥ 50% in region

Building From start
Dar al-Imara Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs Madrasa or better Capital Zengid regions or Abbasid regions or Egypt regions or Moors regions or Turks regions or Rum regions 111t
Sultan's Palace Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs Jami'ah or better Capital Zengid regions or Abbasid regions or Egypt regions or Moors regions or Turks regions or Rum regions 211t★1
Alcazar Alcazar Without South Italy Building Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions Aragon regions or Spain regions or Portugal regions or Andalusian 125t
Gardens of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Andalusian Unique1 regions Aragon regions or Spain regions or Portugal regions or Andalusian 217t
Alcazar of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Andalusian Unique1 regions Aragon regions or Spain regions or Portugal regions or Andalusian 214t★1
Alcazar of Toledo Alcazar Without South Italy Building Needs Stonemasons or better Spain regions Unique1 regions Aragon regions or Spain regions or Portugal regions or Andalusian 217t
Palacio de la Aljafería Alcazar Without South Italy Building Needs Stonemasons or better Aragon regions Capital Aragon regions or Spain regions or Portugal regions or Andalusian 217t
Alcazar of Lisbon Alcazar Without South Italy Building Needs Stonemasons or better Portugal regions Unique1 regions Aragon regions or Spain regions or Portugal regions or Andalusian 217t

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

Black Guard

slave professional, factional

Quality: Elite. Type: Mercenary. Once the Almoravids conquered Al-Andalus, they established a unit called black guard to defend it. Those were slave warriors from north Africa, getting the best training and weaponry available.

Abilities

  • Wedge

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

  • Very hardy

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

  • Formed charge

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

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

Stats

Men
26 · riding Black Heavy Horse
Melee
attack 6, charge 11 (spear)
Defence
armour 8, skill 6, shield 4
Morale
11 · Disciplined · Highly trained
Cost
2621 florins, 906 upkeep, 4 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest, -1 in snow
Heat
+5 fatigue in hot climates

Where & when to recruit

Building From start
Dar al-Imara Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs Madrasa or better Catholic ≥ 70% in region North African Capital 111t
Sultan's Palace Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs Jami'ah or better Islam ≥ 70% in region North African Capital 311t★1
Alcazar Alcazar Without South Italy Building Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions Islam ≥ 50% in region North African 125t
Alcazar of Fes Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Berber Unique2 regions Islam ≥ 50% in region 214t
Alcazar of Tunis Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Berber Unique1 regions Islam ≥ 50% in region 214t

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

Granadine Lancers

feudal levy, factional

Quality: Superior. Type: Late Professional. These are close fighting heavy cavalry recruited from the Moors of southern Spain. Their equipment and fighting style has been influenced by their Christian foes, as they emphasise heavy armour and shock tactics more than the light cavalry tactics of their forebears.

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.

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

Stats

Men
32 · riding Eastern Horse
Melee
attack 5, charge 13 (spear)
Defence
armour 8, skill 4, shield 4
Morale
6 · Normal discipline · Untrained
Cost
2329 florins, 875 upkeep, 2 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, +1 in sand, -4 in forest, -2 in snow
Heat
+5 fatigue in hot climates

Where & when to recruit

Building A New Era Begins~turn 337
Stables Stables · castle only Islam ≥ 35% in region Islam ≥ 35% in region 220t
Sheikh's Stables Stables · castle only Islam ≥ 35% in region 214t
Amir's Stables Stables · castle only Needs Carpenters' Workshops or better Islam ≥ 35% in region 211t
Sultan's Stables Stables · castle only Needs Carpenters' Workshops or better 29t
Caliph's Stables Stables · castle only Needs Quarries or better Islam ≥ 35% in region 28t

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

Mercenary Bedouin Camel Riders

mercenary unit, regional (true)

Quality: Average. Type: Mercenary (low recruitment and replenishment costs, often reduced morale and high upkeep). A nomadic desert people, Bedouin are hardy but unruly troops. Lightly equipped but well suited to desert fighting, these warriors annoy enemies with their arrows, while letting the heat of the desert sap the strength of those that pursue them. Although best kept out of close combat, these warriors can be useful against lighter cavalry units, as horses dislike the smell and appearance of camels.

Abilities

  • Horde

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

  • Area attack

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

  • 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 cavalry

    Lowers the morale of enemy cavalry nearby.

  • 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
28 · riding Camel
Missile
Cav Arrow: attack 2, range 100, 30 ammo
Melee
attack 2, charge 4 (sword)
Defence
armour 1, skill 2, shield 2
Morale
7 · Normal discipline · Trained
Cost
1192 florins, 447 upkeep, 2 turns to train
Mount effect
-4 vs Elephant
Terrain
-1 in scrub, +5 in sand, -4 in forest, -3 in snow

Where & when to recruit

Always needs: Desert

Building From start
Caravan Stop Caravans · city only Caravan regions or Silk Road 125t
Caravansary Caravans · city only Caravan regions or Silk Road 214t
Silk Road Stop Caravans · city only Silk Road 210t★1
Caravan Stop Caravans · castle only Caravan regions or Silk Road 114t
Caravansary Caravans · castle only Caravan regions or Silk Road 210t
Desert Village Oasis Moors regions or Egypt regions or Zengid regions or Abbasid regions or Turks regions or Persian 114t
Irrigated Oasis Oasis Moors regions or Egypt regions or Zengid regions or Abbasid regions or Turks regions or Persian 214t
Extensively Irrigated Oasis Oasis Moors regions or Egypt regions or Zengid regions or Abbasid regions or Turks regions or Persian 214t★1

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

Andalusian Mudéjar Jinetes

AOR unit

REGIONAL TROOPS/ MORALE 7/ NORMAL DISCIPLINE/ TRAINED/AOR UNIT Mudéjar is a term derived from the Arabic word (transcribed as mudayaan, meaning "he who has been allowed to stay"), which is used to designate the Muslims who remained living in territory conquered by the Christians, although segregated in neighborhoods called morerías and less specifically aljamas and under their political control, during the period of the Reconquista, which developed throughout the Middle Ages in the Iberian Peninsula. The Granada War (1482-1492) provided the definitive extension of the concept of Mudéjares to all peninsular Muslims. In principle, the conditions of surrender allowed them to continue and exercise the Islamic religion; however, the failure of the Christians to comply with the agreed conditions gave rise to the first conflicts. Following the Albaicín revolt and that of the Mudejars of Granada in 1499, by decree of 1502 they were forced to convert to Christianity, thus becoming known as Moriscos, who despite this continued with their distinct customs and the clandestine practice of their religion. Descendants of Moors who settled in Iberia. These lightly armoured skirmishers are capable of forming a circle formation that provides constant fire against the enemy. They use their speed to stay out of harm's way until they can hurl their javelins, then close in when the enemy is sufficiently weakened.

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.

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

Stats

Men
32 · riding Medium Horse
Missile
Cav Javelin: attack 11, range 55, 6 ammo
Melee
attack 6, charge 5 (sword)
Defence
armour 5, skill 4, shield 4
Morale
7 · Normal discipline · Trained
Cost
1262 florins, 675 upkeep, 2 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, +1 in sand, -4 in forest, -2 in snow
Heat
+6 fatigue in hot climates

Where & when to recruit

Always needs: Andalusian

Building From start
Stables Stables · castle only 220t
Sheikh's Stables Stables · castle only 220t
Amir's Stables Stables · castle only Needs Carpenters' Workshops or better 220t
Sultan's Stables Stables · castle only Needs Carpenters' Workshops or better 220t
Caliph's Stables Stables · castle only Needs Quarries or better 220t
Alcazar Alcazar Without South Italy Building Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions 133t
Gardens of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Unique1 regions 220t
Alcazar of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Unique1 regions 220t★1

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

Berber Zenata Riders

AOR unit, tribal unit

REGIONAL TROOPS/ MORALE 8/ NORMAL DISCIPLINE/ TRAINED/IS PEASANT/ AOR UNIT Zenata (in Berber: Iznaten) are the variations of the name given to a group of Berber peoples during the medieval period, from which several current ethnic groups descend. The historian and traveller Ibn Khaldun relates that they were, together with the Masmuda and the Sanhaya, one of the three great Muslim Berber confederations of the Middle Ages. He added that these tribes, which were both nomadic and sedentary, as well as city builders, were concentrated in the Maghreb (in the Kingdom of Morocco): this is why he called the "Maghreb" the home of the Zenata. Already Islamised and allied with the Arabs, the Berbers marched on Hispania in 711, which caused numerous Zenatas to settle in al-Andalus. Leaving some cultural traits in the Iberian Peninsula (as an example of their equestrian skill the currently Castilian word caballero derives precisely from the Berber Zenetas). Despite everything, the Zenatas maintained a major political importance in the Maghreb and al-Andalus until the 13th century AD when new dynasties emerged, such as that of the Abdalwadíes in the Maghreb or the Benimerines in the Maghreb el Aqsa' (territory of present-day Morocco). The Zenatas also dominated areas of Morocco until the rise of the Wattásid dynasty in the 15th century. The Zenata Riders is a pretty important Berber tribe serving al-murabitun, mostly living in the arid and desert regions of North Africa and the Middle East. The heat of the desert makes armour unpopular with these men, but their loose-fitting robes give them protection both from the sun, and spent missiles or light blows. Armed with javelins these fast moving units are best against other light troops, or harassing enemy flanks where can stay out of harm's way.

Abilities

  • 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.

  • Cantabrian circle

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

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

Stats

Men
32 · riding Fast Pony
Missile
Militia Cav Javelin: attack 10, range 50, 6 ammo
Melee
attack 3, charge 5 (sword)
Defence
armour 2, skill 4, shield 1
Morale
8 · Normal discipline · Trained
Cost
1581 florins, 643 upkeep, 2 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, +3 in sand, -1 in forest, -3 in snow
Heat
+2 fatigue in hot climates

Where & when to recruit

Always needs: Berber

Building From start
Stables Stables · castle only +20t
Sheikh's Stables Stables · castle only +14t
Amir's Stables Stables · castle only Needs Carpenters' Workshops or better +11t
Sultan's Stables Stables · castle only Needs Carpenters' Workshops or better +9t
Caliph's Stables Stables · castle only Needs Quarries or better +8t
Ksar Ksar 120t
Khettara Ksar 214t
Khettara System Ksar 312t★1
Alcazar Alcazar Without South Italy Building Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions 125t
Alcazar of Fes Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Unique2 regions 225t
Alcazar of Tunis Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Unique1 regions 225t

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

Mercenary Granadine Crossbow Cavalry

feudal levy, regional

Quality: Average. Type: Local (lacks formal military training, typically low discipline and less morale). The crossbow is a favourite weapon of the men of Granada, being both easy to use, and effective against the armour of their Christian foes. These units combine it with the Eastern tradition of mobile warfare. Their mobility allows them to stay out of trouble while they reload.

Abilities

  • Area attack

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

  • Cantabrian circle

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

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
28 · riding Fast Pony
Missile
Cav Light Crossbow Bolt: attack 7, range 100, 30 ammo
Melee
attack 4, charge 6 (sword)
Defence
armour 7, skill 3, shield 0
Morale
5 · Normal discipline · Untrained
Cost
1330 florins, 500 upkeep, 3 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, +1 in sand, -4 in forest, -2 in snow
Heat
+4 fatigue in hot climates

Where & when to recruit

Building New Crossbow Mechanics Developed~turn 211 A New Era Begins~turn 337 Late era begins~turn 517
Stables Stables · castle only Islam ≥ 35% in region 225t 214t 210t
Sheikh's Stables Stables · castle only Islam ≥ 35% in region 214t 210t 28t
Amir's Stables Stables · castle only Needs Carpenters' Workshops or better Islam ≥ 35% in region 210t 28t 26t
Sultan's Stables Stables · castle only Needs Carpenters' Workshops or better 38t 36t 35t
Caliph's Stables Stables · castle only Needs Quarries or better Islam ≥ 35% in region 37t★1 36t★1 35t★1
Alcazar Alcazar Without South Italy Building Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions Islam ≥ 25% in region Aragon regions or Spain regions or Portugal regions or Andalusian 125t 125t 125t
Gardens of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Andalusian Unique1 regions Islam ≥ 25% in region Aragon regions or Spain regions or Portugal regions or Andalusian 220t 220t 220t
Alcazar of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Andalusian Unique1 regions Islam ≥ 25% in region Aragon regions or Spain regions or Portugal regions or Andalusian 220t★1 220t★1 220t★1
Alcazar of Toledo Alcazar Without South Italy Building Needs Stonemasons or better Spain regions Unique1 regions Islam ≥ 25% in region Aragon regions or Spain regions or Portugal regions or Andalusian 220t★1 220t★1 220t★1
Palacio de la Aljafería Alcazar Without South Italy Building Needs Stonemasons or better Aragon regions Capital Islam ≥ 25% in region Aragon regions or Spain regions or Portugal regions or Andalusian 220t★1 220t★1 220t★1
Alcazar of Lisbon Alcazar Without South Italy Building Needs Stonemasons or better Portugal regions Unique1 regions Islam ≥ 25% in region Aragon regions or Spain regions or Portugal regions or Andalusian 220t★1 220t★1 220t★1

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

Shurtah Levies

Peasant levies, factional

PEASANTS LEVIES/ MORALE 3/ LOW DISCIPLINE/ UNTRAINED/ FREE UPKEEP UNIT/ IS PEASANT. These troops are city dwellers usually called up to defend their homes in time of need, but sometimes pressed into action on foreign campaigns. They can serve as defensive units but these levies don't have the training or stomach to maintain a long fight.

Abilities

  • Braced spear

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

  • Free upkeep

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

  • Peasant

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

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

Stats

Men
60
Melee
attack 1, charge 2 (spear)
Defence
armour 0, skill 1, shield 3
Morale
3 · Low discipline · Untrained
Cost
287 florins, 287 upkeep, 1 turn to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
+1 in scrub, +1 in sand, +1 in forest, -1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Building From start Heavy Mail~turn 141
Town Watch Barracks · city only Islam ≥ 25% in region 111t 117t
Town Guard Barracks · city only Islam ≥ 25% in region 28t 211t
City Watch Barracks · city only Islam ≥ 25% in region 37t 38t
Militia Drill Square Barracks · city only Islam ≥ 25% in region 36t★1 37t★1
Militia Barracks Barracks · city only Needs Quarries or better Islam ≥ 25% in region 35t★2 36t★2
Army Barracks Barracks · city only Needs Stonemasons or better 44t★3 45t★3

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

Foot Fari Lancers

feudal knight, standard

Quality: Superior. Type: Feudal (low availability, often impetuous or of low discipline). Faris are feudal cavalry, holding land in exchange for military service. Lancers are drawn from the wealthier Faris who can afford the armour needed by close combat troops. Although more used to being mounted in battle, they can fight on foot as more than competent spearmen.

Abilities

  • Shield wall

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

  • Braced spear

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

  • Hardy

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

  • Command

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

  • Knight

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

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

Stats

Men
40
Melee
attack 4, charge 4 (spear)
Defence
armour 6, skill 7, shield 5
Morale
9 · Normal discipline · Trained
Cost
414 florins, 828 upkeep, 1 turn to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
-1 in sand, -4 in forest, -2 in snow
Heat
+3 fatigue in hot climates

Where & when to recruit

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

Building From start Heavy Mail~turn 141
Landowners' Guards Landowners Needs Farms in Cleared Land or better 133t 125t
Provincial Council Landowners Needs Communal Farming or better 225t 218t
Local Nobility Landowners Needs Farms and Estates or better 318t 313t
Provincial Aristocracy Landowners Needs Agricultural Estates or better 313t 310t

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

Ahdath Spear Militia

urban militia, factional

URBAN MILITIA/ MORALE 5/ NORMAL DISCIPLINE/ TRAINED/ FREE UPKEEP UNIT Ahdath Militias are richer townsfolk who have been levied into militia to guard their settlements. Better trained and equipped than most militias, these troops are armed with a spear and protected by mail. These are townsfolk who can look after themselves on any battlefield, useful for bolstering armies, with good defence against 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
60
Melee
attack 2, charge 2 (spear)
Defence
armour 1, skill 2, shield 3
Morale
5 · Normal discipline · Trained
Cost
503 florins, 503 upkeep, 1 turn to train
Mount effect
+3 vs Horse, +3 vs Camel
Terrain
+1 in sand, -2 in snow
Heat
+2 fatigue in hot climates

Where & when to recruit

Building From start Heavy Mail~turn 141 Coat of Plates~turn 341 Partial Plate Armor~turn 441 Full Plate Armor~turn 521
Town Watch Barracks · city only Islam ≥ 25% in region · 117t 18t 117t ·
Town Guard Barracks · city only Islam ≥ 25% in region 217t 211t 26t 211t ·
City Watch Barracks · city only Islam ≥ 25% in region 311t 38t 35t 38t ·
Militia Drill Square Barracks · city only Islam ≥ 25% in region 38t★1 37t★1 35t★1 37t★1 ·
Militia Barracks Barracks · city only Needs Quarries or better Islam ≥ 25% in region 37t★2 36t★2 34t★2 36t★2 ·
Army Barracks Barracks · city only Needs Stonemasons or better Islam ≥ 25% in region 46t★3 45t★3 44t★3 45t★3 ·
Mustering Hall Barracks · castle only Islam ≥ 25% in region 114t 114t 114t 114t 114t
Garrison Quarters Barracks · castle only Islam ≥ 25% in region 211t 211t 211t 211t 211t
Drill Square Barracks · castle only Islam ≥ 25% in region 29t★1 29t★1 29t★1 29t★1 29t★1
Barracks Barracks · castle only Islam ≥ 25% in region 39t★2 39t★2 39t★2 39t★2 39t★2
Armoury Barracks · castle only Islam ≥ 25% in region 39t★3 39t★3 39t★3 39t★3 39t★3
Walls of Alcazar Alcazar Without South Italy Building Needs Carpenters' Workshops or better Aragon regions or Spain regions or Portugal regions or Moors regions Not in Berber +20t +20t +20t +20t +20t
Alcazar Alcazar Without South Italy Building Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions Islam ≥ 25% in region Not in Berber 120t 120t 120t 120t 120t
Gardens of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Andalusian Unique1 regions Islam ≥ 25% in region Not in Berber 211t 211t 211t 211t 211t
Alcazar of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Andalusian Unique1 regions Islam ≥ 25% in region Not in Berber 211t★1 211t★1 211t★1 211t★1 211t★1
Alcazar of Toledo Alcazar Without South Italy Building Needs Stonemasons or better Spain regions Unique1 regions Islam ≥ 25% in region Not in Berber 211t★1 211t★1 211t★1 211t★1 211t★1
Palacio de la Aljafería Alcazar Without South Italy Building Needs Stonemasons or better Aragon regions Capital Islam ≥ 25% in region Not in Berber 211t★1 211t★1 211t★1 211t★1 211t★1
Alcazar of Lisbon Alcazar Without South Italy Building Needs Stonemasons or better Portugal regions Unique1 regions Islam ≥ 25% in region Not in Berber 211t★1 211t★1 211t★1 211t★1 211t★1

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

Mutatawwi'a Warriors

Religious Fanatics

RELIGIOUS FANATICS/ MORALE 16/ IMPETUOUS/TRAINED/ LOCK MORALE While many religious volunteers come bursting of faith but with little discipline and tools from which to achieve God's desires, the ranks of the Mutatawwi'a swell with veterans of battling infidel, heretic, or even fellow Muslim. Those who can afford mail, lamellar and quilted armour, who come into possession of stout iron-skinned shield and sturdy spear, form brotherhoods which ply their service for any pious Muslim ruler. Valuable men these are, motivated as well as their are adorned and armed, willing to pursue the will of the Almighty nothing short of victory or their own demise. GAMEPLAY NOTES: These muslim religious fanatics are excellent warriors with medium armour and good spear and shield, they will fight to the death to defend their faith and the sacred sites they defend. Useful against enemy cavalry, though they can also be employed against any enemy due to their combat resilience. They can be found available to Muslim factions after calling for and participating in a Jihad in their respective mosques,during a Jihad in the mercenary panel, and in unique buildings in Mecca, Jerusalem, and Baghdad, but only after having a high degree of Muslim conversion.

Abilities

  • Shield wall

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

  • Braced spear

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

  • Hardy

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

  • Mercenary

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

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

Stats

Men
80
Melee
attack 3, charge 5 (spear)
Defence
armour 6, skill 5, shield 4
Morale
16 · Impetuous · Trained · never routs
Cost
796 florins, 896 upkeep, 1 turn to train
Mount effect
+5 vs Horse, +5 vs Camel
Terrain
-1 in sand, -1 in forest, -2 in snow
Heat
+6 fatigue in hot climates

Where & when to recruit

Building From start
Small Masjid Mosques · city only Needs Logging Camps or better After Jihad Ongoing 111t
Masjid Mosques · city only Needs Carpenters' Workshops or better After Jihad Ongoing 19t
Minareted Masjid Mosques · city only Needs Quarries or better After Jihad Ongoing 28t
Jama Mosques · city only Needs Stonemasons or better After Jihad Ongoing 26t
Jama Kabir Mosques · city only Needs Stonemasons or better After Jihad Ongoing 35t
Bayt al-Hikma Education · city only Needs Stonemasons or better Needs Jama or better Capital Abbasid regions Turks regions Islam ≥ 70% in region 312t
Kubbat as-Sakhra Holy Place · city only Levant (Jerusalem) Capital Islam ≥ 70% in region 212t
Glorious Kubbat as-Sakhra Holy Place · city only Levant (Jerusalem) Capital Islam ≥ 70% in region 312t
al-Ka'bah al-Ka'bah · city only Islam ≥ 50% in region Desert Unique1 regions Islam ≥ 70% in region 212t
Masjid al-Ka'bah al-Ka'bah · city only Islam ≥ 50% in region Desert Unique1 regions Islam ≥ 70% in region 312t

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

Arab Infantry

feudal levy, factional

Quality: Average. Type: Late Professional. Recruited from the many Arabs settled across North Africa and the Middle East, usually fighting mounted, they will dismount for duties that demand it. Although used to a hot climate, they are not desert 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.

  • Braced spear

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

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

Stats

Men
60
Melee
attack 3, charge 3 (spear)
Defence
armour 5, skill 3, shield 5
Morale
7 · Disciplined · Trained
Cost
1417 florins, 533 upkeep, 2 turns to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
+1 in sand, +1 in forest, -2 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Building From start Battle of Hattin~turn 143 The barid~turn 261
Town Guard Barracks · city only Islam ≥ 35% in region 125t 117t 112t
City Watch Barracks · city only Islam ≥ 35% in region 117t 112t 110t
Militia Drill Square Barracks · city only Islam ≥ 35% in region 212t★1 210t★1 28t★1
Militia Barracks Barracks · city only Needs Quarries or better Islam ≥ 35% in region 210t★1 28t★1 27t★1
Army Barracks Barracks · city only Needs Stonemasons or better Islam ≥ 35% in region 28t★3 27t★3 26t★3
Garrison Quarters Barracks · castle only Islam ≥ 25% in region 125t 117t 112t
Drill Square Barracks · castle only Islam ≥ 25% in region 117t★1 112t★1 110t★1
Barracks Barracks · castle only Islam ≥ 25% in region 212t★2 210t★2 28t★2
Armoury Barracks · castle only Islam ≥ 25% in region 210t★3 28t★3 27t★3

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

The AI also gets 18 bonus pools for this unit that players don't.

Berber Lamtuna Spearmen

AOR Unit, tribal unit

REGIONAL TROOPS/ MORALE 12/ DISCIPLINED/ TRAINED/IS PEASANT/ AOR UNIT Lamtuna Berber spearmen recruited from their homes in North Africa, are very brave and fierce although they have little armor.Renown for their fierceness and discipline, Lamtuna are a nomadic tribe of Saharan Berbers whose troops played a large role in the initial Moorish conquest of Spain and Portugal.The Lamtunas were a nomadic Berber clan belonging to the Sanhaya and which traditionally provided the dynasties of chiefs, princes, kings and emirs who governed the States, confederations and kingdoms founded by this ethnic group. They inhabited the territories ranging from Sus in Morocco to the Adrar Plateau in Mauritania. During the period of the Almoravid dynasty, marked by the religious rigor imposed by Abdallah Ben Yasin, many Lamtunas and Sanhayas emigrated to the north. The Lamtunas formed the central nucleus of the Almoravids. These troops are equipped with a long spear, but wear little armour. Useful for defending against cavalry, they can hold a solid line, but are vulnerable to missile fire.

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.

  • 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.

  • Peasant

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

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

Stats

Men
64
Melee
attack 4, charge 4 (spear)
Defence
armour 2, skill 5, shield 2
Morale
12 · Disciplined · Trained
Cost
1575 florins, 678 upkeep, 2 turns to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
+3 in sand, +1 in forest, -2 in snow

Where & when to recruit

Always needs: Berber

Building From start
Garrison Quarters Barracks · castle only +20t
Drill Square Barracks · castle only +14t
Barracks Barracks · castle only +11t
Armoury Barracks · castle only +9t
Agadir Ksar 120t
Ksar Ksar 220t
Khettara Ksar 214t★1
Khettara System Ksar 310t★1
Walls of Alcazar Alcazar Without South Italy Building Needs Carpenters' Workshops or better Aragon regions or Spain regions or Portugal regions or Moors regions +12t
Alcazar Alcazar Without South Italy Building Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions 19t
Alcazar of Fes Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Unique2 regions 27t
Alcazar of Tunis Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Unique1 regions 27t

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

The AI also gets 18 bonus pools for this unit that players don't.

Andalusian Spearmen

AOR unit

REGIONAL TROOPS/ MORALE 7/ NORMAL DISCIPLINE/ TRAINED/ AOR UNIT Recruited among the Mudejar, Mozarabic and Moorish inhabitants of Al-Andalus in the Iberian Peninsula, they will serve the dignitary who protects their lands. Armed as a solid infantry, it can face both Christian cavalry charges and Muslim incursions. Accustomed to living on the Andalusian border and its frequent iberian warfare or "cabalgadas or razzias" on both sides, these men have become hardened and have a decent morale in battle. These men make for great defensive infantry. Equipped with spears, armored in mail and good shields, these units are well suited to counter the heavy armored knights or other infantry.

Abilities

  • Schiltrom

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

  • Braced spear

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

  • Hardy

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

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

Stats

Men
48
Melee
attack 3, charge 3 (spear)
Defence
armour 6, skill 3, shield 6
Morale
7 · Normal discipline · Trained
Cost
1620 florins, 562 upkeep, 2 turns to train
Mount effect
+3 vs Horse, +3 vs Camel
Terrain
+1 in scrub, +2 in forest, -1 in snow
Heat
+7 fatigue in hot climates

Where & when to recruit

Always needs: Andalusian

Building From start
Town Watch Barracks · city only 214t
Town Guard Barracks · city only 214t
City Watch Barracks · city only 214t
Militia Drill Square Barracks · city only 214t
Militia Barracks Barracks · city only Needs Quarries or better 214t
Army Barracks Barracks · city only Needs Stonemasons or better 214t
Mustering Hall Barracks · castle only 214t
Garrison Quarters Barracks · castle only 214t
Drill Square Barracks · castle only 214t
Barracks Barracks · castle only 214t
Armoury Barracks · castle only 214t
Alcazar Alcazar Without South Italy Building Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions 120t
Gardens of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Unique1 regions 214t
Alcazar of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Unique1 regions 214t★1

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

Berber Guard

AOR Unit, tribal unit

REGIONAL TROOPS/ MORALE 12 / DISCIPLINED/ TRAINED/IS PEASANT/ AOR UNIT The Berber Guard are the best of the Berber tribes of northern Africa. They use the traditional pike, which makes them slow but deadly to enemy horses. They will fight in close combat against their enemies, accustomed to the heat they have no rival in desert areas but their light armor will make them quite vulnerable to enemy arrows. A wise General will use this unit in front of archers or javelins to protect them.

Abilities

  • Long spear

    Bonus when fighting cavalry, penalty against infantry.

  • Long pike

    Very long pikes, used in phalanx formation.

  • 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.

  • 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 4, charge 4 (spear)
Defence
armour 2, skill 3, shield 0
Morale
12 · Disciplined · Trained
Cost
1891 florins, 704 upkeep, 2 turns to train
Mount effect
+4 vs Horse, +4 vs Camel
Terrain
+3 in sand, +1 in forest, -2 in snow

Where & when to recruit

Always needs: Berber

Building From start Late era begins~turn 517
Mustering Hall Barracks · castle only · +20t
Garrison Quarters Barracks · castle only · +20t
Drill Square Barracks · castle only · +14t
Barracks Barracks · castle only · +11t
Armoury Barracks · castle only · +9t
Khettara Ksar 111t 45t
Khettara System Ksar 211t 55t
Walls of Alcazar Alcazar Without South Italy Building Needs Carpenters' Workshops or better Aragon regions or Spain regions or Portugal regions or Moors regions · +33t
Alcazar Alcazar Without South Italy Building Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions 120t 110t
Alcazar of Fes Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Unique2 regions 220t 26t
Alcazar of Tunis Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Unique1 regions 220t 26t

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

Heavy Spearmen

slave professional, standard

Quality: Average. Type: Late Professional. These Armoured Spearmen are disciplined and professional warriors, drawn from the higher classes. They are well trained and are well equipped with long spears, large shields and excellent armour. They're very solid defensive units, able to resist attacks from both foot and horse, so long as they are well supported. If necessary they can form a defensive circle.

Abilities

  • Schiltrom

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

  • Braced spear

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

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

Stats

Men
60
Melee
attack 3, charge 3 (spear)
Defence
armour 10, skill 3, shield 7
Morale
9 · Disciplined · Trained
Cost
1689 florins, 869 upkeep, 4 turns to train
Mount effect
+4 vs Horse, +4 vs Camel
Terrain
-2 in snow
Heat
+5 fatigue in hot climates

Where & when to recruit

Always needs: Islam ≥ 35% in region

Building Coat of Plates~turn 341
Garrison Quarters Barracks · castle only 125t
Drill Square Barracks · castle only 217t
Barracks Barracks · castle only 212t★1
Armoury Barracks · castle only 310t★3

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

The AI also gets 18 bonus pools for this unit that players don't.

Bedouin Infantry

tribal unit, mercenary (false DM+EDB)

Quality: Average. Type: Local (lacks formal military training, typically low discipline and less morale). Bedouin Infantry are light and fast warriors who have some skill in combat and are equipped with a mere scimitar. They are useful against both archers and other infantry. They act as supporting units for heavier and better units, but cannot be expected to endure for long on an open battlefield.

Abilities

  • 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 5, charge 3 (sword)
Defence
armour 1, skill 6, shield 0
Morale
10 · Low discipline · Trained
Cost
1393 florins, 523 upkeep, 2 turns to train
Terrain
+3 in sand, +1 in forest, -3 in snow

Where & when to recruit

Always needs: Moors regions or Egypt regions or Zengid regions or Abbasid regions or Turks regions or Persian

Building From start
Caravan Stop Caravans · city only Caravan regions or Silk Road Not in Desert 125t
Caravansary Caravans · city only Caravan regions or Silk Road Not in Desert 214t
Silk Road Stop Caravans · city only Silk Road Not in Desert 210t★1
Caravan Stop Caravans · castle only Caravan regions or Silk Road Not in Desert 114t
Caravansary Caravans · castle only Caravan regions or Silk Road Not in Desert 210t
Oasis Oasis Desert Faction leader policy: Protector (trait) 125t
Oasis with Granary Oasis Desert Faction leader policy: Protector (trait) 125t
Desert Village Oasis Desert 225t
Irrigated Oasis Oasis Desert 314t
Extensively Irrigated Oasis Oasis Desert 311t★1

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

Foot Saqaliba Guard

Elite Unit

ELITE/ MORALE 13/ DISCIPLINED/ HIGHLY TRAINED. Term derived from the Arabic siqlabí, (its plural is saqaliba) and which in turn comes from the Greek sklavinoi, which refers to slaves from Christian countries. It is usually translated as Slavs because many of them came from Eastern Europe (for example, several Muslim sources refer to the king of the Volga Bulgars as king of the saqaliba), but in a broad sense it refers to any Christian slave. It also refers to Christian slaves, particularly mercenaries in the medieval Arab world of North Africa, Sicily and al-Andalus.The ṣaqāliba were forced to perform a multitude of functions: servants, concubines of the harem, eunuchs, artisans, soldiers and even guards of the caliph. The existence of these Slavs in al-Andalus became more notable from the second half of the 10th century, when many of them, well educated, occupied significant positions in the administration, both palatine and Cordoban as well as provincial. They were usually castrated, although those destined for military service would not be. Being overthrown by their own palace guard is a risk faced by many rulers, and one way to prevent this is to hire guards from outside of their own cultures, who cannot hope to wield power themselves. Thus the Sultans of the Moors hire mercenary Christian Knights and Christian slaves to protect them. These magnificent troops use the best equipment ready to protect the Sultan, Fighting on foot, they are a solid heavy infantry worthy of facing other enemy knights.

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.

  • Knight

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

  • Command

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

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

Stats

Men
48
Melee
attack 8, charge 4 (sword)
Defence
armour 8, skill 8, shield 6
Morale
13 · Disciplined · Highly trained
Cost
2300 florins, 795 upkeep, 2 turns to train
Terrain
-2 in sand, +2 in forest, -1 in snow
Heat
+5 fatigue in hot climates

Where & when to recruit

Building From start
Dar al-Imara Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs Madrasa or better Islam ≥ 50% in region Capital Zengid regions or Abbasid regions or Egypt regions or Moors regions or Turks regions or Rum regions 111t
Sultan's Palace Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs Jami'ah or better Islam ≥ 50% in region Capital Zengid regions or Abbasid regions or Egypt regions or Moors regions or Turks regions or Rum regions 211t★1
Alcazar Alcazar Without South Italy Building Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions Islam ≥ 50% in region Aragon regions or Spain regions or Portugal regions or Andalusian 125t
Gardens of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Andalusian Unique1 regions Islam ≥ 50% in region Aragon regions or Spain regions or Portugal regions or Andalusian 212t
Alcazar of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Andalusian Unique1 regions Islam ≥ 50% in region Aragon regions or Spain regions or Portugal regions or Andalusian 211t★1
Alcazar of Toledo Alcazar Without South Italy Building Needs Stonemasons or better Spain regions Unique1 regions Islam ≥ 50% in region Aragon regions or Spain regions or Portugal regions or Andalusian 212t
Palacio de la Aljafería Alcazar Without South Italy Building Needs Stonemasons or better Aragon regions Capital Islam ≥ 50% in region Aragon regions or Spain regions or Portugal regions or Andalusian 212t
Alcazar of Lisbon Alcazar Without South Italy Building Needs Stonemasons or better Portugal regions Unique1 regions Islam ≥ 50% in region Aragon regions or Spain regions or Portugal regions or Andalusian 212t
Kubbat as-Sakhra Holy Place · city only Levant (Jerusalem) Capital Islam ≥ 50% in region 114t
Glorious Kubbat as-Sakhra Holy Place · city only Levant (Jerusalem) Capital Islam ≥ 70% in region 314t★1

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

Armoured Moorish Militia

Urban militia, factional

URBAN MILITIA/ MORALE 6/ NORMAL DISCIPLINE/ TRAINED/ FREE UPKEEP UNIT These Moorish Urban Militia are well armoured and trained troops, far superior to most militias who are little more than levied peasants. Used widely by the Alohas to garrison and defend settlements in Moorish settlements whether in Iberia or in the North African possessions, these troops are equipped with a sword and are a useful addition to any army.

Abilities

  • Free upkeep

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

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

Stats

Men
60
Melee
attack 3, charge 2 (sword)
Defence
armour 7, skill 6, shield 5
Morale
6 · Normal discipline · Trained
Cost
730 florins, 730 upkeep, 2 turns to train
Terrain
-1 in scrub, -3 in snow
Heat
+7 fatigue in hot climates

Where & when to recruit

Always needs: Islam ≥ 35% in region

Building Heavy Mail~turn 141 Coat of Plates~turn 341 Full Plate Armor~turn 521
City Watch Barracks · city only 114t 19t 17t
Militia Drill Square Barracks · city only 29t 27t 26t
Militia Barracks Barracks · city only Needs Quarries or better 27t★1 26t★1 25t★1
Army Barracks Barracks · city only Needs Stonemasons or better 36t★3 35t★3 34t★3

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

The AI also gets 18 bonus pools for this unit that players don't.

Halbyrd Militia

urban militia, standard

Quality: Militia. Type: Urban Militia (reduced morale in the field). Halberd Militia are townsfolk who have been levied into the militia to guard their settlements. Better trained and equipped than most militias, These townsfolk carry long halberds that can fend off cavalry and crush the most heavily armoured of foes.

Abilities

  • Armour piercing

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

  • Free upkeep

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

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

Stats

Men
60
Melee
attack 5, charge 4 (axe)
Defence
armour 4, skill 6, shield 0
Morale
6 · Low discipline · Untrained
Cost
440 florins, 440 upkeep, 1 turn to train
Mount effect
+6 vs Horse, +6 vs Camel
Terrain
-1 in forest, -2 in snow
Heat
+4 fatigue in hot climates

Where & when to recruit

Always needs: Islam ≥ 25% in region

Building Partial Plate Armor~turn 441 Full Plate Armor~turn 521
Militia Drill Square Barracks · city only 24t 33t
Militia Barracks Barracks · city only Needs Quarries or better 33t 42t
Army Barracks Barracks · city only Needs Stonemasons or better 42t 51t

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

Berber Sanhaja Skirmishers

AOR unit, tribal unit

REGIONAL TROOPS/ MORALE 8 / NORMAL DISCIPLINE/ TRAINED/IS PEASANT/ AOR UNIT The Sanhaja (Ṣanhaja or Znaga; Berber languages: Aẓnag,) were once one of the largest Berber tribal confederations, along with the Zanata and Masmuda confederations. The Sanhaja dynasties of the Zirids and the Hammadids controlled Ifriqiya until the 12th century and established their rule in all the countries of the Maghreb region. In the mid-11th century, a group of Sanhaja chiefs returning from the Hajj (pilgrimage to Mecca) invited the theologian Ibn Yasin to preach among their tribes. Ibn Yasin united the tribes in the Almoravid alliance in the mid-11th century. This confederation subsequently established Morocco and conquered western Algeria and Al-Andalus (part of present-day Spain). The Almoravids and Almohads used many of those men from the Berber tribes of northern Africa. They are good with the javelin, but lack the equipment for close combat. A wise General will use this unit behind a spear or pike phalanx, devastating enemy lines.

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.

  • 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 9, range 50, 4 ammo
Melee
attack 2, charge 1 (sword)
Defence
armour 2, skill 2, shield 1
Morale
8 · Normal discipline · Trained
Cost
734 florins, 388 upkeep, 1 turn to train
Mount effect
+6 vs Elephant
Terrain
+3 in sand, +1 in forest, -3 in snow

Where & when to recruit

Always needs: Berber

Building From start Late era begins~turn 517
Mustering Hall Barracks · castle only +20t ·
Garrison Quarters Barracks · castle only +20t ·
Drill Square Barracks · castle only +14t ·
Barracks Barracks · castle only +11t ·
Armoury Barracks · castle only +9t ·
Rocky Hill Ksar 225t 225t
Agadir Ksar 220t 220t
Ksar Ksar 217t 217t
Khettara Ksar 214t★1 214t★1
Khettara System Ksar 312t★1 312t★1
Alcazar of Fes Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Unique2 regions 220t 220t
Alcazar of Tunis Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Unique1 regions 220t 220t

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

Ahdath Archers

feudal levy, standard

Quality: Average. Type: Local (lacks formal military training, typically low discipline and less morale). A mixture of settled tribesmen, farmers and conquered peoples, these archers come from the bottom end of the turkish society. Used to hunting with a bow and living a harsh existence, these troops are reasonably hardy and proficient with their bows, but will melt away quickly in melee combat. Useful for harassing enemy archers and flanks.

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.

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

Stats

Men
56
Missile
Composite Arrow: attack 3, range 165, 30 ammo
Melee
attack 1, charge 1 (knife)
Defence
armour 1, skill 3, shield 0
Morale
3 · Low discipline · Untrained
Cost
848 florins, 318 upkeep, 2 turns to train
Terrain
-2 in snow
Heat
+2 fatigue in hot climates

Where & when to recruit

Always needs: Islam ≥ 25% in region

Building From start High era begins~turn 209 A New Era Begins~turn 337 Late era begins~turn 517
Bowyer Ranges · castle only · 18t 111t 111t
Bowyer Ranges · castle only Before High Era 111t 111t 111t 111t
Practice Range Ranges · castle only · 26t 28t 28t
Practice Range Ranges · castle only Before High Era 28t 28t 28t 28t
Archery Range Ranges · castle only · 35t★1 37t★1 37t★1
Archery Range Ranges · castle only Before High Era 37t★1 37t★1 37t★1 37t★1
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better · 35t★3 37t★3 37t★3
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Before High Era 37t★3 37t★3 37t★3 37t★3

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

Berber Masmuda Archers

AOR Unit, tribal unit

REGIONAL TROOPS/ MORALE 8/ NORMAL DISCIPLINE/ TRAINED/IS PEASANT/ AOR UNIT Masmuda Berber archers from North Africa, experienced in battle and very resistant to desert terrain, will be the nightmare of the enemy who invades their lands after a rain of arrows. Ibn Tumart united the various Masmuda tribes at the beginning of the 12th century and founded the Almohads who, in time, would occupy the Maghreb and Al-Andalus. With the fall of the Almohads, however, the characteristics of the Masmuda way of life survived. Some peoples descended from the Masmuda are the Haha and the Chleuh in the Atlas. The Moorish factions as Almoravids and Almohads used many of those men from the Berber tribes of northern Africa. They are adept with the bow, but lack the equipment for close combat. A wise General will use this unit to pepper the enemy with arrows, but will keep them out of harm's way.

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.

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

Stats

Men
48
Missile
Composite Arrow: attack 3, range 165, 18 ammo
Melee
attack 2, charge 3 (sword)
Defence
armour 2, skill 3, shield 1
Morale
8 · Normal discipline · Trained
Cost
955 florins, 395 upkeep, 2 turns to train
Terrain
+3 in sand, +1 in forest, -3 in snow

Where & when to recruit

Always needs: Berber

Building From start
Bowyer Ranges · castle only +11t
Practice Range Ranges · castle only +9t
Archery Range Ranges · castle only +8t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better +7t
Agadir Ksar 120t
Ksar Ksar 217t
Khettara Ksar 214t★1
Khettara System Ksar 312t★1
Alcazar of Fes Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Unique2 regions 225t
Alcazar of Tunis Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Unique1 regions 225t

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

Andalusian Crossbowmen

AOR unit

REGIONAL TROOPS/ MORALE 7/ NORMAL DISCIPLINE/ TRAINED/ AOR UNIT Recruited among the Mudejar, Mozarabic and Moorish inhabitants of Al-Andalus in the Iberian Peninsula, they will serve the dignitary who protects their lands. These are andalusian professional units, serving the defence of their city. They are skilled wielders of the eastern style composite bow. They also carry swords, and have light armour.

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
Crossbow Bolt: attack 6, range 140, 20 ammo
Melee
attack 4, charge 2 (sword)
Defence
armour 1, skill 5, shield 0
Morale
7 · Normal discipline · Trained
Cost
1263 florins, 473 upkeep, 2 turns to train
Terrain
+1 in scrub, +2 in forest, -1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Always needs: Andalusian

Building From start
Bowyer Ranges · castle only 211t
Practice Range Ranges · castle only 29t
Archery Range Ranges · castle only 28t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 27t
Alcazar Alcazar Without South Italy Building Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions 120t
Gardens of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Unique1 regions 214t
Alcazar of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Unique1 regions 214t★1

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

Qaws Ferengi Infantry

urban militia, standard

Quality: Average. Type: Mercenary. The crossbow is a potent weapon ready to be used with minimal training unlike other archery weapons. It is slow to reload and lacks the distance of drawn bows but makes up for it in power. Once the Muslim world got to know the power of the crossbows during the crusades and reconquista, they slowly adapted it and used it themselves.

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
Crossbow Bolt: attack 6, range 140, 18 ammo
Melee
attack 2, charge 1 (sword)
Defence
armour 2, skill 3, shield 0
Morale
4 · Low discipline · Untrained
Cost
1387 florins, 520 upkeep, 2 turns to train
Terrain
+1 in scrub, +1 in sand, -1 in forest, -1 in snow
Heat
+4 fatigue in hot climates

Where & when to recruit

Building From start Battle of Hattin~turn 143 The barid~turn 261 Kankan Musa~turn 401
City Watch Barracks · city only Islam ≥ 25% in region · 220t 214t 211t
Militia Drill Square Barracks · city only Islam ≥ 25% in region · 214t 211t 29t
Militia Barracks Barracks · city only Needs Quarries or better Islam ≥ 25% in region · 211t★2 29t★2 28t★2
Army Barracks Barracks · city only Needs Stonemasons or better Islam ≥ 25% in region · 29t★3 28t★3 27t★3
Bowyer Ranges · castle only Islam ≥ 25% in region · 125t 117t 112t
Practice Range Ranges · castle only Islam ≥ 25% in region · 217t 212t 210t
Archery Range Ranges · castle only Islam ≥ 25% in region · 212t★1 210t★1 28t★1
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Islam ≥ 25% in region · 210t★3 28t★3 27t★3
Alcazar Alcazar Without South Italy Building Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions Islam ≥ 25% in region · 120t 114t 111t
Gardens of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Andalusian Unique1 regions Islam ≥ 25% in region · 220t 214t 211t
Alcazar of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Andalusian Unique1 regions Islam ≥ 25% in region · 220t★1 214t★1 211t★1
Alcazar of Toledo Alcazar Without South Italy Building Needs Stonemasons or better Spain regions Unique1 regions Islam ≥ 25% in region · 220t 214t 211t
Palacio de la Aljafería Alcazar Without South Italy Building Needs Stonemasons or better Aragon regions Capital Islam ≥ 25% in region · 220t 214t 211t
Alcazar of Lisbon Alcazar Without South Italy Building Needs Stonemasons or better Portugal regions Unique1 regions Islam ≥ 25% in region · 220t 214t 211t
Alcazar of Fes Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Berber Unique2 regions Islam ≥ 25% in region · 220t 214t 211t
Alcazar of Tunis Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Berber Unique1 regions Islam ≥ 25% in region · 220t 214t 211t
Merchants' Guild Merchants' Guild +9t +9t +9t +9t
Master Merchants' Guild Merchants' Guild +7t +7t +7t +7t
Merchants' Guild Headquarters Merchants' Guild +6t +6t +6t +6t

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

Heavy Archers

slave professional, standard

Quality: Superior. Type: Late Professional. Professional archers wearing heavy armour, adept at showering arrows onto their enemies from long range.

Abilities

  • Area attack

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

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

Stats

Men
60
Missile
Quality Mass Composite Arrow: attack 6, range 200, 30 ammo
Melee
attack 3, charge 2 (sword)
Defence
armour 8, skill 7, shield 3
Morale
8 · Normal discipline · Trained
Cost
2055 florins, 772 upkeep, 4 turns to train
Terrain
-2 in snow
Heat
+5 fatigue in hot climates

Where & when to recruit

Building A New Era Begins~turn 337
Practice Range Ranges · castle only Islam ≥ 35% in region 120t
Archery Range Ranges · castle only Islam ≥ 35% in region 214t★1
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 211t★3

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

Hand Gunners

slave professional, standard

Quality: Superior (Combination). Type: Urban Professional (increased training time based on unit type and quality, higher proportion of disciplined units). Handguns are the earliest, most primitive type of hand-held firearm, and consist of a short metal barrel fixed to a long wooden handle. They are inaccurate, take a while to reload, and are somewhat unsafe for the person firing them. Nevertheless they fire with quite a lot of power and the smoke and noise can demoralise troops. Well trained and well armoured this unit is a powerful short range unit.

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.

  • Hardy

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

  • Frightens cavalry

    Lowers the morale of enemy cavalry nearby.

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

Men
52
Missile
Hand Gun Bullet: attack 11, range 55, 12 ammo
Melee
attack 7, charge 3 (sword)
Defence
armour 7, skill 4, shield 0
Morale
10 · Disciplined · Highly trained
Cost
2696 florins, 855 upkeep, 3 turns to train
Terrain
-2 in snow
Heat
+7 fatigue in hot climates

Where & when to recruit

Building Man-Made Inferno!~turn 401 Handgun Developed~turn 461 Portable Clock~turn 757
Gunsmith Cannons · city only 26t 26t 25t
Cannon Maker Cannons · city only 25t 25t 24t
Cannon Foundry Cannons · city only 24t 24t 23t

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: Gunsmith, Cannon Maker, Cannon Foundry.

Trebuchet

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

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

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

Mangonel

artillery

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

Abilities

  • Armour piercing

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

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

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

Bombard

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

  • Stakes

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

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

Stats

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

Where & when to recruit

Building Cannons Developed~turn 325 Man-Made Inferno!~turn 401
Gunsmith Cannons · city only 27t 27t
Cannon Maker Cannons · city only 110t 110t
Cannon Foundry Cannons · city only · 110t
Gunsmith Cannons · castle only 18t 18t
Cannon Maker Cannons · castle only 112t 112t
Cannon Foundry Cannons · castle only · 112t

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

Grand Bombard

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

  • Stakes

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

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

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

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

Cannon

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

  • Stakes

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

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

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

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

Dhow

ship

In use for over a thousand years the Dhow is a traditional Arab sailing vessel with one or more triangular 'Lateen' sails. These ships are used for trading but can be upgraded to carry warriors armed with bow and scimitar for assaulting enemy ships.

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

Men
18
Melee
attack 5, charge 0
Defence
armour 0, skill 6, shield 0
Morale
13 · Normal discipline · Trained
Cost
846 florins, 408 upkeep, 3 turns to train

Where & when to recruit

Always needs: Needs Carpenters' Workshops or better

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

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

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

War Galley

ship

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

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

Always needs: Needs Carpenters' Workshops or better

Building From start
Port with Shipwright Ports · city only 210t
Port with Dockyard Ports · city only 27t
Great Harbour Ports · city only 35t★1
Port with Shipwright Ports · castle only 210t
Port with Dockyard Ports · castle only 27t
Great Harbour Ports · castle only 35t★1

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

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

Baghlah

ship

First used in the 13th century, this vessel of Arabic origin, is used mainly as an ocean going cargo vessel. It can weigh up to 400 tonnes and enterprising captains can mount swivel cannons on her hull to ward off pirates. It can cross great distances, making it useful for ferrying troops and supplies to far away locations.

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

Men
50
Melee
attack 18, charge 0
Defence
armour 0, skill 22, shield 0
Morale
14 · Normal discipline · Trained
Cost
4140 florins, 1080 upkeep, 4 turns to train

Where & when to recruit

Always needs: Needs Carpenters' Workshops or better

Building From start
Great Harbour Ports · city only 210t
Great Harbour Ports · castle only 210t

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

Lanternas

ship

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

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

Always needs: Needs Carpenters' Workshops or better

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

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

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

Bodyguard

slave professional, bodyguard

Quality: Exceptional. These warriors are dedicated to protecting their liege wherever he goes. Hand-picked for loyalty and valour and benefiting from quality armour and weapons, these guards are elite heavy cavalry capable of devastating charges and dealing plenty of carnage in hand to hand, as well as taking on odds that would send lesser units running.

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.

  • General's bodyguard

    Can serve as a named character's bodyguard.

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

Stats

Men
13 · riding Barded Horse
Melee
attack 5, charge 9 (spear)
Defence
armour 11, skill 7, shield 4
Morale
11 · Disciplined · Highly trained
Cost
1405 florins, 498 upkeep, 5 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-2 in scrub, -1 in sand, -6 in forest, -3 in snow
Heat
+7 fatigue in hot climates

Bodyguard

feudal knight, bodyguard

Quality: Exceptional. These warriors are dedicated to protecting their liege wherever he goes. Hand-picked for loyalty and valour and benefiting from quality armour and weapons, these guards are elite heavy cavalry capable of devastating charges and dealing plenty of carnage in hand to hand, as well as taking on odds that would send lesser units running.

Abilities

  • Armour piercing

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

  • Very hardy

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

  • General's bodyguard

    Can serve as a named character's bodyguard.

  • Bodyguard upgrade

    A later-era bodyguard type that replaces older ones.

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

Stats

Men
10 · riding Mamluk Armoured Horse
Melee
attack 7, charge 11 (spear)
Defence
armour 13, skill 9, shield 4
Morale
14 · Impetuous · Highly trained
Cost
279 florins, 558 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-2 in scrub, -1 in sand, -6 in forest, -3 in snow
Heat
+8 fatigue in hot climates