SSHIM Guide

Kingdom of Norway Units & recruitment

A seafaring kingdom on the edge of Christendom, ruling the North Atlantic islands. Civil wars between rival kings shape its early years.

Recruiting as Norway

Money while you're small

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

Tribute from the islands

While you hold Bergvin (Bergen), the North Atlantic islands now and then send 1,000 florins: at most about once every 10 years, and when a new king takes the throne. A leader with merchant skills collects more often; a senile one forgets.

Help when the capital falls

If Bergvin is lost while you hold fewer than 8 settlements, the nobles send 5,000 florins every turn until you retake it.

Getting units faster
  • Each settlement has a pool per unit. It fills slowly over time ("25t" means one new unit every 25 turns) up to a cap. You can only recruit what's waiting in the pool.
  • Upgrade the building. Higher levels hold more units and refill faster: go down a unit's table to compare.
  • Upgrades give a unit straight away. Finishing a building level adds its starting unit on top of whatever is already in the pool.
  • Stack buildings. Pools for the same unit from different buildings in one settlement add together. Some special buildings (shown as +) only speed up the refill of another building's pool.
  • Recruit where it's cheapest to wait. Many units refill faster in your homeland or in provinces of your religion. Check the conditions shown under each building in a unit's table.
  • Reforms change rates. Each column of a unit's table is a stage of the campaign; pools often grow after a reform.
  • Reform units take a while to appear. The starting unit is handed out when a building is finished, so when a reform unlocks a unit at a building you already own, its pool usually has to fill from zero. Expect up to the number of turns shown before the first one appears, or build the next level up to get one immediately.

Reforms

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

  1. 1

    Konungahella raided!

    usually around turn 9 (~1136)

    Needs
    • Past turn 5.
    Chance
    50% per turn.

    A free army appears in Norway and Bergvin gets a new building.

    In-game event text

    Konungahella was a medieval Viking settlement in southern Bohuslän. According to Snorri Sturluson, it was the location of two important royal summits to conclude peace between Sweden and Norway. It also appears in writings by the English chronicler, Orderic Vitalis, who named the city as one of six Norwegian civitates. During August 1135, the city was attacked and sacked by the Pomeranians. After the destruction, the city was moved to a site slightly to the west of the original site. Snorri Sturluson, writing a century later, said that Konghelle never completely recovered. He was writing in Iceland though, so he might have been wrong-and archeology tells indeed a different story. The city was a center of royal authority during the early Middle Ages and especially the 13th century, when it was the Norwegian kingdom's southernmost outpost. At this time the fort on Ragnhildsholmen and a Franciscan monastery were constructed at the site, while Kastelle kloster monastery was rebuilt. GAME STRATEGY: The military potential of Norway increases in the wake of outrage and mobilization among the Norse elites. The recruitment of Spear Militia is enabled in the Scandinavian towns. In Bergen, a colony of the barbarian foreigners is established, and their small contingent stays ready for fight at your disposal (well, you need to pay wages as well-or disband it).

World events that change your army

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

19 events
  1. 1

    The Second Lateran Council

    usually around turn 17 (~1140)

    Needs
    • Happens in 1140.

    UnlocksLevy Crossbowmen

    In-game event text

    The Church has finished another great meeting, rectifying a number of issues that have appeared as a result of the schism within the church and the appearance of the antipope, Anacletus II. New canon laws have been created, one of which will be of particular interest to the knights of Europe; it is now forbidden to host or engage in tournaments and jousts that endanger life, and violation of this law is punishable with the deprivation of a Catholic burial. In the military dimension, the Council condemned heavily the use of the crossbow. This signifies change in the technology: this device became widespread. This is probably the time when larger bodies of troops became equipped with it. GAME STRATEGY: From now on, the crossbow militia units are available from the cities in Western Europe.

  2. 2

    Ostsiedlung

    usually around turn 111 (~1187)

    UnlocksUrban Crossbowmen MilitiaTrebuchetCog

    In-game event text

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

  3. 3

    Heavy Mail

    usually around turn 141 (~1202)

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

    UnlocksFeudal KnightsUrban Spear MilitiaSword Staff MilitiaFeudal Foot KnightsAtgeirmennNorse SwordsmenMangonel

    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)

  4. 4

    New Crossbow Mechanics Developed

    usually around turn 211 (~1237)

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

    UnlocksMounted Crossbowmen

    RetiresMounted Sergeants

    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)

  5. 5

    Cannons Developed

    usually around turn 325 (~1294)

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

    UnlocksRibault

    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!

  6. 6

    Die Kogge

    usually around turn 325 (~1294)

    UnlocksSkjöldborgsmennHolk

    RetiresDrengjar

    In-game event text

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

  7. 7

    A New Era Begins

    usually around turn 337 (~1300)

    Needs
    • Happens in 1300.

    UnlocksMen At ArmsFoot Men At Arms

    In-game event text

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

  8. 8

    Coat of Plates

    usually around turn 341 (~1302)

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

    UnlocksChivalric KnightsChivalric Foot Knights

    RetiresMailed KnightsAxe Mailed Foot KnightsHirdsmenHuskarlar

    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)

  9. 9

    Pavise Shields

    usually around turn 381 (~1322)

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

    UnlocksArbalest Militia

    In-game event text

    The use of a large oblong convex shield, said to be designed in the northern Italian city of Pavia, is becoming popular. Used mainly by archers and crossbowmen to protect themselves from enemy fire (especially during sieges), a typical feature is a central groove on the inside to hold a stake that can inserted in the ground to act as a prop (c. 14th century)

  10. 10

    Man-Made Inferno!

    usually around turn 401 (~1332)

    Needs
    • Happens in 1332.

    UnlocksHand GunnersBombard

    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!

  11. 11

    Partial Plate Armor

    usually around turn 441 (~1352)

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

    UnlocksHalberd Militia

    RetiresLevy ArchersVeiðimenn

    In-game event text

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

  12. 12

    Full Plate Armor

    usually around turn 521 (~1392)

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

    UnlocksHalberdiersHalberd Men at Arms

    RetiresLandevaernmennLevy Crossbowmen

    In-game event text

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

  13. 13

    A New Route to the East?

    usually around turn 543 (~1403)

    Needs
    • Happens at a random point between 1400 and 1406.

    UnlocksCarrack

    In-game event text

    It has been known since the time of the ancient Greeks that the world was round, but this information has yet to prove useful to the rulers of Europe... New interest in a trade route to Asia that bypasses the Muslim powers in the near east has spurred speculation that one such trade route might be found by sailing sufficiently far west. However, most scholars agree that with the vast distances involved, only a resurfaced Atlantis would offer any chance of an escape from starvation and dehydration for a convoy crazy or stupid enough to make the journey.

  14. 14

    Matchlock Developed

    usually around turn 597 (~1430)

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

    RetiresFeudal KnightsFeudal Foot KnightsSergeant Archers

    In-game event text

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

  15. 15

    Gothic Plate Armor

    usually around turn 641 (~1452)

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

    UnlocksGeneral's BodyguardCannonSerpentine

    RetiresGeneral's Bodyguard

    In-game event text

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

  16. 16

    The Spanish Inquisition begins

    usually around turn 699 (~1481)

    Needs
    • Happens in 1481.

    UnlocksArquebusiers

    In-game event text

    The Inquisition starts in Spain, and ultimately surpasses the earlier medieval Inquisition, in both scope and intensity. Conversos and New Christians are targeted because of their close relations to the Jewish community, many of whom are Jews in all but name. Fear of Jewish influence led Queen Isabella and King Ferdinand to write a petition to the Pope asking permission to start an Inquisition in Spain. Tomas de Torquemada is the inquisitor-general for most of Spain, and he sets tribunals in many cities. Also heading the Inquisition in Spain are two Dominican monks, Miguel de Morillo and Juan de San Martin.

  17. 17

    Pike and Shot

    usually around turn 797 (~1530)

    Needs
    • Happens in 1530.

    UnlocksDemi LancersMounted ArquebusiersMusketeersLate Arquebusiers

    RetiresMen At ArmsArquebusiers

    In-game event text

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

  18. 18

    The Rise of Shot

    usually around turn 841 (~1552)

    Needs
    • Happens at a random point between 1550 and 1555.

    RetiresHalberd Men at Arms

    In-game event text

    The number of firearms in European armies begins to rise, and those who previously dismissed the weapon are being forced to re-evaluate their decisions. Strength and steel are becoming less important as fire and lead begin to reign supreme.

  19. 19

    Advanced Matchlock

    usually around turn 849 (~1556)

    Needs
    • Happens at a random point between 1556 and 1557.

    UnlocksLate Musketeers

    RetiresMusketeers

    In-game event text

    The simple serpentine of the arquebus has been replaced with a more advanced snaphance lock which uses a spring operated trigger or lever to lower the slow match into the priming pan which opens automatically (so keeping the priming dry until the exact moment of firing). The firearm that utilizes this device is known as a Musket. (c. Mid 16th century)

The crown: Norrœn Krone

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

  • Sialand (Roskilde) with Cathedral (for Catholic factions) or better
  • Gulathingslog (Bergvin) with Konungr's Kirke
  • Jerusalem with Holy Sepulchreholy city

Lands you must hold

Iutland (Ribe) Skane (Lund) Gutland (Visby) Gøtland (Skara) Swerike (Sigtuna) Sialand (Roskilde) Borgarthingslog (Ánslo) Gulathingslog (Bergvin) Smaland (Kalmar) Holstein-Mecklenburg (Liubice) Scottish Highlands (Obar Dheathain)

Not needed with a Strong Legacy.

AI version (9 settlements)

Iutland (Ribe), Skane (Lund), Gutland (Visby), Gøtland (Skara), Swerike (Sigtuna), Sialand (Roskilde), Borgarthingslog (Ánslo), Gulathingslog (Bergvin), Smaland (Kalmar)

Shared crown: Denmark can win the same one, and once someone holds it nobody else can.

Buildings that depend on the crown

BuildingEffectUncrownedCrowned
MintFinance Needs a crowned king to buildOr instead: after the Bardi Bank event, Muslim factions, Byzantium
BankFinance Needs a crowned king to build
Hanseatische KaufmännerHansa Teutonica Happiness-1-1
Hanseatischer QuartierHansa Teutonica Happiness-2-2
HolsteintorHansa Teutonica Happiness-2-2
StalhofHansa Teutonica Happiness-20
PeterhofHansa Teutonica Happiness-20
BryggenHansa Teutonica Happiness-20
Hanseatischer KontorHansa Teutonica Happiness-20

Units

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

Cavalry

Missile cavalry

Spear & pike infantry

Melee infantry

Missile infantry

Siege & artillery

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

Generals' bodyguards

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

Regional units & mercenaries

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

General's Bodyguard

feudal knight, bodyguard

Quality: Exceptional. These are truly formidable troops whose task it is to guard their liege. Wearing mail, or early plate armour and wielding lances, these elite troops fear little on the battlefield and make fearsome opponents. Loyal and disciplined, this elite unit of heavy cavalry accompanies their master wherever he goes on the battlefield.

Abilities

  • Very hardy

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

  • Command

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

  • General's bodyguard

    Can serve as a named character's bodyguard.

  • Knight

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

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

Stats

Men
10 · riding Royal Horse Marka
Melee
attack 6, charge 12 (spear)
Defence
armour 10, skill 5, shield 7
Morale
12 · Impetuous · Highly trained
Cost
239 florins, 478 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest
Heat
+7 fatigue in hot climates

Where & when to recruit

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

Building From start
Tourney Field Tourney 250t

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

Mailed Knights

Nobles, factional

NOBLES / MORALE 12/ IMPETUOUS/ HIGHLY TRAINED As Europe emerges from the dark ages, the armoured cavalry have begun to employ new tactics, gripping their lances tightly under their arms as they charge, transferring the full momentum of horse and man to the point. Combining heavy armour, a strong warrior ethos, and a devastating charge, they have come to dominate the battlefield. GAMEPLAY NOTES:These knights are the cream of medieval society. Trained throughout their lives in the art of war, they possess high morale and fight in the Norman style, charging with their powerful lances. They are effective at crushing infantry or other lighter troops with their powerful charge; only heavy, professional infantry and pikemen can stand against them. They can be readily recruited by landowners in exchange for high upkeep costs, as they demand land or large estates in return for their military service.

Abilities

  • Wedge

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

  • Knight

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

  • Command

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

  • Hardy

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

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

Stats

Men
24 · riding Early Heavy Horse
Melee
attack 5, charge 11 (spear)
Defence
armour 10, skill 4, shield 6
Morale
12 · Impetuous · Highly trained
Cost
571 florins, 1042 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest, -1 in snow
Heat
+5 fatigue in hot climates

Where & when to recruit

Always needs: Without Autonomy of Local Nobility or better Catholic ≥ 50% in region Not in Norway regions Not in Denmark regions Not in Russia regions Not in Lithuania regions Not in Poland regions Not in Scotland regions

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

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

Merchant Cavalry Militia

urban militia, regional (guild)

URBAN MILITIA/ MORALE 6/ NORMAL DISCIPLINE/ UNTRAINED/ FREE UPKEEP UNIT The rich as well as the poor must do their civic duty, but the rich prefer to ride. The wealth brought by trade allows merchants to equip themselves with horses and the finest armour available doing a medium urban militia. However, they lack the training and is not comparable to real knights so should not be relied on too far in battle.

Abilities

  • Free upkeep

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

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

Stats

Men
32 · riding Medium Horse
Melee
attack 4, charge 6 (sword)
Defence
armour 7, skill 1, shield 4
Morale
6 · Normal discipline · Untrained
Cost
761 florins, 761 upkeep, 2 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest, -1 in snow
Heat
+5 fatigue in hot climates

Where & when to recruit

Building From start Hanseatic League Beginnings~turn 81 The Trade Wars of the Hanseatic League~turn 285
Merchants' Guild Merchants' Guild · 214t 29t
Master Merchants' Guild Merchants' Guild Not in Hanseatic 16t 16t 16t
Merchants' Guild Headquarters Merchants' Guild 28t 28t 28t

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

Svenner

Free Professionals, factional

FREE PROFESSIONALS/ MORALE 7/ NORMAL DISCIPLINE/ TRAINED The expense required to train a knight often prohibits a General from deploying as much cavalry as he might otherwise prefer, especially in Scandinavian lands where they normally fought on foot and had little cavalry in their armies. In these cases Svenner, or "squires", may be called upon to fight alongside their masters. Whilst they are no match for professional knights, this Nordic cavalry provides good support as light cavalry. GAMEPLAY NOTES:The Nordic Cavalry called "Svenner", unique to Norwegians and Danish and housed in their stables, can only be recruited in Scandinavia lands.For the Danes, after the HEAVY MAIL event, they will stop using this ancient Nordic cavalry to fight with the same type of European army as other continental factions. It is a light cavalry unit with bonuses in cold climates, and although they lack heavy armor, they are highly effective defenders thanks to their warrior training and ancient Viking heritage.

Abilities

  • Hardy

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

  • Formed charge

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

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

Stats

Men
24 · riding Pony
Melee
attack 5, charge 8 (spear)
Defence
armour 2, skill 5, shield 3
Morale
7 · Normal discipline · Trained
Cost
1369 florins, 476 upkeep, 2 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in sand, -2 in forest, +3 in snow
Heat
+2 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 25% in region Norway regions or Denmark regions

Building From start Heavy Mail~turn 141 Coat of Plates~turn 341
Stables Stables · castle only 114t 111t 19t
Knight's Stables Stables · castle only 211t 29t 28t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better 39t 38t 37t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better 38t★1 37t★1 36t★1
King's Stables Stables · castle only Needs Quarries or better 37t★3 36t★3 35t★3

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

Mounted Sergeants

Sergeants, factional

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

Abilities

  • Formed charge

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

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

Stats

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

Where & when to recruit

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

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

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

Feudal Knights

feudal knight, standard

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

Abilities

  • Wedge

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

  • Formed charge

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

  • Knight

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

  • Command

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

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

Stats

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

Where & when to recruit

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

Building Heavy Mail~turn 141 Coat of Plates~turn 341 Partial Plate Armor~turn 441
Landowners' Guards Landowners Needs Farms in Cleared Land or better 233t 225t 233t
Provincial Council Landowners Needs Communal Farming or better 225t 318t 233t
Local Nobility Landowners Needs Farms and Estates or better 218t 214t 218t
Provincial Aristocracy Landowners Needs Agricultural Estates or better 218t 314t 218t

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

Men At Arms

mercenary unit (false EDB)

Quality: Superior. Type: Early Professional. Composed of nobility and commoners alike, these men can fight equally well on horseback, or on foot. Well protected in their plate armour, and armed with swords, they are a tough fighters, whether on the offence or defence. Although extremely effective, they nevertheless don't quite have the elan of true knights.

Abilities

  • Wedge

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

  • Hardy

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

  • Formed charge

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

  • Knight

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

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

Stats

Men
24 · riding Barded Horse Marka
Melee
attack 6, charge 12 (spear)
Defence
armour 15, skill 4, shield 3
Morale
8 · Normal discipline · Trained
Cost
2608 florins, 978 upkeep, 2 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest, -1 in snow
Heat
+10 fatigue in hot climates

Where & when to recruit

Always needs: Needs Carpenters' Workshops or better

Building A New Era Begins~turn 337
Earl's Stables Stables · castle only Aragon regions or France regions or Denmark regions or Spain regions or Norway regions or England regions or Hungary regions or Poland regions or Portugal regions 112t
Earl's Stables Stables · castle only Not in Aragon regions Not in France regions Not in Denmark regions Not in Spain regions Not in Norway regions Not in England regions Not in Hungary regions Not in Poland regions Not in Portugal regions 115t

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

Chivalric Knights

feudal knight, standard

Quality: Elite. Type: Feudal (low availability, often impetuous or of low discipline). True knights in shining armour, in principle at least, these men espouse the noble ideals of chivalry and honour. In reality they are brutally effective warriors who practice their skills daily in tournaments and mock fights. On the battlefield, their steel plate protection makes them hard to kill, while their heavy horses and long lances mean that only the most firmly planted wall of spears can resist them.

Abilities

  • Wedge

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

  • Hardy

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

  • Command

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

  • Formed charge

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

  • Knight

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

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

Stats

Men
24 · riding Barded Horse Marka
Melee
attack 7, charge 12 (spear)
Defence
armour 16, skill 4, shield 5
Morale
12 · Impetuous · Highly trained
Cost
640 florins, 1280 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest, -1 in snow
Heat
+11 fatigue in hot climates

Where & when to recruit

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

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

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

General's Bodyguard

feudal knight, bodyguard

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

Abilities

  • Very hardy

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

  • Command

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

  • General's bodyguard

    Can serve as a named character's bodyguard.

  • Bodyguard upgrade

    A later-era bodyguard type that replaces older ones.

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

Stats

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

Where & when to recruit

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

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

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

Demi Lancers

professional free, standard

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

Abilities

  • Wedge

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

  • Hardy

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

  • Formed charge

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

  • Knight

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

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

Stats

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

Where & when to recruit

Always needs: Needs Carpenters' Workshops or better

Building Pike and Shot~turn 797
Earl's Stables Stables · castle only 13t

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

Mounted Crossbowmen

feudal levy, standard

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

Abilities

  • Area attack

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

  • Cantabrian circle

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 25% in region

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

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

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

Mounted Arquebusiers

free professional, standard

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

Abilities

  • Area attack

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

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

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

Where & when to recruit

Always needs: Needs Four-Faculty University or better

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

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

Levy Spearmen

peasant levies : factional

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

Abilities

  • Braced spear

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

  • Free upkeep

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

  • Peasant

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 25% in region

Building From start Konungahella~turn 9 Heavy Mail~turn 141 Die Kogge~turn 325 Coat of Plates~turn 341
Town Watch Barracks · city only · 111t 117t 117t ·
Town Guard Barracks · city only 214t 214t 214t 214t 214t
City Watch Barracks · city only 38t 38t 38t 38t 38t
Militia Drill Square Barracks · city only 36t★1 36t★1 36t★1 36t★1 36t★1
Militia Barracks Barracks · city only Needs Quarries or better 36t★1 36t★1 36t★1 36t★1 36t★1
Army Barracks Barracks · city only Needs Stonemasons or better 35t★2 35t★2 35t★2 35t★2 35t★2
Royal Barracks Barracks · city only Needs Stonemasons or better 35t★3 35t★3 35t★3 35t★3 35t★3
Mustering Hall Barracks · castle only Norway regions or Denmark regions 111t 111t 111t · ·
Garrison Quarters Barracks · castle only Norway regions or Denmark regions 211t 211t 211t · ·

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

Landevaernmenn

AOR Unit, Militia

REGIONAL TROOPS/ MORALE 5/ NORMAL DISCIPLINE/ TRAINED/ FREE UPKEEP UNIT/ AOR UNIT Meaning Land defence, local army consisting of local townfolk and farmers levied into the army and with some training in shield wall and defense. They are the backbone of Norse armies as professional troops were scarse and seldom needed thus the quality of landvarnarmenn is better than an average European levy. Landvarnarmenn are equipped with a spear and shield and wear aventail and padded armour. Thanks to their ancient Viking-Nordic tradition, these militiamen know how to form a defensive shield wall if necessary.

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.

  • 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 3 (spear)
Defence
armour 2, skill 4, shield 5
Morale
5 · Normal discipline · Trained
Cost
703 florins, 503 upkeep, 1 turn to train
Mount effect
+4 vs Horse, +4 vs Camel
Terrain
+1 in scrub, -1 in sand, +3 in forest, +1 in snow
Heat
+3 fatigue in hot climates

Where & when to recruit

Always needs: Denmark regions or Norway regions

Building From start
Town Watch Barracks · city only 28t
Town Guard Barracks · city only 28t
City Watch Barracks · city only 28t
Militia Drill Square Barracks · city only 28t
Militia Barracks Barracks · city only Needs Quarries or better 28t
Army Barracks Barracks · city only Needs Stonemasons or better 28t
Royal Barracks Barracks · city only Needs Stonemasons or better 28t
Mustering Hall Barracks · castle only 28t
Garrison Quarters Barracks · castle only 28t
Drill Square Barracks · castle only 28t
Barracks Barracks · castle only 28t
Armoury Barracks · castle only 28t

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

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

Urban Spear Militia

urban militia, factional

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

Abilities

  • Braced spear

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 25% in region

Building Heavy Mail~turn 141 Coat of Plates~turn 341 Partial Plate Armor~turn 441 Full Plate Armor~turn 521
Town Watch Barracks · city only 117t 18t 117t ·
Militia Drill Square Barracks · city only 12t 12t 12t 14t
Militia Barracks Barracks · city only Needs Quarries or better 22t 22t 22t 24t
Army Barracks Barracks · city only Needs Stonemasons or better 32t 32t 32t 34t
Royal Barracks Barracks · city only Needs Stonemasons or better 38t★1 38t★1 38t★1 34t★1

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

Sword Staff Militia

Urban militia, factional

URBAN MILITIA/ MORALE 7/ NORMAL DISCIPLINE/ HIGHLY TRAINED/ FREE UPKEEP UNIT The sword staff 'svaerdstav' is a simple Danish pole-arm constructed by placing a sword blade on the end of a pole. Utilised by militias who are formed and trained in this unique weapon, it allows them all the potential of a sword but at a greater length which is perfect for garrisoning a settlement. Being good armour also helps.

Abilities

  • Pike phalanx

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

  • Armour piercing

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

  • Braced spear

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

  • Free upkeep

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

  • 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
80
Melee
attack 5, charge 4 (axe)
Defence
armour 7, skill 6, shield 0
Morale
7 · Normal discipline · Highly trained
Cost
1464 florins, 964 upkeep, 2 turns to train
Mount effect
+4 vs Horse, +4 vs Camel
Terrain
-2 in sand, +1 in forest, +1 in snow
Heat
+10 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 35% in region

Building Heavy Mail~turn 141 A New Era Begins~turn 337 Full Plate Armor~turn 521
City Watch Barracks · city only 125t 125t 14t
Militia Drill Square Barracks · city only 220t 211t 28t
Militia Barracks Barracks · city only Needs Quarries or better 220t★1 211t★1 28t★1
Army Barracks Barracks · city only Needs Stonemasons or better 320t★1 311t★1 38t★1
Royal Barracks Barracks · city only Needs Stonemasons or better 310t★3 38t★3 36t★1

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

Skjöldborgsmenn

Free professionals, factional

FREE PROFESSIONALS/ MORALE 9/ DISCIPLINED/ TRAINED These Norses are professional spearmen, more reckless than their neighbors's spearmen, they are very effective and well equipped. Renowned ofr their mighty shield wall formation they are a very useful defensive infantry.

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.

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

Stats

Men
60
Melee
attack 3, charge 4 (spear)
Defence
armour 2, skill 5, shield 5
Morale
9 · Disciplined · Trained
Cost
1378 florins, 718 upkeep, 2 turns to train
Mount effect
+5 vs Horse, +5 vs Camel
Terrain
-1 in sand, +3 in forest, +2 in snow
Heat
+2 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 35% in region

Building Die Kogge~turn 325
Drill Square Barracks · castle only Norway regions or Denmark regions 16t
Drill Square Barracks · castle only Not in Denmark regions Not in Norway regions 211t
Barracks Barracks · castle only Norway regions or Denmark regions 26t
Barracks Barracks · castle only Not in Denmark regions Not in Norway regions 211t
Armoury Barracks · castle only Norway regions or Denmark regions 43t★1
Armoury Barracks · castle only Not in Denmark regions Not in Norway regions 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

The AI also gets 7 bonus pools for this unit that players don't.

Halberd Militia

urban militia, standard

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

Abilities

  • Pike phalanx

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

  • Armour piercing

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

  • Braced spear

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 25% in region

Building Partial Plate Armor~turn 441 Full Plate Armor~turn 521
Town Watch Barracks · city only 114t 18t

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

Halberdiers

free professional, standard

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

Abilities

  • Pike phalanx

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

  • Armour piercing

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

  • Braced spear

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

  • Very hardy

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 35% in region

Building Full Plate Armor~turn 521 Gothic Plate Armor~turn 641 The Rise of Shot~turn 841
Barracks Barracks · castle only 28t 26t 25t
Armoury Barracks · castle only 38t 36t 35t

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

Levy Axemen

peasant levies, factional

PEASANTS LEVIES/ MORALE 3/ LOW DISCIPLINE/ UNTRAINED/ FREE UPKEEP UNIT/ IS PEASANT. The compulsory recruitment of the civilian population to serve in the army is called levy. The lowest level troops were the feudal levies: armed peasants who had to arm themselves with whatever they could get their hands on. Common throughout Europe, Levy Axemen are commoners who have been levied into local militias to defend towns, roads and bolster armies of their lords. With hardly any training and equipped with small axes and shields, these unarmoured units are useful in support roles for heavier units or garrison settlements.

Abilities

  • Free upkeep

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

  • Peasant

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

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

Stats

Men
60
Melee
attack 3, charge 2 (axe)
Defence
armour 1, skill 1, shield 3
Morale
3 · Low discipline · Untrained
Cost
330 florins, 330 upkeep, 1 turn to train
Terrain
+1 in scrub, -1 in sand, +3 in forest
Heat
+2 fatigue in hot climates

Where & when to recruit

Building From start Heavy Mail~turn 141 Die Kogge~turn 325 Partial Plate Armor~turn 441
Town Watch Barracks · city only Catholic ≥ 25% in region Not in Denmark regions Not in Norway regions 114t 19t 19t ·
Town Guard Barracks · city only Catholic ≥ 25% in region Not in Denmark regions Not in Norway regions 214t 214t 214t 214t
City Watch Barracks · city only Catholic ≥ 25% in region Not in Denmark regions Not in Norway regions 38t 38t 38t 38t
Militia Drill Square Barracks · city only Catholic ≥ 25% in region Not in Denmark regions Not in Norway regions 36t★1 36t★1 36t★1 36t★1
Militia Barracks Barracks · city only Needs Quarries or better Catholic ≥ 25% in region Not in Denmark regions Not in Norway regions 36t★1 36t★1 36t★1 36t★1
Army Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 25% in region Not in Denmark regions Not in Norway regions 35t★2 35t★2 35t★2 35t★2
Royal Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 25% in region Not in Denmark regions Not in Norway regions 35t★3 35t★3 35t★3 35t★3
Mustering Hall Barracks · castle only Catholic ≥ 25% in region Norway regions or Denmark regions · · 111t 111t
Garrison Quarters Barracks · castle only Catholic ≥ 25% in region Norway regions or Denmark regions · · 211t 211t
Drill Square Barracks · castle only Catholic ≥ 25% in region Norway regions or Denmark regions · · 35t★1 35t★1
Drill Square Barracks · castle only Catholic ≥ 25% in region Not in Norway regions Not in Denmark regions 36t★1 36t★1 35t★1 35t★1
Barracks Barracks · castle only Catholic ≥ 25% in region Norway regions or Denmark regions · · 35t★2 35t★2
Barracks Barracks · castle only Catholic ≥ 25% in region Not in Norway regions Not in Denmark regions 36t★2 36t★2 35t★2 35t★2
Armoury Barracks · castle only Catholic ≥ 25% in region Norway regions or Denmark regions · · 35t★3 35t★3
Armoury Barracks · castle only Catholic ≥ 25% in region Not in Norway regions Not in Denmark regions 36t★3 36t★3 35t★3 35t★3
Village Kirke Stavkirke Without Rus Monastery Without Rus Monastery Norway regions Not in Norway regions +25t +25t +25t +25t
Town Kirke Stavkirke Without Rus Monastery Without Rus Monastery Norway regions Not in Norway regions +17t +17t +17t +17t
Jarl's Kirke Stavkirke Without Monastic Enclosure or better Without Rus Monastery Norway regions Not in Norway regions +12t +12t +12t +12t
Konungr's Kirke Stavkirke Without Rus Monastery Norway regions Capital or River Not in Norway regions +10t +10t +10t +10t

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

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

Axe Mailed Foot Knights

feudal knight, standard

NOBLES / MORALE 12/ IMPETUOUS/ HIGHLY TRAINED Knights would often dismount and fight on foot when the situation demanded it. Like any knight of the era, these nobles are among the best warriors Europe has to offer, trained throughout their lives in the art of war. Now they are also skilled in wielding a fearsome great Danish axe, capable of penetrating any armor and terrifying any opponents they face. GAMEPLAY NOTES:Feared knights armed with large Danish axes or two-handed axes are very powerful as shock infantry or for breaking formations in battles or sieges, but lacking shields for protection they are very vulnerable to enemy arrows and projectiles; they are not like their other knightly compatriots who fight with swords and shields and can maintain a good line of defense.Recruitable in landowners.

Abilities

  • Armour piercing

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

  • Hardy

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

  • Command

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

  • Knight

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

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

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

Stats

Men
40
Melee
attack 8, charge 8 (axe)
Defence
armour 8, skill 6, shield 0
Morale
12 · Impetuous · Highly trained
Cost
471 florins, 1041 upkeep, 1 turn to train
Mount effect
+2 vs Horse, +2 vs Camel, +2 vs Elephant
Terrain
-2 in sand, -1 in snow
Heat
+6 fatigue in hot climates

Where & when to recruit

Always needs: Without Autonomy of Local Nobility or better Catholic ≥ 50% in region Not in Norway regions Not in Denmark regions Not in Russia regions Not in Lithuania regions Not in Poland regions Not in Scotland regions Not in Pisa regions Not in Venice regions Not in Papal States regions Not in Sicily regions

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

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

Drengjar

tribal unit, factional unit

TRIBAL TROOPS/ MORALE 7/ LOW DISCIPLINE/ TRAINED/IS PEASANT/ FREE UPKEEP UNIT Drengjar are commoners from old Viking populations levied into military service, currently already Christianized they continue fighting in the old Viking style and they still maintain that old way of life, as can be seen in their clothes and their long hair. However, according to their fierce Viking heritage they can be aggressive on the battlefield and should not be underestimated despite its only basic equipment. GAMEPLAY NOTES:These northern peasants and villagers are a factional unit for both Norwegians and Danes recruitable only in Scandinavia. They are of the tribal type, so even though they are peasants, they have decent battle morale, military training, and the ability to form their famous shield wall thanks to their Viking heritage. They are free in castles but are not good at maintaining public order ("is a peasant attribute"). They are good for supplementing Nordic armies or keeping as a free garrison.

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.

  • 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
56
Melee
attack 4, charge 3 (sword)
Defence
armour 1, skill 5, shield 3
Morale
7 · Low discipline · Trained
Cost
566 florins, 366 upkeep, 1 turn to train
Terrain
+1 in scrub, -1 in sand, +3 in forest, +2 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 25% in region Norway regions or Denmark regions

Building From start
Mustering Hall Barracks · castle only 111t
Garrison Quarters Barracks · castle only 211t
Drill Square Barracks · castle only 35t★1
Barracks Barracks · castle only 35t★2
Armoury Barracks · castle only 35t★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 5 bonus pools for this unit that players don't.

Hirdsmen

Nobles, factional

NOBLES / MORALE 13/ IMPETUOUS/ HIGHLY TRAINED Hirdsmen make up the retinues and bodyguards of members of the royal family, also they are the Nordic nobles of Norway, Denmark and Sweden similar to their europeans compatriots . Armed with swords and wearing heavy mail armour, they are fierce and loyal nordic nobles.

Abilities

  • Shield wall

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

  • Hardy

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

  • Command

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

  • Knight

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

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

Stats

Men
40
Melee
attack 8, charge 5 (sword)
Defence
armour 6, skill 8, shield 6
Morale
13 · Impetuous · Highly trained
Cost
641 florins, 1282 upkeep, 1 turn to train
Terrain
-2 in sand, +1 in snow
Heat
+6 fatigue in hot climates

Where & when to recruit

Always needs: Without Autonomy of Local Nobility or better Catholic ≥ 50% in region Norway regions or Denmark regions or Russia regions or Lithuania regions or Poland regions or Scotland regions or Scotland regions

Building From start Heavy Mail~turn 141
Landowners' Guards Landowners Needs Farms in Cleared Land or better 125t 133t
Provincial Council Landowners Needs Communal Farming or better 218t 225t
Local Nobility Landowners Needs Farms and Estates or better 313t 318t
Provincial Aristocracy Landowners Needs Agricultural Estates or better 39t★1 313t★1

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

Huskarlar

Elite Unit, factional

ELITE UNIT/ MORALE 14/ DISCIPLINED/ HIGHLY TRAINED Early bodyguards to Scandinavian Jarls originally dating back to Viking age, Huskarlars can absorb much punishment, before they dish out threefold. Ferocious professional warriors wielding two handed Danish axes. They slowly disappeared when there was no need for personal armies and the christian medieval society started to shape up. They are elite troops useful as shock infantry and frighten 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.

  • Very hardy

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

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

  • Frightens cavalry

    Lowers the morale of enemy cavalry nearby.

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

Stats

Men
40
Melee
attack 9, charge 7 (axe)
Defence
armour 8, skill 8, shield 0
Morale
14 · Disciplined · Highly trained
Cost
1533 florins, 1166 upkeep, 4 turns to train
Mount effect
+2 vs Horse, +2 vs Camel, +2 vs Elephant
Terrain
-2 in sand, +1 in forest, +1 in snow
Heat
+7 fatigue in hot climates

Where & when to recruit

Always needs: Without Autonomy of Local Nobility or better Catholic ≥ 50% in region Norway regions or Denmark regions or Russia regions or Lithuania regions or Poland regions or Scotland regions or Scotland regions

Building From start Heavy Mail~turn 141
Landowners' Guards Landowners Needs Farms in Cleared Land or better 125t ·
Provincial Council Landowners Needs Communal Farming or better 218t 225t
Local Nobility Landowners Needs Farms and Estates or better 313t 318t
Provincial Aristocracy Landowners Needs Agricultural Estates or better 39t★1 313t★1

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

Feudal Foot Knights

feudal knight, standard

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

Abilities

  • Shield wall

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

  • Hardy

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

  • Command

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

  • Knight

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

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

Stats

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

Where & when to recruit

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

Building Heavy Mail~turn 141 Coat of Plates~turn 341 Partial Plate Armor~turn 441
Landowners' Guards Landowners Needs Farms in Cleared Land or better 233t 225t 233t
Provincial Council Landowners Needs Communal Farming or better 225t 218t 225t
Local Nobility Landowners Needs Farms and Estates or better 218t 214t 22t
Provincial Aristocracy Landowners Needs Agricultural Estates or better 218t 313t 218t

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

Atgeirmenn

Free Professionals, factional

FREE PROFESSIONALS/ MORALE 7/ NORMAL DISCIPLINE/ TRAINED Viking heritage give these nordic men proper strength and impetuous will, they are using a weapon called a Sparth, a predecessor of the Halberd, very effective against cavalry and any infantry, these men are worthy opponents.

Abilities

  • Armour piercing

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

  • Hardy

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

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

Stats

Men
48
Melee
attack 8, charge 4 (axe)
Defence
armour 6, skill 5, shield 0
Morale
7 · Normal discipline · Trained
Cost
1743 florins, 557 upkeep, 2 turns to train
Mount effect
+5 vs Horse, +5 vs Camel
Terrain
-2 in sand, +1 in forest
Heat
+6 fatigue in hot climates

Where & when to recruit

Building Heavy Mail~turn 141 Coat of Plates~turn 341 Full Plate Armor~turn 521
Drill Square Barracks · castle only 211t 211t 28t
Barracks Barracks · castle only Catholic ≥ 35% in region · 18t★1 16t★1
Armoury Barracks · castle only Catholic ≥ 35% in region · 28t★1 26t★1

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

Norse Swordsmen

Free Professionals, factional

FREE PROFESSIONALS/ MORALE 9/ DISCIPLINED/ TRAINED This Scandinavian swordmen come from minor noble classes or wealthy free people able to own excellent equipment. In Norse culture, owning a sword represent a social statue, the more exquisite the sword is, the higher is the notoriety of the owner. They are master of the sword with good equipment and can form also a old- viking style shield wall.

Abilities

  • Shield wall

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

  • Hardy

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

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

Stats

Men
48
Melee
attack 10, charge 4 (sword)
Defence
armour 6, skill 6, shield 6
Morale
9 · Disciplined · Trained
Cost
2002 florins, 943 upkeep, 2 turns to train
Terrain
-2 in sand, +2 in forest, +2 in snow
Heat
+6 fatigue in hot climates

Where & when to recruit

Building Heavy Mail~turn 141
Drill Square Barracks · castle only Denmark regions or Norway regions 28t
Drill Square Barracks · castle only Not in Denmark regions Not in Norway regions 211t
Barracks Barracks · castle only Catholic ≥ 35% in region Denmark regions or Norway regions 26t
Barracks Barracks · castle only Catholic ≥ 35% in region Not in Denmark regions Not in Norway regions 28t
Armoury Barracks · castle only Catholic ≥ 35% in region Denmark regions or Norway regions 26t★1
Armoury Barracks · castle only Catholic ≥ 35% in region Not in Denmark regions Not in Norway regions 28t★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.

Foot Men At Arms

mercenary unit (false EDB)

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

Abilities

  • Hardy

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 50% in region

Building A New Era Begins~turn 337 Full Plate Armor~turn 521 Advanced Matchlock~turn 849
Barracks Barracks · castle only 28t 26t 25t
Armoury Barracks · castle only 38t 36t 35t

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

Chivalric Foot Knights

feudal knight, standard

Quality: Elite. Type: Feudal (low availability, often impetuous or of low discipline). True knights in shining armour, in principle at least, these men espouse the noble ideals of chivalry and honour. In reality they are brutally effective warriors who practice their skills daily in tournaments and mock fights. On the battlefield, their steel plate protection makes them hard to kill. Although most fight mounted, those that go on foot make powerful infantry.

Abilities

  • Hardy

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

  • Command

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

  • Knight

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

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

Stats

Men
40
Melee
attack 9, charge 3 (sword)
Defence
armour 14, skill 8, shield 5
Morale
14 · Impetuous · Highly trained
Cost
686 florins, 1372 upkeep, 1 turn to train
Terrain
-1 in scrub, -3 in sand, +1 in forest, -1 in snow
Heat
+14 fatigue in hot climates

Where & when to recruit

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

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

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

Halberd Men at Arms

free professional, standard

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

Abilities

  • Armour piercing

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

  • Hardy

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

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

Stats

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

Where & when to recruit

Building Full Plate Armor~turn 521 Gothic Plate Armor~turn 641 The Rise of Shot~turn 841
Barracks Barracks · castle only Aragon regions or France regions or Denmark regions or Spain regions or Norway regions or England regions or Hungary regions or Poland regions or Portugal regions or Hre regions or Pisa regions or Venice regions or Sicily regions or Papal States regions 18t 18t ·
Barracks Barracks · castle only Catholic ≥ 50% in region 28t 26t 25t
Barracks Barracks · castle only Not in Aragon regions Not in France regions Not in Denmark regions Not in Spain regions Not in Norway regions Not in England regions Not in Hungary regions Not in Poland regions Not in Portugal regions Not in Hre regions Not in Pisa regions Not in Venice regions Not in Sicily regions Not in Papal States regions 114t 114t ·
Armoury Barracks · castle only Catholic ≥ 50% in region 38t 36t 35t

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

Norse Bóndi

AOR unit

REGIONAL TROOPS/ MORALE 4/ LOW DISCIPLINE/ UNTRAINED/ FREE UPKEEP UNIT/ IS PEASANT/ AOR UNIT. Bóndi (also húsbóndi, bændr in Old Norse) were the core of Norse society, consisting of farmers and craftsmen in Viking Age Scandinavia, and constituted a widespread middle class. They were free men and enjoyed rights such as the use of weapons and the privilege of joining the Thing as landed farm owners.These Local Scandinavian peasants are levied to fight for the king or Jarl. GAMEPLAY NOTES:These northern peasants are untrained and have low discipline but are brave men forged in the harshness of the Northern climate, so despite their limited equipment and training they will be decent local infantry to defend their homes. They fight with little axes and shields with hardly any protection or armor. They are recruited only in Scandinavian lands and are among the cheapest troops in the game.

Abilities

  • Hardy

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

  • Peasant

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

  • 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
56
Missile
Javelin: attack 11, range 55, 4 ammo
Melee
attack 3, charge 2 (axe)
Defence
armour 1, skill 2, shield 4
Morale
4 · Low discipline · Untrained
Cost
152 florins, 152 upkeep, 1 turn to train
Terrain
+1 in scrub, -1 in sand, +3 in forest, +2 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Building From start Heavy Mail~turn 141 Partial Plate Armor~turn 441 Full Plate Armor~turn 521
Town Watch Barracks · city only Denmark regions or Norway regions 26t 27t 211t ·
Town Guard Barracks · city only Denmark regions or Norway regions 23t 23t 23t +4t
City Watch Barracks · city only Denmark regions or Norway regions 23t 23t 23t +4t
Militia Drill Square Barracks · city only Denmark regions or Norway regions 23t 23t 23t +4t
Militia Barracks Barracks · city only Needs Quarries or better Denmark regions or Norway regions 23t 23t 23t +4t
Army Barracks Barracks · city only Needs Stonemasons or better Denmark regions or Norway regions 23t 23t 23t +4t
Royal Barracks Barracks · city only Needs Stonemasons or better Denmark regions or Norway regions 23t 23t 23t +4t
Mustering Hall Barracks · castle only Denmark regions or Norway regions 220t 220t 220t ·
Mustering Hall Barracks · castle only Norway regions or Denmark regions +20t +20t +20t +20t
Garrison Quarters Barracks · castle only Denmark regions or Norway regions 220t 220t 220t ·
Garrison Quarters Barracks · castle only Norway regions or Denmark regions +20t +20t +20t +20t
Drill Square Barracks · castle only Denmark regions or Norway regions 220t 220t 220t ·
Drill Square Barracks · castle only Norway regions or Denmark regions +4t +4t +4t +4t
Barracks Barracks · castle only Denmark regions or Norway regions 220t 220t 220t ·
Barracks Barracks · castle only Norway regions or Denmark regions +4t +4t +4t +4t
Armoury Barracks · castle only Denmark regions or Norway regions 220t 220t 220t ·
Armoury Barracks · castle only Norway regions or Denmark regions +4t +4t +4t +4t
Village Kirke Stavkirke Without Rus Monastery Without Rus Monastery Norway regions Norway regions +25t +25t +25t +25t
Town Kirke Stavkirke Without Rus Monastery Without Rus Monastery Norway regions Norway regions +17t +17t +17t +17t
Jarl's Kirke Stavkirke Without Monastic Enclosure or better Without Rus Monastery Norway regions Norway regions +12t +12t +12t +12t
Konungr's Kirke Stavkirke Without Rus Monastery Norway regions Capital or River Norway regions +10t +10t +10t +10t

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

Levy Archers

Peasant levies, factional

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

Abilities

  • Area attack

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

  • Peasant

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 25% in region

Building From start Heavy Mail~turn 141
Bowyer Ranges · castle only 19t 114t
Practice Range Ranges · castle only 28t 211t
Archery Range Ranges · castle only 37t★1 39t★1
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 36t★3 38t★3

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

Forest Archers

AOR unit

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

Abilities

  • Area attack

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

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

Stats

Men
48
Missile
War Arrow: attack 4, range 145, 30 ammo
Melee
attack 2, charge 2 (sword)
Defence
armour 0, skill 4, shield 3
Morale
8 · Low discipline · Trained
Cost
594 florins, 494 upkeep, 2 turns to train
Terrain
+1 in scrub, -1 in sand, +3 in forest, +1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Building From start
Bowyer Ranges · castle only Lithuania regions 220t
Bowyer Ranges · castle only Norway regions or Denmark regions 220t
Practice Range Ranges · castle only Lithuania regions 220t
Practice Range Ranges · castle only Norway regions or Denmark regions 220t
Archery Range Ranges · castle only Lithuania regions 220t
Archery Range Ranges · castle only Norway regions or Denmark regions 220t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Lithuania regions 220t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Norway regions or Denmark regions 220t

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

Veiðimenn

Free Professionals, factional

FREE PROFESSIONALS/ MORALE 8/ NORMAL DISCIPLINE/ TRAINED These archers are professional hunters and nordic men masters of archer weapon. Using a bow similar to longbow, these archers can do a lot of casualities and also deploy stakes against cavalry, experts in ambush on north forests.

Abilities

  • Area attack

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

  • Stakes

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

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

Stats

Men
48
Missile
Quality Mass Bodkin Arrow: attack 5, range 200, 30 ammo
Melee
attack 4, charge 1 (sword)
Defence
armour 2, skill 4, shield 3
Morale
8 · Normal discipline · Trained
Cost
1002 florins, 602 upkeep, 2 turns to train
Terrain
+1 in scrub, -1 in sand, +3 in forest, +2 in snow
Heat
+3 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 35% in region Norway regions or Denmark regions

Building From start Heavy Mail~turn 141
Practice Range Ranges · castle only 18t 111t
Archery Range Ranges · castle only 26t 28t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 35t★1 37t★1

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

Gestir

Free professionals, factional

FREE PROFESSIONALS/ MORALE 10/ DISCIPLINED/ HIGHLY TRAINED Low born professional nordic warriors doing errands for the king, executing his justice, acting as spies, assassins and tax collectors. Equipped with mail, javelins, a battleaxe and a rounded shield, these men are the viking heritage incarnated.

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.

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • Anti-cavalry bonus +4

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

  • Hardy

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

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

Stats

Men
40
Missile
Javelin: attack 11, range 55, 4 ammo
Melee
attack 6, charge 2 (axe)
Defence
armour 6, skill 6, shield 5
Morale
10 · Disciplined · Highly trained
Cost
1020 florins, 839 upkeep, 3 turns to train
Mount effect
+6 vs Elephant
Terrain
+1 in scrub, +2 in forest, +2 in snow
Heat
+6 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 35% in region Denmark regions or Norway regions

Building From start Ostsiedlung~turn 111 Partial Plate Armor~turn 441
Garrison Quarters Barracks · castle only 125t 117t 112t
Drill Square Barracks · castle only 225t 217t 212t
Barracks Barracks · castle only 217t★1 212t★1 210t★1
Armoury Barracks · castle only 312t★1 310t★1 38t★1

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

Sergeant Archers

Sergeants, factional

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

Abilities

  • Area attack

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

  • Hardy

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 35% in region

Building From start Heavy Mail~turn 141 Pavise Shields~turn 381
Practice Range Ranges · castle only Not in Norway regions or Not in Denmark regions 125t 114t 19t
Archery Range Ranges · castle only 217t 211t 28t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 312t★1 39t★1 37t★1

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

Baltic Crossbowmen

free professional, regional (guild)

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

Abilities

  • Area attack

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

  • Hardy

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

  • Mercenary

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

  • Mercenary disband

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Always needs: Hanseatic

Building From start Hanseatic League Beginnings~turn 81 Ostsiedlung~turn 111 Hanseatic Cities Intensify Cooperation~turn 161 New Crossbow Mechanics Developed~turn 211 Lübeck Ascendancy~turn 231 The Trade Wars of the Hanseatic League~turn 285 Harbour cranes~turn 305 Die Kogge~turn 325 Confederation of Cologne~turn 401
Baltic Trade Hansa Teutonica Needs Port or Needs Castle Port or Needs River Access After Crossbow in the Baltics · 217t 217t 217t 217t 217t 217t 217t 217t 217t
Hanseatische Faktorei Hansa Teutonica England regions or Norway regions or Denmark regions or Russia regions · · · · 214t★1 214t★1 214t★1 214t★1 214t★1 311t★1
Hanseatische Faktorei Hansa Teutonica England regions or Norway regions or Denmark regions or Russia regions After Crossbow in the Baltics · · · 217t · · · · · ·
Hanseatische Kaufmänner Hansa Teutonica Hre regions or Poland regions or Prussia regions · · 214t 29t★1 29t★1 29t★1 29t★1 29t★1 29t★1 29t★1
Hanseatischer Quartier Hansa Teutonica Hre regions or Poland regions or Prussia regions · · · · · · · · 311t★1 38t★2
Holsteintor Hansa Teutonica Hre regions Poland regions · · · · · 311t★4 311t★4 311t★4 311t★4 36t★4
Stalhof Hansa Teutonica Capital England regions · · · · · · 214t 214t 214t 211t★1
Peterhof Hansa Teutonica Capital Russia regions · · · · · · 214t 214t 214t 211t★1
Bryggen Hansa Teutonica Capital Norway regions · · · · · · 214t 214t 214t 211t★1
Hanseatischer Kontor Hansa Teutonica Flemish France regions · · · · · · 214t 214t 214t 211t★1
The Great Crane The Great Crane · city only Needs Port or better Needs Hanseatische Faktorei or better Poland regions Prussia regions · · · · · · · +50t +50t +25t
Merchants' Guild Merchants' Guild · · · · · · +20t +20t +20t +14t
Merchants' Guild Merchants' Guild After Crossbow in the Baltics +33t +33t +33t +33t +33t +33t · · · ·
Master Merchants' Guild Merchants' Guild · · · · · · +17t +17t +17t +11t
Master Merchants' Guild Merchants' Guild After Crossbow in the Baltics 18t 18t 18t 18t 18t 18t 111t 111t 111t 111t
Master Merchants' Guild Merchants' Guild Before Crossbow in the Baltics +8t +8t +8t +8t +8t +8t +8t +8t +8t +8t
Merchants' Guild Headquarters Merchants' Guild · · · · · · +12t +12t +12t +10t
Merchants' Guild Headquarters Merchants' Guild After Crossbow in the Baltics 25t 25t 25t 25t 25t 25t 28t 28t 28t 28t

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

Levy Crossbowmen

feudal levy, standard

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

Abilities

  • Area attack

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Building The Second Lateran Council~turn 17 The Third Lateran Council~turn 93 Ostsiedlung~turn 111 New Crossbow Mechanics Developed~turn 211 Pavise Shields~turn 381 Full Plate Armor~turn 521
Town Watch Barracks · city only Catholic ≥ 25% in region 125t 117t 117t 112t · ·
Town Guard Barracks · city only Catholic ≥ 25% in region · · 125t 114t 114t 114t
City Watch Barracks · city only Catholic ≥ 25% in region · · 214t 29t 29t 29t
Army Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 25% in region · · 27t 26t 26t 26t
Royal Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 25% in region · · 37t★1 36t★1 36t★1 36t★1
Bowyer Ranges · castle only · · 125t 114t 125t ·
Practice Range Ranges · castle only Catholic ≥ 25% in region · · 217t 211t 217t ·
Archery Range Ranges · castle only Catholic ≥ 25% in region · · 212t★1 29t★1 212t★1 ·
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Catholic ≥ 25% in region · · 310t★1 38t★1 310t★1 ·

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

Urban Crossbowmen Militia

urban militia, standard

URBAN MILITIA/ MORALE 5/ LOW DISCIPLINE/ TRAINED/ FREE UPKEEP UNIT. Urban Crossbowmen militia are citizens trained as urban militia to defend their homes, they are pretty common in Italian lands where Italian city-states have to form their own militias in rivalry with each other. Later, and with the development of medieval cities starting in the 13th century, these urban militias spread to the rest of Europe. GAMEPLAY NOTES: Trained in the use of the crossbow, they are useful for shooting arrows or bolts behind the walls where they are well protected. They are better protected than levies of crossbowmen and have better morale, but they are no match for more professional troops.

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 3, charge 1 (sword)
Defence
armour 2, skill 3, shield 0
Morale
5 · Low discipline · Trained
Cost
513 florins, 513 upkeep, 1 turn to train
Terrain
+1 in scrub, -1 in sand, -2 in forest
Heat
+4 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 25% in region

Building Ostsiedlung~turn 111 New Crossbow Mechanics Developed~turn 211
Militia Drill Square Barracks · city only 19t 17t
Militia Barracks Barracks · city only Needs Quarries or better 29t 27t

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

Arbalest Militia

urban militia, standard

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

Abilities

  • Area attack

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Building Pavise Shields~turn 381 Full Plate Armor~turn 521 Pike and Shot~turn 797
Town Watch Barracks · city only Catholic ≥ 25% in region 112t 19t 112t
Bowyer Ranges · castle only Catholic ≥ 25% in region 125t 114t 19t
Practice Range Ranges · castle only Catholic ≥ 35% in region 15t · ·
Practice Range Ranges · castle only Catholic ≥ 25% in region 217t 211t 28t
Archery Range Ranges · castle only Catholic ≥ 35% in region 15t · ·
Archery Range Ranges · castle only Catholic ≥ 25% in region 212t★1 29t★1 27t★1
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Catholic ≥ 35% in region 24t · ·
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Catholic ≥ 25% in region 310t★1 38t★1 36t★1

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

free professional, standard

Quality: Superior (Combination). Type: Urban Professional (increased training time based on unit type and quality, higher proportion of disciplined units). Called "hand guns" to distinguish them from cannons, these are the earliest form of personal firearm. Consisting of a rudimentary metal tube mounted on a wooden pole and awkwardly ignited, this basic design left little room for aiming. These weapons caused more panic than actual damage to enemy troops who were shaken by the noise and smoke made when firing. Given their short range, their firers need to be well armoured and able to look after themselves in close combat.

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.

  • Frightens cavalry

    Lowers the morale of enemy cavalry nearby.

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

Men
48
Missile
Hand Gun Bullet: attack 10, range 55, 12 ammo
Melee
attack 7, charge 3 (sword)
Defence
armour 11, skill 5, shield 6
Morale
8 · Normal discipline · Trained
Cost
2810 florins, 1054 upkeep, 3 turns to train
Terrain
-2 in sand, +2 in forest, -1 in snow
Heat
+12 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.

Arquebusiers

free professional, standard

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

Abilities

  • Area attack

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

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

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

Where & when to recruit

Always needs: Needs Stonemasons or better

Building The Spanish Inquisition begins~turn 699 Portable Clock~turn 757
Army Barracks Barracks · city only 22t 41t
Royal Barracks Barracks · city only 22t 41t

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

Musketeers

free professional, standard

Quality: Superior. Type: Urban Professional (increased training time based on unit type and quality, higher proportion of disciplined units). An improvement on the arquebus, the musket is longer, more accurate and fires a heavier shot that can pierce any armour. Like the arquebus, it fires using a matchlock mechanism, a smouldering length of rope as a fuse that ignites the gunpowder in the pan. The noise, smoke and lethality of this weapon causes fear in its targets

Abilities

  • Armour piercing

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

  • Area attack

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

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

Men
48
Missile
Quality Musket Bullet: attack 24, range 145, 12 ammo
Melee
attack 4, charge 1 (sword)
Defence
armour 0, skill 5, shield 0
Morale
8 · Normal discipline · Trained
Cost
1389 florins, 521 upkeep, 3 turns to train
Terrain
+1 in scrub, -1 in sand, +3 in forest

Where & when to recruit

Always needs: Needs Stonemasons or better

Building Pike and Shot~turn 797
Royal Barracks Barracks · city only 22t

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

Late Arquebusiers

free professional, standard

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

Abilities

  • Armour piercing

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

  • Area attack

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

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

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

Where & when to recruit

Always needs: Needs Stonemasons or better

Building Pike and Shot~turn 797 The Rise of Shot~turn 841
Army Barracks Barracks · city only 41t 51t
Royal Barracks Barracks · city only 41t 51t

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

Late Musketeers

free professional, standard

Quality: Average. Type: Urban Professional (increased training time based on unit type and quality, higher proportion of disciplined units). This weapon is similar to the late arquebus and lighter and handier than the heavier musket that preceded it. The noise, smoke and lethality of this weapon causes fear in its targets.

Abilities

  • Armour piercing

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

  • Area attack

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

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

Men
48
Missile
Flintlock Bullet: attack 24, range 125, 12 ammo
Melee
attack 4, charge 1 (sword)
Defence
armour 0, skill 5, shield 0
Morale
7 · Normal discipline · Highly trained
Cost
1491 florins, 561 upkeep, 4 turns to train
Terrain
+1 in scrub, -1 in sand, +3 in forest
Heat
+1 fatigue in hot climates

Where & when to recruit

Always needs: Needs Stonemasons or better

Building Advanced Matchlock~turn 849
Royal Barracks Barracks · city only 51t★1

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

Trebuchet

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

Building Ostsiedlung~turn 111
Siege Works Siege · city only Needs Carpenters' Workshops or better 211t
Siege Works Siege · castle only 211t

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

Mangonel

artillery

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

Abilities

  • Armour piercing

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

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

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

Ribault

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Launching

    Hits may throw men into the air.

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

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

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

Bombard

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

  • Stakes

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

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

Stats

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

Where & when to recruit

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

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

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

Serpentine

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Launching

    Hits may throw men into the air.

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

  • Stakes

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

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

Stats

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

Where & when to recruit

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

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

Longboat

ship

Longships have been in use by the Vikings since the 9th century. Mainly used as troop carriers, these ships carried the mighty Viking warriors across Europe for raiding and pillaging, and today it carries their equally fearsome decedents.

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

Men
20
Melee
attack 8, charge 0
Defence
armour 0, skill 5, shield 0
Morale
12 · Normal discipline · Trained
Cost
908 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 25t
Port with Shipwright Ports · city only 25t★1
Port with Dockyard Ports · city only 25t★1
Great Harbour Ports · city only 25t★2
Port Ports · castle only 25t
Port with Shipwright Ports · castle only 25t★1
Port with Dockyard Ports · castle only 25t★1
Great Harbour Ports · castle only 25t★2

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

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

Dragon Boat

ship

Dragon Boats are the command ships of 12th century Danish fleets. Equipped with a keel and a double set of rowers which doubles the fighting power in melee, as all rowers onboard are also warriors. These boats carry ballista for firing grappling hooks to pull enemy ships into contact, enabling boarding actions.

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

Men
30
Melee
attack 12, charge 0
Defence
armour 0, skill 10, shield 0
Morale
14 · Normal discipline · Trained
Cost
1868 florins, 552 upkeep, 4 turns to train

Where & when to recruit

Always needs: Needs Carpenters' Workshops or better Denmark regions or Norway regions

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

Cog

ship

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

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

Always needs: Hanseatic

Building Ostsiedlung~turn 111 Hanseatic Cities Intensify Cooperation~turn 161 Lübeck Ascendancy~turn 231 The Trade Wars of the Hanseatic League~turn 285 Die Kogge~turn 325
Hanseatische Faktorei Hansa Teutonica England regions or Norway regions or Denmark regions or Russia regions · +10t +10t +5t +5t
Hanseatische Kaufmänner Hansa Teutonica Hre regions or Poland regions or Prussia regions +7t +7t +7t +4t +4t
Hanseatischer Quartier Hansa Teutonica Hre regions or Poland regions or Prussia regions · · · · +3t
Holsteintor Hansa Teutonica Hre regions Poland regions · · +5t +3t +3t
Stalhof Hansa Teutonica Capital England regions · · · +3t +3t
Peterhof Hansa Teutonica Capital Russia regions · · · +3t +3t
Bryggen Hansa Teutonica Capital Norway regions · · · +3t +3t
Hanseatischer Kontor Hansa Teutonica Flemish France regions · · · +3t +3t

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

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

Holk

ship

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

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

Always needs: Hanseatic

Building Die Kogge~turn 325 Confederation of Cologne~turn 401
Hanseatische Faktorei Hansa Teutonica England regions or Norway regions or Denmark regions or Russia regions +10t +5t
Hanseatische Kaufmänner Hansa Teutonica Hre regions or Poland regions or Prussia regions +7t +4t
Hanseatischer Quartier Hansa Teutonica Hre regions or Poland regions or Prussia regions +5t +3t
Holsteintor Hansa Teutonica Hre regions Poland regions +5t +3t
Stalhof Hansa Teutonica Capital England regions +5t +3t
Peterhof Hansa Teutonica Capital Russia regions +5t +3t
Bryggen Hansa Teutonica Capital Norway regions +5t +3t
Hanseatischer Kontor Hansa Teutonica Flemish France regions +5t +3t

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

Carrack

ship

The first fully ocean going ship in Europe, the Carrack is a four-masted vessel developed in the Mediterranean during the 15th century, and later used throughout Europe. Stable in heavy seas, and roomy enough to carry provisions for long voyages, these sturdy ships are well armed, sporting broadside firing cannon arrays, as well as large compliments of on-board marines.

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

Men
50
Melee
attack 35, charge 0
Defence
armour 0, skill 30, shield 0
Morale
14 · Normal discipline · Trained
Cost
6300 florins, 1320 upkeep, 7 turns to train

Where & when to recruit

Always needs: Hanseatic

Building A New Route to the East?~turn 543
Hanseatische Faktorei Hansa Teutonica England regions or Norway regions or Denmark regions or Russia regions +10t
Hanseatische Kaufmänner Hansa Teutonica Hre regions or Poland regions or Prussia regions +7t
Hanseatischer Quartier Hansa Teutonica Hre regions or Poland regions or Prussia regions +5t
Holsteintor Hansa Teutonica Hre regions Poland regions +5t
Stalhof Hansa Teutonica Capital England regions +5t
Peterhof Hansa Teutonica Capital Russia regions +5t
Bryggen Hansa Teutonica Capital Norway regions +5t
Hanseatischer Kontor Hansa Teutonica Flemish France regions +5t

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

General's Bodyguard

feudal knight, bodyguard

Quality: Exceptional. These are truly formidable troops whose task it is to guard their liege. Wearing mail, or early plate armour and wielding lances, these elite troops fear little on the battlefield and make fearsome opponents. Loyal and disciplined, this elite unit of heavy cavalry accompanies their master wherever he goes on the battlefield.

Abilities

  • Very hardy

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

  • Command

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

  • General's bodyguard

    Can serve as a named character's bodyguard.

  • Knight

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

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

Stats

Men
10 · riding Royal Horse Marka
Melee
attack 6, charge 12 (spear)
Defence
armour 10, skill 5, shield 7
Morale
12 · Impetuous · Highly trained
Cost
239 florins, 478 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest
Heat
+7 fatigue in hot climates

General's Bodyguard

feudal knight, bodyguard

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

Abilities

  • Very hardy

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

  • Command

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

  • General's bodyguard

    Can serve as a named character's bodyguard.

  • Bodyguard upgrade

    A later-era bodyguard type that replaces older ones.

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

Stats

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

Royal Hirðmenn

Exceptional, bodyguard

EXCEPTIONAL UNIT / MORALE 16/ IMPETUOUS/ HIGHLY TRAINED/ LOCK MORALE The High nobles of the Hird, they were the bodyguard of Jarls and petty kings in Early period. In late period, these men are the Men-at-Arm of Norway. Ready to protect Jarls and family members of the King, that well-equipped group of warriors is the strongest professional infantry of Norway that will fight until the dead if it is necessary.

Abilities

  • Shield wall

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

  • Very hardy

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

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

  • Command

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

  • General's bodyguard

    Can serve as a named character's bodyguard.

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

Stats

Men
60
Melee
attack 9, charge 6 (sword)
Defence
armour 7, skill 10, shield 6
Morale
16 · Impetuous · Highly trained · never routs
Cost
804 florins, 1208 upkeep, 5 turns to train
Terrain
-2 in sand, +1 in forest, +1 in snow
Heat
+6 fatigue in hot climates