SSHIM Guide

Kingdom of Poland Units & recruitment

A Catholic kingdom split between rival dukes, facing the HRE, the pagan Baltic tribes and the Rus. Its reforms are earned by building up the country and reuniting it under a crowned king.

Recruiting as Poland

Kraków holds the reforms together

After the Ostsiedlung, every Polish reform needs Kraków in your hands, not under siege, and you not excommunicated. Each turn that holds there's a 40% chance the next reform happens.

Build to reform early

Each reform has a building target (Tourney Fields, City Halls, Cathedrals, Citadels). Meet it and the reform can happen decades before its fallback turn.

The Order of Dobrin

After the Ostsiedlung, while you hold Płock, there's a 30% chance each turn that the Order of Dobrin is founded and a free army of Ritterbruder and Crusader Sergeants appears near Płock. It can happen from turn 100 if Prussia (Twangste) is still pagan, otherwise from turn 200.

Help when the capital falls

If Kraków 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

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

  1. 1

    Ostsiedlung

    usually around turn 111 (~1187)

    Needs
    • Past turn 99, with 3+ Landowners' Guards and 2+ Opencast Mines built.
    • Otherwise it happens for everyone after turn 140 (10% per turn).
    Chance
    40% per turn.

    German settlers move east. Settlements grow faster across Central Europe.

    UnlocksTrebuchet

    RetiresMorass Scouts

    In-game event text

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

  2. 2

    First tourney in Poland

    usually around turn 211 (~1237)

    Needs
    • Past turn 180 with a crowned king, 3+ Tourney Fields and Wrezław in your hands.
    Fallback
    Past turn 240.
    Chance
    40% per turn.

    UnlocksRycerzeSpieszeni Rycerze

    In-game event text

    In 1243 Prince Boleslaw II Rogatka organized the first tourney for the knights in Silesia. This marked the advent of the knightly aristocratic culture to the lands under the spiritual leadership of Archbishop of Gniezno. The Eastern princes were late adopters but practiced the ritual fighting with fervor equal to their peers in the West. GAME STRATEGY: From now on, Poland is able to build Tourney Fields, and more knight units will be available.

  3. 3

    City rights for Cracow

    usually around turn 277 (~1270)

    Needs
    • The First Tourney has happened.
    • Past turn 250 with 3+ City Halls.
    Fallback
    Past turn 300.
    Chance
    40% per turn.

    Universities can train an extra diplomat.

    In-game event text

    In the wake of the inflow of new citizens from the West, the city of Cracow has been granted autonomy in the form of the Magdeburg Laws. Similar acts have been made for several other cities in Central Europe during the 13th century. The society of Poland is undergoing significant changes, and this is reflected in its military as well.

  4. 4

    Synod of Leczyca

    usually around turn 337 (~1300)

    Needs
    • The Location of Kraków has happened and you hold Płock (not under siege).
    • Past turn 300 with 4+ Cathedrals.
    Fallback
    Past turn 370 (still needs Płock).
    Chance
    40% per turn.

    UnlocksFeudal KnightsPavise Spear MilitiaFeudal Foot Knights

    RetiresMożniSpieszeni Możni

    In-game event text

    During the synod, Archbishop Jakub Swinka issues an order for all priests under his bishopry to deliver sermons in Polish rather than German. This directive serves to enhance the unity of the Catholic Church in Poland and actively contributes to fostering a sense of national identity. This also strengthens the Polish Knights' identity among the nobility. GAME STRATEGY: The number of knights able to be recruited increases, Theologian guilds provide more religious benefits, and the number of available priests increases. There will also be less resistance in the core Polish lands if a province is re-conquered.

  5. 5

    The United Kingdom

    usually around turn 437 (~1350)

    Needs
    • You hold Poznań and Płock.
    • Past turn 400 with a crowned king and 3+ Citadels.
    Fallback
    Past turn 470 (still needs Poznań and Płock).
    Chance
    40% per turn.

    RetiresLevy Axemen

    In-game event text

    DUMMY. GAME STRATEGY: tbc.

  6. 6

    Kazimierz Jagiellonczyk

    usually around turn 601 (~1432)

    Needs
    • Past turn 560 with a crowned king, a Great University and 5+ Cathedrals.
    Fallback
    Past turn 640.
    Chance
    40% per turn.
    In-game event text

    DUMMY. GAME STRATEGY: tbc.

World events that change your army

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

21 events
  1. 1

    Notre Dame

    usually around turn 53 (~1158)

    UnlocksMounted Sergeants

  2. 2

    Heavy Mail

    usually around turn 141 (~1202)

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

    UnlocksSergeant SwordsmenHeavy Sergeant SwordmenMangonel

    RetiresSergeant Archers

    In-game event text

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

  3. 3

    Pronoia Reforms

    usually around turn 181 (~1222)

    RetiresSlav Levies

    In-game event text

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

  4. 4

    A Deadly New Weapon!

    usually around turn 201 (~1232)

    Needs
    • Happens at a random point between 1222 and 1242.

    RetiresWoodsmen

    In-game event text

    Europe learns of a terrible new compound called 'Gunpowder'. Information on the substance can be found in Roger Bacon's "De nullitate magiæ" at Oxford, published in 1216, or in his "Opus Maior" in 1248 where he describes a recipe for this new weapon: "We can, with saltpeter and other substances, compose artificially a fire that can be launched over long distances ... By only using a very small quantity of this material much light can be created accompanied by a horrible fracas. It is possible with it to destroy a town or an army ... In order to produce this artificial lightning and thunder it is necessary to take saltpeter, sulfur, and Luru Vopo Vir Can Utriet." Others soon add to this, such as the Norwegian Konungs skuggsjá, where he mentions in its military chapter the use of "coal and sulphur" as the best weapon for ship-to-ship combat. However it is not until the Moors use it for Cannons in their wars against the Spanish that its true power is seen. It would be best to seek knowledge of this new technology quickly.

  5. 5

    New Crossbow Mechanics Developed

    usually around turn 211 (~1237)

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

    UnlocksStrzelcy

    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)

  6. 6

    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!

  7. 7

    Die Kogge

    usually around turn 325 (~1294)

    UnlocksHolk

    In-game event text

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

  8. 8

    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.

  9. 9

    Coat of Plates

    usually around turn 341 (~1302)

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

    UnlocksHussars

    RetiresSlavic Javelinmen

    In-game event text

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

  10. 10

    Pavise Shields

    usually around turn 381 (~1322)

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

    UnlocksArbalestersSergeant Crossbowmen

    RetiresEastern Levy Spearmen

    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)

  11. 11

    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!

  12. 12

    Partial Plate Armor

    usually around turn 441 (~1352)

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

    UnlocksHalberd MilitiaHalberd Men at Arms

    In-game event text

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

  13. 13

    Handgun Developed

    usually around turn 461 (~1362)

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

    RetiresSlavic Levy Archers

    In-game event text

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

  14. 14

    Full Plate Armor

    usually around turn 521 (~1392)

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

    UnlocksHalberdiers

    RetiresEastern Crossbow Militia

    In-game event text

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

  15. 15

    Portable Pipe Organ?

    usually around turn 537 (~1400)

    Needs
    • Happens in 1400.

    UnlocksKopijnicy

    In-game event text

    With the Papacy no longer denouncing polyphony, the musical technique where two melodies are united, we are now in an age where aspiring musical artists are pioneering new ways to make heavenly music. The most recent advent in the musical world is an instrument known as a spinet. A true modern mechanical marvel, the spinet is driven by a row of black and white keys, just like a pipe organ, that when pressed strike varying notes on strings cased within. The sounds it produces are not so powerful or profound as the pipe organ, making it something a wealthy noble or merchant could have in their home.

  16. 16

    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.

  17. 17

    Matchlock Developed

    usually around turn 597 (~1430)

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

    UnlocksArquebusiers

    RetiresRycerzeEastern SpearmenPavise Spear MilitiaSergeant SwordsmenSpieszeni Rycerze

    In-game event text

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

  18. 18

    Gothic Plate Armor

    usually around turn 641 (~1452)

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

    UnlocksGeneral's BodyguardCannonSerpentine

    RetiresGeneral's BodyguardFeudal KnightsFeudal Foot Knights

    In-game event text

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

  19. 19

    Pike and Shot

    usually around turn 797 (~1530)

    Needs
    • Happens in 1530.

    UnlocksDemi LancersMounted ArquebusiersLate Arquebusiers

    RetiresMen At ArmsHalberd Men at ArmsArquebusiers

    In-game event text

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

  20. 20

    The Rise of Shot

    usually around turn 841 (~1552)

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

    UnlocksHusarzeLate Pikemen

    RetiresPocztowiKopijnicyStrzelcy

    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.

  21. 21

    Advanced Matchlock

    usually around turn 849 (~1556)

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

    UnlocksLate Musketeers

    RetiresLate Arquebusiers

    In-game event text

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

The crown: Korona Polski

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

  • Malopolska (Kraków) with Cathedral (for Catholic factions) or better
  • Malopolska (Kraków) with Marienkirche or better
  • Wielkopolska (Poznań) with St. Adalbert Cathedral or better
  • Jerusalem with Holy Sepulchreholy city

Lands you must hold

Silesia (Wrezław) Wielkopolska (Poznań) Pomerania (Stetin) Pomerania Gedanensis (Gdańsk) Masovia (Płock) Malopolska (Kraków) Halychyna (Halych) Volhynia (Volodymyr) Moldavia (Siret) Ruthenia (Goroden) Prussia (Twangste)

Only while no other faction holds this crown

Not needed with a Strong Legacy.

AI version (8 settlements)

Silesia (Wrezław), Wielkopolska (Poznań), Pomerania (Stetin), Pomerania Gedanensis (Gdańsk), Masovia (Płock), Malopolska (Kraków), Halychyna (Halych), Ruthenia (Goroden)

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

Pocztowi

feudal knight, factional

Feudal servants. Pocztowi are poorer and lower status cavalrymen that a unit the nobility to war. They wear mail armour and are armed with a lance and sword. Trained in heavy cavalry tactics this unit is capable of devastating charges.

Abilities

  • Wedge

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

  • Formed charge

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

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

Stats

Men
24 · riding Medium Horse
Melee
attack 4, charge 12 (spear)
Defence
armour 8, skill 3, shield 4
Morale
11 · Impetuous · Highly trained
Cost
421 florins, 842 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest
Heat
+6 fatigue in hot climates

Where & when to recruit

Building From start Ostsiedlung~turn 111 First Tourney~turn 211 Council of Łęczyca~turn 337 The Rise of Shot~turn 841
Knight's Stables Stables · castle only · 225t 217t 211t ·
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better · 214t 211t 28t ·
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better · 210t 28t 27t ·
King's Stables Stables · castle only Needs Quarries or better · 28t★1 27t★1 26t★1 ·
Tourney Field Tourney Without Urban Equestrian After Concentric Castles or After Poland3 First Tourney Player 214t 214t 214t 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.

Możni

feudal knight, factional

Feudal elite. Morale 13. Możni, the Polish elites, form an excellent heavy cavalry. In melee, they switch to their swords for hand to hand combat. Brigandine armour gives them a good level of protection.

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 5, charge 9 (spear)
Defence
armour 8, skill 3, shield 5
Morale
11 · Impetuous · Highly trained
Cost
522 florins, 1044 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest
Heat
+6 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 50% in region

Building From start Ostsiedlung~turn 111 First Tourney~turn 211
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better 225t 225t 233t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better 318t 318t 225t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better 213t 213t 218t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better 39t 39t 213t
St. Adalbert Rotunda Saint Adalbertus Poland regions Unique1 regions Needs Logging Camps or better +25t · ·

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: St. Adalbert Rotunda.

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 217t 217t 217t
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

Scouts

Regional troops, AOR unit

REGIONAL TROOPS/ MORALE 4/ NORMAL DISCIPLINE/ UNTRAINED/IS PEASANT/ AOR UNIT/ FREE UPKEEP UNIT More accustomed to working on foot, Scouts are untrained horsemen and as such not great fighters on horseback. They wear padded or light mail armour and are equipped with a spear and an axe. Cheap to recruit and equip, scouts are useful for running down fleeing troops and scattering archers. Due to low cost equipment many little setllements can upkeep them as local peasant militias.

Abilities

  • Armour piercing

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

  • Peasant

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

  • Free upkeep

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

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

Stats

Men
32 · riding Scout Horse
Melee
attack 3, charge 6 (spear)
Defence
armour 2, skill 1, shield 3
Morale
4 · Normal discipline · Untrained
Cost
1064 florins, 511 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in sand, +2 in snow
Heat
+2 fatigue in hot climates

Where & when to recruit

Building From start New Crossbow Mechanics Developed~turn 211 Partial Plate Armor~turn 441
Town Watch Barracks · city only Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions 220t 225t★1 233t★3
Town Guard Barracks · city only Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions 220t 225t★1 233t★3
City Watch Barracks · city only Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions 220t 225t★1 233t★3
Militia Drill Square Barracks · city only Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions 220t 225t★1 233t★3
Militia Barracks Barracks · city only Needs Quarries or better Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions 220t 225t★1 233t★3
Army Barracks Barracks · city only Needs Stonemasons or better Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions 220t 225t★1 233t★3
Royal Barracks Barracks · city only Needs Stonemasons or better Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions 220t 225t★1 233t★3
Stables Stables · castle only Denmark regions or Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions 220t 225t★1 233t★3
Stables Stables · castle only Not in France regions Not in Pisa regions Aragon regions or Spain regions or Portugal regions 220t 225t★1 233t★3
Stables Stables · castle only Not in Lithuania regions Not in Poland regions Not in Tartar steppe Kievan Rus regions or Russia regions 220t 225t★1 233t★3
Stables Stables · castle only Not in France regions Not in Hre regions Not in Serbia regions Pisa regions or Venice regions or Sicily regions or Papal States regions 220t 225t★1 233t★3
Knight's Stables Stables · castle only Denmark regions or Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions 220t 225t★1 233t★3
Knight's Stables Stables · castle only Not in France regions Not in Pisa regions Aragon regions or Spain regions or Portugal regions 220t 225t★1 233t★3
Knight's Stables Stables · castle only Not in Lithuania regions Not in Poland regions Not in Tartar steppe Kievan Rus regions or Russia regions 220t 225t★1 233t★3
Knight's Stables Stables · castle only Not in France regions Not in Hre regions Not in Serbia regions Pisa regions or Venice regions or Sicily regions or Papal States regions 220t 225t★1 233t★3
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Denmark regions or Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions 220t 225t★1 233t★3
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Not in France regions Not in Pisa regions Aragon regions or Spain regions or Portugal regions 220t 225t★1 233t★3
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Not in Lithuania regions Not in Poland regions Not in Tartar steppe Kievan Rus regions or Russia regions 220t 225t★1 233t★3
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Not in France regions Not in Hre regions Not in Serbia regions Pisa regions or Venice regions or Sicily regions or Papal States regions 220t 225t★1 233t★3
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Denmark regions or Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions 220t 225t★1 233t★3
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Not in France regions Not in Pisa regions Aragon regions or Spain regions or Portugal regions 220t 225t★1 233t★3
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Not in Lithuania regions Not in Poland regions Not in Tartar steppe Kievan Rus regions or Russia regions 220t 225t★1 233t★3
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Not in France regions Not in Hre regions Not in Serbia regions Pisa regions or Venice regions or Sicily regions or Papal States regions 220t 225t★1 233t★3
King's Stables Stables · castle only Needs Quarries or better Denmark regions or Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions 220t 225t★1 233t★3
King's Stables Stables · castle only Needs Quarries or better Not in France regions Not in Pisa regions Aragon regions or Spain regions or Portugal regions 220t 225t★1 233t★3
King's Stables Stables · castle only Needs Quarries or better Not in Lithuania regions Not in Poland regions Not in Tartar steppe Kievan Rus regions or Russia regions 220t 225t★1 233t★3
King's Stables Stables · castle only Needs Quarries or better Not in France regions Not in Hre regions Not in Serbia regions Pisa regions or Venice regions or Sicily regions or Papal States regions 220t 225t★1 233t★3

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

Mounted Sergeants

Sergeants, factional

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

Abilities

  • Formed charge

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

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

Stats

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

Where & when to recruit

Building Notre Dame~turn 53 Ostsiedlung~turn 111 Golden Bull~turn 193 First Tourney~turn 211 Mongols Invade Zalesye~turn 237 United Kingdom~turn 437
Stables Stables · castle only · 214t 214t 29t 29t 214t
Knight's Stables Stables · castle only · 210t 210t 27t 27t 210t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better · 38t 38t 36t 36t 38t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better · 36t 36t 35t 35t 36t
King's Stables Stables · castle only Needs Quarries or better · 35t 35t 34t 34t 35t
Wood Tower Vár · city only Without Palazzo Building After Hungarian Nobility Without Palazzo Building Hungary regions or Serbia regions 225t 225t 225t 225t 225t 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
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 8 bonus pools for this unit that players don't.

Rycerze

feudal knight, factional

Feudal elite. Polish knights, "rycerze", are an example of the westernisation of Polish armies. These well trained and elite troops are well equipped with heavy mail or plate armour and lances, making them a fearsome addition to any Polish army. The Polish nobility were some of the best knights in Europe.

Abilities

  • Wedge

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

  • Hardy

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

  • Command

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

  • Formed charge

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

  • Knight

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

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

Stats

Men
24 · riding Barded Horse Marka
Melee
attack 6, charge 11 (spear)
Defence
armour 10, skill 4, shield 5
Morale
12 · Impetuous · Highly trained
Cost
541 florins, 1081 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest
Heat
+6 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 50% in region

Building First Tourney~turn 211 Council of Łęczyca~turn 337 United Kingdom~turn 437 Partial Plate Armor~turn 441
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better 233t 225t 225t 233t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better 225t 318t 318t 225t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better 218t 214t 214t 218t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better 218t 313t 313t 218t
St. Adalbert Cathedral Saint Adalbertus Poland regions Unique1 regions Needs Quarries or better +33t +25t · ·
St. Adalbert Gothic Cathedral Saint Adalbertus Poland regions Unique1 regions Needs Stonemasons or better · +25t +25t +33t

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: St. Adalbert Cathedral, St. Adalbert Gothic Cathedral.

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: Catholic ≥ 50% in region

Building Council of Łęczyca~turn 337 United Kingdom~turn 437 Partial Plate Armor~turn 441 Matchlock Developed~turn 597
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better 233t 233t 225t 214t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better 225t 225t 318t 310t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better 225t 225t 218t 29t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better 218t 218t 313t 38t
St. Adalbert Cathedral Saint Adalbertus Poland regions Unique1 regions Needs Quarries or better +33t · · ·
St. Adalbert Gothic Cathedral Saint Adalbertus Poland regions Unique1 regions Needs Stonemasons or better +33t +33t +25t +14t

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: St. Adalbert Cathedral.

Men At Arms

mercenary unit (false EDB)

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

Abilities

  • Wedge

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

  • Hardy

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

  • Formed charge

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

  • Knight

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

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

Stats

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

Where & when to recruit

Building A New Era Begins~turn 337 Pike and Shot~turn 797
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Aragon regions or France regions or Denmark regions or Spain regions or Norway regions or England regions or Hungary regions or Poland regions or Portugal regions 16t ·
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Not in Aragon regions Not in France regions Not in Denmark regions Not in Spain regions Not in Norway regions Not in England regions Not in Hungary regions Not in Poland regions Not in Portugal regions 18t ·
King's Stables Stables · castle only Needs Quarries or better · 16t

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

Hussars

feudal levy, factional

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

Abilities

  • Hardy

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

  • Formed charge

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

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

Stats

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

Where & when to recruit

Building Coat of Plates~turn 341 Partial Plate Armor~turn 441 Gothic Plate Armor~turn 641
Stables Stables · castle only 217t 28t 211t
Knight's Stables Stables · castle only 211t 27t 28t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better 28t 26t 27t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better 37t 35t 36t
King's Stables Stables · castle only Needs Quarries or better 37t★1 35t★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

Kopijnicy

feudal knight, factional

Elite Professionals. The Kopijnicy, or the Polish Guard, are elite heavy cavalry who enjoy the benefits of superb training and improvements made in armour and weapons throughout the Medieval period. These highly respected and feared troops wear plate armour and are mounted on well armoured horses. These units are armed with a lance and a sword.

Abilities

  • Wedge

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

  • Very hardy

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

  • Formed charge

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

  • Knight

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

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

Stats

Men
24 · riding Armoured Horse
Melee
attack 7, charge 13 (spear)
Defence
armour 23, skill 4, shield 4
Morale
12 · Impetuous · Highly trained
Cost
750 florins, 1499 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-2 in scrub, -3 in sand, -4 in forest, -1 in snow
Heat
+16 fatigue in hot climates

Where & when to recruit

Always needs: Needs Quarries or better

Building Portable Pipe Organ?~turn 537
King's Stables Stables · castle only 23t

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

General's Bodyguard

feudal knight, bodyguard

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

Abilities

  • Very hardy

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

  • Command

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

  • General's bodyguard

    Can serve as a named character's bodyguard.

  • Bodyguard upgrade

    A later-era bodyguard type that replaces older ones.

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

Stats

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

Where & when to recruit

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

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

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

Demi Lancers

professional free, standard

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

Abilities

  • Wedge

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

  • Hardy

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

  • Formed charge

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

  • Knight

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

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

Stats

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

Where & when to recruit

Building Pike and Shot~turn 797
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better 214t
King's Stables Stables · castle only Needs Quarries or better 33t★1

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

Husarze

free professional, factional

Quality: Elite. Type: Late Professional. Hussars began to replace the knight as the main striking arm of the Polish field army and at the same time they began to wear armour. Professional troops, equiped with a mail coat, helmet, shield, lance and sabre, while a significant proportion wears breastplates. Proud and headstrong their usual tactic is an immediate charge. Simple, but devastatingly effective.

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
32 · riding Heavy Horse
Melee
attack 7, charge 12 (spear)
Defence
armour 11, skill 5, shield 3
Morale
10 · Disciplined · Highly trained
Cost
3499 florins, 1260 upkeep, 4 turns 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: Needs Quarries or better

Building The Rise of Shot~turn 841
King's Stables Stables · castle only 23t

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

Strzelcy

feudal levy, factional

Professional mounted crossbowmen. Strzelcy, meaning shooter in Polish, are horse troops using crossbows against armoured knights and sergeants. Protected by light armour and wielding a smaller crossbow, they can use their mobility to stay out of trouble while they reload.

Abilities

  • Area attack

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

  • Cantabrian circle

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

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

Stats

Men
32 · riding Medium Horse
Missile
Cav Light Crossbow Bolt: attack 7, range 90, 42 ammo
Melee
attack 4, charge 5 (axe)
Defence
armour 3, skill 2, shield 0
Morale
5 · Normal discipline · Untrained
Cost
1215 florins, 457 upkeep, 3 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -1 in forest, +1 in snow
Heat
+3 fatigue in hot climates

Where & when to recruit

Building New Crossbow Mechanics Developed~turn 211 Council of Łęczyca~turn 337 Handgun Developed~turn 461
Knight's Stables Stables · castle only 211t 28t 211t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better 28t 26t 28t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better 27t 25t 27t
King's Stables Stables · castle only Needs Quarries or better 26t★1 25t★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

Mounted Arquebusiers

free professional, standard

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

Abilities

  • Area attack

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

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

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

Where & when to recruit

Always needs: Needs Four-Faculty University or better

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

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

Eastern Levy Spearmen

Levy spearmen

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

Abilities

  • Braced spear

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

  • Free upkeep

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

  • Peasant

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

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

Stats

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

Where & when to recruit

Building From start Ostsiedlung~turn 111 Council of Łęczyca~turn 337 Coat of Plates~turn 341
Town Watch Barracks · city only 217t 211t 217t 217t
Town Guard Barracks · city only 211t 28t 211t 211t
City Watch Barracks · city only 28t 27t 211t 211t
Militia Drill Square Barracks · city only 37t 36t 38t 38t
Militia Barracks Barracks · city only Needs Quarries or better 36t 35t 37t 37t
Army Barracks Barracks · city only Needs Stonemasons or better 35t 34t 37t 37t
Royal Barracks Barracks · city only Needs Stonemasons or better 35t 34t 36t 36t
Mustering Hall Barracks · castle only 211t 211t 211t 211t
Garrison Quarters Barracks · castle only 28t 28t 28t 28t
Drill Square Barracks · castle only 28t 28t 28t 28t
Barracks Barracks · castle only 37t★2 37t★2 37t★2 37t★2
Armoury Barracks · castle only 46t 46t 46t 46t

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: Mustering Hall, Garrison Quarters, Drill Square, Barracks, Armoury.

Slav Levies

peasant levies, AOR unit

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

Abilities

  • Braced spear

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

  • Peasant

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

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

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

Eastern Spearmen

feudal levy

Type: Professional spearmen. Morale 8. These professional spearmen, composed of Slavic people and other Eastern ethnic groups, form a standing army for princes and nobles in Eastern Europe. Their notable effectiveness against mailed cavalry is attributed to the four-edged spikes they wield. Furthermore, they wear sturdy brigantine armour, establishing them as the standard line infantry for numerous Eastern armies.

Abilities

  • Schiltrom

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

  • Braced spear

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

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

Stats

Men
60
Melee
attack 3, charge 3 (spear)
Defence
armour 4, skill 4, shield 4
Morale
8 · Normal discipline · Trained
Cost
1603 florins, 601 upkeep, 2 turns to train
Mount effect
+3 vs Horse, +3 vs Camel
Terrain
-2 in sand, +2 in forest
Heat
+4 fatigue in hot climates

Where & when to recruit

Building From start Heavy Mail~turn 141 Coat of Plates~turn 341 Full Plate Armor~turn 521
Garrison Quarters Barracks · castle only 214t 29t 27t 29t
Drill Square Barracks · castle only 211t 28t 26t 28t
Barracks Barracks · castle only 310t 37t 35t 37t
Armoury Barracks · castle only 48t 46t 45t 46t

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

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

Pavise Spear Militia

urban militia, factional

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

Abilities

  • Schiltrom

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

  • Braced spear

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Building Council of Łęczyca~turn 337 Coat of Plates~turn 341 Pavise Shields~turn 381 Partial Plate Armor~turn 441 Full Plate Armor~turn 521
Town Watch Barracks · city only 217t 217t 28t 28t 217t
Town Guard Barracks · city only 217t 217t 26t 26t 217t
City Watch Barracks · city only 211t 211t 25t 25t 211t
Militia Drill Square Barracks · city only 310t 310t 34t 34t 310t
Militia Barracks Barracks · city only Needs Quarries or better 36t 36t 34t 34t 310t
Army Barracks Barracks · city only Needs Stonemasons or better 37t 37t 33t 33t 38t
Royal Barracks Barracks · city only Needs Stonemasons or better 37t 37t 33t 33t 38t
Mustering Hall Barracks · castle only · 211t 211t 217t ·
Garrison Quarters Barracks · castle only · 211t 211t 217t ·
Drill Square Barracks · castle only · 211t 211t 217t ·
Barracks Barracks · castle only · 38t 38t 311t ·
Armoury Barracks · castle only · 47t 47t 49t ·

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: Mustering Hall, Garrison Quarters, Drill Square, Barracks, Armoury.

Halberd Militia

urban militia, standard

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

Abilities

  • Pike phalanx

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

  • Armour piercing

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

  • Braced spear

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Building Partial Plate Armor~turn 441 Full Plate Armor~turn 521 Matchlock Developed~turn 597
Town Watch Barracks · city only 214t 214t 28t
Town Guard Barracks · city only 29t 29t 26t
City Watch Barracks · city only 27t 27t 25t
Militia Drill Square Barracks · city only 36t 36t 34t
Militia Barracks Barracks · city only Needs Quarries or better 35t 35t 34t
Army Barracks Barracks · city only Needs Stonemasons or better 34t 34t 33t
Royal Barracks Barracks · city only Needs Stonemasons or better 34t 34t 33t
Mustering Hall Barracks · castle only 225t 214t 214t
Garrison Quarters Barracks · castle only 225t 214t 214t
Drill Square Barracks · castle only 225t 214t 214t
Barracks Barracks · castle only 314t 311t 311t
Armoury Barracks · castle only 411t 49t 49t

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

The AI also gets 2 bonus pools for this unit that players don't.

Halberdiers

free professional, standard

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

Abilities

  • Pike phalanx

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

  • Armour piercing

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

  • Braced spear

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

  • Very hardy

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

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

Stats

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

Where & when to recruit

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

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

Late Pikemen

free professional, standard

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

Abilities

  • Pike phalanx

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

  • Long spear

    Bonus when fighting cavalry, penalty against infantry.

  • Long pike

    Very long pikes, used in phalanx formation.

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

Stats

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

Where & when to recruit

Always needs: Needs Stonemasons or better

Building The Rise of Shot~turn 841
Royal Barracks Barracks · city only 22t

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

Levy Axemen

peasant levies, factional

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

Abilities

  • Free upkeep

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

  • Peasant

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

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

Stats

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

Where & when to recruit

Always needs: Not in Slavic

Building From start Ostsiedlung~turn 111
Mustering Hall Barracks · castle only 29t 214t
Garrison Quarters Barracks · castle only 27t 210t
Drill Square Barracks · castle only 27t 210t
Barracks Barracks · castle only 36t★2 38t★2
Armoury Barracks · castle only 26t 27t

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

Woodsmen

Melee infantry

REGIONAL TROOPS/ MORALE 6/ LOW DISCIPLINE/ UNTRAINED/IS PEASANT/ AOR UNIT/ FREE UPKEEP UNIT Woodsmen are hardy folk from the forests of North and Eastern Europe. Armed with their tools of the trade, a large axe, they can hew down other light infantry, and inflict considerable damage on heavier foes. GAMEPLAY NOTES:Although they are peasant troops, these woodsmen are accustomed to cold climates and rural life, making them tough and resilient. They have combat bonuses in snow and forests and are useful as shock troops for charging the enemy, though they won't last long due to their lack of armor. They are not useful for maintaining public order in settlements, just like all units with the "is peasant" attribute.

Abilities

  • Armour piercing

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

  • Hardy

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

  • Peasant

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

  • Free upkeep

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

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

Stats

Men
40
Melee
attack 5, charge 6 (axe)
Defence
armour 1, skill 4, shield 0
Morale
6 · Low discipline · Untrained
Cost
473 florins, 373 upkeep, 1 turn to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
+1 in scrub, -1 in sand, +4 in forest, +3 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Building From start Hanseatic League Beginnings~turn 81 Ostsiedlung~turn 111 A Deadly New Weapon!~turn 201 Council of Łęczyca~turn 337 United Kingdom~turn 437
Town Watch Barracks · city only Poland regions +25t +25t +25t +25t · ·
Town Watch Barracks · city only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t 220t · · ·
Town Watch Barracks · city only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t 220t
Town Watch Barracks · city only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · · · ·
Town Guard Barracks · city only Poland regions +25t +25t +25t +25t +25t ·
Town Guard Barracks · city only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t 220t · · ·
Town Guard Barracks · city only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t 220t
Town Guard Barracks · city only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · · · ·
City Watch Barracks · city only Poland regions +25t +25t +25t +25t +25t ·
City Watch Barracks · city only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t 220t · · ·
City Watch Barracks · city only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t 220t
City Watch Barracks · city only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · · · ·
Militia Drill Square Barracks · city only Poland regions +25t +25t +25t +25t +25t ·
Militia Drill Square Barracks · city only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t 220t · · ·
Militia Drill Square Barracks · city only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t 220t
Militia Drill Square Barracks · city only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · · · ·
Militia Barracks Barracks · city only Needs Quarries or better Poland regions +25t +25t +25t +25t +25t ·
Militia Barracks Barracks · city only Needs Quarries or better Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t 220t · · ·
Militia Barracks Barracks · city only Needs Quarries or better Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t 220t
Militia Barracks Barracks · city only Needs Quarries or better Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · · · ·
Army Barracks Barracks · city only Needs Stonemasons or better Poland regions +25t +25t +25t +25t +25t ·
Army Barracks Barracks · city only Needs Stonemasons or better Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t 220t · · ·
Army Barracks Barracks · city only Needs Stonemasons or better Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t 220t
Army Barracks Barracks · city only Needs Stonemasons or better Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · · · ·
Royal Barracks Barracks · city only Needs Stonemasons or better Poland regions +25t +25t +25t +25t +25t ·
Royal Barracks Barracks · city only Needs Stonemasons or better Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t 220t · · ·
Royal Barracks Barracks · city only Needs Stonemasons or better Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t 220t
Royal Barracks Barracks · city only Needs Stonemasons or better Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · · · ·
Mustering Hall Barracks · castle only Slavic +14t +14t +25t +25t +25t ·
Mustering Hall Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t 220t · · ·
Mustering Hall Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t 220t
Mustering Hall Barracks · castle only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · · · ·
Garrison Quarters Barracks · castle only Poland regions +9t +9t +14t +14t +25t +25t
Garrison Quarters Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t 220t · · ·
Garrison Quarters Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t 220t
Garrison Quarters Barracks · castle only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · · · ·
Drill Square Barracks · castle only Poland regions +9t +9t +14t +14t +25t +25t
Drill Square Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t 220t · · ·
Drill Square Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t 220t
Drill Square Barracks · castle only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · · · ·
Barracks Barracks · castle only Poland regions +9t +9t +14t +14t +25t +25t
Barracks Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t 220t · · ·
Barracks Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t 220t
Barracks Barracks · castle only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · · · ·
Armoury Barracks · castle only Poland regions +9t +9t +14t +14t +25t +25t
Armoury Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t 220t · · ·
Armoury Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t 220t
Armoury Barracks · castle only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · · · ·

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

Spieszeni Możni

feudal knight, factional

Feudal elite. Morale 13. The weapon (axes) is ap. Możni, the Nobles, would ride into battle, but some would fight dismounted. They make for a solid infantry, able to pierce any armour with their axes.

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 6, charge 4 (axe)
Defence
armour 6, skill 6, shield 5
Morale
13 · Impetuous · Highly trained
Cost
477 florins, 944 upkeep, 1 turn to train
Terrain
-2 in sand
Heat
+6 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 50% in region

Building From start Ostsiedlung~turn 111 First Tourney~turn 211
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better 225t 225t 233t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better 318t 318t 225t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better 213t 213t 218t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better 39t 39t 213t
St. Adalbert Rotunda Saint Adalbertus Poland regions Unique1 regions Needs Logging Camps or better +25t · ·

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: St. Adalbert Rotunda.

Sergeant Swordsmen

Sergeants, factional

SERGEANTS/MORALE 7 /NORMAL DISCIPLINE/ TRAINED These Sergeant Swordsmen are professional basic troops from the lower classes capable of affording a sword and some armor. GAMEPLAY NOTES: They are skilled and have some training to face other light infantry or archers but are not comparable to other professional troops such as the sergeant class. Since they do not have so much armor, they will not be able to hold the defense line for long, so they are useful against similar light troops.

Abilities

  • Hardy

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

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

Stats

Men
48
Melee
attack 4, charge 4 (sword)
Defence
armour 2, skill 5, shield 4
Morale
7 · Normal discipline · Trained
Cost
1126 florins, 523 upkeep, 2 turns to train
Terrain
+1 in scrub, -1 in sand, +1 in snow
Heat
+3 fatigue in hot climates

Where & when to recruit

Building Heavy Mail~turn 141 Coat of Plates~turn 341 Full Plate Armor~turn 521
Drill Square Barracks · castle only 214t 29t 214t
Barracks Barracks · castle only 311t 38t 311t
Armoury Barracks · castle only 49t 47t 49t

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

Heavy Sergeant Swordmen

factional

SERGEANTS/. Heavy Swordsmen Sergeants represent those of the knightly class with a desire to fight on foot, or too poor to afford a horse. Able to afford excellent armour and swords, they can punish most other infantry. These units along with archers form the backbone of many English armies.

Abilities

  • Hardy

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

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

Stats

Men
48
Melee
attack 9, charge 4 (sword)
Defence
armour 10, skill 6, shield 4
Morale
10 · Disciplined · Trained
Cost
2034 florins, 765 upkeep, 2 turns to train
Terrain
-1 in scrub, -3 in sand, +1 in forest, -1 in snow
Heat
+10 fatigue in hot climates

Where & when to recruit

Building Heavy Mail~turn 141 Coat of Plates~turn 341 Full Plate Armor~turn 521
Drill Square Barracks · castle only 214t 29t 27t
Barracks Barracks · castle only 311t 38t 36t
Armoury Barracks · castle only 49t 47t 46t

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

The AI also gets 2 bonus pools for this unit that players don't.

Spieszeni Rycerze

feudal knight, factional

Feudal elite. Polish knights, "rycerz", are an example of the westernisation of Polish armies. These well trained and elite troops are well equipped with heavy mail or plate armour and swords. Although fighting on foot, they don't quite have the reputation they do mounted, they're nevertheless very effective.

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 7, charge 5 (sword)
Defence
armour 7, skill 8, shield 5
Morale
14 · Impetuous · Highly trained
Cost
516 florins, 1031 upkeep, 1 turn to train
Terrain
-1 in scrub, -3 in sand, +1 in forest, -1 in snow
Heat
+7 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 50% in region

Building First Tourney~turn 211 Council of Łęczyca~turn 337 United Kingdom~turn 437 Partial Plate Armor~turn 441
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better 233t 225t 225t 233t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better 225t 318t 318t 225t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better 218t 214t 214t 218t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better 218t 313t 313t 218t
St. Adalbert Cathedral Saint Adalbertus Poland regions Unique1 regions Needs Quarries or better +33t +25t · ·
St. Adalbert Gothic Cathedral Saint Adalbertus Poland regions Unique1 regions Needs Stonemasons or better · +25t +25t +33t

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: St. Adalbert Cathedral, St. Adalbert Gothic Cathedral.

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: Catholic ≥ 50% in region

Building Council of Łęczyca~turn 337 United Kingdom~turn 437 Partial Plate Armor~turn 441 Matchlock Developed~turn 597
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better 233t 233t 225t 214t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better 225t 225t 318t 310t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better 225t 225t 218t 29t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better 218t 218t 313t 38t
St. Adalbert Cathedral Saint Adalbertus Poland regions Unique1 regions Needs Quarries or better +33t · · ·
St. Adalbert Gothic Cathedral Saint Adalbertus Poland regions Unique1 regions Needs Stonemasons or better +33t +33t +25t +14t

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: St. Adalbert Cathedral.

Foot Men At Arms

mercenary unit (false EDB)

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

Abilities

  • Hardy

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

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

Stats

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

Where & when to recruit

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

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

Halberd Men at Arms

free professional, standard

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

Abilities

  • Armour piercing

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

  • Hardy

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

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

Stats

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

Where & when to recruit

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

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

Hunters

Missile infantry

REGIONAL TROOPS/ MORALE 5/ LOW DISCIPLINE/ TRAINED/IS PEASANT/ AOR UNIT Hunters are local peasants accustomed to using their short bow for hunting in the woods of all Europe and part of Asia. They're only moderately effective in battle, they will flee if engaged in melee, trained in their Hunter style are people with low morale in field battles so they should only complement more professional missile troops.

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.

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

Stats

Men
48
Missile
Militia Arrow: attack 3, range 140, 30 ammo
Melee
attack 2, charge 2 (sword)
Defence
armour 1, skill 4, shield 0
Morale
5 · Low discipline · Trained
Cost
332 florins, 332 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 England regions or Scotland regions or Hre regions or France regions 220t
Bowyer Ranges · castle only Not in Tartar steppe Poland regions or Russia regions or Kievan Rus regions 220t
Bowyer Ranges · castle only Not in Tartar steppe Hre regions Not in River Not in Venice regions +20t
Practice Range Ranges · castle only England regions or Scotland regions or Hre regions or France regions 220t
Practice Range Ranges · castle only Not in Tartar steppe Poland regions or Russia regions or Kievan Rus regions 220t
Practice Range Ranges · castle only Not in Tartar steppe Hre regions Not in River Not in Venice regions +20t
Archery Range Ranges · castle only England regions or Scotland regions or Hre regions or France regions 220t
Archery Range Ranges · castle only Not in Tartar steppe Poland regions or Russia regions or Kievan Rus regions 220t
Archery Range Ranges · castle only Not in Tartar steppe Hre regions Not in River Not in Venice regions +20t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better England regions or Scotland regions or Hre regions or France regions 220t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Not in Tartar steppe Poland regions or Russia regions or Kievan Rus regions 220t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Not in Tartar steppe Hre regions Not in River Not in Venice regions +20t

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

Morass Scouts

tribal unit, regional, AOR unit

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

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • Peasant

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

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

Stats

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

Where & when to recruit

Building From start Hanseatic League Beginnings~turn 81 Ostsiedlung~turn 111
Town Watch Barracks · city only Lithuania regions 220t 220t 220t
Town Watch Barracks · city only Not in Lithuania regions Prussia regions 220t 220t ·
Town Watch Barracks · city only Hre regions Hanseatic Slavic Not in Unique1 regions 220t 220t ·
Town Watch Barracks · city only Hre regions Hanseatic Slavic Unique1 regions 220t · ·
Town Watch Barracks · city only Hre regions Hanseatic Slavic Poland regions 220t · ·
Town Guard Barracks · city only Lithuania regions 220t 220t 220t
Town Guard Barracks · city only Not in Lithuania regions Prussia regions 220t 220t ·
Town Guard Barracks · city only Hre regions Hanseatic Slavic Not in Unique1 regions 220t 220t ·
Town Guard Barracks · city only Hre regions Hanseatic Slavic Unique1 regions 220t · ·
Town Guard Barracks · city only Hre regions Hanseatic Slavic Poland regions 220t · ·
City Watch Barracks · city only Lithuania regions 220t 220t 220t
City Watch Barracks · city only Not in Lithuania regions Prussia regions 220t 220t ·
City Watch Barracks · city only Hre regions Hanseatic Slavic Not in Unique1 regions 220t 220t ·
City Watch Barracks · city only Hre regions Hanseatic Slavic Unique1 regions 220t · ·
City Watch Barracks · city only Hre regions Hanseatic Slavic Poland regions 220t · ·
Militia Drill Square Barracks · city only Lithuania regions 220t 220t 220t
Militia Drill Square Barracks · city only Not in Lithuania regions Prussia regions 220t 220t ·
Militia Drill Square Barracks · city only Hre regions Hanseatic Slavic Not in Unique1 regions 220t 220t ·
Militia Drill Square Barracks · city only Hre regions Hanseatic Slavic Unique1 regions 220t · ·
Militia Drill Square Barracks · city only Hre regions Hanseatic Slavic Poland regions 220t · ·
Militia Barracks Barracks · city only Needs Quarries or better Lithuania regions 220t 220t 220t
Militia Barracks Barracks · city only Needs Quarries or better Not in Lithuania regions Prussia regions 220t 220t ·
Militia Barracks Barracks · city only Needs Quarries or better Hre regions Hanseatic Slavic Not in Unique1 regions 220t 220t ·
Militia Barracks Barracks · city only Needs Quarries or better Hre regions Hanseatic Slavic Unique1 regions 220t · ·
Militia Barracks Barracks · city only Needs Quarries or better Hre regions Hanseatic Slavic Poland regions 220t · ·
Army Barracks Barracks · city only Needs Stonemasons or better Lithuania regions 220t 220t 220t
Army Barracks Barracks · city only Needs Stonemasons or better Not in Lithuania regions Prussia regions 220t 220t ·
Army Barracks Barracks · city only Needs Stonemasons or better Hre regions Hanseatic Slavic Not in Unique1 regions 220t 220t ·
Army Barracks Barracks · city only Needs Stonemasons or better Hre regions Hanseatic Slavic Unique1 regions 220t · ·
Army Barracks Barracks · city only Needs Stonemasons or better Hre regions Hanseatic Slavic Poland regions 220t · ·
Royal Barracks Barracks · city only Needs Stonemasons or better Lithuania regions 220t 220t 220t
Royal Barracks Barracks · city only Needs Stonemasons or better Not in Lithuania regions Prussia regions 220t 220t ·
Royal Barracks Barracks · city only Needs Stonemasons or better Hre regions Hanseatic Slavic Not in Unique1 regions 220t 220t ·
Royal Barracks Barracks · city only Needs Stonemasons or better Hre regions Hanseatic Slavic Unique1 regions 220t · ·
Royal Barracks Barracks · city only Needs Stonemasons or better Hre regions Hanseatic Slavic Poland regions 220t · ·
Mustering Hall Barracks · castle only Lithuania regions 220t 220t 220t
Mustering Hall Barracks · castle only Not in Lithuania regions Prussia regions 220t 220t ·
Mustering Hall Barracks · castle only Hre regions Hanseatic Slavic Not in Unique1 regions 220t 220t ·
Mustering Hall Barracks · castle only Hre regions Hanseatic Slavic Unique1 regions 220t · ·
Mustering Hall Barracks · castle only Hre regions Hanseatic Slavic Poland regions 220t · ·
Garrison Quarters Barracks · castle only Lithuania regions 220t 220t 220t
Garrison Quarters Barracks · castle only Not in Lithuania regions Prussia regions 220t 220t ·
Garrison Quarters Barracks · castle only Hre regions Hanseatic Slavic Not in Unique1 regions 220t 220t ·
Garrison Quarters Barracks · castle only Hre regions Hanseatic Slavic Unique1 regions 220t · ·
Garrison Quarters Barracks · castle only Hre regions Hanseatic Slavic Poland regions 220t · ·
Drill Square Barracks · castle only Lithuania regions 220t 220t 220t
Drill Square Barracks · castle only Not in Lithuania regions Prussia regions 220t 220t ·
Drill Square Barracks · castle only Hre regions Hanseatic Slavic Not in Unique1 regions 220t 220t ·
Drill Square Barracks · castle only Hre regions Hanseatic Slavic Unique1 regions 220t · ·
Drill Square Barracks · castle only Hre regions Hanseatic Slavic Poland regions 220t · ·
Barracks Barracks · castle only Lithuania regions 220t 220t 220t
Barracks Barracks · castle only Not in Lithuania regions Prussia regions 220t 220t ·
Barracks Barracks · castle only Hre regions Hanseatic Slavic Not in Unique1 regions 220t 220t ·
Barracks Barracks · castle only Hre regions Hanseatic Slavic Unique1 regions 220t · ·
Barracks Barracks · castle only Hre regions Hanseatic Slavic Poland regions 220t · ·
Armoury Barracks · castle only Lithuania regions 220t 220t 220t
Armoury Barracks · castle only Not in Lithuania regions Prussia regions 220t 220t ·
Armoury Barracks · castle only Hre regions Hanseatic Slavic Not in Unique1 regions 220t 220t ·
Armoury Barracks · castle only Hre regions Hanseatic Slavic Unique1 regions 220t · ·
Armoury Barracks · castle only Hre regions Hanseatic Slavic Poland regions 220t · ·

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

Eastern Crossbow Militia

urban militia, factional

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

Abilities

  • Area attack

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

  • Free upkeep

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

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

Stats

Men
52
Missile
Militia Crossbow Bolt: attack 6, range 130, 18 ammo
Melee
attack 2, charge 1 (sword)
Defence
armour 1, skill 2, shield 0
Morale
4 · Low discipline · Untrained
Cost
413 florins, 413 upkeep, 2 turns to train
Terrain
-1 in sand, +1 in snow
Heat
+3 fatigue in hot climates

Where & when to recruit

Building From start Ostsiedlung~turn 111 New Crossbow Mechanics Developed~turn 211 Council of Łęczyca~turn 337 Pavise Shields~turn 381 Full Plate Armor~turn 521 Golden Age~turn 601
Town Guard Barracks · city only · 225t 217t 211t 217t · ·
City Watch Barracks · city only · 214t 211t 28t 211t · ·
Militia Drill Square Barracks · city only · 210t 28t 27t 28t · ·
Militia Barracks Barracks · city only Needs Quarries or better · 38t 37t 36t 37t · ·
Army Barracks Barracks · city only Needs Stonemasons or better · 36t 36t 35t 36t · ·
Royal Barracks Barracks · city only Needs Stonemasons or better · 36t 36t 35t 36t · ·
Bowyer Ranges · castle only · 214t 29t 29t 214t 214t ·
Practice Range Ranges · castle only 214t 29t 27t 27t 214t 214t ·
Archery Range Ranges · castle only 29t 27t 26t 26t 29t 29t ·
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 37t 36t 35t 35t 37t 37t ·
Master Merchants' Guild Merchants' Guild Before Crossbow in the Baltics Not in Hanseatic 18t 18t 18t 18t 18t 18t 18t

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

Slavic Levy Archers

feudal levy, factional

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

Abilities

  • Area attack

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

  • Hardy

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

  • Peasant

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

  • Free upkeep

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

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

Stats

Men
48
Missile
Peasant Arrow: attack 2, range 120, 18 ammo
Melee
attack 1, charge 1 (knife)
Defence
armour 0, skill 1, shield 0
Morale
3 · Low discipline · Untrained
Cost
650 florins, 244 upkeep, 2 turns to train
Terrain
+1 in scrub, -1 in sand, +3 in forest, +1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Building From start Ostsiedlung~turn 111 Pavise Shields~turn 381
Bowyer Ranges · castle only 29t 214t 225t
Practice Range Ranges · castle only 27t 29t 214t
Archery Range Ranges · castle only 26t 27t 29t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 35t 36t 37t

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

Slavic Javelinmen

feudal levy, AOR unit

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

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • Peasant

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

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

Stats

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

Where & when to recruit

Building From start Heavy Mail~turn 141 First Tourney~turn 211 Location of Kraków~turn 277 Coat of Plates~turn 341
Town Watch Barracks · city only Poland regions +25t +25t · · ·
Town Watch Barracks · city only Slavic Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t
Town Watch Barracks · city only Slavic Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t 220t ·
Town Watch Barracks · city only Slavic Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t · · · ·
Town Guard Barracks · city only Poland regions +25t +25t +25t · ·
Town Guard Barracks · city only Slavic Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t
Town Guard Barracks · city only Slavic Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t 220t ·
Town Guard Barracks · city only Slavic Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t · · · ·
City Watch Barracks · city only Poland regions +25t +25t +25t · ·
City Watch Barracks · city only Slavic Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t
City Watch Barracks · city only Slavic Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t 220t ·
City Watch Barracks · city only Slavic Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t · · · ·
Militia Drill Square Barracks · city only Poland regions +25t +25t +25t · ·
Militia Drill Square Barracks · city only Slavic Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t
Militia Drill Square Barracks · city only Slavic Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t 220t ·
Militia Drill Square Barracks · city only Slavic Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t · · · ·
Militia Barracks Barracks · city only Needs Quarries or better Poland regions +25t +25t +25t · ·
Militia Barracks Barracks · city only Needs Quarries or better Slavic Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t
Militia Barracks Barracks · city only Needs Quarries or better Slavic Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t 220t ·
Militia Barracks Barracks · city only Needs Quarries or better Slavic Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t · · · ·
Army Barracks Barracks · city only Needs Stonemasons or better Poland regions +25t +25t +25t · ·
Army Barracks Barracks · city only Needs Stonemasons or better Slavic Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t
Army Barracks Barracks · city only Needs Stonemasons or better Slavic Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t 220t ·
Army Barracks Barracks · city only Needs Stonemasons or better Slavic Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t · · · ·
Royal Barracks Barracks · city only Needs Stonemasons or better Poland regions +25t +25t +25t · ·
Royal Barracks Barracks · city only Needs Stonemasons or better Slavic Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t
Royal Barracks Barracks · city only Needs Stonemasons or better Slavic Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t 220t ·
Royal Barracks Barracks · city only Needs Stonemasons or better Slavic Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t · · · ·
Mustering Hall Barracks · castle only Slavic Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t
Mustering Hall Barracks · castle only Slavic Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t 220t ·
Mustering Hall Barracks · castle only Slavic Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t · · · ·
Garrison Quarters Barracks · castle only Slavic Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t
Garrison Quarters Barracks · castle only Slavic Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t 220t ·
Garrison Quarters Barracks · castle only Slavic Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t · · · ·
Drill Square Barracks · castle only Slavic Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t
Drill Square Barracks · castle only Slavic Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t 220t ·
Drill Square Barracks · castle only Slavic Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t · · · ·
Barracks Barracks · castle only Slavic Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t
Barracks Barracks · castle only Slavic Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t 220t ·
Barracks Barracks · castle only Slavic Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t · · · ·
Armoury Barracks · castle only Slavic Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t
Armoury Barracks · castle only Slavic Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t 220t ·
Armoury Barracks · castle only Slavic Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t · · · ·

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

Sergeant Archers

Sergeants, factional

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

Abilities

  • Area attack

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

  • Hardy

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 35% in region

Building From start Concentric Castles~turn 277 Pavise Shields~turn 381
Practice Range Ranges · castle only 225t 214t 29t
Archery Range Ranges · castle only 214t 29t 27t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 39t 37t 36t

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

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

Baltic Crossbowmen

free professional, regional (guild)

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

Abilities

  • Area attack

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

  • Hardy

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

  • Mercenary

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

  • Mercenary disband

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Building From start Hanseatic League Beginnings~turn 81 Ostsiedlung~turn 111 Hanseatic Cities Intensify Cooperation~turn 161 New Crossbow Mechanics Developed~turn 211 Lübeck Ascendancy~turn 231 The Trade Wars of the Hanseatic League~turn 285 Harbour cranes~turn 305 Die Kogge~turn 325 Confederation of Cologne~turn 401
City Watch Barracks · city only Before Fl Is Crowned Ruler +25t +25t +25t +25t +25t +25t +25t +25t +25t +25t
City Watch Barracks · city only After Fl Is Crowned Ruler +14t +14t +14t +14t +14t +14t +14t +14t +14t +14t
Militia Drill Square Barracks · city only Before Fl Is Crowned Ruler +14t +14t +14t +14t +14t +14t +14t +14t +14t +14t
Militia Drill Square Barracks · city only After Fl Is Crowned Ruler +10t +10t +10t +10t +10t +10t +10t +10t +10t +10t
Militia Barracks Barracks · city only Needs Quarries or better Before Fl Is Crowned Ruler +10t +10t +10t +10t +10t +10t +10t +10t +10t +10t
Militia Barracks Barracks · city only Needs Quarries or better After Fl Is Crowned Ruler +8t +8t +8t +8t +8t +8t +8t +8t +8t +8t
Army Barracks Barracks · city only Needs Stonemasons or better Before Fl Is Crowned Ruler +8t +8t +8t +8t +8t +8t +8t +8t +8t +8t
Army Barracks Barracks · city only Needs Stonemasons or better After Fl Is Crowned Ruler +6t +6t +6t +6t +6t +6t +6t +6t +6t +6t
Royal Barracks Barracks · city only Needs Stonemasons or better Before Fl Is Crowned Ruler +8t +8t +8t +8t +8t +8t +8t +8t +8t +8t
Royal Barracks Barracks · city only Needs Stonemasons or better After Fl Is Crowned Ruler +6t +6t +6t +6t +6t +6t +6t +6t +6t +6t
Bowyer Ranges · castle only Before Fl Is Crowned Ruler +14t +14t +14t +14t +14t +14t +14t +14t +14t +14t
Bowyer Ranges · castle only After Fl Is Crowned Ruler +9t +9t +9t +9t +9t +9t +9t +9t +9t +9t
Practice Range Ranges · castle only Before Fl Is Crowned Ruler +9t +9t +9t +9t +9t +9t +9t +9t +9t +9t
Practice Range Ranges · castle only After Fl Is Crowned Ruler +7t +7t +7t +7t +7t +7t +7t +7t +7t +7t
Archery Range Ranges · castle only Before Fl Is Crowned Ruler +7t +7t +7t +7t +7t +7t +7t +7t +7t +7t
Archery Range Ranges · castle only After Fl Is Crowned Ruler +6t +6t +6t +6t +6t +6t +6t +6t +6t +6t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Before Fl Is Crowned Ruler +6t +6t +6t +6t +6t +6t +6t +6t +6t +6t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better After Fl Is Crowned Ruler +5t +5t +5t +5t +5t +5t +5t +5t +5t +5t
Baltic Trade Hansa Teutonica Hanseatic Needs Port or Needs Castle Port or Needs River Access After Crossbow in the Baltics · 217t 217t 217t 217t 217t 217t 217t 217t 217t
Hanseatische Faktorei Hansa Teutonica Hanseatic England regions or Norway regions or Denmark regions or Russia regions · · · · 214t★1 214t★1 214t★1 214t★1 214t★1 311t★1
Hanseatische Faktorei Hansa Teutonica Hanseatic England regions or Norway regions or Denmark regions or Russia regions After Crossbow in the Baltics · · · 217t · · · · · ·
Hanseatische Kaufmänner Hansa Teutonica Hanseatic Hre regions or Poland regions or Prussia regions · · 214t 29t★1 29t★1 29t★1 29t★1 29t★1 29t★1 29t★1
Hanseatischer Quartier Hansa Teutonica Hanseatic Hre regions or Poland regions or Prussia regions · · · · · · · · 311t★1 38t★2
Holsteintor Hansa Teutonica Hanseatic Hre regions Poland regions · · · · · 311t★4 311t★4 311t★4 311t★4 36t★4
Stalhof Hansa Teutonica Hanseatic Capital England regions · · · · · · 214t 214t 214t 211t★1
Peterhof Hansa Teutonica Hanseatic Capital Russia regions · · · · · · 214t 214t 214t 211t★1
Bryggen Hansa Teutonica Hanseatic Capital Norway regions · · · · · · 214t 214t 214t 211t★1
Hanseatischer Kontor Hansa Teutonica Hanseatic Flemish France regions · · · · · · 214t 214t 214t 211t★1
The Great Crane The Great Crane · city only Needs Port or better Needs Hanseatische Faktorei or better Poland regions Prussia regions Hanseatic · · · · · · · +50t +50t +25t
Merchants' Guild Merchants' Guild Hanseatic · · · · · · +20t +20t +20t +14t
Merchants' Guild Merchants' Guild Hanseatic After Crossbow in the Baltics +33t +33t +33t +33t +33t +33t · · · ·
Master Merchants' Guild Merchants' Guild Hanseatic · · · · · · +17t +17t +17t +11t
Master Merchants' Guild Merchants' Guild After Crossbow in the Baltics 111t 111t 111t 111t 111t 111t 111t 111t 111t 111t
Master Merchants' Guild Merchants' Guild Hanseatic After Crossbow in the Baltics +25t +25t +25t +25t +25t +25t · · · ·
Master Merchants' Guild Merchants' Guild Before Crossbow in the Baltics Hanseatic +8t +8t +8t +8t +8t +8t +8t +8t +8t +8t
Merchants' Guild Headquarters Merchants' Guild Hanseatic · · · · · · +12t +12t +12t +10t
Merchants' Guild Headquarters Merchants' Guild Hanseatic After Crossbow in the Baltics +17t +17t +17t +17t +17t +17t · · · ·
Merchants' Guild Headquarters Merchants' Guild After Crossbow in the Baltics Hanseatic 28t 28t 28t 28t 28t 28t 28t 28t 28t 28t

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

Arbalesters

mercenary unit (false DM+EDB)

Quality: Average. Type: Mercenary (low recruitment and replenishment costs, often reduced morale and high upkeep). The arbalest is a dangerous weapon and are sometimes considered inhumane or unfair weapons, since an inexperienced crossbowman can use one to kill a knight who had a lifetime of training. It is slow to reload and lacks the distance of drawn bows but makes up for it in power. Mercenary arbalest units are popular throughout the known world as they provide ranged punch for those that need it.

Abilities

  • Area attack

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

  • Mercenary

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

  • Mercenary disband

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

  • 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
Steel Crossbow Bolt: attack 12, range 200, 30 ammo
Melee
attack 1, charge 1 (knife)
Defence
armour 6, skill 3, shield 0
Morale
7 · Normal discipline · Trained
Cost
1743 florins, 654 upkeep, 1 turn to train
Terrain
-2 in sand, +2 in forest, -1 in snow
Heat
+6 fatigue in hot climates

Where & when to recruit

Always needs: Hanseatic

Building Pavise Shields~turn 381 Full Plate Armor~turn 521
Hanseatische Kaufmänner Hansa Teutonica Hre regions or Poland regions or Prussia regions 114t 114t
Hanseatischer Quartier Hansa Teutonica Hre regions or Poland regions or Prussia regions 214t 28t
Holsteintor Hansa Teutonica Hre regions Poland regions 314t 38t

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

Sergeant Crossbowmen

feudal levy, standard

Quality: Average. Type: Early Professional. While the crossbow is relatively easy to use and powerful, it leaves the user quite vulnerable during the slow reload process. These men have large pavise shields on their backs, which they turn to the enemy while they reload.

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.

  • 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
Heavy Crossbow Bolt: attack 8, range 190, 30 ammo
Melee
attack 3, charge 1 (sword)
Defence
armour 5, skill 4, shield 8
Morale
6 · Normal discipline · Trained
Cost
2050 florins, 555 upkeep, 2 turns to train
Terrain
-2 in sand, +2 in forest
Heat
+6 fatigue in hot climates

Where & when to recruit

Building Pavise Shields~turn 381 Full Plate Armor~turn 521 Pike and Shot~turn 797
Practice Range Ranges · castle only 214t 27t 29t
Archery Range Ranges · castle only 29t 26t 27t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 37t 35t 36t

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

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

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

Building Matchlock Developed~turn 597 Portable Clock~turn 757 Pike and Shot~turn 797
Militia Barracks Barracks · city only Needs Quarries or better · 22t 22t
Army Barracks Barracks · city only Needs Stonemasons or better 22t 22t ·
Royal Barracks Barracks · city only Needs Stonemasons or better 32t 32t ·

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

Late Arquebusiers

free professional, standard

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

Abilities

  • Armour piercing

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

  • Area attack

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

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

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

Where & when to recruit

Always needs: Needs Stonemasons or better

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

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

Late Musketeers

free professional, standard

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

Abilities

  • Armour piercing

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

  • Area attack

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

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

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

Where & when to recruit

Always needs: Needs Stonemasons or better

Building Advanced Matchlock~turn 849
Royal Barracks Barracks · city only 41t

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

Trebuchet

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

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

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

Mangonel

artillery

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

Abilities

  • Armour piercing

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

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

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

Ribault

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Launching

    Hits may throw men into the air.

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

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

Cog

ship

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

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

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

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

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

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

Holk

ship

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

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

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

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

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

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