SSHIM Guide

Kingdom of Portugal Units & recruitment

A young kingdom on the Atlantic coast of Iberia, fighting the Moors to the south and later turning to the ocean.

Recruiting as Portugal

Money while you're small

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

No reforms of its own

Portugal has no faction reforms yet. Its army changes only through the world events below.

Help when the capital falls

If Coimbra 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.

World events that change your army

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

21 events
  1. 1

    Seafaring Innovation

    usually around turn 97 (~1180)

    Needs
    • Happens in 1180.

    UnlocksTrebuchet

    In-game event text

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

  2. 2

    Heavy Mail

    usually around turn 141 (~1202)

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

    UnlocksFeudal KnightsFeudal Foot KnightsMangonel

    In-game event text

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

  3. 3

    New Crossbow Mechanics Developed

    usually around turn 211 (~1237)

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

    UnlocksMounted Crossbowmen

    In-game event text

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

  4. 4

    English Archers

    usually around turn 303 (~1283)

    RetiresCaballeros Villanos

    In-game event text

    The English have made practice with the Longbow compulsory, banning all sports but archery on Sundays. This has ensured that their king can call upon a large pool of expert archers at any time, thus providing them with an edge in whatever conflicts may come.

  5. 5

    Cannons Developed

    usually around turn 325 (~1294)

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

    UnlocksLanternas

    In-game event text

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

  6. 6

    A New Era Begins

    usually around turn 337 (~1300)

    Needs
    • Happens in 1300.

    UnlocksMen At ArmsFoot Men At Arms

    RetiresAlmogávares

    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.

  7. 7

    Coat of Plates

    usually around turn 341 (~1302)

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

    UnlocksPortuguese KnightsPortuguese Foot Knights

    RetiresMailed KnightsCaballeros HidalgosSword Mailed Foot KnightsPeones 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)

  8. 8

    Pavise Shields

    usually around turn 381 (~1322)

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

    UnlocksPike MilitiaArbalest MilitiaSergeant Crossbowmen

    RetiresUrban Crossbowmen Militia

    In-game event text

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

  9. 9

    Man-Made Inferno!

    usually around turn 401 (~1332)

    Needs
    • Happens in 1332.

    UnlocksHand GunnersBombardRibault

    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!

  10. 10

    Partial Plate Armor

    usually around turn 441 (~1352)

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

    UnlocksSword 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)

  11. 11

    Ibn al-Shatir Dies

    usually around turn 487 (~1375)

    Needs
    • Happens in 1375.

    UnlocksGrand Bombard

    In-game event text

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

  12. 12

    Full Plate Armor

    usually around turn 521 (~1392)

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

    RetiresLevy SpearmenLevy Axemen

    In-game event text

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

  13. 13

    A New Route to the East?

    usually around turn 543 (~1403)

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

    UnlocksCaravel

    In-game event text

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

  14. 14

    Matchlock Developed

    usually around turn 597 (~1430)

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

    UnlocksMusketeersArquebusiers

    RetiresFeudal KnightsSergeant SpearmenFeudal Foot Knights

    In-game event text

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

  15. 15

    Gothic Plate Armor

    usually around turn 641 (~1452)

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

    UnlocksGeneral's BodyguardCulverin

    RetiresGeneral's Bodyguard

    In-game event text

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

  16. 16

    The Spanish Inquisition begins

    usually around turn 699 (~1481)

    Needs
    • Happens in 1481.

    UnlocksPikemenAventuros

    In-game event text

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

  17. 17

    Machines that Fly?

    usually around turn 721 (~1492)

    Needs
    • Happens in 1492.

    UnlocksBasilisk

    In-game event text

    Leonardo da Vinci, an Italian mastermind known for his revolutionary artistic works and ingenious inventions, has concocted his most ambitious and eldritch design yet. His fascination with the science of flight has culminated in his 'Ornithopter' design. Looking something akin to a windmill sail atop a horseless carriage, many other scholars are laughing, suggesting da Vinci should go back to his concepts based upon attaching wings to the human body.

  18. 18

    Portable Clock

    usually around turn 757 (~1510)

    Needs
    • Happens in 1510.

    UnlocksMounted Arquebusiers

    In-game event text

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

  19. 19

    Pike and Shot

    usually around turn 797 (~1530)

    Needs
    • Happens in 1530.

    UnlocksDemi LancersHalberdiers

    RetiresMen At Arms

    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.

    RetiresHalberd Men at Arms

    In-game event text

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

  21. 21

    Advanced Matchlock

    usually around turn 849 (~1556)

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

    UnlocksLate Musketeers

    RetiresMusketeers

    In-game event text

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

The crown: Corona Ibérica

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

  • Tajo (Al-Ušbuna) with Alcazar of Lisbon
  • Jerusalem with Holy Sepulchreholy city

Lands you must hold

León y Asturias (León) Castile-LaMancha (Toledo) Galicia (Santiago de Compostela) Murcia (Mursiyah) Castilla La Vieja (Burgos) Central Andalusia (Qurtubah) Eastern Andalusia (Garnāta) Extremadura (Batalyaws) Western Andalusia (Išbīliyyah) Beira (Coimbra) Tajo (Al-Ušbuna) Algarve (Šilb) Salamanca

Not needed with a Strong Legacy.

AI version (9 settlements)

León y Asturias (León), Castile-LaMancha (Toledo), Galicia (Santiago de Compostela), Murcia (Mursiyah), Castilla La Vieja (Burgos), Central Andalusia (Qurtubah), Eastern Andalusia (Garnāta), Aragon (Zaragoza), Extremadura (Batalyaws)

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

Buildings that depend on the crown

BuildingEffectUncrownedCrowned
MintFinance Needs a crowned king to buildOr instead: after the Bardi Bank event, Muslim factions, Byzantium
BankFinance Needs a crowned king to build
Merchant Family BankFinance Needs a crowned king to build
AlcazarAlcazar Law+1+2
Gardens of AlhambraAlcazar Law+2+3
Alcazar of AlhambraAlcazar Law+2+3
Alcazar of ToledoAlcazar Law+2+3
Palacio de la AljaferíaAlcazar Law+2+3
Alcazar of LisbonAlcazar Law+2+3
Alcazar of FesAlcazar Law+2+3
Alcazar of TunisAlcazar Law+2+3

Units

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

Cavalry

Missile cavalry

Spear & pike infantry

Melee infantry

Missile infantry

Siege & artillery

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

Generals' bodyguards

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

Regional units & mercenaries

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

General's Bodyguard

feudal knight, bodyguard

Quality: Exceptional. These truly formidable troops are the general's personal bodyguard who acunit him wherever he goes. Selected for their loyalty and martial prowess these elite warriors fear little and shrug off odds that would crush many other units. Wearing heavy mail or partial plate and wielding lances this unit is capable of devastating charges and riding down most foes.

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 11 (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, -1 in sand, -4 in forest, -2 in snow
Heat
+7 fatigue in hot climates

Where & when to recruit

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

Building From start
Tourney Field Tourney 250t

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

Mailed Knights

Nobles, factional

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

Abilities

  • Wedge

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

  • Knight

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

  • Command

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

  • Hardy

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

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

Stats

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

Where & when to recruit

Always needs: Without Autonomy of Local Nobility or better

Building From start Heavy Mail~turn 141
Landowners' Guards Landowners Needs Farms in Cleared Land or better Catholic ≥ 50% in region 125t 133t
Provincial Council Landowners Needs Communal Farming or better Catholic ≥ 50% in region 118t 125t
Local Nobility Landowners Needs Farms and Estates or better Catholic ≥ 50% in region 213t 218t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Catholic ≥ 25% in region 39t 313t

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

Merchant Cavalry Militia

urban militia, regional (guild)

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

Abilities

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Building From start New trade routes in Europe~turn 291
Merchants' Guild Merchants' Guild 214t 29t
Master Merchants' Guild Merchants' Guild 16t 16t
Merchants' Guild Headquarters Merchants' Guild 24t 24t

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

Feudal Knights

feudal knight, standard

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

Abilities

  • Wedge

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

  • Formed charge

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

  • Knight

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

  • Command

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

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

Stats

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

Where & when to recruit

Always needs: Without Autonomy of Local Nobility or better

Building Heavy Mail~turn 141 Coat of Plates~turn 341 Partial Plate Armor~turn 441
Landowners' Guards Landowners Needs Farms in Cleared Land or better Catholic ≥ 50% in region 233t 225t 233t
Provincial Council Landowners Needs Communal Farming or better Catholic ≥ 50% in region 225t 318t 225t
Local Nobility Landowners Needs Farms and Estates or better Catholic ≥ 50% in region 218t 214t 218t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Catholic ≥ 25% in region 318t 313t 218t

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

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 18t ·
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 112t ·
King's Stables Stables · castle only Needs Quarries 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 26t 18t
King's Stables Stables · castle only Needs Quarries 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 112t

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

Portuguese Knights

feudal knight, factional

Quality: Elite. Type: Feudal (low availability, often impetuous or of low discipline). Experienced in battle, thanks to the Reconquista, these elite knights are protected by plate armour, ride horses protected by thick felt barding, and are armed with lances and swords. Excellent in the charge, they are more than capable of dishing out a very unpleasant experience to any unit they choose to fight.

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 7, charge 12 (spear)
Defence
armour 16, skill 5, shield 4
Morale
12 · Impetuous · Highly trained
Cost
664 florins, 1327 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -1 in sand, -4 in forest, -2 in snow
Heat
+11 fatigue in hot climates

Where & when to recruit

Always needs: Without Autonomy of Local Nobility or better

Building Coat of Plates~turn 341 Partial Plate Armor~turn 441 Matchlock Developed~turn 597
Landowners' Guards Landowners Needs Farms in Cleared Land or better Catholic ≥ 50% in region 233t 225t 214t
Provincial Council Landowners Needs Communal Farming or better Catholic ≥ 50% in region 225t 318t 310t
Local Nobility Landowners Needs Farms and Estates or better Catholic ≥ 50% in region 225t 218t 29t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Catholic ≥ 25% in region 218t 313t 38t

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

General's Bodyguard

feudal knight, bodyguard

Quality: Exceptional. The combination of full plate armour, and later magnificent Gothic armour, a fully armoured horse and a lance make these elite warriors mobile killing machines. These warriors are the general's personal bodyguard, 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 9, charge 13 (spear)
Defence
armour 22, skill 9, shield 2
Morale
14 · Impetuous · Highly trained
Cost
328 florins, 655 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-2 in scrub, -2 in sand, -5 in forest, -3 in snow
Heat
+14 fatigue in hot climates

Where & when to recruit

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

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

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

Demi Lancers

professional free, standard

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

Abilities

  • Wedge

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

  • Hardy

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

  • Formed charge

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

  • Knight

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

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

Stats

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

Where & when to recruit

Building Pike and Shot~turn 797
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better 22t
King's Stables Stables · castle only Needs Quarries or better 31t

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

Caballeros Hidalgos

Nobles, factional

NOBLES / MORALE 11/ IMPETUOUS/ HIGHLY TRAINED Hidalgo, hijodalgo, fidalgo (from Old Castilian, and common in literature), or infanzón is a nobleman, although colloquially the term is used to refer to untitled nobility, especially in Spain and Portugal. It is the lowest title in the hierarchy of noble titles, immediately below the title of lord. Medieval hidalgo knights were low-ranking nobles in Spain, with lineage but often little wealth, distinguished by their hereditary status rather than military wealth. While a knight was defined by his military and economic standing to maintain a horse and war equipment, a hidalgo based his nobility on inheritance, with privileges such as tax exemption and the right to bear arms. Over time, the two figures partially merged, as hidalgos could become knights and lesser knights could attain hidalgo status. GAMEPLAY NOTES:Those men were the minor noblemen in the battles of medieval Spain. They wear medium armour, and carry the traditional javelin as well as a longsword and a shield. Getting the best training amongst the soldiers in Iberia, those men are a force to be reckoned with. Although well-equipped and fighting in the Iberian style, being of lower or lesser noble lineage means they have somewhat less morale than their more noble compatriots, such as true high knights. However, they are cheaper and far more versatile than typical European shock cavalry. They can be recruited from Landowners in Iberia and some buildings like the Alcázar.

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • Anti-cavalry bonus +6

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

  • Hardy

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

  • 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 Early Heavy Horse
Missile
Cav Javelin: attack 13, range 55, 5 ammo
Melee
attack 6, charge 8 (sword)
Defence
armour 8, skill 6, shield 6
Morale
11 · Impetuous · Highly trained
Cost
586 florins, 872 upkeep, 1 turn to train
Mount effect
+6 vs Elephant
Terrain
-3 in forest, -1 in snow
Heat
+5 fatigue in hot climates

Where & when to recruit

Always needs: Aragon regions or Spain regions or Portugal regions or Andalusian

Building From start Heavy Mail~turn 141
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better Catholic ≥ 50% in region 125t 133t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better Catholic ≥ 50% in region 218t 225t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better Catholic ≥ 50% in region 313t 318t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better Catholic ≥ 50% in region 39t ·
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better Catholic ≥ 25% in region · 313t
Alcazar Alcazar Without South Italy Building Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions Catholic ≥ 50% in region 125t 133t
Gardens of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Andalusian Unique1 regions Catholic ≥ 50% in region 217t 220t
Alcazar of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Andalusian Unique1 regions Catholic ≥ 50% in region 214t★1 212t★1
Alcazar of Fes Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Berber Unique2 regions Catholic ≥ 50% in region 217t 220t
Alcazar of Tunis Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Berber Unique1 regions Catholic ≥ 50% in region 225t 233t

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

Caballeros Villanos

Urban Militia

URBAN MILITIA/ MORALE 6/ NORMAL DISCIPLINE/ TRAINED/ FREE UPKEEP UNIT The "Caballeria Villana" is a typically Hispanic military institution that developed during the Middle Ages in the kingdoms of Castile and León, and to a lesser extent, in Portugal. It experienced significant growth in the Castilian Extremadura (the land between the Duero River and the Central System mountain range) during the 10th and 11th centuries, particularly with the repopulation efforts undertaken by Alfonso VI. This process established a social and political model based on extensive municipal councils founded under various charters granted by the Castilian kings to encourage repopulation. These charters included provisions for the creation of popular militias for the defense of the town and its surrounding territory. The oldest known charter, that of Castrojeriz in 974, already includes this institution. In general, this was a town militia made up of foot soldiers, crossbowmen, and cavalrymen whom the towns were obligated to provide to the king when he needed them, according to the duty of aid (auxilium) that the towns assumed in their charters. All members of the militia were required to keep their weapons complete and in good condition. The specific value of this commoner cavalry lay in the fact that to hold the rank of knight, one was not required to have noble birth, only to have sufficient resources to maintain at least one horse and the complete weaponry necessary for combat, in addition, of course, to reside within the town limits. They were commonly known as the "brown knights" because of the color of their clothing. GAMEPLAY NOTES:Almost unique in medieval Europe, those men were commoners riding into battle. They wear light armour, and carry the traditional javelin as well as a sword and a shield. They are not very expensive troops and serve as urban militia in Iberian settlements, useful against enemy cavalry, they can be recruited in the stables and have free maintenance in settlements that can afford it.

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • Anti-cavalry bonus +6

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

  • 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
28 · riding Scout Horse
Missile
Cav Javelin: attack 10, range 55, 8 ammo
Melee
attack 4, charge 6 (sword)
Defence
armour 3, skill 3, shield 3
Morale
6 · Normal discipline · Trained
Cost
619 florins, 696 upkeep, 2 turns to train
Mount effect
+6 vs Elephant
Terrain
-3 in forest, -1 in snow
Heat
+2 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 25% in region

Building From start The Fourth Lateran Council~turn 169 English Archers~turn 303
Stables Stables · castle only Spain regions or Portugal regions or Andalusian or Aragon regions 19t 19t ·
Stables Stables · castle only Not in Spain regions Not in Portugal regions Not in Aragon regions Not in Andalusian · · 114t
Knight's Stables Stables · castle only Spain regions or Portugal regions or Andalusian or Aragon regions 27t 27t ·
Knight's Stables Stables · castle only Not in Spain regions Not in Portugal regions Not in Aragon regions Not in Andalusian · · 211t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Spain regions or Portugal regions or Aragon regions or Andalusian 34t 34t ·
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Not in Spain regions Not in Portugal regions Not in Aragon regions Not in Andalusian 16t 16t ·
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Spain regions or Portugal regions or Aragon regions or Andalusian 34t★1 34t★1 ·
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Not in Spain regions Not in Portugal regions Not in Aragon regions Not in Andalusian 16t 16t ·
King's Stables Stables · castle only Needs Quarries or better Spain regions or Portugal regions or Andalusian or Aragon regions 33t★3 33t★3 ·
King's Stables Stables · castle only Needs Quarries or better Not in Spain regions Not in Portugal regions Not in Andalusian Not in Aragon regions 15t★3 15t★3 ·
Maschio Angioino Castelli Normanni Without Alcazar Building Sicily regions Unique2 regions · 314t★1 314t★1

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

Jinetes

AOR unit

REGIONAL TROOPS/ MORALE 7/ NORMAL DISCIPLINE/ TRAINED/ AOR UNIT The Jinete or "Ginete", whose word comes from the Arabic zanáti, in allusion to the Berber tribe Zenata, is a light cavalry soldier who rode in the Morisca style or in the "Jineta" style with a short bridle saddle and low pommel, and used as his main weapon a hand lance, as well as light javelins or "azconas" that he threw at his enemies and then retreated so that they were not hit. This type of "guerrilla" is a type of military exclusive to the Iberian Peninsula, where contact with Arab troops and the fights against them during the Reconquista produced this peculiar style of riding and fighting on horseback, by which these horsemen are the typical Iberian warriors par excellence. GAMEPLAY NOTES:These well trained horsemen are fast and manoeuvrable, capable of employing a shooting circle tactic enabling riders to create a continuous cycle of firing. Jinetes hurl their javelins before closing in and fighting with their cavalry swords.Influenced by both Iberian and Moorish light cavalry traditions, Jinetes shun heavy armour and lances in favour of light armour and javelins, useful against enemy cavalry. Recruitable in Iberia lands and some buildings as Alcazar.

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • Anti-cavalry bonus +6

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

  • Hardy

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

  • Cantabrian circle

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

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

Stats

Men
28 · riding Fast Pony
Missile
Cav Javelin: attack 11, range 55, 6 ammo
Melee
attack 5, charge 6 (sword)
Defence
armour 3, skill 4, shield 3
Morale
7 · Normal discipline · Trained
Cost
905 florins, 592 upkeep, 2 turns to train
Mount effect
+6 vs Elephant
Terrain
-3 in forest, -1 in snow
Heat
+2 fatigue in hot climates

Where & when to recruit

Building From start
Stables Stables · castle only Spain regions or Portugal regions or Aragon regions or Andalusian 212t
Knight's Stables Stables · castle only Spain regions or Portugal regions or Aragon regions or Andalusian 210t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Spain regions or Portugal regions or Aragon regions or Andalusian 210t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Spain regions or Portugal regions or Aragon regions or Andalusian 28t
King's Stables Stables · castle only Needs Quarries or better Spain regions or Portugal regions or Aragon regions or Andalusian 27t
Alcazar of Toledo Alcazar Without South Italy Building Needs Stonemasons or better Spain regions Unique1 regions 214t
Alcazar of Lisbon Alcazar Without South Italy Building Needs Stonemasons or better Portugal regions Unique1 regions 214t

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

Andalusian Mudéjar Jinetes

AOR unit

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

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • Hardy

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

  • Cantabrian circle

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

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

Stats

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

Where & when to recruit

Always needs: Andalusian

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

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

Mounted Crossbowmen

feudal levy, standard

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

Abilities

  • Area attack

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

  • Cantabrian circle

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 25% in region

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

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

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

Mounted Arquebusiers

free professional, standard

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

Abilities

  • Area attack

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

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

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

Where & when to recruit

Building Portable Clock~turn 757
Military Academy Military Academy · city only Needs University or better 22t
Royal Officer's Academy Military Academy · city only Needs Four-Faculty University or better 31t

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

Levy Spearmen

peasant levies : factional

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

Abilities

  • Braced spear

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

  • Free upkeep

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

  • Peasant

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 25% in region

Building From start Heavy Mail~turn 141 Coat of Plates~turn 341 Partial Plate Armor~turn 441
Town Watch Barracks · city only 217t 212t 210t 217t
Town Guard Barracks · city only 212t 210t 28t 212t
City Watch Barracks · city only 210t★1 28t★1 27t★1 210t★1
Militia Drill Square Barracks · city only 28t★1 27t★1 26t★1 28t★1
Militia Barracks Barracks · city only Needs Quarries or better 38t★1 37t★1 36t★1 38t★1
Army Barracks Barracks · city only Needs Stonemasons or better 38t★1 37t★1 36t★1 38t★1
Royal Barracks Barracks · city only Needs Stonemasons or better 38t★2 37t★2 36t★2 38t★2
Mustering Hall Barracks · castle only 133t 125t 120t 133t
Garrison Quarters Barracks · castle only 220t 217t 214t 220t
Drill Square Barracks · castle only 214t★1 212t★1 211t★1 214t★1
Barracks Barracks · castle only 311t★1 310t★1 39t★1 311t★1
Armoury Barracks · castle only 28t★2 28t★2 27t★2 28t★2

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

Urban Spear Militia

urban militia, factional

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

Abilities

  • Braced spear

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 25% in region

Building From start Heavy Mail~turn 141 Coat of Plates~turn 341 Partial Plate Armor~turn 441 Full Plate Armor~turn 521 Matchlock Developed~turn 597
Town Watch Barracks · city only · · · 217t 27t 28t
Town Guard Barracks · city only · · · 212t 26t 27t
City Watch Barracks · city only 133t 211t 210t 29t★1 26t★1 26t★1
Militia Drill Square Barracks · city only 120t 211t 210t 28t★1 25t★1 26t★1
Militia Barracks Barracks · city only Needs Quarries or better 317t★1 310t★1 39t★1 38t★1 35t★1 36t★1
Army Barracks Barracks · city only Needs Stonemasons or better 314t★2 38t★2 37t★2 38t★2 35t★2 36t★2
Royal Barracks Barracks · city only Needs Stonemasons or better · · · 38t★3 35t★3 36t★3
Mustering Hall Barracks · castle only · · · 233t 214t 217t
Garrison Quarters Barracks · castle only · · · 220t 211t 212t
Drill Square Barracks · castle only · · · 214t★1 29t★1 210t★1
Barracks Barracks · castle only · · · 211t★1 28t★1 28t★1
Armoury Barracks · castle only · · · 28t★2 26t★2 27t★2

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

Sergeant Spearmen

Sergeants, factional

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

Abilities

  • Schiltrom

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

  • Braced spear

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 35% in region

Building From start Heavy Mail~turn 141 Coat of Plates~turn 341 Full Plate Armor~turn 521
Garrison Quarters Barracks · castle only 120t 117t 112t 111t
Drill Square Barracks · castle only 214t 212t 211t 210t
Barracks Barracks · castle only 311t 310t 39t 38t
Armoury Barracks · castle only 38t★1 38t★1 37t★1 38t★1

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

Berber Lamtuna Spearmen

AOR Unit, tribal unit

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

Abilities

  • Schiltrom

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

  • Braced spear

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

  • Very hardy

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

  • Peasant

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

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

Stats

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

Where & when to recruit

Always needs: Berber

Building From start
Agadir Ksar 120t
Ksar Ksar 220t
Khettara Ksar 214t★1
Khettara System Ksar 310t★1
Walls of Alcazar Alcazar Without South Italy Building Needs Carpenters' Workshops or better Aragon regions or Spain regions or Portugal regions or Moors regions +12t
Alcazar Alcazar Without South Italy Building Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions +14t

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

Andalusian Spearmen

AOR unit

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

Abilities

  • Schiltrom

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

  • Braced spear

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

  • Hardy

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

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

Stats

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

Where & when to recruit

Always needs: Andalusian

Building From start
Town Watch Barracks · city only 214t
Town Guard Barracks · city only 214t
City Watch Barracks · city only 214t
Militia Drill Square Barracks · city only 214t
Militia Barracks Barracks · city only Needs Quarries or better 214t
Army Barracks Barracks · city only Needs Stonemasons or better 214t
Royal Barracks Barracks · city only Needs Stonemasons or better 214t
Mustering Hall Barracks · castle only 214t
Garrison Quarters Barracks · castle only 214t
Drill Square Barracks · castle only 35t
Barracks Barracks · castle only 34t
Armoury Barracks · castle only 34t
Alcazar Alcazar Without South Italy Building Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions 120t
Gardens of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Unique1 regions 214t
Alcazar of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Unique1 regions 214t★1

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

Berber Guard

AOR Unit, tribal unit

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

Abilities

  • Long spear

    Bonus when fighting cavalry, penalty against infantry.

  • Long pike

    Very long pikes, used in phalanx formation.

  • Very hardy

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

  • Peasant

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

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

Stats

Men
56
Melee
attack 4, charge 4 (spear)
Defence
armour 2, skill 3, shield 0
Morale
12 · Disciplined · Trained
Cost
1891 florins, 704 upkeep, 2 turns to train
Mount effect
+4 vs Horse, +4 vs Camel
Terrain
+3 in sand, +1 in forest, -2 in snow

Where & when to recruit

Always needs: Berber

Building From start Late era begins~turn 517
Khettara Ksar 111t 45t
Khettara System Ksar 211t 55t
Walls of Alcazar Alcazar Without South Italy Building Needs Carpenters' Workshops or better Aragon regions or Spain regions or Portugal regions or Moors regions · +33t
Alcazar Alcazar Without South Italy Building Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions · +20t

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

Pike Militia

urban militia, standard

Quality: Militia. Type: Urban Militia (reduced morale in the field). The pike-man is a staple of the late Medieval army, and the arms of militia mirror those of professional troops. Pike armed militia with a modest amount of training can hold a defensive position very well, though they need good support. Initially lacking armour and thus vulnerable to shooting, this unit can be upgraded to be much better protected.

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.

  • 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 1, charge 2 (spear)
Defence
armour 1, skill 4, shield 0
Morale
5 · Low discipline · Untrained
Cost
502 florins, 502 upkeep, 1 turn to train
Mount effect
+3 vs Horse, +3 vs Camel
Terrain
-1 in sand, +1 in forest
Heat
+1 fatigue in hot climates

Where & when to recruit

Always needs: Needs Stonemasons or better Catholic ≥ 35% in region

Building Pavise Shields~turn 381 Matchlock Developed~turn 597 Pike and Shot~turn 797
Royal Barracks Barracks · city only 33t★1 71t★1 43t★1

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

Pikemen

free professional, standard

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

Abilities

  • Pike phalanx

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

  • Long spear

    Bonus when fighting cavalry, penalty against infantry.

  • Long pike

    Very long pikes, used in phalanx formation.

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

Stats

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

Where & when to recruit

Always needs: Needs Stonemasons or better Catholic ≥ 50% in region

Building The Spanish Inquisition begins~turn 699
Royal Barracks Barracks · city only 22t★1

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

Aventuros

free professional, factional

Quality: Superior. Type: Early Professional. Aventuros are impetuous and adventurous gentry, eager to see the world and fight. Able to afford good equipment, these elite troops are armed with pikes and good mail or plate armour. Despite being well trained these hot blooded nobles can act recklessly in battle, eager to out do other units and each other.

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.

  • 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
64
Melee
attack 3, charge 4 (spear)
Defence
armour 5, skill 2, shield 0
Morale
9 · Disciplined · Highly trained
Cost
2146 florins, 850 upkeep, 3 turns to train
Mount effect
+5 vs Horse, +5 vs Camel
Terrain
-1 in scrub, -1 in sand, -1 in forest, -2 in snow
Heat
+6 fatigue in hot climates

Where & when to recruit

Building The Spanish Inquisition begins~turn 699
Barracks Barracks · castle only Portugal regions 17t
Barracks Barracks · castle only Not in Portugal regions 110t
Armoury Barracks · castle only Portugal regions 16t★1
Armoury Barracks · castle only Not in Portugal regions 18t★1

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

Halberdiers

free professional, standard

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

Abilities

  • Pike phalanx

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

  • Armour piercing

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

  • Braced spear

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

  • Very hardy

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

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

Stats

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

Where & when to recruit

Building Pike and Shot~turn 797
Garrison Quarters Barracks · castle only Catholic ≥ 35% in region 23t
Drill Square Barracks · castle only 23t
Barracks Barracks · castle only 23t★1
Armoury Barracks · castle only 22t★2

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: Catholic ≥ 25% in region

Building From start Heavy Mail~turn 141 Coat of Plates~turn 341 Partial Plate Armor~turn 441
Town Watch Barracks · city only 217t 212t 210t 217t
Town Guard Barracks · city only 212t 210t 28t 212t
City Watch Barracks · city only 210t★1 28t★1 27t★1 210t★1
Militia Drill Square Barracks · city only 28t★1 27t★1 26t★1 28t★1
Militia Barracks Barracks · city only Needs Quarries or better 38t★1 37t★1 36t★1 38t★1
Army Barracks Barracks · city only Needs Stonemasons or better 38t★1 37t★1 36t★1 38t★1
Royal Barracks Barracks · city only Needs Stonemasons or better 38t★2 37t★2 36t★2 38t★2
Mustering Hall Barracks · castle only 133t 125t 120t 133t
Garrison Quarters Barracks · castle only 220t 217t 214t 220t
Drill Square Barracks · castle only 214t★1 212t★1 211t★1 214t★1
Barracks Barracks · castle only 311t★1 310t★1 39t★1 311t★1
Armoury Barracks · castle only 28t★2 28t★2 27t★2 28t★2

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

Sword Mailed Foot Knights

Nobles, factional

NOBLES / MORALE 12/ IMPETUOUS/ HIGHLY TRAINED Knights would often dismount and fight on foot when the situation demanded it. Dismounted they make excellent heavy infantry in many european armies and will be your best option to maintain a defensive line infantry.The best among the best warriors of their time, these knights have trained all their lives in the art of war, skilled in the use of the sword and shield, and are high to maintain due to the cost of their lands in exchange for their war services. GAMEPLAY NOTES:These knights with swords are very versatile on the battlefield, useful both for attacking and breaking enemy lines and for maintaining a solid defense protecting a siege; with their high morale they are one of the best medieval European troops. Recruitable in landowners.

Abilities

  • 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.

  • Hardy

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

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

Stats

Men
40
Melee
attack 7, charge 4 (sword)
Defence
armour 8, skill 7, shield 6
Morale
12 · Impetuous · Highly trained
Cost
557 florins, 1014 upkeep, 1 turn to train
Terrain
-2 in sand, -1 in snow
Heat
+5 fatigue in hot climates

Where & when to recruit

Always needs: Without Autonomy of Local Nobility or better Not in Norway regions Not in Denmark regions Not in Scotland regions Not in Lithuania regions Not in Poland regions Not in Kievan Rus regions Not in Russia regions Not in Serbia regions Not in Georgian homeland

Building From start Heavy Mail~turn 141
Landowners' Guards Landowners Needs Farms in Cleared Land or better Catholic ≥ 50% in region 125t 133t
Provincial Council Landowners Needs Communal Farming or better Catholic ≥ 50% in region 318t 225t
Local Nobility Landowners Needs Farms and Estates or better Catholic ≥ 50% in region 313t 318t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Catholic ≥ 25% in region 39t 313t

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

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 From start
Drill Square Barracks · castle only Catholic ≥ 35% in region 17t
Barracks Barracks · castle only Catholic ≥ 35% in region 27t
Armoury Barracks · castle only 34t★2
Armoury Barracks · castle only Catholic ≥ 35% in region 37t★1

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

Feudal Foot Knights

feudal knight, standard

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

Abilities

  • Shield wall

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

  • Hardy

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

  • Command

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

  • Knight

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

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

Stats

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

Where & when to recruit

Always needs: Without Autonomy of Local Nobility or better

Building Heavy Mail~turn 141 Coat of Plates~turn 341 Partial Plate Armor~turn 441
Landowners' Guards Landowners Needs Farms in Cleared Land or better Catholic ≥ 50% in region 233t 225t 233t
Provincial Council Landowners Needs Communal Farming or better Catholic ≥ 50% in region 225t 318t 225t
Local Nobility Landowners Needs Farms and Estates or better Catholic ≥ 50% in region 218t 214t 218t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Catholic ≥ 50% in region 318t · ·
Provincial Aristocracy Landowners Needs Agricultural Estates or better Catholic ≥ 25% in region · 313t 118t

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

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
Drill Square Barracks · castle only 19t
Barracks Barracks · castle only 19t
Armoury Barracks · castle only 18t★1

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

Portuguese Foot Knights

feudal knight, factional

Feudal elite. Experienced in battle, thanks to the Reconquista, these elite knights are as happy fighting on foot as mounted. Their plate armour gives them excellent protection, while their poleaxes are effective against armoured and unarmoured foes alike.

Abilities

  • Armour piercing

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

  • Hardy

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

  • Command

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

  • Knight

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

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

Stats

Men
40
Melee
attack 9, charge 7 (axe)
Defence
armour 15, skill 7, shield 0
Morale
13 · Impetuous · Highly trained
Cost
753 florins, 1506 upkeep, 1 turn to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
-1 in scrub, -2 in sand, -1 in forest, -3 in snow
Heat
+17 fatigue in hot climates

Where & when to recruit

Always needs: Without Autonomy of Local Nobility or better

Building Coat of Plates~turn 341 Partial Plate Armor~turn 441 Matchlock Developed~turn 597
Landowners' Guards Landowners Needs Farms in Cleared Land or better Catholic ≥ 50% in region 233t 225t 214t
Provincial Council Landowners Needs Communal Farming or better Catholic ≥ 50% in region 225t 318t 310t
Local Nobility Landowners Needs Farms and Estates or better Catholic ≥ 50% in region 225t 218t 29t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Catholic ≥ 25% in region 218t 313t 38t

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

Sword Militia

urban militia, factional

Quality: Militia. Type: Urban Militia (reduced morale in the field). Sword militia are levied troops whose task is to garrison and defend settlements. Better trained and equipped than peasant militia, these troops are armed with swords and protected by light armour and a shield. Useful for dealing with archers and other light infantry.

Abilities

  • Free upkeep

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

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

Stats

Men
60
Melee
attack 5, charge 2 (sword)
Defence
armour 5, skill 4, shield 3
Morale
5 · Low discipline · Untrained
Cost
619 florins, 619 upkeep, 1 turn to train
Terrain
-1 in sand, +1 in forest, -2 in snow
Heat
+5 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 Catholic ≥ 35% in region 217t 27t 28t
Town Guard Barracks · city only Catholic ≥ 25% in region 212t 26t 27t
City Watch Barracks · city only Catholic ≥ 25% in region 210t★1 26t★1 26t★1
Militia Drill Square Barracks · city only Catholic ≥ 25% in region 28t★1 25t★1 26t★1
Militia Barracks Barracks · city only Needs Quarries or better Catholic ≥ 25% in region 38t★1 35t★1 36t★1
Army Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 25% in region 38t★1 35t★1 36t★1
Royal Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 25% in region 38t★3 35t★3 36t★3
Mustering Hall Barracks · castle only Catholic ≥ 25% in region 133t 114t 117t
Garrison Quarters Barracks · castle only Catholic ≥ 25% in region 220t 211t 212t
Drill Square Barracks · castle only Catholic ≥ 25% in region 214t 29t 210t
Barracks Barracks · castle only Catholic ≥ 25% in region 311t★1 38t★1 39t★1
Armoury Barracks · castle only Catholic ≥ 25% in region 28t★2 26t★2 27t★2

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 The Rise of Shot~turn 841
Garrison Quarters Barracks · castle only Catholic ≥ 35% in region 214t 29t 29t
Drill Square 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 · 19t ·
Drill Square Barracks · castle only Not in Aragon regions Not in France regions Not in Denmark regions Not in Spain regions Not in Norway regions Not in England regions Not in Hungary regions Not in Poland regions Not in Portugal regions Not in Hre regions Not in Pisa regions Not in Venice regions Not in Sicily regions Not in Papal States regions · 117t ·
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 · 24t ·
Barracks Barracks · castle only Not in Aragon regions Not in France regions Not in Denmark regions Not in Spain regions Not in Norway regions Not in England regions Not in Hungary regions Not in Poland regions Not in Portugal regions Not in Hre regions Not in Pisa regions Not in Venice regions Not in Sicily regions Not in Papal States regions · 28t ·
Armoury Barracks · castle only Aragon regions or France regions or Denmark regions or Spain regions or Norway regions or England regions or Hungary regions or Poland regions or Portugal regions or Hre regions or Pisa regions or Venice regions or Sicily regions or Papal States regions · 18t★1 ·
Armoury Barracks · castle only Not in Aragon regions Not in France regions Not in Denmark regions Not in Spain regions Not in Norway regions Not in England regions Not in Hungary regions Not in Poland regions Not in Portugal regions Not in Hre regions Not in Pisa regions Not in Venice regions Not in Sicily regions Not in Papal States regions · 112t★1 ·

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

Levy Crossbowmen

feudal levy, standard

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

Abilities

  • Area attack

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 25% in region

Building From start The Second Lateran Council~turn 17 The Third Lateran Council~turn 93 The Fourth Lateran Council~turn 169 New Crossbow Mechanics Developed~turn 211 Pavise Shields~turn 381 Full Plate Armor~turn 521
Town Watch Barracks · city only · · 233t 233t 220t 214t 214t
Town Guard Barracks · city only · · 220t 220t 214t 211t 211t
City Watch Barracks · city only 214t★1 211t★1 · · · · ·
Militia Drill Square Barracks · city only 211t★1 29t★1 · · · · ·
Militia Barracks Barracks · city only Needs Quarries or better 211t★1 29t★1 · · · · ·
Army Barracks Barracks · city only Needs Stonemasons or better 29t★1 28t★1 · · · · ·
Royal Barracks Barracks · city only Needs Stonemasons or better 29t★2 28t★2 · · · · ·
Bowyer Ranges · castle only · 133t 133t 133t 120t 114t ·
Practice Range Ranges · castle only · 217t 217t 217t 211t★1 217t ·
Archery Range Ranges · castle only · 217t★1 217t★1 217t★1 211t★1 217t★1 ·
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better · 312t★3 312t★3 312t★3 310t★3 38t★3 ·
Alcazar Alcazar Without South Italy Building Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions · 117t 117t 117t 117t 117t 117t
Gardens of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Andalusian Unique1 regions · 217t 217t 217t 217t 217t 217t
Alcazar of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Andalusian Unique1 regions · 210t★1 210t★1 210t★1 210t★1 210t★1 210t★1
Alcazar of Toledo Alcazar Without South Italy Building Needs Stonemasons or better Spain regions Unique1 regions · 217t 217t 217t 217t 217t 217t
Palacio de la Aljafería Alcazar Without South Italy Building Needs Stonemasons or better Aragon regions Capital · 217t 217t 217t 217t 217t 217t
Alcazar of Lisbon Alcazar Without South Italy Building Needs Stonemasons or better Portugal regions Unique1 regions · 217t 217t 217t 217t 217t 217t
Alcazar of Fes Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Berber Unique2 regions · 117t 117t 117t 117t 117t 117t
Alcazar of Tunis Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Berber Unique1 regions · 217t 217t 217t 217t 217t 217t
Maschio Angioino Castelli Normanni Without Alcazar Building Sicily regions Unique2 regions · · · 317t★1 317t★1 317t★1 317t★1

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

Peones Javelinmen

Peasant levies, factional

PEASANTS LEVIES/ MORALE 3/ LOW DISCIPLINE/ UNTRAINED/ FREE UPKEEP UNIT/ IS PEASANT. The word "Peón" or "Peones" in Spanish refers to the general infantry or men who fought on foot and was normally made up of peasant peones, who went to battle in the service of their knight or from urban militias and brotherhoods. At first they were poorly equipped, since the horsemen were protected, but the peones protected themselves with what they could. Their weapons were spears, slings, bows, crossbows, short swords and javelins. They were used mainly as auxiliary troops. Iberian warfare has a long tradition of light mobile troops, both mounted and foot, fighting with the javelin since pre Roman times. These troops are drawn from the Iberian peasantry, protected by light armour and fighting with the javelin, in Iberian fashion. GAMEPLAY NOTES:Cheaper iberian troops that can effort javelins, use these light troops to hurl their weapons at their foes, while remaining mobile enough to stay clear of trouble. Recruitable only in Iberian Peninsula , have free upkeep in settlements.

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • Anti-cavalry bonus +4

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

  • Peasant

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

  • Free upkeep

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

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

Stats

Men
52
Missile
Javelin: attack 11, range 55, 4 ammo
Melee
attack 2, charge 2 (sword)
Defence
armour 0, skill 3, shield 2
Morale
3 · Low discipline · Untrained
Cost
437 florins, 277 upkeep, 1 turn to train
Mount effect
+6 vs Elephant
Terrain
+1 in scrub, +2 in forest, -1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 25% in region Portugal regions or Spain regions or Aragon regions or Andalusian

Building From start Heavy Mail~turn 141
City Watch Barracks · city only 218t 225t
Militia Drill Square Barracks · city only 218t★1 225t★1
Militia Barracks Barracks · city only Needs Quarries or better 218t★1 225t★1
Army Barracks Barracks · city only Needs Stonemasons or better 318t★2 325t★2
Royal Barracks Barracks · city only Needs Stonemasons or better 318t★3 325t★3
Mustering Hall Barracks · castle only 118t 125t
Garrison Quarters Barracks · castle only 218t 225t
Drill Square Barracks · castle only 218t★1 225t★1
Barracks Barracks · castle only 318t★1 325t★1
Armoury Barracks · castle only 318t★1 325t★1

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

Levy Archers

Peasant levies, factional

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

Abilities

  • Area attack

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

  • Peasant

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 25% in region

Building From start Heavy Mail~turn 141 English Archers~turn 303 A New Era Begins~turn 337
Bowyer Ranges · castle only 214t 214t 214t 214t
Practice Range Ranges · castle only 43t 44t 26t 26t
Archery Range Ranges · castle only 26t 26t 26t 26t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 46t★3 43t★3 43t★3 ·

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

Urban Crossbowmen Militia

urban militia, standard

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

Abilities

  • Area attack

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

  • Free upkeep

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

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

Stats

Men
52
Missile
Crossbow Bolt: attack 6, range 140, 18 ammo
Melee
attack 3, charge 1 (sword)
Defence
armour 2, skill 3, shield 0
Morale
5 · Low discipline · Trained
Cost
513 florins, 513 upkeep, 1 turn to train
Terrain
+1 in scrub, -1 in sand, -2 in forest
Heat
+4 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 25% in region

Building From start The Third Lateran Council~turn 93 New Crossbow Mechanics Developed~turn 211 Pavise Shields~turn 381
City Watch Barracks · city only · 210t★1 28t★1 ·
Militia Drill Square Barracks · city only · 28t★1 26t★1 ·
Militia Barracks Barracks · city only Needs Quarries or better · 28t★1 26t★1 ·
Army Barracks Barracks · city only Needs Stonemasons or better · 27t★1 26t★1 ·
Royal Barracks Barracks · city only Needs Stonemasons or better · 37t★2 36t★2 ·
Alcazar of Lisbon Alcazar Without South Italy Building Needs Stonemasons or better Portugal regions Unique1 regions 220t 220t 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

Sergeant Archers

Sergeants, factional

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

Abilities

  • Area attack

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

  • Hardy

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 35% in region

Building From start Heavy Mail~turn 141 Pavise Shields~turn 381 Matchlock Developed~turn 597
Practice Range Ranges · castle only 125t 114t 19t ·
Practice Range Ranges · castle only England regions or Hre regions or France regions or Spain regions or Aragon regions or Portugal regions or Pisa regions or Venice regions or Papal States regions or Levant (Jerusalem) or Russia regions or Kievan Rus regions 16t 16t 16t 16t
Practice Range Ranges · castle only Not in England regions Not in Hre regions Not in France regions Not in Spain regions Not in Aragon regions Not in Portugal regions Not in Pisa regions Not in Venice regions Not in Papal States regions Not in Levant (Jerusalem) Not in Russia regions Not in Kievan Rus regions 18t 18t 18t 18t
Archery Range Ranges · castle only 225t★1 214t★1 29t★1 ·
Archery Range Ranges · castle only England regions or Hre regions or France regions or Spain regions or Aragon regions or Portugal regions or Pisa regions or Venice regions or Papal States regions or Levant (Jerusalem) or Russia regions or Kievan Rus regions 26t 26t 26t 26t
Archery Range Ranges · castle only Not in England regions Not in Hre regions Not in France regions Not in Spain regions Not in Aragon regions Not in Portugal regions Not in Pisa regions Not in Venice regions Not in Papal States regions Not in Levant (Jerusalem) Not in Russia regions Not in Kievan Rus regions 18t 18t 18t 18t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better England regions or Hre regions or France regions or Spain regions or Aragon regions or Portugal regions or Pisa regions or Venice regions or Papal States regions or Levant (Jerusalem) or Russia regions or Kievan Rus regions 38t★3 38t★3 38t★3 38t★3
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Not in England regions Not in Hre regions Not in France regions Not in Spain regions Not in Aragon regions Not in Portugal regions Not in Pisa regions Not in Venice regions Not in Papal States regions Not in Levant (Jerusalem) Not in Russia regions Not in Kievan Rus regions 112t★3 112t★3 112t★3 112t★3
Alcazar of Toledo Alcazar Without South Italy Building Needs Stonemasons or better Spain regions Unique1 regions 120t 120t 120t 120t

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

Andalusian Crossbowmen

AOR unit

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

Abilities

  • Area attack

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

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

Stats

Men
48
Missile
Crossbow Bolt: attack 6, range 140, 20 ammo
Melee
attack 4, charge 2 (sword)
Defence
armour 1, skill 5, shield 0
Morale
7 · Normal discipline · Trained
Cost
1263 florins, 473 upkeep, 2 turns to train
Terrain
+1 in scrub, +2 in forest, -1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Always needs: Andalusian

Building From start
Bowyer Ranges · castle only 220t
Practice Range Ranges · castle only 220t
Archery Range Ranges · castle only 220t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 220t
Alcazar Alcazar Without South Italy Building Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions 120t
Gardens of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Unique1 regions 214t
Alcazar of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Unique1 regions 214t★1

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

Almogávares

Elite Unit

ELITE/ MORALE 13/ IMPETUOUS/ HIGHLY TRAINED. The "Almogávares" or Almughavars were shock troops, espionage and guerrilla forces present in all the Christian kingdoms of the Iberian Peninsula throughout the Reconquista, originating in the Crown of Aragon, formed mainly by light infantry and especially known for the active role they played in the conquest of the Mediterranean by the Crown of Aragon between the 13th and 14th centuries.The first use of the term is in the territories of Al-Andalus in the 10th century, to refer to small armed groups of Saracens dedicated to looting and surprise attacks. The Aragonese were the first documented Christians to adapt these strategies and fight like those groups of Saracens known as Almogávares, which is why they eventually ended up being known by the same name. They were characterized by being infantry shock troops who fought on foot, with light weapons and baggage, generally with a short lance (azconas), described as a sharp pike or a simple stick with an iron spike, two javelins that they threw with such force that they pierced enemy shields, a long knife (called coltell) and sometimes a small round shield as their only defense. In addition, they always carried with them a good fire stone (flint), as well as tinder, with which before entering into battle they used to hit their weapons, so that these threw enormous sparks, which together with their terrible screams, terrified their enemies. Of great courage and ferocity, those from the Crown of Aragon entered into combat shouting "Desperta Ferro!", "San Jorge!" and "Aragon! Aragon!". GAMEPLAY NOTES: Powerful and tough Iberian elite troops that terrorize their enemies, dedicated entirely to war and accustomed to a life of combat and life in rural and mountainous areas, will serve their guerrilla purpose very well, but are not as well protected as troops with more armor or heavy troops. These fierce Almogavars can be recruited by the 3 Iberian factions (Castilians, Aragonese and Portuguese) in the military building of the Alcázar, usually in Iberian or North African regions. They have a high recruitment cost, but being accustomed to an austere life, it does not cost much to maintain them.

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • Anti-cavalry bonus +4

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

  • 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.

  • Hides anywhere

    Can hide in the open as well as in forest and long grass.

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

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

Stats

Men
48
Missile
Elite Javelin: attack 14, range 65, 4 ammo
Melee
attack 8, charge 3 (sword)
Defence
armour 2, skill 8, shield 2
Morale
13 · Impetuous · Highly trained
Cost
1668 florins, 427 upkeep, 2 turns to train
Mount effect
+6 vs Elephant
Terrain
+3 in scrub, +4 in forest, +2 in snow
Heat
+-1 fatigue in hot climates

Where & when to recruit

Always needs: Without South Italy Building Catholic ≥ 50% in region

Building From start
Alcazar Alcazar Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions 120t
Alcazar Alcazar Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions Aragon regions +20t
Gardens of Alhambra Alcazar Needs Stonemasons or better Moors regions Andalusian Unique1 regions 214t
Alcazar of Alhambra Alcazar Needs Stonemasons or better Moors regions Andalusian Unique1 regions 314t★1
Alcazar of Toledo Alcazar Needs Stonemasons or better Spain regions Unique1 regions 214t
Palacio de la Aljafería Alcazar Needs Stonemasons or better Aragon regions Capital 314t
Palacio de la Aljafería Alcazar Needs Stonemasons or better Aragon regions Capital Aragon regions +14t
Alcazar of Lisbon Alcazar Needs Stonemasons or better Portugal regions Unique1 regions 214t
Alcazar of Fes Alcazar Needs Stonemasons or better Moors regions Berber Unique2 regions 214t
Alcazar of Tunis Alcazar Needs Stonemasons or better Moors regions Berber Unique1 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

Arbalest Militia

urban militia, standard

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

Abilities

  • Area attack

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 35% in region

Building Pavise Shields~turn 381 Full Plate Armor~turn 521 Pike and Shot~turn 797
Practice Range Ranges · castle only 25t 111t 18t
Archery Range Ranges · castle only 35t 211t 28t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 25t★1 · ·

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

Sergeant 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

Always needs: Catholic ≥ 35% in region

Building Pavise Shields~turn 381
Archery Range Ranges · castle only Hre regions or Spain regions or Aragon regions or Portugal regions or Papal States regions or Sicily regions or Poland regions 18t
Archery Range Ranges · castle only Not in Hre regions Not in Spain regions Not in Aragon regions Not in Portugal regions Not in Papal States regions Not in Sicily regions Not in Poland regions 112t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Hre regions or Spain regions or Aragon regions or Portugal regions or Papal States regions or Sicily regions or Poland regions 26t★1
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Not in Hre regions Not in Spain regions Not in Aragon regions Not in Portugal regions Not in Papal States regions Not in Sicily regions Not in Poland regions 18t

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

Hand Gunners

free professional, standard

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

Abilities

  • Armour piercing

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

  • Area attack

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

  • Frightens cavalry

    Lowers the morale of enemy cavalry nearby.

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

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

Where & when to recruit

Building Man-Made Inferno!~turn 401 Handgun Developed~turn 461 Portable Clock~turn 757
Gunsmith Cannons · city only 26t 26t 25t
Cannon Maker Cannons · city only 25t 25t 24t
Cannon Foundry Cannons · city only 24t 24t 23t
Royal Arsenal Cannons · city only 23t 23t 22t

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, Royal Arsenal.

Musketeers

free professional, standard

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

Abilities

  • Armour piercing

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

  • Area attack

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

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 35% in region

Building Matchlock Developed~turn 597
Militia Barracks Barracks · city only Needs Quarries or better 22t
Army Barracks Barracks · city only Needs Stonemasons or better 22t

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

Arquebusiers

free professional, standard

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

Abilities

  • Area attack

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

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 35% in region

Building Matchlock Developed~turn 597 Portable Clock~turn 757
Militia Barracks Barracks · city only Needs Quarries or better 22t★1 22t★1
Army Barracks Barracks · city only Needs Stonemasons or better 22t★1 22t★1
Royal Barracks Barracks · city only Needs Stonemasons or better · 22t★1

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: Catholic ≥ 35% in region

Building Advanced Matchlock~turn 849
Militia Barracks Barracks · city only Needs Quarries or better 51t★1
Army Barracks Barracks · city only Needs Stonemasons or better 51t★1

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

Trebuchet

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

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

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

Mangonel

artillery

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

Abilities

  • Armour piercing

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

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

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

Bombard

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

  • Stakes

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

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

Stats

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

Where & when to recruit

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

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 Man-Made Inferno!~turn 401
Cannon Maker Cannons · city only 17t
Cannon Foundry Cannons · city only 17t
Royal Arsenal Cannons · city only 17t
Cannon Maker Cannons · castle only 18t
Cannon Foundry Cannons · castle only 18t
Royal Arsenal 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

Grand Bombard

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

  • Stakes

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

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

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

Culverin

artillery

The Culverin is a type of bombard and a fearsome piece of artillery, first used in Germany. It utilises advanced metallurgy techniques, superior construction and better trained crews to outrange and outshoot nearly all preceding bombards. Able to fire solid or exploding shots, the culverin is devastating against enemy walls and lethal against enemy troops!

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

  • Stakes

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

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

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

Basilisk

artillery

This fearsome artillery piece is the pinnacle of late Medieval siege-gun engineering. With greater range, damage and accuracy than all the siege guns that come before it, no enemy emplacements can stand up to its fearsome bombardment, nor can enemy troops withstand its explosive shots. Generals should fear the gaze of the Basilisk!

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 Machines that Fly?~turn 721
Royal Arsenal Cannons · city only 17t
Royal Arsenal 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 27t 27t 27t 27t 27t 27t
Port with Shipwright Ports · city only Needs Carpenters' Workshops or better 35t★1 35t★1 35t★1 35t★1 35t★1 35t★1
Port with Dockyard Ports · city only Needs Carpenters' Workshops or better 33t★1 33t★1 33t★1 33t★1 33t★1 33t★1
Great Harbour Ports · city only Needs Carpenters' Workshops or better 32t★2 32t★2 32t★2 32t★2 32t★2 32t★2
Port Ports · castle only Needs Carpenters' Workshops or better 27t 27t 27t 27t 27t 27t
Port with Shipwright Ports · castle only Needs Carpenters' Workshops or better 35t★1 35t★1 35t★1 35t★1 35t★1 35t★1
Port with Dockyard Ports · castle only Needs Carpenters' Workshops or better 33t★1 33t★1 33t★1 33t★1 33t★1 33t★1
Great Harbour Ports · castle only Needs Carpenters' Workshops or better 32t★2 32t★2 32t★2 32t★2 32t★2 32t★2
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.

War Galley

ship

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

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

Always needs: Needs Carpenters' Workshops or better

Building From start
Port with Shipwright Ports · city only 210t
Port with Dockyard Ports · city only 25t
Great Harbour Ports · city only 34t★1
Port with Shipwright Ports · castle only 210t
Port with Dockyard Ports · castle only 25t
Great Harbour Ports · castle only 34t★1

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

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

Lanternas

ship

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

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

Always needs: Needs Carpenters' Workshops or better

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

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

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

Caravel

ship

A small, highly manoeuvrable, three-masted ship used by Spain and Portugal for long voyages of exploration. Lightly armed compared to other ships of the 15th century, but capable of undertaking and surviving long voyages in the open sea, making it possible to discover far off places.

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
2000 florins, 642 upkeep, 5 turns to train

Where & when to recruit

Always needs: Needs Carpenters' Workshops or better

Building A New Route to the East?~turn 543
Port with Shipwright Ports · city only 220t
Port with Dockyard Ports · city only 25t
Great Harbour Ports · city only 33t
Port with Shipwright Ports · castle only 220t
Port with Dockyard Ports · castle only 25t
Great Harbour Ports · castle only 33t

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

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

General's Bodyguard

feudal knight, bodyguard

Quality: Exceptional. These truly formidable troops are the general's personal bodyguard who acunit him wherever he goes. Selected for their loyalty and martial prowess these elite warriors fear little and shrug off odds that would crush many other units. Wearing heavy mail or partial plate and wielding lances this unit is capable of devastating charges and riding down most foes.

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 11 (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, -1 in sand, -4 in forest, -2 in snow
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 the general's personal bodyguard, 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 9, charge 13 (spear)
Defence
armour 22, skill 9, shield 2
Morale
14 · Impetuous · Highly trained
Cost
328 florins, 655 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-2 in scrub, -2 in sand, -5 in forest, -3 in snow
Heat
+14 fatigue in hot climates