SSHIM Guide

Novgorod Republic Units & recruitment

The northern Rus merchant republic, trading with the Baltic and the Hansa. It shares the Rus-wide events with Kiev and gets financial help while small.

Recruiting as Novgorod

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).

Help when the capital falls

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

Rus events follow the great changes

Most Rus reforms fire soon after a world event (Heavy Mail, the High Era, Cannons, Partial Plate), with a 50% chance each turn. Kievan Rus shares the same events.

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

Reforms

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

  1. 1

    Moscow founded

    usually around turn 57 (~1160)

    Needs
    • Past turn 30 and you hold Rostov, Suzdal and Ryazan - or past turn 80 and you hold Novgorod.
    Chance
    50% per turn.

    UnlocksEastern Crossbow Militia

    In-game event text

    The first known reference to Moscow dates from 1147 as a meeting place of Yuri Dolgoruky and Sviatoslav Olgovich. At the time, it was a minor town on the western border of Suzdal Principality. The chronicle says, 'Come, my brother, to Moskov'. In 1156, Knjaz Yury Dolgoruky fortified the town with a timber fence and a moat.

  2. 2

    Anna-Euphrosyne Becomes Regent

    usually around turn 143 (~1203)

    Needs
    • After the Heavy Mail event.
    Chance
    50% per turn.

    UnlocksBoyarsMounted LuchnikiFoot BoyarsTrebuchet

    RetiresDruzhina CavalryDruzhina

    In-game event text

    Anna-Euphrosyne was the daughter of Eastern Roman Emperor Isaac II Angelos. In 1199 she was married to Roman the Great, a Rus prince holding claim to many titles and lands, and after his death in 1205, Anna-Euphrosyne became regent of the Principality of Volhynia. During her reign, she made treaties with Poland, Hungary, and Lithuania, improved commerce, and due to her Eastern Roman heritage, brought much southern influence into the lands she ruled. GAME STRATEGY: Rus factions may now build Ikoners' Studios. Universities will provide an additional diplomat. Recruitment of troops will also improve, either through access to new units, or through faster regeneration of the recruitment pools.

  3. 3

    Crossbow in the Rus lands

    usually around turn 211 (~1237)

    Needs
    • After the High Era begins.
    Chance
    50% per turn.
    In-game event text

    Crossbows were in use in northwest Russia from the late 12th or early 13th Century onwards. Mid-13th-Century crossbow equipment specimens from Novgorod are identical to those used elsewhere in Europe. In addition, Russian archers used both barbed European arrows and armor-piercing Eastern arrows, probably amplifying the effect of their archers on knightly armor to a degree resembling the employment of crossbowmen. According to the Livonian Rhymed Chronicle, the Pskovan army that marched out against the Teutons in 1240 and battled them in field near Izborsk included numerous crossbowmen, probably drawn from the city’s militia. This Capability posits such Russian fielding of crossbowmen in significant number beyond those who would remain in garrisons. GAME STRATEGY: Crossbowmen are now available to the Rus factions.

  4. 4

    Rus Cities' Competition

    usually around turn 329 (~1296)

    Needs
    • After the Cannons event.
    Chance
    50% per turn.
    In-game event text

    Wars

  5. 5

    Andrey Rublyov

    usually around turn 443 (~1353)

    Needs
    • After the Partial Plate event.
    Chance
    50% per turn.

    UnlocksHalberd Militia

    RetiresEastern Levy Spearmen

    In-game event text

    Andrey Rublyov was a Muscovite icon painter born in the 1360s who died between 1427 and 1430 in Moscow. He is considered to be one of the greatest medieval Russian painters of Orthodox Christian icons and frescos.

World events that change your army

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

14 events
  1. 1

    Ostsiedlung

    usually around turn 111 (~1187)

    UnlocksCog

    In-game event text

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

  2. 2

    Heavy Mail

    usually around turn 141 (~1202)

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

    UnlocksTysyatskiesNovgorod Home Guard

    In-game event text

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

  3. 3

    Pronoia Reforms

    usually around turn 181 (~1222)

    RetiresSlav Levies

    In-game event text

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

  4. 4

    Mongols Invade Zalesye

    usually around turn 237 (~1250)

    RetiresSlavic Levy Archers

    In-game event text

    14 years after the first raid to the north-west and the battle of the Kalka River, the Mongols have returned in even greater numbers to the West. Having subdued the Volga Bulgarians, Batu Khan lead his vast horde of fierce Mongol riders to Zalesye (Land-Beyond-the-Forests) with old cities like Suzdal and Rostow, and young upstarts as Moscow. The horde was seemed unstoppable and the Mongols mercilessly swept through Zalesye, sacking all the cities that did not capitulated beforehand. GAME STRATEGY: A few Mongol armies appear in the woods in the middle-Volga basin.

  5. 5

    Die Kogge

    usually around turn 325 (~1294)

    UnlocksHolk

    In-game event text

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

  6. 6

    Coat of Plates

    usually around turn 341 (~1302)

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

    UnlocksHeavy Boyars

    RetiresBoyarsSlavic 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)

  7. 7

    Man-Made Inferno!

    usually around turn 401 (~1332)

    Needs
    • Happens in 1332.

    UnlocksBombard

    In-game event text

    A new way of working metal has been developed in the village of Lapphyttan in Sweden, and it is now being adopted across western Europe. Housed in a great building, mighty water-driven bellows blast air into a furnace that produces a blaze so fierce and unworldly that the iron from within the ore flows out as a stream of molten metal! Even though the raw iron that pours from this new furnace is very brittle, vast amounts of the stuff can be made with relative ease, which a learned smith can then easily treat to produce incredibly resilient weapons and armor. GAME STRATEGY: The mines will be more productive in the Latin Europe. However, what's probably more important, the Bombards will be possible to be constructed!

  8. 8

    Handgun Developed

    usually around turn 461 (~1362)

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

    RetiresWoodsmen

    In-game event text

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

  9. 9

    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.

  10. 10

    A New Route to the East?

    usually around turn 543 (~1403)

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

    UnlocksCarrack

    In-game event text

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

  11. 11

    Matchlock Developed

    usually around turn 597 (~1430)

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

    UnlocksArquebusiers

    In-game event text

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

  12. 12

    Gothic Plate Armor

    usually around turn 641 (~1452)

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

    UnlocksCannon

    In-game event text

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

  13. 13

    Machines that Fly?

    usually around turn 721 (~1492)

    Needs
    • Happens in 1492.

    UnlocksCossack GunnersBasilisk

    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.

  14. 14

    Pike and Shot

    usually around turn 797 (~1530)

    Needs
    • Happens in 1530.

    UnlocksLate ArquebusiersCossack Musketeers

    RetiresArquebusiers

    In-game event text

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

The crown: Shapka Monomakha

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

  • Novgorod with Sofiiskyi Sobor or better
  • Kyev with Large Zoloti Vorota or better
  • Marmara (Kōnstantinoúpolis) with Hagia Sophiaholy city

Lands you must hold

Novgorod Pleskov Smolenesk Ryazan' Chernigov Kyev Polotsk Rostov Suzdal The Marshes (Turov) Ruthenia (Goroden) Volhynia (Volodymyr) Halychyna (Halych) Pereyaslavl'

Only while no other faction holds this crown

Not needed with a Strong Legacy.

AI version (10 settlements)

Novgorod, Pleskov, Smolenesk, Ryazan', Chernigov, Kyev, Polotsk, Rostov, The Marshes (Turov), Pereyaslavl'

Shared crown: Kievan Rus 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
Hanseatische KaufmännerHansa Teutonica Happiness-1-1
Hanseatischer QuartierHansa Teutonica Happiness-2-2
HolsteintorHansa Teutonica Happiness-2-2
StalhofHansa Teutonica Happiness-20
PeterhofHansa Teutonica Happiness-20
BryggenHansa Teutonica Happiness-20
Hanseatischer KontorHansa Teutonica Happiness-20
Lizdeika PilisVilnius Law+1+2
Lizdeika PilisVilnius Population growth+1+2
Gedimino TowerVilnius Law+2+3
Gedimino TowerVilnius Population growth+2+3
Gedimino PilisVilnius Law+4+5
Gedimino PilisVilnius Population growth+4+5

Units

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

Cavalry

Missile cavalry

Spear & pike infantry

Melee infantry

Missile infantry

Siege & artillery

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

Generals' bodyguards

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

Regional units & mercenaries

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

Druzhina Cavalry

feudal knight, factional

Quality: Superior. Type: Early Professional. Druzhinas are a left over from Viking times, and their ancestry is evident in the wicked axes they carry. They serve as the bodyguards for a leader or nobleman. However, 'Druzhinniks' are free to leave and join other Druzhinas if they wish to. On the battlefield they fight as effective heavy cavalry.

Abilities

  • Wedge

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

  • Very hardy

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

  • Formed charge

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

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

Stats

Men
24 · riding Early Heavy Horse
Melee
attack 7, charge 8 (spear)
Defence
armour 8, skill 4, shield 5
Morale
12 · Impetuous · Highly trained
Cost
529 florins, 1058 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest
Heat
+6 fatigue in hot climates

Where & when to recruit

Always needs: Orthodox ≥ 50% in region

Building From start
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better 220t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better 314t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better 211t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better 38t
Small Zoloti Vorota Zoloti Vorota · city only Needs Carpenters' Workshops or better Kievan Rus regions Capital +20t
Large Zoloti Vorota Zoloti Vorota · city only Needs Quarries or better Kievan Rus regions Capital +20t
Great Zoloti Vorota Zoloti Vorota · city only Needs Stonemasons or better Kievan Rus regions Capital +20t

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

Mounted Senior Militia

urban militia, factional

Quality: Militia. Type: Urban Militia (reduced morale in the field). The riches available through Novgorod trade allow for an exceptionally well equipped, no worse than any noble army, militia of merchants . Expensive horses, excellent arms and armour, allow them to fight on equal terms with any enemy of their Great Novgorod. Their lack of battle-forged experience makes them less steadfast then professional troops, however.

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.

  • 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 9 (spear)
Defence
armour 6, skill 3, shield 5
Morale
4 · Low discipline · Untrained
Cost
540 florins, 540 upkeep, 2 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -2 in forest
Heat
+5 fatigue in hot climates

Where & when to recruit

Building From start Euphrosyne~turn 143
Stables Stables · castle only 225t 214t
Knight's Stables Stables · castle only 217t 211t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better 210t 28t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better 212t 29t
King's Stables Stables · castle only Needs Quarries or better 38t 37t
Small Zoloti Vorota Zoloti Vorota · city only Needs Carpenters' Workshops or better Kievan Rus regions Capital 214t 210t
Large Zoloti Vorota Zoloti Vorota · city only Needs Quarries or better Kievan Rus regions Capital 214t 210t
Great Zoloti Vorota Zoloti Vorota · city only Needs Stonemasons or better Kievan Rus regions Capital 214t 210t
Merchants' Guild Merchants' Guild 214t 29t
Master Merchants' Guild Merchants' Guild 26t 26t
Merchants' Guild Headquarters Merchants' Guild 34t★1 34t★1

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

Boyars

feudal knight, factional

Quality: Elite. Type: Feudal (low availability, often impetuous or of low discipline). Boyars are the noblemen of medieval Russia. Owning vast tracts of land, they are the equivalent of western European feudal lords. Like their western counterparts Boyars often fought as mounted warriors when their Prince went to war. At the battle of Kulikovo Field against the Mongols in 1382, nearly 500 Boyars lost their lives.

Abilities

  • Wedge

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

  • Armour piercing

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

  • Hardy

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

  • Command

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

  • Formed charge

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

  • Knight

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

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

Stats

Men
24 · riding Early Heavy Horse
Melee
attack 6, charge 10 (spear)
Defence
armour 12, skill 3, shield 4
Morale
11 · Impetuous · Highly trained
Cost
596 florins, 1192 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest
Heat
+9 fatigue in hot climates

Where & when to recruit

Always needs: Orthodox ≥ 50% in region

Building Euphrosyne~turn 143
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better 212t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better 311t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better 28t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better 37t
Small Zoloti Vorota Zoloti Vorota · city only Needs Carpenters' Workshops or better Kievan Rus regions Capital +12t
Large Zoloti Vorota Zoloti Vorota · city only Needs Quarries or better Kievan Rus regions Capital +12t
Great Zoloti Vorota Zoloti Vorota · city only Needs Stonemasons or better Kievan Rus regions Capital +12t

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

Heavy Boyars

feudal knight, factional

Quality: Elite. Type: Feudal (low availability). Novgorod was situated between the east and west and was influenced by both. Hence, the cavalry in north-west Russia was more heavily armoured than in other parts, reminiscent of the heavy cavalry traditions of western Europe. However, only the richest Boyars could afford the heavy lamellar armour for himself as well as the armour for his horse.

Abilities

  • Wedge

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

  • Armour piercing

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

  • Hardy

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

  • Command

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

  • Formed charge

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

  • Knight

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

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

Stats

Men
24 · riding Russian Barded Horse
Melee
attack 7, charge 12 (spear)
Defence
armour 15, skill 3, shield 5
Morale
11 · Impetuous · Highly trained
Cost
647 florins, 1294 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-2 in scrub, -3 in sand, -4 in forest, -1 in snow
Heat
+11 fatigue in hot climates

Where & when to recruit

Always needs: Orthodox ≥ 50% in region

Building Coat of Plates~turn 341
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better 212t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better 39t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better 27t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better 36t
Small Zoloti Vorota Zoloti Vorota · city only Needs Carpenters' Workshops or better Kievan Rus regions Capital +12t
Large Zoloti Vorota Zoloti Vorota · city only Needs Quarries or better Kievan Rus regions Capital +12t
Great Zoloti Vorota Zoloti Vorota · city only Needs Stonemasons or better Kievan Rus regions Capital +12t

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

Junior Druzhina

feudal levy, factional

Type: Early Professional. These standing armies or druzhina, meaning 'friends' or 'companions' in Russian, faithfully accompanied every Rus prince. The men of a druzhina were bound by an oath to their prince and to each other, forming chains of loyalties reminiscent of the patronage system in early medieval Islamic armies rather than the vassalage system of Western Europe. In return, the druzhina constituted a highly mobile mounted force capable of covering enormous distances. Not all members of a druzhina were of noble origin; some had humble beginnings but rose through the ranks due to their skill, loyalty, and good fortune. Others hailed from families that had served a particular princely clan for generations, either in its druzhina or as posadnik (governors of a city). From the 11th century onwards, most spoke Slavic, although individuals of various ethnic origins, including Scandinavians, Turks, Kosogo-Circassians, and Ossetians from the Caucasus, likely served. The Junior Druzhina functions as a lighter force compared to their Druzhina infantry and cavalry counterparts. These warriors employ steppe-style tactics to counter the strategies of renowned adversaries, including the Cumans, Pechenegs, and other steppe tribes.

Abilities

  • Area attack

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

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

Stats

Men
32 · riding Medium Horse
Missile
Cav Mass Composite Arrow: attack 4, range 120, 30 ammo
Melee
attack 3, charge 6 (sword)
Defence
armour 7, skill 3, shield 3
Morale
5 · Normal discipline · Untrained
Cost
2250 florins, 750 upkeep, 2 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -1 in forest
Heat
+5 fatigue in hot climates

Where & when to recruit

Building From start Euphrosyne~turn 143
Knight's Stables Stables · castle only 225t 214t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better 210t 28t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better 214t 210t
King's Stables Stables · castle only Needs Quarries or better 38t 36t

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

Tysyatskies

feudal levy, factional

Quality: Elite. Type: Early Professional. Tysyatskies are military leaders in the Rus, who command a people's volunteer army and oversee the development of a cities defence and fortifications. They are experienced warriors, armoured in chainmail of great quality, and equipped with triangular shields, swords and throwing spears.

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.

  • Command

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

  • Formed charge

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

  • 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.

  • Knight

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

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

Stats

Men
24 · riding Medium Horse
Missile
Elite Cav Javelin: attack 12, range 60, 6 ammo
Melee
attack 6, charge 6 (sword)
Defence
armour 11, skill 4, shield 5
Morale
6 · Normal discipline · Untrained
Cost
2219 florins, 801 upkeep, 3 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest
Heat
+8 fatigue in hot climates

Where & when to recruit

Always needs: Russia regions or Kievan Rus regions

Building Heavy Mail~turn 141 Mongols Invade Zalesye~turn 237
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better 214t 210t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better 225t 214t
King's Stables Stables · castle only Needs Quarries or better 310t 38t

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

Mounted Luchniki

free professional, factional

Quality: Superior. Type: Late Professional. Constant contact with the peoples of the steppe led the medieval Russians to adopt the tactics of mounted archery. While well equipped, they are not as skilled as they're steppe counterparts and cannot use shooting circle tactics. The role of these horse archers was to scout and harass the enemy forces before the main army engaged. Alexander Nevskii made good use of his mounted luchniki at the battle of Lake Peipus in 1242, where the Teutonic Knights found themselves outflanked and under a hail of deadly arrows from these swift mounted warriors.

Abilities

  • Area attack

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

  • Cantabrian circle

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

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

Stats

Men
32 · riding Medium Horse
Missile
Cav Mass Composite Arrow: attack 4, range 130, 42 ammo
Melee
attack 3, charge 5 (axe)
Defence
armour 9, skill 5, shield 3
Morale
5 · Low discipline · Untrained
Cost
1587 florins, 597 upkeep, 3 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -1 in forest
Heat
+6 fatigue in hot climates

Where & when to recruit

Building Euphrosyne~turn 143 Handgun Developed~turn 461
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better 214t 210t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better 225t 214t
King's Stables Stables · castle only Needs Quarries or better 310t 38t

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

Cossack Gunners

feudal levy, regional, factional

Quality: Superior. Type: Local (lacks formal military training, typically low discipline and less morale). With the new threat and influence of the Mongols, gunpowder was introduced to the Rus'. Though gunpowder has not caught on strong with the Slavic people, these men have embraced its devastating potential despite the cost. Cossack Gunners are experienced in the art of horsemanship and firearms. Those who underestimate the cossacks will quickly face harsh realizations.

Abilities

  • Area attack

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

  • Very hardy

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

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

  • Gunpowder unit

    Uses gunpowder weapons.

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
24 · riding Fast Pony
Missile
Mounted Arquebus Bullet: attack 12, range 90, 18 ammo
Melee
attack 4, charge 3 (sword)
Defence
armour 0, skill 1, shield 0
Morale
4 · Normal discipline · Untrained
Cost
1321 florins, 469 upkeep, 3 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
+1 in scrub, -1 in sand, +3 in forest, +1 in snow

Where & when to recruit

Always needs: Needs Quarries or better

Building Machines that Fly?~turn 721
King's Stables Stables · castle only 16t

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

Eastern Levy Spearmen

Levy spearmen

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

Abilities

  • Braced spear

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

  • Free upkeep

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

  • Peasant

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

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

Stats

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

Where & when to recruit

Always needs: Orthodox ≥ 25% in region Not in Kievan Rus regions Not in Russia regions

Building From start Andrey Rublyov~turn 443
Town Watch Barracks · city only Not in Tartar steppe Not in Desert 114t 114t
Town Guard Barracks · city only Not in Tartar steppe Not in Desert 211t 211t
City Watch Barracks · city only 29t ·
Militia Drill Square Barracks · city only 29t★1 ·
Militia Barracks Barracks · city only Needs Quarries or better 39t★1 ·
Army Barracks Barracks · city only Needs Stonemasons or better 39t★2 ·
Royal Barracks Barracks · city only Needs Stonemasons or better 39t★3 ·
Mustering Hall Barracks · castle only 220t ·
Garrison Quarters Barracks · castle only 220t ·
Drill Square Barracks · castle only 214t★1 ·
Barracks Barracks · castle only 311t★1 ·
Armoury Barracks · castle only 39t★3 ·

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

Rus Senior Militia

urban militia, factional

Type: Urban Militia. The cities of Kievan Rus' and the Novgorod principality, starting from the 12th century, were governed by municipal councils known as "veches." The urban militia, primarily infantry, was organized into units of 100 men called 'tysiacha,' commanded by a 'tysiatchi.' The initial recruitment was among the Slavs and other tribes. In the 10th century Chernigov area, for instance, the local militia defended the region while the elite Russian warriors conducted raids elsewhere. The merchant class, consisting of Slavs, Finns, and Scandinavians, who dominated Russian municipal councils, likely formed the ranks of this militia. These militias were fiercely loyal to their cities, and no prince could take their support for granted, especially if a campaign targeted other Rus individuals rather than foreign invaders. The militia operated from nearly autonomous barracks, with each responsible for defending an assigned section of the wall. The local prince typically supplied the militias with weapons, armour, and horses, possibly due to the simplicity of their own weaponry. However, by the 13th century, wealthier cities likely began arming their own militias. The Rus urban militia serves as a robust foundation for the Rus armies, benefiting from training in dedicated barracks and equipped by affluent cities. This enables them to effectively confront cavalry and other infantry units. The wealthier members of the militia can afford to outfit themselves with spears, shields, and leather armour.

Abilities

  • Schiltrom

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

  • Braced spear

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

  • Free upkeep

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

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

Stats

Men
60
Melee
attack 3, charge 2 (spear)
Defence
armour 3, skill 2, shield 5
Morale
5 · Normal discipline · Trained
Cost
565 florins, 565 upkeep, 1 turn to train
Mount effect
+3 vs Horse, +3 vs Camel
Terrain
+1 in scrub, -1 in sand, +2 in forest, +1 in snow
Heat
+4 fatigue in hot climates

Where & when to recruit

Always needs: Orthodox ≥ 25% in region

Building From start
City Watch Barracks · city only Kievan Rus regions or Russia regions 114t
Militia Drill Square Barracks · city only Kievan Rus regions or Russia regions 214t
Militia Barracks Barracks · city only Needs Quarries or better Kievan Rus regions or Russia regions 214t★1
Army Barracks Barracks · city only Needs Stonemasons or better Kievan Rus regions or Russia regions 314t★2
Royal Barracks Barracks · city only Needs Stonemasons or better Kievan Rus regions or Russia regions 314t★3
Barracks Barracks · castle only Kievan Rus regions or Russia regions 28t★1
Barracks Barracks · castle only Not in Kievan Rus regions Not in Russia regions 220t★1
Armoury Barracks · castle only Kievan Rus regions or Russia regions 37t★3
Armoury Barracks · castle only Not in Kievan Rus regions Not in Russia regions 314t★3

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

Chude Militia

Tribal unit

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

Abilities

  • Braced spear

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

  • Peasant

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

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

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

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

Slav Levies

peasant levies, AOR unit

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

Abilities

  • Braced spear

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

  • Peasant

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Building From start Ostsiedlung~turn 111 Pronoia~turn 181 Handgun Developed~turn 461
Town Watch Barracks · city only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t ·
Town Watch Barracks · city only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · ·
Town Watch Barracks · city only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · ·
Town Guard Barracks · city only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t ·
Town Guard Barracks · city only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · ·
Town Guard Barracks · city only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · ·
City Watch Barracks · city only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t ·
City Watch Barracks · city only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · ·
City Watch Barracks · city only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · ·
Militia Drill Square Barracks · city only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t ·
Militia Drill Square Barracks · city only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · ·
Militia Drill Square Barracks · city only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · ·
Militia Barracks Barracks · city only Needs Quarries or better Slavic or Russia regions or Kievan Rus regions 214t 214t 214t ·
Militia Barracks Barracks · city only Needs Quarries or better Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · ·
Militia Barracks Barracks · city only Needs Quarries or better Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · ·
Army Barracks Barracks · city only Needs Stonemasons or better Slavic or Russia regions or Kievan Rus regions 214t 214t 214t ·
Army Barracks Barracks · city only Needs Stonemasons or better Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · ·
Army Barracks Barracks · city only Needs Stonemasons or better Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · ·
Royal Barracks Barracks · city only Needs Stonemasons or better Slavic or Russia regions or Kievan Rus regions 214t 214t 214t ·
Royal Barracks Barracks · city only Needs Stonemasons or better Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · ·
Royal Barracks Barracks · city only Needs Stonemasons or better Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · ·
Mustering Hall Barracks · castle only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t ·
Mustering Hall Barracks · castle only Slavic +25t +25t +25t +25t
Mustering Hall Barracks · castle only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · ·
Mustering Hall Barracks · castle only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · ·
Garrison Quarters Barracks · castle only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t ·
Garrison Quarters Barracks · castle only Slavic +25t +25t +25t +25t
Garrison Quarters Barracks · castle only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · ·
Garrison Quarters Barracks · castle only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · ·
Drill Square Barracks · castle only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t ·
Drill Square Barracks · castle only Slavic +25t +25t +25t +25t
Drill Square Barracks · castle only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · ·
Drill Square Barracks · castle only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · ·
Barracks Barracks · castle only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t ·
Barracks Barracks · castle only Slavic +25t +25t +25t +25t
Barracks Barracks · castle only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · ·
Barracks Barracks · castle only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · ·
Armoury Barracks · castle only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t ·
Armoury Barracks · castle only Slavic +25t +25t +25t +25t
Armoury Barracks · castle only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · ·
Armoury Barracks · castle only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · ·

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

Eastern Spearmen

feudal levy

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

Abilities

  • Schiltrom

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

  • Braced spear

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

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

Stats

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

Where & when to recruit

Always needs: Orthodox ≥ 35% in region

Building From start Euphrosyne~turn 143 Rus crossbows~turn 211 Rus cities' competition~turn 329 Andrey Rublyov~turn 443
Garrison Quarters Barracks · castle only · 125t 114t 19t 114t
Drill Square Barracks · castle only · 214t 210t 27t 210t
Barracks Barracks · castle only 214t★1 210t★1 28t★1 26t★1 28t★1
Armoury Barracks · castle only 310t 38t★1 36t★1 35t★1 36t★1

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

The AI also gets 33 bonus pools for this unit that players don't.

Novgorod Home Guard

feudal knight, factional

Quality: Superior. Type: Urban Militia (reduced morale in the field). The Novgorod Home Guard consisted of the richer citizens and merchants of Novgorod who, when drawn up into service, could afford better armour and weapons than most. Historically the Home Guard would only be drawn upon when Novgorod itself was directly threatened. Armed with long spears, shields and good quality armour, the enemies of Novgorod should beware when the Home Guard is brought into action.

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.

  • 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 5, charge 2 (spear)
Defence
armour 11, skill 6, shield 4
Morale
13 · Impetuous · Highly trained
Cost
487 florins, 973 upkeep, 1 turn to train
Mount effect
+4 vs Horse, +4 vs Camel
Terrain
-2 in sand, +2 in forest
Heat
+11 fatigue in hot climates

Where & when to recruit

Always needs: Orthodox ≥ 70% in region Capital

Building Heavy Mail~turn 141 Dušan's Empire~turn 405
City Hall Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs School or better Kievan Rus regions or Russia regions or Norway regions or Denmark regions or Byzantium regions or Georgian homeland 111t 111t
Mayor's Palace Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs University or better Russia regions or Kievan Rus regions or Byzantium regions or Georgian homeland 311t★1 311t★1
Holy Sepulchre Chapel Holy Sepulchre · city only Needs Carpenters' Workshops or better Levant (Jerusalem) 114t 114t
Holy Sepulchre Holy Sepulchre · city only Needs Carpenters' Workshops or better Levant (Jerusalem) 214t★1 214t★1
Chapel Svetog Petra Petrova Crkva Serbia regions 114t 114t
Mala Crkva Svetog Petra Petrova Crkva Serbia regions 114t 114t
Crkva Svetog Petra Petrova Crkva Serbia regions 214t★1 214t★1
Velika Crkva Svetog Petra Petrova Crkva Serbia 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

The AI also gets 33 bonus pools for this unit that players don't.

Halberd Militia

urban militia, standard

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

Abilities

  • Pike phalanx

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

  • Armour piercing

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

  • Braced spear

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Always needs: Orthodox ≥ 25% in region

Building Andrey Rublyov~turn 443
City Watch Barracks · city only Not in Kievan Rus regions Not in Russia regions 211t
Militia Drill Square Barracks · city only Not in Kievan Rus regions Not in Russia regions 211t
Militia Barracks Barracks · city only Needs Quarries or better Not in Kievan Rus regions Not in Russia regions 311t★1
Army Barracks Barracks · city only Needs Stonemasons or better Not in Kievan Rus regions Not in Russia regions 311t★2
Royal Barracks Barracks · city only Needs Stonemasons or better Not in Kievan Rus regions Not in Russia regions 311t★3
Drill Square Barracks · castle only Kievan Rus regions or Russia regions 233t★1
Drill Square Barracks · castle only Not in Kievan Rus regions Not in Russia regions 29t★1
Barracks Barracks · castle only Kievan Rus regions or Russia regions 325t★1
Barracks Barracks · castle only Not in Kievan Rus regions Not in Russia regions 38t★1
Armoury Barracks · castle only Kievan Rus regions or Russia regions 220t★3
Armoury Barracks · castle only Not in Kievan Rus regions Not in Russia regions 37t★3

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

Rus Junior Levies

Peasant Levies, factional

PEASANTS LEVIES/ MORALE 3/ LOW DISCIPLINE/ UNTRAINED/ FREE UPKEEP UNIT/ IS PEASANT. In contrast to the wealthier and more seasoned citizens comprising the urban levies known as 'tysiacha' in Rus cities, these impoverished Rus peasants, responding to their Kniaz, equip themselves with whatever they can afford. Typically armed with poorly crafted axes, rudimentary arms and armour, and small wooden shields, they serve as light infantry and may not be well-suited for resisting charges or facing professional troops.

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 1 (axe)
Defence
armour 0, skill 2, shield 3
Morale
3 · Low discipline · Untrained
Cost
368 florins, 368 upkeep, 1 turn to train
Terrain
+1 in scrub, -1 in sand, +3 in forest, +1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Always needs: Orthodox ≥ 25% in region Kievan Rus regions or Russia regions

Building From start Andrey Rublyov~turn 443
Town Watch Barracks · city only 114t 114t
Town Guard Barracks · city only 211t 211t
City Watch Barracks · city only 211t 211t
Militia Drill Square Barracks · city only 211t★1 211t★1
Militia Barracks Barracks · city only Needs Quarries or better 311t★1 311t★1
Army Barracks Barracks · city only Needs Stonemasons or better 311t★2 311t★2
Royal Barracks Barracks · city only Needs Stonemasons or better 311t★3 311t★3
Mustering Hall Barracks · castle only 114t ·
Garrison Quarters Barracks · castle only 211t ·
Drill Square Barracks · castle only 29t★1 ·
Barracks Barracks · castle only 38t★1 ·
Armoury Barracks · castle only 37t★3 ·

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

Woodsmen

Melee infantry

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

Abilities

  • Armour piercing

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

  • Hardy

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

  • Peasant

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Building From start Hanseatic League Beginnings~turn 81 A Deadly New Weapon!~turn 201 Handgun Developed~turn 461
Town Watch Barracks · city only Slavic +25t +25t +25t +25t
Town Watch Barracks · city only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t · ·
Town Watch Barracks · city only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t ·
Town Watch Barracks · city only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · ·
Town Guard Barracks · city only Slavic +25t +25t +25t +25t
Town Guard Barracks · city only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t · ·
Town Guard Barracks · city only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t ·
Town Guard Barracks · city only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · ·
City Watch Barracks · city only Slavic +25t +25t +25t +25t
City Watch Barracks · city only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t · ·
City Watch Barracks · city only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t ·
City Watch Barracks · city only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · ·
Militia Drill Square Barracks · city only Slavic +25t +25t +25t +25t
Militia Drill Square Barracks · city only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t · ·
Militia Drill Square Barracks · city only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t ·
Militia Drill Square Barracks · city only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · ·
Militia Barracks Barracks · city only Needs Quarries or better Slavic +25t +25t +25t +25t
Militia Barracks Barracks · city only Needs Quarries or better Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t · ·
Militia Barracks Barracks · city only Needs Quarries or better Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t ·
Militia Barracks Barracks · city only Needs Quarries or better Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · ·
Army Barracks Barracks · city only Needs Stonemasons or better Slavic +25t +25t +25t +25t
Army Barracks Barracks · city only Needs Stonemasons or better Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t · ·
Army Barracks Barracks · city only Needs Stonemasons or better Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t ·
Army Barracks Barracks · city only Needs Stonemasons or better Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · ·
Royal Barracks Barracks · city only Needs Stonemasons or better Slavic +25t +25t +25t +25t
Royal Barracks Barracks · city only Needs Stonemasons or better Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t · ·
Royal Barracks Barracks · city only Needs Stonemasons or better Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t ·
Royal Barracks Barracks · city only Needs Stonemasons or better Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · ·
Mustering Hall Barracks · castle only Slavic +25t +25t +25t +25t
Mustering Hall Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t · ·
Mustering Hall Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t ·
Mustering Hall Barracks · castle only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · ·
Garrison Quarters Barracks · castle only Slavic +25t +25t +25t +25t
Garrison Quarters Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t · ·
Garrison Quarters Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t ·
Garrison Quarters Barracks · castle only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · ·
Drill Square Barracks · castle only Slavic +25t +25t +25t +25t
Drill Square Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t · ·
Drill Square Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t ·
Drill Square Barracks · castle only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · ·
Barracks Barracks · castle only Slavic +25t +25t +25t +25t
Barracks Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t · ·
Barracks Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t ·
Barracks Barracks · castle only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · ·
Armoury Barracks · castle only Slavic +25t +25t +25t +25t
Armoury Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t · ·
Armoury Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t ·
Armoury Barracks · castle only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · ·
Small Zoloti Vorota Zoloti Vorota · city only Needs Carpenters' Workshops or better Kievan Rus regions Capital Faction has 1–3 settlements Slavic +25t +25t +25t +25t
Large Zoloti Vorota Zoloti Vorota · city only Needs Quarries or better Kievan Rus regions Capital Faction has 1–3 settlements Slavic +25t +25t +25t +25t
Great Zoloti Vorota Zoloti Vorota · city only Needs Stonemasons or better Kievan Rus regions Capital Faction has 1–3 settlements Slavic +25t +25t +25t +25t

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

Druzhina

feudal knight, factional

Quality: Superior. Type: Early Professional. Druzhinas are a left-over from Viking times, and their ancestry is evident in their fearless way to fight. They serve as the bodyguards for a leader or nobleman. Although most ride to battle, they are happy to fight on foot in the old Viking style.

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.

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

Stats

Men
40
Melee
attack 7, charge 3 (axe)
Defence
armour 7, skill 8, shield 5
Morale
14 · Impetuous · Highly trained
Cost
535 florins, 1069 upkeep, 1 turn to train
Terrain
-2 in sand, +2 in forest
Heat
+7 fatigue in hot climates

Where & when to recruit

Always needs: Orthodox ≥ 50% in region

Building From start
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better 220t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better 314t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better 211t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better 38t
Small Zoloti Vorota Zoloti Vorota · city only Needs Carpenters' Workshops or better Kievan Rus regions Capital +20t
Large Zoloti Vorota Zoloti Vorota · city only Needs Quarries or better Kievan Rus regions Capital +20t
Great Zoloti Vorota Zoloti Vorota · city only Needs Stonemasons or better Kievan Rus regions Capital +20t

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

Berdichniki Heavy Axemen

feudal levy, factional

Type: Professional Axemen. The 'berdiche' is a unique weapon that melds elements of an axe and a horned weapon. Characterized by a blade reminiscent of a war axe or glaive, it distinguishes itself by featuring two points attached to the shaft rather than a traditional horned end. This design allows for a grip behind the blade, forming a guard. Particularly effective in infantry combat, it excels at targeting warriors' horses, and its pointed axe blade is adept at penetrating knights' armour. This distinctive horned 'axe' was notably prevalent in Eastern Europe, especially in Russia. Wielding the formidable 'berdiche,' these heavy axemen instill fear in the hearts of their enemies, just before delivering powerful strikes. The Berdiche Axemen, seasoned professionals, undergo rigorous training to master their fearsome two-handed axes. They are appropriately armoured, donning mail or heavy brigandine for protection. Princes and noble boyars of Rus strategically deploy these men as shock troops to disrupt and weaken enemy formations.

Abilities

  • Armour piercing

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

  • Hardy

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

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

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

Stats

Men
48
Melee
attack 7, charge 5 (axe)
Defence
armour 7, skill 8, shield 0
Morale
8 · Normal discipline · Untrained
Cost
1986 florins, 689 upkeep, 2 turns to train
Mount effect
+1 vs Horse, +1 vs Camel
Terrain
-2 in sand, +1 in forest
Heat
+6 fatigue in hot climates

Where & when to recruit

Always needs: Orthodox ≥ 50% in region

Building From start Euphrosyne~turn 143 Rus crossbows~turn 211 Rus cities' competition~turn 329 Andrey Rublyov~turn 443
Drill Square Barracks · castle only Slavic · 114t 110t 17t 110t
Barracks Barracks · castle only Slavic · 210t★1 28t★1 26t★1 28t★1
Armoury Barracks · castle only Slavic · 38t★1 36t★1 35t★1 36t★1
City Hall Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs School or better Capital Kievan Rus regions or Russia regions or Norway regions or Denmark regions or Byzantium regions or Georgian homeland 117t 117t 117t 117t 117t
Mayor's Palace Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs University or better Capital Kievan Rus regions or Russia regions or Norway regions or Denmark regions or Byzantium regions or Georgian homeland 217t★1 217t★1 217t★1 217t★1 217t★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 33 bonus pools for this unit that players don't.

Foot Boyars

feudal knight, factional

Quality: Elite. Type: Feudal. When a Boyar lost his horse on campaign, or where the terrain did not allow the use of cavalry, Boyars would fight on foot as infantry. Armed with a sword and shield and protected by thick mail armour, Boyars are just as proficient fighting on foot as they are from a horse.

Abilities

  • Shield wall

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

  • Hardy

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

  • Command

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

  • Knight

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

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

Stats

Men
40
Melee
attack 8, charge 4 (sword)
Defence
armour 10, skill 6, shield 4
Morale
13 · Impetuous · Highly trained
Cost
575 florins, 1150 upkeep, 1 turn to train
Terrain
-2 in sand, +2 in forest
Heat
+11 fatigue in hot climates

Where & when to recruit

Always needs: Orthodox ≥ 50% in region

Building Euphrosyne~turn 143
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better 212t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better 311t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better 28t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better 37t
Small Zoloti Vorota Zoloti Vorota · city only Needs Carpenters' Workshops or better Kievan Rus regions Capital +12t
Large Zoloti Vorota Zoloti Vorota · city only Needs Quarries or better Kievan Rus regions Capital +12t
Great Zoloti Vorota Zoloti Vorota · city only Needs Stonemasons or better Kievan Rus regions Capital +12t

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

Hunters

Missile infantry

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

Abilities

  • Area attack

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

  • Peasant

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

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

Stats

Men
48
Missile
Militia Arrow: attack 3, range 140, 30 ammo
Melee
attack 2, charge 2 (sword)
Defence
armour 1, skill 4, shield 0
Morale
5 · Low discipline · Trained
Cost
332 florins, 332 upkeep, 2 turns to train
Terrain
+1 in scrub, -1 in sand, +3 in forest, +1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Building From start
Bowyer Ranges · castle only England regions or Scotland regions or Hre regions or France regions 220t
Bowyer Ranges · castle only Not in Tartar steppe Poland regions or Russia regions or Kievan Rus regions 220t
Bowyer Ranges · castle only Not in Tartar steppe Hre regions Not in River Not in Venice regions +20t
Practice Range Ranges · castle only England regions or Scotland regions or Hre regions or France regions 220t
Practice Range Ranges · castle only Not in Tartar steppe Poland regions or Russia regions or Kievan Rus regions 220t
Practice Range Ranges · castle only Not in Tartar steppe Hre regions Not in River Not in Venice regions +20t
Archery Range Ranges · castle only England regions or Scotland regions or Hre regions or France regions 220t
Archery Range Ranges · castle only Not in Tartar steppe Poland regions or Russia regions or Kievan Rus regions 220t
Archery Range Ranges · castle only Not in Tartar steppe Hre regions Not in River Not in Venice regions +20t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better England regions or Scotland regions or Hre regions or France regions 220t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Not in Tartar steppe Poland regions or Russia regions or Kievan Rus regions 220t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Not in Tartar steppe Hre regions Not in River Not in Venice regions +20t

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

Slavic Levy Archers

feudal levy, factional

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

Abilities

  • Area attack

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

  • Hardy

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

  • Peasant

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Building From start Hanseatic League Beginnings~turn 81 Euphrosyne~turn 143 Mongols Invade Zalesye~turn 237
Bowyer Ranges · castle only Tartar steppe or Desert 225t 225t 225t 225t
Bowyer Ranges · castle only Not in Tartar steppe Not in Desert 217t 211t 217t ·
Practice Range Ranges · castle only Tartar steppe or Desert 214t 214t 214t 214t
Practice Range Ranges · castle only Not in Tartar steppe Not in Desert 212t 29t 212t ·
Archery Range Ranges · castle only Tartar steppe or Desert 210t 210t 210t 210t
Archery Range Ranges · castle only Not in Tartar steppe Not in Desert 312t★1 39t★1 312t★1 ·
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Tartar steppe or Desert 28t 28t 28t 28t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Not in Tartar steppe Not in Desert 312t★3 39t★3 312t★3 ·

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

Slavic Javelinmen

feudal levy, AOR unit

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

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • Peasant

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

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

Stats

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

Where & when to recruit

Always needs: Slavic

Building From start Moscow founded~turn 57 Heavy Mail~turn 141 Coat of Plates~turn 341 Handgun Developed~turn 461
Town Watch Barracks · city only +25t · · · ·
Town Watch Barracks · city only Russia regions or Kievan Rus regions 220t 220t 220t 220t ·
Town Watch Barracks · city only Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t · ·
Town Watch Barracks · city only Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t 220t · · ·
Town Guard Barracks · city only +25t · · · ·
Town Guard Barracks · city only Russia regions or Kievan Rus regions 220t 220t 220t 220t ·
Town Guard Barracks · city only Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t · ·
Town Guard Barracks · city only Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t 220t · · ·
City Watch Barracks · city only +25t · · · ·
City Watch Barracks · city only Russia regions or Kievan Rus regions 220t 220t 220t 220t ·
City Watch Barracks · city only Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t · ·
City Watch Barracks · city only Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t 220t · · ·
Militia Drill Square Barracks · city only +25t · · · ·
Militia Drill Square Barracks · city only Russia regions or Kievan Rus regions 220t 220t 220t 220t ·
Militia Drill Square Barracks · city only Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t · ·
Militia Drill Square Barracks · city only Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t 220t · · ·
Militia Barracks Barracks · city only Needs Quarries or better +25t +25t +25t +25t +25t
Militia Barracks Barracks · city only Needs Quarries or better Russia regions or Kievan Rus regions 220t 220t 220t 220t ·
Militia Barracks Barracks · city only Needs Quarries or better Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t · ·
Militia Barracks Barracks · city only Needs Quarries or better Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t 220t · · ·
Army Barracks Barracks · city only Needs Stonemasons or better +25t +25t +25t +25t +25t
Army Barracks Barracks · city only Needs Stonemasons or better Russia regions or Kievan Rus regions 220t 220t 220t 220t ·
Army Barracks Barracks · city only Needs Stonemasons or better Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t · ·
Army Barracks Barracks · city only Needs Stonemasons or better Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t 220t · · ·
Royal Barracks Barracks · city only Needs Stonemasons or better +25t · · · ·
Royal Barracks Barracks · city only Needs Stonemasons or better Russia regions or Kievan Rus regions 220t 220t 220t 220t ·
Royal Barracks Barracks · city only Needs Stonemasons or better Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t · ·
Royal Barracks Barracks · city only Needs Stonemasons or better Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t 220t · · ·
Mustering Hall Barracks · castle only +25t +25t +25t +25t +25t
Mustering Hall Barracks · castle only Russia regions or Kievan Rus regions 220t 220t 220t 220t ·
Mustering Hall Barracks · castle only Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t · ·
Mustering Hall Barracks · castle only Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t 220t · · ·
Garrison Quarters Barracks · castle only +25t +25t +25t +25t +25t
Garrison Quarters Barracks · castle only Russia regions or Kievan Rus regions 220t 220t 220t 220t ·
Garrison Quarters Barracks · castle only Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t · ·
Garrison Quarters Barracks · castle only Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t 220t · · ·
Drill Square Barracks · castle only +25t +25t +25t +25t +25t
Drill Square Barracks · castle only Russia regions or Kievan Rus regions 220t 220t 220t 220t ·
Drill Square Barracks · castle only Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t · ·
Drill Square Barracks · castle only Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t 220t · · ·
Barracks Barracks · castle only +25t +25t +25t +25t +25t
Barracks Barracks · castle only Russia regions or Kievan Rus regions 220t 220t 220t 220t ·
Barracks Barracks · castle only Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t · ·
Barracks Barracks · castle only Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t 220t · · ·
Armoury Barracks · castle only +25t +25t +25t +25t +25t
Armoury Barracks · castle only Russia regions or Kievan Rus regions 220t 220t 220t 220t ·
Armoury Barracks · castle only Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t · ·
Armoury Barracks · castle only Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t 220t · · ·
Small Zoloti Vorota Zoloti Vorota · city only Needs Carpenters' Workshops or better Kievan Rus regions Capital Faction has 1–3 settlements +25t · · · ·
Large Zoloti Vorota Zoloti Vorota · city only Needs Quarries or better Kievan Rus regions Capital Faction has 1–3 settlements +25t · · · ·
Great Zoloti Vorota Zoloti Vorota · city only Needs Stonemasons or better Kievan Rus regions Capital Faction has 1–3 settlements +25t · · · ·

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

Ruthenian Archers

feudal levy, AOR unit

Type: Early Professional. Ruthenia, initially connected with Rus, stems from the name given to the Varangians by the first Slavs and Finns. Referred to as 'rus,' this name originated from the ancient Norse root 'roðs' or 'roths.' In the 12th century, 'Ruthenia' alternated with Ruscia and Russia in Latin. Papal documents denoted territories dominated by Kievan Rus' and Baltic lands. By the 13th century, the term Rus prevailed in Latin documents of Hungary, Bohemia, and Poland. These brave Ruthenian archers, essential in Eastern European armies, particularly among the peoples of Rus and their Baltic neighbours, are professional troops renowned for their high-quality archery. Even after depleting their arrows, they remain effective in inflicting severe injuries on lightly armoured opponents. Equipped with a good bow and light protection, they can also function as light infantry, wielding small axes and wooden shields.

Abilities

  • Area attack

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

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

Stats

Men
48
Missile
Composite Arrow: attack 4, range 165, 30 ammo
Melee
attack 2, charge 2 (axe)
Defence
armour 3, skill 3, shield 3
Morale
5 · Normal discipline · Untrained
Cost
1067 florins, 401 upkeep, 2 turns to train
Terrain
+1 in scrub, -1 in sand, +3 in forest, +1 in snow
Heat
+4 fatigue in hot climates

Where & when to recruit

Building From start Euphrosyne~turn 143
Bowyer Ranges · castle only Kievan Rus regions or Russia regions 220t 220t
Practice Range Ranges · castle only Kievan Rus regions or Russia regions 212t 210t
Practice Range Ranges · castle only Not in Kievan Rus regions Not in Russia regions Poland regions or Lithuania regions or Hungary regions 220t 220t
Archery Range Ranges · castle only Kievan Rus regions or Russia regions 210t 28t
Archery Range Ranges · castle only Not in Kievan Rus regions Not in Russia regions Poland regions or Lithuania regions or Hungary regions 214t 214t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Kievan Rus regions or Russia regions 28t 27t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Not in Kievan Rus regions Not in Russia regions Poland regions or Lithuania regions or Hungary regions 211t 211t
Small Zoloti Vorota Zoloti Vorota · city only Needs Carpenters' Workshops or better Kievan Rus regions Capital Kievan Rus regions or Russia regions 211t 28t
Large Zoloti Vorota Zoloti Vorota · city only Needs Quarries or better Kievan Rus regions Capital Kievan Rus regions or Russia regions 211t 28t
Great Zoloti Vorota Zoloti Vorota · city only Needs Stonemasons or better Kievan Rus regions Capital Kievan Rus regions or Russia regions 211t 28t

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: Not in Tartar steppe Not in Desert

Building From start Euphrosyne~turn 143 Full Plate Armor~turn 521
Bowyer Ranges · castle only · 225t 29t
Practice Range Ranges · castle only 225t 217t 28t
Archery Range Ranges · castle only 225t★1 317t★1 38t★1
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 225t★1 317t★3 38t★3

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

Baltic Crossbowmen

free professional, regional (guild)

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

Abilities

  • Area attack

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

  • Hardy

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

  • Mercenary

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

  • Mercenary disband

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Always needs: Hanseatic

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

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

Dismounted Junior Druzhina

feudal levy, factional

Type: Early Professional. These standing armies or druzhina, meaning 'friends' or 'companions' in Russian, faithfully accompanied every Rus prince. The men of a druzhina were bound by an oath to their prince and to each other, forming chains of loyalties reminiscent of the patronage system in early medieval Islamic armies rather than the vassalage system of Western Europe. In return, the druzhina constituted a highly mobile mounted force capable of covering enormous distances. Not all members of a druzhina were of noble origin; some had humble beginnings but rose through the ranks due to their skill, loyalty, and good fortune. Others hailed from families that had served a particular princely clan for generations, either in its druzhina or as posadnik (governors of a city). From the 11th century onwards, most spoke Slavic, although individuals of various ethnic origins, including Scandinavians, Turks, Kosogo-Circassians, and Ossetians from the Caucasus, likely served. The Dismounted Junior Druzhina serve as lighter troops compared to their Druzhina infantry and cavalry comrades. Armed with good armour and helmets, they serve as good archers, confronting enemies from a distance before engaging them with their small axes in close combat.

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
Quality Mass Composite Arrow: attack 5, range 200, 30 ammo
Melee
attack 4, charge 3 (sword)
Defence
armour 6, skill 6, shield 3
Morale
7 · Normal discipline · Untrained
Cost
1620 florins, 609 upkeep, 2 turns to train
Terrain
-2 in sand, +2 in forest
Heat
+6 fatigue in hot climates

Where & when to recruit

Building From start Euphrosyne~turn 143
Archery Range Ranges · castle only 214t 211t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 210t 28t

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

Gorodskoy Luchniki

free professional, factional

Quality: Superior. Type: Late Professional. Luchniki (archers) formed an important part of all medieval Russian armies, including Novgorod. Usually drawn from the ranks of younger men, the sons of the nobility could afford much better armour and weapons than their poorer counterparts. Luchniki can shower the enemy with a rain deadly arrows before engaging at close range with their hand axes.

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
Mass Composite Arrow: attack 5, range 190, 42 ammo
Melee
attack 5, charge 1 (axe)
Defence
armour 8, skill 6, shield 3
Morale
6 · Low discipline · Untrained
Cost
1934 florins, 727 upkeep, 2 turns to train
Terrain
-2 in sand, +2 in forest, +1 in snow
Heat
+8 fatigue in hot climates

Where & when to recruit

Building From start Mongols Invade Zalesye~turn 237
Archery Range Ranges · castle only Before Ugra · 217t
Archery Range Ranges · castle only After Ugra 212t 212t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Before Ugra · 211t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better After Ugra 29t 29t

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

Eastern Crossbow Militia

urban militia, factional

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

Abilities

  • Area attack

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Building Moscow founded~turn 57 Rus crossbows~turn 211 Andrey Rublyov~turn 443
Town Watch Barracks · city only Orthodox ≥ 25% in region Not in Kievan Rus regions Not in Russia regions Not in Tartar steppe Not in Desert 125t 114t 114t
Town Guard Barracks · city only Orthodox ≥ 25% in region Not in Kievan Rus regions Not in Russia regions Not in Tartar steppe Not in Desert 217t 211t 211t
City Watch Barracks · city only Orthodox ≥ 25% in region · 125t 125t
City Watch Barracks · city only Orthodox ≥ 25% in region Not in Kievan Rus regions Not in Russia regions Not in Tartar steppe Not in Desert 117t 111t 111t
Militia Drill Square Barracks · city only Orthodox ≥ 25% in region · 217t 217t
Militia Drill Square Barracks · city only Orthodox ≥ 25% in region Not in Kievan Rus regions Not in Russia regions Not in Tartar steppe Not in Desert 212t 29t 29t
Militia Barracks Barracks · city only Needs Quarries or better · 212t★1 212t★1
Militia Barracks Barracks · city only Needs Quarries or better Orthodox ≥ 25% in region Not in Kievan Rus regions Not in Russia regions Not in Tartar steppe Not in Desert 210t★1 28t★1 28t★1
Army Barracks Barracks · city only Needs Stonemasons or better Orthodox ≥ 25% in region · 312t★2 312t★2
Army Barracks Barracks · city only Needs Stonemasons or better Orthodox ≥ 25% in region Not in Kievan Rus regions Not in Russia regions Not in Tartar steppe Not in Desert 310t★2 38t★2 38t★2
Royal Barracks Barracks · city only Needs Stonemasons or better Orthodox ≥ 25% in region · 312t★3 312t★3
Royal Barracks Barracks · city only Needs Stonemasons or better Orthodox ≥ 25% in region Not in Kievan Rus regions Not in Russia regions Not in Tartar steppe Not in Desert 310t★3 38t★3 38t★3
Mustering Hall Barracks · castle only Orthodox ≥ 25% in region · 114t 114t
Mustering Hall Barracks · castle only Orthodox ≥ 25% in region Not in Kievan Rus regions Not in Russia regions Not in Tartar steppe Not in Desert 133t 120t 120t
Garrison Quarters Barracks · castle only Orthodox ≥ 25% in region · 211t 211t
Garrison Quarters Barracks · castle only Orthodox ≥ 25% in region Not in Kievan Rus regions Not in Russia regions Not in Tartar steppe Not in Desert 225t 214t 214t
Drill Square Barracks · castle only Orthodox ≥ 25% in region · 29t★1 29t★1
Drill Square Barracks · castle only Orthodox ≥ 25% in region Not in Kievan Rus regions Not in Russia regions Not in Tartar steppe Not in Desert 217t★1 211t★1 211t★1
Barracks Barracks · castle only Orthodox ≥ 25% in region · 38t★1 38t★1
Barracks Barracks · castle only Orthodox ≥ 25% in region Not in Kievan Rus regions Not in Russia regions Not in Tartar steppe Not in Desert 312t★1 39t★1 39t★1
Armoury Barracks · castle only Orthodox ≥ 25% in region · 37t★3 37t★3
Armoury Barracks · castle only Orthodox ≥ 25% in region Not in Kievan Rus regions Not in Russia regions Not in Tartar steppe Not in Desert 310t★3 38t★3 38t★3
Archery Range Ranges · castle only Not in Tartar steppe Not in Desert · 225t 214t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Not in Tartar steppe Not in Desert · 314t★1 310t★1

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

Arquebusiers

free professional, standard

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

Abilities

  • Area attack

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

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

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

Where & when to recruit

Building Matchlock Developed~turn 597
Militia Barracks Barracks · city only Needs Quarries or better 214t
Army Barracks Barracks · city only Needs Stonemasons or better Orthodox ≥ 35% in region 211t
Royal Barracks Barracks · city only Needs Stonemasons or better Orthodox ≥ 35% in region 39t★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 Arquebusiers

free professional, standard

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

Abilities

  • Armour piercing

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

  • Area attack

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

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

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

Where & when to recruit

Building Pike and Shot~turn 797
Militia Barracks Barracks · city only Needs Quarries or better 214t
Army Barracks Barracks · city only Needs Stonemasons or better Orthodox ≥ 35% in region 211t
Royal Barracks Barracks · city only Needs Stonemasons or better Orthodox ≥ 35% in region 39t★1

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

Cossack Musketeers

free professional, factional

Quality: Superior. Type: Local (lacks formal military training, typically low discipline and less morale). Cossack Musketeers have inherited the proud military traditions of their cavalry brethren. Trained from a young age in the skills of war, these troops are superbly trained gunners wielding a powerful musket. Used to provide support for advancing cavalry or to defend a position, these troops reap a heavy toll which any Russian General can be proud of.

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.

  • 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.

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

Men
64
Missile
Quality Caliver Bullet: attack 16, range 130, 12 ammo
Melee
attack 4, charge 3 (sword)
Defence
armour 0, skill 6, shield 0
Morale
11 · Disciplined · Highly trained
Cost
2146 florins, 780 upkeep, 3 turns to train
Terrain
+1 in scrub, -1 in sand, +3 in forest, +1 in snow

Where & when to recruit

Building Pike and Shot~turn 797
Militia Barracks Barracks · city only Needs Quarries or better 214t
Army Barracks Barracks · city only Needs Stonemasons or better Orthodox ≥ 35% in region 211t
Royal Barracks Barracks · city only Needs Stonemasons or better Orthodox ≥ 35% in region 39t★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 Euphrosyne~turn 143
Siege Works Siege · city only Needs Carpenters' Workshops or better 211t
Siege Works Siege · castle only 211t

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

Bombard

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

  • Stakes

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

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

Stats

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

Where & when to recruit

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

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

Cannon

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

  • Stakes

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

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

Building Gothic Plate Armor~turn 641
Cannon Foundry Cannons · city only 25t
Royal Arsenal Cannons · city only 27t
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 25t
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

Lad'Ya

ship

The Lad’ya is a Russian ship akin to a Cog crossed with a Longboat. First created around Novgorod in the 9th century, its design soon spread throughout the region. Equipped to carry troops and catapults as well, this ship is a deadly vessel against ill defended targets.

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

Men
30
Melee
attack 10, charge 0
Defence
armour 0, skill 4, shield 0
Morale
12 · Normal discipline · Trained
Cost
1364 florins, 444 upkeep, 2 turns to train

Where & when to recruit

Always needs: Needs Carpenters' Workshops or better

Building From start
Port Ports · city only 220t
Port with Shipwright Ports · city only 312t
Port with Dockyard Ports · city only 38t
Great Harbour Ports · city only 37t★1
Port Ports · castle only 220t
Port with Shipwright Ports · castle only 312t
Port with Dockyard Ports · castle only 38t
Great Harbour Ports · castle only 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

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

Cog

ship

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

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

Always needs: Hanseatic

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

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

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

Holk

ship

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

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

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

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

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

Carrack

ship

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

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

Always needs: Hanseatic

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

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

General's Bodyguard

feudal knight, bodyguard

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

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 Barded Horse
Melee
attack 6, charge 11 (spear)
Defence
armour 13, skill 6, shield 4
Morale
13 · Impetuous · Highly trained
Cost
258 florins, 516 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest
Heat
+9 fatigue in hot climates

General's Bodyguard

feudal knight, bodyguard

Quality: Exceptional. Influenced by western tactics, this formidable unit makes up the personal guard for this influential person and they fight resolute alongside their leader. The combination of heavy Asiatic style armour, a fully armoured horse and a lance make these elite warriors mobile killing machines.

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 Russian Barded Horse
Melee
attack 8, charge 12 (spear)
Defence
armour 15, skill 9, shield 3
Morale
14 · Impetuous · Highly trained
Cost
284 florins, 568 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-2 in scrub, -3 in sand, -4 in forest, -1 in snow
Heat
+9 fatigue in hot climates