SSHIM Guide

Kingdom of Scotland Units & recruitment

A poor northern kingdom of Gaelic clans and Lowland burghs. King David's reforms bring Norman-style knights, and the long wars with England bring the pike.

Recruiting as Scotland

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).

Allies in Ireland

The first time an English army comes close to Duibhlinn (Dublin) while you hold 1-4 settlements, a free army of Galloglaich, Irish Kerns and Viking Raiders rises there for you.

Help when the capital falls

If Dùn Èideann (Edinburgh) is lost while you hold fewer than 8 settlements, the nobles send 5,000 florins every turn until you retake it.

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

Reforms

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

  1. 1

    The Davidian Revolution

    usually around turn 41 (~1152)

    Needs
    • Past turn 30, holding Dùn Èideann.
    Fallback
    Past turn 50.
    Chance
    40% per turn.

    UnlocksMailed Knights

    In-game event text

    The Davidian Revolution is a name given by many scholars to the changes which took place in the Kingdom of Scotland during the reign of David I (1124–1153). These included his foundation of burghs, implementation of the ideals of Gregorian Reform, foundation of monasteries, Normanization of the Scottish government, and the introduction of feudalism through immigrant Norman and Anglo-Norman knights. GAME STRATEGY: Scotland military starts to be reformed in the Anglo-Norman style.

World events that change your army

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

18 events
  1. 1

    The Second Lateran Council

    usually around turn 17 (~1140)

    Needs
    • Happens in 1140.

    UnlocksLevy Crossbowmen

    In-game event text

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

  2. 2

    Seafaring Innovation

    usually around turn 97 (~1180)

    Needs
    • Happens in 1180.

    UnlocksTrebuchetMangonel

    In-game event text

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

  3. 3

    Heavy Mail

    usually around turn 141 (~1202)

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

    UnlocksFeudal KnightsUrban Spear MilitiaScots SpearmenNoble's RetinueFeudal Foot Knights

    In-game event text

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

  4. 4

    Concentric Castles

    usually around turn 277 (~1270)

    Needs
    • Happens at a random point between 1255 and 1285.

    UnlocksBill Militia

    In-game event text

    The design of fortifications has entered a new era with the building of castles based on concentric layers of defenses. Unlike older square keeps castles, concentric castles had no central keep, but a very heavily defended entrance, and a central core defended by a series of curtain walls. The outer curtain wall has the smallest height, with the inner curtain wall nearest to the castle being the highest, so giving the defenders the maximum advantage over those attempting to take over the castle. GAME STRATEGY: The Sicilian faction and a few factions in South Italy can build now upper levels of the Norman Stronghold buildings (Castel in many provinces, Palazzo dei Normani in Palermo, Maschio Angioino in Naples).

  5. 5

    The Trade Wars of the Hanseatic League

    usually around turn 285 (~1274)

    UnlocksHolk

    In-game event text

    In the second part of 13th century, Lübeck and other Hanseatic cities started waging common wars. The strategies were being agreed at the Hanseatic Diets. The growing power of the merchants allowed them to negotiate lucrative deals with the far-away rulers. In particular, in 1266, Henry III of England granted the Lübeck and Hamburg Hansa a charter for operations in England, and the Cologne Hansa joined them in 1282 to form the most powerful Hanseatic colony in London. GAME STRATEGY: Four Hanseatic Kontors is available to be built in the special cities. The recruitment of units will improve, either through access to new units, or through faster regeneration of the recruitment pools.

  6. 6

    English Archers

    usually around turn 303 (~1283)

    RetiresLevy Archers

    In-game event text

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

  7. 7

    A New Era Begins

    usually around turn 337 (~1300)

    Needs
    • Happens in 1300.

    UnlocksMen At ArmsFoot Men At Arms

    In-game event text

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

  8. 8

    Coat of Plates

    usually around turn 341 (~1302)

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

    UnlocksChivalric KnightsChivalric Foot Knights

    RetiresMailed KnightsSword Mailed Foot Knights

    In-game event text

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

  9. 9

    Pavise Shields

    usually around turn 381 (~1322)

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

    UnlocksArbalest Militia

    RetiresLevy Crossbowmen

    In-game event text

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

  10. 10

    The Wars of Scottish Independence

    usually around turn 401 (~1332)

    Needs
    • Happens at a random point between 1322 and 1342.

    UnlocksScots Pike MilitiaScots Pikemen

    RetiresLevy Spearmen

    In-game event text

    The Wars of Scottish Independence were a series of military campaigns fought between the Kingdom of Scotland and the Kingdom of England in the late 13th and early 14th centuries. The First War (1296–1328) began with the English invasion of Scotland in 1296 and ended with the signing of the Treaty of Edinburgh–Northampton in 1328. The Second War (1332–1357) began with the English-supported invasion by Edward Balliol and the 'Disinherited' in 1332 and ended in 1357 with the signing of the Treaty of Berwick. The wars were part of a great crisis for Scotland and the period became one of the most defining times in its history. At the end of both wars, Scotland retained its status as an independent state. The wars were important for other reasons, such as the emergence of the longbow as a key weapon in medieval warfare. GAME STRATEGY: Scotland’s military starts to be reformed in the modern style.

  11. 11

    Man-Made Inferno!

    usually around turn 401 (~1332)

    Needs
    • Happens in 1332.

    UnlocksBombardRibault

    In-game event text

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

  12. 12

    The beginning of the Hundred Years' War

    usually around turn 413 (~1338)

    Needs
    • Happens in 1338.

    UnlocksMortar

    In-game event text

    Open hostilities broke out as French ships began ravaging coastal settlements on the English Channel. The French King Philip VI reclaimed the Gascon fief, citing feudal law, and said that Edward had broken his oath (a felony) by not attending to the needs and demands of his lord. King Edward III responded by saying he is in fact the rightful heir to the French throne, and on All Saints' Day, Henry Burghersh, Bishop of Lincoln, arrived in Paris with the defiance of the king of England. War has been declared.

  13. 13

    Partial Plate Armor

    usually around turn 441 (~1352)

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

    UnlocksHalberd Militia

    In-game event text

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

  14. 14

    Full Plate Armor

    usually around turn 521 (~1392)

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

    UnlocksHalberdiersHalberd Men at ArmsScots LongbowmenScots Guard

    RetiresUrban Spear Militia

    In-game event text

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

  15. 15

    Matchlock Developed

    usually around turn 597 (~1430)

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

    UnlocksArquebusiers

    RetiresFeudal KnightsFeudal Foot KnightsSergeant Archers

    In-game event text

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

  16. 16

    Gothic Plate Armor

    usually around turn 641 (~1452)

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

    UnlocksCulverin

    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)

  17. 17

    Portable Clock

    usually around turn 757 (~1510)

    Needs
    • Happens in 1510.

    UnlocksDemi LancersMounted CalivermenCalivermen

    In-game event text

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

  18. 18

    The Rise of Shot

    usually around turn 841 (~1552)

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

    RetiresHalberd Men at Arms

    In-game event text

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

The crown: Crown of the Normans

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

  • Scottish Lowlands (Dùn Èideann) with Edinburgh Castell or better

Lands you must hold

Essex (London) Mercia (Lincoln) East Anglia (Norwich) Northumbria (York) Wessex (Bristol) Wales (Kaerenarvon) Scottish Lowlands (Dùn Èideann) Scottish Highlands (Obar Dheathain) Ireland (Duibhlinn)

Not needed with a Strong Legacy.

AI version (7 settlements)

Essex (London), Mercia (Lincoln), East Anglia (Norwich), Northumbria (York), Wales (Kaerenarvon), Scottish Lowlands (Dùn Èideann), Scottish Highlands (Obar Dheathain)

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

Buildings that depend on the crown

BuildingEffectUncrownedCrowned
MintFinance Needs a crowned king to buildOr instead: after the Bardi Bank event, Muslim factions, Byzantium
BankFinance Needs a crowned king to build
Sanct Margarites ChapeleThe Rock Law+1+2
Sanct Margarites ChapeleThe Rock Population growth+1+2
Rampardes of Edinburgh CastellThe Rock Law+1+2
Rampardes of Edinburgh CastellThe Rock Population growth+1+2
Edinburgh CastellThe Rock Law+2+3
Edinburgh CastellThe Rock Population growth+2+3

Units

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

Cavalry

Missile cavalry

Spear & pike infantry

Melee infantry

Missile infantry

Siege & artillery

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

Generals' bodyguards

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

Regional units & mercenaries

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

Merchant Cavalry Militia

urban militia, regional (guild)

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

Abilities

  • Free upkeep

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

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

Stats

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

Where & when to recruit

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

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

Border Horsemen

Free professionals, factional

FREE PROFESSIONALS/ MORALE 7/ NORMAL DISCIPLINE/ UNTRAINED This scottish light cavalry unit is accustomed to raiding and skirmishing and can quickly be overcome in a prolonged melee with the wrong enemy. Equipped with light mail and spear, this unit is handy for out flanking your opponent and chasing down archers, especially against its closest neighbors. GAMEPLAY NOTES:This Scottish border cavalry is tough in battle and skilled in cold climates, used to catch fleeing enemies or light infantry, they are also useful for taking out enemy archers, so use them against your English enemies who usually use many archers in their armies. They can only be recruited in stables on Scotland lands.

Abilities

  • Hardy

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

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

Stats

Men
28 · riding Scout Horse
Melee
attack 4, charge 8 (spear)
Defence
armour 3, skill 2, shield 3
Morale
7 · Normal discipline · Untrained
Cost
1374 florins, 515 upkeep, 2 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in sand, -2 in forest, +3 in snow
Heat
+2 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 25% in region Scotland regions

Building From start Heavy Mail~turn 141 Full Plate Armor~turn 521
Stables Stables · castle only 117t 111t 117t
Knight's Stables Stables · castle only 211t 28t 211t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better 38t 37t 38t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better 38t★1 37t★1 38t★1
King's Stables Stables · castle only Needs Quarries or better 37t★3 36t★3 37t★3

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

Mailed Knights

Nobles, factional

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

Abilities

  • Wedge

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

  • Knight

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

  • Command

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

  • Hardy

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

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

Stats

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

Where & when to recruit

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

Building Davidian Revolution~turn 41 Heavy Mail~turn 141
Landowners' Guards Landowners Needs Farms in Cleared Land or better 225t 233t
Provincial Council Landowners Needs Communal Farming or better 318t 225t
Local Nobility Landowners Needs Farms and Estates or better 213t 218t
Provincial Aristocracy Landowners Needs Agricultural Estates or better 39t 213t

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

Feudal Knights

feudal knight, standard

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

Abilities

  • Wedge

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

  • Formed charge

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

  • Knight

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

  • Command

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

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

Stats

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

Where & when to recruit

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

Building Heavy Mail~turn 141 Coat of Plates~turn 341 The Wars of Scottish Independence~turn 401
Landowners' Guards Landowners Needs Farms in Cleared Land or better 233t 225t 233t
Provincial Council Landowners Needs Communal Farming or better 225t 318t 225t
Local Nobility Landowners Needs Farms and Estates or better 218t 214t 218t
Provincial Aristocracy Landowners Needs Agricultural Estates or better 218t 313t 218t

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

Men At Arms

mercenary unit (false EDB)

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

Abilities

  • Wedge

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

  • Hardy

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

  • Formed charge

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

  • Knight

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

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

Stats

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

Where & when to recruit

Building A New Era Begins~turn 337 Pike and Shot~turn 797
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Aragon regions or France regions or Denmark regions or Spain regions or Norway regions or England regions or Hungary regions or Poland regions or Portugal regions 112t ·
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Not in Aragon regions Not in France regions Not in Denmark regions Not in Spain regions Not in Norway regions Not in England regions Not in Hungary regions Not in Poland regions Not in Portugal regions 115t ·
King's Stables Stables · castle only Needs Quarries or better Catholic ≥ 50% in region Aragon regions or France regions or Denmark regions or Spain regions or Norway regions or England regions or Hungary regions or Poland regions or Portugal regions · 112t
King's Stables Stables · castle only Needs Quarries or better Catholic ≥ 50% in region Not in Aragon regions Not in France regions Not in Denmark regions Not in Spain regions Not in Norway regions Not in England regions Not in Hungary regions Not in Poland regions Not in Portugal regions 112t 115t

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

Chivalric Knights

feudal knight, standard

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

Abilities

  • Wedge

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

  • Hardy

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

  • Command

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

  • Formed charge

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

  • Knight

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

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

Stats

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

Where & when to recruit

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

Building Coat of Plates~turn 341 The Wars of Scottish Independence~turn 401 Matchlock Developed~turn 597
Landowners' Guards Landowners Needs Farms in Cleared Land or better 233t 225t 214t
Provincial Council Landowners Needs Communal Farming or better 225t 318t 310t
Local Nobility Landowners Needs Farms and Estates or better 225t 218t 29t
Provincial Aristocracy Landowners Needs Agricultural Estates or better 218t 313t 38t

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

Demi Lancers

professional free, standard

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

Abilities

  • Wedge

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

  • Hardy

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

  • Formed charge

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

  • Knight

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 50% in region

Building Portable Clock~turn 757
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better 211t
King's Stables Stables · castle only Needs Quarries or better 38t★1

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

Mounted Calivermen

feudal levy, factional

Quality: Superior. Type: Early Professional. Equipped with brigandine armour and a sword for close quarters encounters, these horsemen have mastered the art of effectively using a firearm whilst riding at speed.

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.

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

Men
24 · riding Medium Horse
Missile
Quality Mounted Arquebus Bullet: attack 12, range 95, 18 ammo
Melee
attack 5, charge 5 (sword)
Defence
armour 5, skill 2, shield 0
Morale
5 · Normal discipline · Untrained
Cost
1922 florins, 614 upkeep, 3 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest
Heat
+4 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 35% in region Scotland regions

Building Portable Clock~turn 757
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better 111t
King's Stables Stables · castle only Needs Quarries or better 28t★1

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

Levy Spearmen

peasant levies : factional

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

Abilities

  • Braced spear

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

  • Free upkeep

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

  • Peasant

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

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

Stats

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

Where & when to recruit

Building From start Davidian Revolution~turn 41 Heavy Mail~turn 141 Coat of Plates~turn 341 The Wars of Scottish Independence~turn 401
Town Watch Barracks · city only · 211t 217t · ·
Town Guard Barracks · city only · 29t 212t · ·
City Watch Barracks · city only · 28t 210t · ·
Militia Drill Square Barracks · city only · 37t 38t · ·
Militia Barracks Barracks · city only Needs Quarries or better · 36t 37t · ·
Army Barracks Barracks · city only Needs Stonemasons or better · 36t★1 37t★1 · ·
Royal Barracks Barracks · city only Needs Stonemasons or better · 36t★3 37t★3 · ·
Mustering Hall Barracks · castle only Scotland regions 214t 214t 214t 214t ·
Mustering Hall Barracks · castle only Not in Scotland regions 214t 214t 214t 214t 214t
Garrison Quarters Barracks · castle only Scotland regions 311t 311t 311t 311t ·
Garrison Quarters Barracks · castle only Not in Scotland regions 311t 311t 311t 311t 311t
Drill Square Barracks · castle only Scotland regions 48t 48t 48t 48t ·
Drill Square Barracks · castle only Not in Scotland regions 48t 48t 48t 48t 48t
Barracks Barracks · castle only Scotland regions 46t 46t 46t 46t ·
Barracks Barracks · castle only Not in Scotland regions 46t 46t 46t 46t 46t
Armoury Barracks · castle only Scotland regions 45t 45t 45t 45t ·
Armoury Barracks · castle only Not in Scotland regions 45t 45t 45t 45t 45t

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

Urban Spear Militia

urban militia, factional

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

Abilities

  • Braced spear

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Building Heavy Mail~turn 141 Coat of Plates~turn 341 The Wars of Scottish Independence~turn 401 Partial Plate Armor~turn 441 Full Plate Armor~turn 521
Town Watch Barracks · city only 217t 28t 28t 217t ·
Town Guard Barracks · city only 212t 27t 27t 212t ·
City Watch Barracks · city only 210t 36t 36t 210t ·
Militia Drill Square Barracks · city only 38t 35t 35t 38t ·
Militia Barracks Barracks · city only Needs Quarries or better 37t 35t 35t 37t ·
Army Barracks Barracks · city only Needs Stonemasons or better 37t★1 35t★1 35t★1 37t★1 ·
Royal Barracks Barracks · city only Needs Stonemasons or better 37t★3 35t★3 35t★3 37t★3 ·
Mustering Hall Barracks · castle only Not in Scotland regions · · 214t 214t 214t
Garrison Quarters Barracks · castle only Not in Scotland regions · · 311t 311t 311t
Drill Square Barracks · castle only Not in Scotland regions · · 48t 48t 48t
Barracks Barracks · castle only Not in Scotland regions · · 46t 46t 46t
Armoury Barracks · castle only Not in Scotland regions · · 45t 45t 45t

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

Scots Spearmen

feudal levy, factional

Quality: Superior. Type: Early Professional. These men are using a two-handed spear, that native Pict weapon was a very common weapon in Scottish army. Equipped with mail, these men can hold the line against infantry as well cavalry.

Abilities

  • Pike phalanx

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

  • Long spear

    Bonus when fighting cavalry, penalty against infantry.

  • Long pike

    Very long pikes, used in phalanx formation.

  • Braced spear

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

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

Stats

Men
48
Melee
attack 2, charge 3 (spear)
Defence
armour 3, skill 4, shield 0
Morale
6 · Normal discipline · Untrained
Cost
870 florins, 327 upkeep, 1 turn to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
-1 in scrub, -1 in sand, -1 in forest, -2 in snow
Heat
+3 fatigue in hot climates

Where & when to recruit

Building Heavy Mail~turn 141
Garrison Quarters Barracks · castle only 311t
Drill Square Barracks · castle only 48t
Barracks Barracks · castle only 63t
Armoury Barracks · castle only 45t

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

Scots Pike Militia

tribal unit, factional

Quality: Militia. Type: Urban Militia (reduced morale in the field). These lowland Scots have been levied into local militias to defend their settlement and bolster armies. Given some training and equipped with a pike, these units are useful against cavalry and can resist good infantry for a while at least. Their lack of armour and shields make them very vulnerable to archery though.

Abilities

  • Long spear

    Bonus when fighting cavalry, penalty against infantry.

  • Long pike

    Very long pikes, used in phalanx formation.

  • Peasant

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

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

Stats

Men
60
Melee
attack 1, charge 2 (spear)
Defence
armour 1, skill 5, shield 0
Morale
5 · Low discipline · Untrained
Cost
341 florins, 341 upkeep, 1 turn to train
Mount effect
+3 vs Horse, +3 vs Camel
Terrain
-1 in sand, +1 in forest, +2 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Always needs: Scotland regions

Building The Wars of Scottish Independence~turn 401
Town Watch Barracks · city only 217t
Town Guard Barracks · city only 211t
City Watch Barracks · city only 28t
Militia Drill Square Barracks · city only 37t
Militia Barracks Barracks · city only Needs Quarries or better 36t
Army Barracks Barracks · city only Needs Stonemasons or better 35t★1
Royal Barracks Barracks · city only Needs Stonemasons or better 35t★3
Mustering Hall Barracks · castle only 214t
Garrison Quarters Barracks · castle only 311t
Drill Square Barracks · castle only 48t
Barracks Barracks · castle only 46t
Armoury Barracks · castle only 45t

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

Scots Pikemen

feudal levy, factional

Quality: Superior. Type: Late Professional. Since Scottish armies cannot field cavalry to match the English knights, they have found other ways to neutralise this threat, such as rows of brave men with long steel pointed sticks. These well trained, although sometimes reckless clansmen are armed with pikes, allowing them to present English knights with a wall of pointy death.

Abilities

  • Pike phalanx

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

  • Long spear

    Bonus when fighting cavalry, penalty against infantry.

  • Long pike

    Very long pikes, used in phalanx formation.

  • Hardy

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

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

Stats

Men
48
Melee
attack 3, charge 3 (spear)
Defence
armour 7, skill 5, shield 0
Morale
6 · Normal discipline · Untrained
Cost
1158 florins, 435 upkeep, 2 turns to train
Mount effect
+3 vs Horse, +3 vs Camel
Terrain
-2 in scrub, -3 in sand, -1 in forest
Heat
+7 fatigue in hot climates

Where & when to recruit

Always needs: Scotland regions or England regions

Building The Wars of Scottish Independence~turn 401
Drill Square Barracks · castle only 48t
Barracks Barracks · castle only 46t
Armoury Barracks · castle only 45t

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

Halberd Militia

urban militia, standard

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

Abilities

  • Pike phalanx

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

  • Armour piercing

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

  • Braced spear

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Building Partial Plate Armor~turn 441 Full Plate Armor~turn 521 A New Route to the East?~turn 543
Town Watch Barracks · city only 214t 28t 28t
Town Guard Barracks · city only 211t 27t 27t
City Watch Barracks · city only 29t 36t 36t
Militia Drill Square Barracks · city only 38t 35t 35t
Militia Barracks Barracks · city only Needs Quarries or better 37t 35t 35t
Army Barracks Barracks · city only Needs Stonemasons or better 37t★1 35t★1 35t★1
Royal Barracks Barracks · city only Needs Stonemasons or better 37t★3 35t★3 35t★3
Mustering Hall Barracks · castle only · · 214t
Garrison Quarters Barracks · castle only · · 311t
Drill Square Barracks · castle only · · 48t
Barracks Barracks · castle only · · 46t
Armoury Barracks · castle only · · 45t

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

Halberdiers

free professional, standard

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

Abilities

  • Pike phalanx

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

  • Armour piercing

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

  • Braced spear

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

  • Very hardy

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

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

Stats

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

Where & when to recruit

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

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

Levy Axemen

peasant levies, factional

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

Abilities

  • Free upkeep

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

  • Peasant

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

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

Stats

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

Where & when to recruit

Building From start Davidian Revolution~turn 41 Heavy Mail~turn 141 Partial Plate Armor~turn 441
Town Watch Barracks · city only 28t 211t 217t ·
Town Guard Barracks · city only 27t 29t 212t ·
City Watch Barracks · city only 36t 28t 210t ·
Militia Drill Square Barracks · city only 35t 37t 38t ·
Militia Barracks Barracks · city only Needs Quarries or better 35t 36t 37t ·
Army Barracks Barracks · city only Needs Stonemasons or better 35t★1 36t★1 37t★1 ·
Royal Barracks Barracks · city only Needs Stonemasons or better 35t★3 36t★3 37t★3 ·
Mustering Hall Barracks · castle only Scotland regions · 214t 214t 214t
Mustering Hall Barracks · castle only Not in Scotland regions 214t 214t 214t 214t
Garrison Quarters Barracks · castle only Scotland regions · 311t 311t 311t
Garrison Quarters Barracks · castle only Not in Scotland regions 311t 311t 311t 311t
Drill Square Barracks · castle only Scotland regions · 48t 48t 48t
Drill Square Barracks · castle only Not in Scotland regions 48t 48t 48t 48t
Barracks Barracks · castle only Scotland regions · 46t 46t 46t
Barracks Barracks · castle only Not in Scotland regions 46t 46t 46t 46t
Armoury Barracks · castle only Scotland regions · 45t 45t 45t
Armoury Barracks · castle only Not in Scotland regions 45t 45t 45t 45t

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

Clansmen's Chieftains

feudal levy, factional

Quality: Elite. Type: Feudal (low availability, often impetuous or of low discipline). These are the clan leaders and their kinsfolk from the highlands and isles of Scotland. Although their mail armour and helmets are better than the common folk can aspire to, their equipment is scarcely comparable to that of the nobility from more prosperous lands further south. Nevertheless, their fighting spirit and vicious two handed swords mean that they command respect on the battlefield.

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.

  • Warcry

    Can shout a warcry that briefly boosts their attack.

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

Stats

Men
48
Melee
attack 6, charge 6 (sword)
Defence
armour 8, skill 8, shield 0
Morale
8 · Normal discipline · Untrained
Cost
367 florins, 734 upkeep, 2 turns to train
Mount effect
+1 vs Horse, +1 vs Camel
Terrain
-2 in sand, +1 in forest, +1 in snow
Heat
+7 fatigue in hot climates

Where & when to recruit

Building From start Heavy Mail~turn 141 Coat of Plates~turn 341
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better Scotland regions 225t 233t ·
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better Scotland regions 318t 225t ·
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better 213t 218t ·
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better 39t 213t ·
Castell Cragg The Rock Scotland regions Capital Not: Faction leader policy: Protector (trait) +11t +17t +17t
Castell Cragg The Rock Scotland regions Capital Faction leader policy: Protector (trait) +9t +11t +11t
Sanct Margarites Chapele The Rock Scotland regions Capital Not: Faction leader policy: Protector (trait) +11t +17t +17t
Sanct Margarites Chapele The Rock Scotland regions Capital Faction leader policy: Protector (trait) +9t +11t +11t
Rampardes of Edinburgh Castell The Rock Needs Quarries or better Scotland regions Capital Not: Faction leader policy: Protector (trait) +11t +17t +17t
Rampardes of Edinburgh Castell The Rock Needs Quarries or better Scotland regions Capital Faction leader policy: Protector (trait) +9t +11t +11t
Edinburgh Castell The Rock Needs Quarries or better Scotland regions Capital Not: Faction leader policy: Protector (trait) +11t +17t +17t
Edinburgh Castell The Rock Needs Quarries or better Scotland regions Capital Faction leader policy: Protector (trait) +9t +11t +11t

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

Sword Mailed Foot Knights

Nobles, factional

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

Abilities

  • Command

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

  • Knight

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

  • Hardy

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

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

Stats

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

Where & when to recruit

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

Building From start Heavy Mail~turn 141
Landowners' Guards Landowners Needs Farms in Cleared Land or better 225t 233t
Provincial Council Landowners Needs Communal Farming or better 318t 225t

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

Scots Clansmen

AOR unit , tribal unit

REGIONAL TROOPS/ MORALE 7/ LOW DISCIPLINE/ UNTRAINED/IS PEASANT/ AOR UNIT Fierce and wild warriors from the Scottish Highlands, also they can be found in the neighborhoods lands as Ireland. These hardy and reckless warriors, accustomed to in-fighting and raiding for loot and slaves, fight with little to no armour but can sometime fight with mail, a shield and are equipped with an axe. Notoriously ill disciplined these warriors can pack a punch but are no match for disciplined and armoured units in formation. Settlers of rude Highlands are expert in ambush, can hide anywhere and fight especially in forest and mountains.

Abilities

  • Armour piercing

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

  • Hides anywhere

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

  • Hardy

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

  • Peasant

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

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

Stats

Men
56
Melee
attack 5, charge 5 (axe)
Defence
armour 1, skill 4, shield 3
Morale
7 · Low discipline · Untrained
Cost
692 florins, 492 upkeep, 1 turn to train
Terrain
+2 in scrub, -1 in sand, +4 in forest, +2 in snow
Heat
+4 fatigue in hot climates

Where & when to recruit

Always needs: Scotland regions

Building From start The Wars of Scottish Independence~turn 401
Town Watch Barracks · city only +2t +2t
Town Guard Barracks · city only +2t +2t
City Watch Barracks · city only +2t +2t
Militia Drill Square Barracks · city only +2t +2t
Militia Barracks Barracks · city only Needs Quarries or better +2t +2t
Army Barracks Barracks · city only Needs Stonemasons or better +2t +2t
Royal Barracks Barracks · city only Needs Stonemasons or better +2t +2t
Mustering Hall Barracks · castle only 22t 22t
Garrison Quarters Barracks · castle only 22t 22t
Drill Square Barracks · castle only 22t 22t
Barracks Barracks · castle only 22t 22t
Armoury Barracks · castle only 22t 22t
Castell Cragg The Rock Capital Faction has 1–3 settlements +8t +8t
Castell Cragg The Rock Capital Not: Faction leader policy: Protector (trait) Not: Faction has 1–3 settlements +17t +17t
Castell Cragg The Rock Capital Faction leader policy: Protector (trait) Not: Faction has 1–3 settlements +11t +11t
Sanct Margarites Chapele The Rock Capital Faction has 1–3 settlements +8t +8t
Sanct Margarites Chapele The Rock Capital Not: Faction leader policy: Protector (trait) Not: Faction has 1–3 settlements +17t +17t
Sanct Margarites Chapele The Rock Capital Faction leader policy: Protector (trait) Not: Faction has 1–3 settlements +11t +11t
Rampardes of Edinburgh Castell The Rock Needs Quarries or better Capital Faction has 1–3 settlements +8t +8t
Rampardes of Edinburgh Castell The Rock Needs Quarries or better Capital Not: Faction leader policy: Protector (trait) Not: Faction has 1–3 settlements +17t +17t
Rampardes of Edinburgh Castell The Rock Needs Quarries or better Capital Faction leader policy: Protector (trait) Not: Faction has 1–3 settlements +11t +11t
Edinburgh Castell The Rock Needs Quarries or better Capital Faction has 1–3 settlements +8t +8t
Edinburgh Castell The Rock Needs Quarries or better Capital Not: Faction leader policy: Protector (trait) Not: Faction has 1–3 settlements +17t +17t
Edinburgh Castell The Rock Needs Quarries or better Capital Faction leader policy: Protector (trait) Not: Faction has 1–3 settlements +11t +11t

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

Noble's Retinue

feudal knight, factional

Quality: Superior. Type: Feudal (low availability). Gradually replaced by Norman titles, these men owe military service to their lords and provide the bulk of trained men during the Davidian Revolution, formidable troops whose service is claimed by the King. The title once made the bearers immune to justice from any but the King. However the title grew less important over time though most of the brughs and sheriff's shires were based on older thaneships. Experienced and hardy, these men fight with two hand swords, the favorite weapons of Gaelic people. They are well protected by heavy mail armour. Strong warriors and amongst the most disciplined of the Scots, there is little these men 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.

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

Stats

Men
40
Melee
attack 8, charge 6 (sword)
Defence
armour 10, skill 9, shield 0
Morale
14 · Impetuous · Highly trained
Cost
585 florins, 1169 upkeep, 1 turn to train
Mount effect
+1 vs Horse, +1 vs Camel
Terrain
-2 in sand, +1 in forest, +1 in snow
Heat
+9 fatigue in hot climates

Where & when to recruit

Building Heavy Mail~turn 141 Coat of Plates~turn 341 The Wars of Scottish Independence~turn 401 Matchlock Developed~turn 597
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better Catholic ≥ 50% in region Scotland regions 233t 225t 233t ·
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better Catholic ≥ 50% in region 225t 318t 225t ·
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better Catholic ≥ 50% in region 218t 214t 218t ·
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better Catholic ≥ 50% in region 218t 313t 218t ·
Castell Cragg The Rock Scotland regions Capital Not: Faction leader policy: Protector (trait) +14t +14t +14t +14t
Castell Cragg The Rock Scotland regions Capital Faction leader policy: Protector (trait) +9t +9t +9t +9t
Sanct Margarites Chapele The Rock Scotland regions Capital Not: Faction leader policy: Protector (trait) +14t +14t +14t +14t
Sanct Margarites Chapele The Rock Scotland regions Capital Faction leader policy: Protector (trait) +9t +9t +9t +9t
Rampardes of Edinburgh Castell The Rock Needs Quarries or better Scotland regions Capital Not: Faction leader policy: Protector (trait) +14t +14t +14t +14t
Rampardes of Edinburgh Castell The Rock Needs Quarries or better Scotland regions Capital Faction leader policy: Protector (trait) +9t +9t +9t +9t
Edinburgh Castell The Rock Needs Quarries or better Scotland regions Capital Not: Faction leader policy: Protector (trait) +14t +14t +14t +14t
Edinburgh Castell The Rock Needs Quarries or better Scotland regions Capital Faction leader policy: Protector (trait) +9t +9t +9t +9t

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

Feudal Foot Knights

feudal knight, standard

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

Abilities

  • Shield wall

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

  • Hardy

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

  • Command

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

  • Knight

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

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

Stats

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

Where & when to recruit

Always needs: Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better Catholic ≥ 50% in region Not in Scotland regions

Building Heavy Mail~turn 141 Coat of Plates~turn 341 The Wars of Scottish Independence~turn 401
Landowners' Guards Landowners 233t 225t 233t

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

Bill Militia

urban militia, standard

Quality: Average. Type: Urban Militia (reduced morale in the field). The billhook was originally developed from a farming tool, and consists of an axe and hook on the end of a long pole. A trained billmen can use it to stab, hack and drag down his enemies, including both infantrymen and cavalry. It is excellent as both a defensive and offensive weapon.

Abilities

  • Armour piercing

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

  • Free upkeep

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

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

Stats

Men
60
Melee
attack 6, charge 4 (axe)
Defence
armour 1, skill 4, shield 0
Morale
5 · Low discipline · Untrained
Cost
584 florins, 584 upkeep, 1 turn to train
Mount effect
+4 vs Horse, +4 vs Camel
Terrain
+1 in scrub, -1 in sand, +2 in forest, +1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Building Concentric Castles~turn 277 Coat of Plates~turn 341
City Watch Barracks · city only 211t 214t
Militia Drill Square Barracks · city only 211t 214t
Militia Barracks Barracks · city only Needs Quarries or better 211t 214t
Army Barracks Barracks · city only Needs Stonemasons or better 211t 214t
Royal Barracks Barracks · city only Needs Stonemasons or better 211t 214t

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

Foot Men At Arms

mercenary unit (false EDB)

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

Abilities

  • Hardy

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

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

Stats

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

Where & when to recruit

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

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

Chivalric Foot Knights

feudal knight, standard

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

Abilities

  • Hardy

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

  • Command

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

  • Knight

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

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

Stats

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

Where & when to recruit

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

Building Coat of Plates~turn 341 The Wars of Scottish Independence~turn 401 Matchlock Developed~turn 597
Landowners' Guards Landowners Needs Farms in Cleared Land or better 233t 225t 214t
Provincial Council Landowners Needs Communal Farming or better 225t 318t 310t
Local Nobility Landowners Needs Farms and Estates or better 225t 218t 29t
Provincial Aristocracy Landowners Needs Agricultural Estates or better 218t 313t 38t

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

Halberd Men at Arms

free professional, standard

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

Abilities

  • Armour piercing

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

  • Hardy

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

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

Stats

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

Where & when to recruit

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

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

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

Galwegian Javelinmen

AOR unit, factional

Quality: Peasant Militia. Type: Rural Levy (lacks formal military training, poor discipline and morale). These people traditionally build the frontline of the scottish armies. They are proudly not wearing armour, and really on their javelins and long spears to crush the enemy.

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • Peasant

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

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

Stats

Men
52
Missile
Militia Javelin: attack 8, range 55, 4 ammo
Melee
attack 4, charge 1 (sword)
Defence
armour 0, skill 3, shield 0
Morale
8 · Low discipline · Trained
Cost
338 florins, 338 upkeep, 1 turn to train
Mount effect
+6 vs Elephant
Terrain
+1 in scrub, -1 in sand, +3 in forest, +1 in snow
Heat
+2 fatigue in hot climates

Where & when to recruit

Always needs: Scotland regions

Building From start Davidian Revolution~turn 41 Handgun Developed~turn 461
Town Watch Barracks · city only +11t +14t +20t
Town Watch Barracks · city only Not in Unique2 regions 220t 220t 220t
Town Guard Barracks · city only +11t +14t +20t
Town Guard Barracks · city only Not in Unique2 regions 220t 220t 220t
City Watch Barracks · city only +11t +14t +20t
City Watch Barracks · city only Not in Unique2 regions 220t 220t 220t
Militia Drill Square Barracks · city only +11t +14t +20t
Militia Drill Square Barracks · city only Not in Unique2 regions 220t 220t 220t
Militia Barracks Barracks · city only Needs Quarries or better +11t +14t +20t
Militia Barracks Barracks · city only Needs Quarries or better Not in Unique2 regions 220t 220t 220t
Army Barracks Barracks · city only Needs Stonemasons or better +11t +14t +20t
Army Barracks Barracks · city only Needs Stonemasons or better Not in Unique2 regions 220t 220t 220t
Royal Barracks Barracks · city only Needs Stonemasons or better +11t +14t +20t
Royal Barracks Barracks · city only Needs Stonemasons or better Not in Unique2 regions 220t 220t 220t
Mustering Hall Barracks · castle only Not in Unique2 regions 211t 211t 211t
Garrison Quarters Barracks · castle only Not in Unique2 regions 211t 211t 211t
Drill Square Barracks · castle only Not in Unique2 regions 211t 211t 211t
Barracks Barracks · castle only Not in Unique2 regions 211t 211t 211t
Armoury Barracks · castle only Not in Unique2 regions 211t 211t 211t
Castell Cragg The Rock Capital Faction has 1–3 settlements +10t +10t +10t
Sanct Margarites Chapele The Rock Capital Faction has 1–3 settlements +10t +10t +10t
Rampardes of Edinburgh Castell The Rock Needs Quarries or better Capital Faction has 1–3 settlements +10t +10t +10t
Edinburgh Castell The Rock Needs Quarries or better Capital Faction has 1–3 settlements +10t +10t +10t

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

Irish Kerns

AOR unit

Quality: Militia. Type: Mercenary. Kerns are Irish light Infantry made up of freemen armed with a javelin and small hand-weapon. Relying on agility rather than armour these light skirmishers hurl their javelin at their foes, whilst keeping out of combat with more heavily armoured opponents. Many Kerns seek an escape from poverty by fighting as mercenaries.

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

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

Stats

Men
52
Missile
Militia Javelin: attack 7, range 50, 4 ammo
Melee
attack 4, charge 1 (knife)
Defence
armour 0, skill 4, shield 2
Morale
8 · Normal discipline · Trained
Cost
457 florins, 457 upkeep, 1 turn to train
Mount effect
+6 vs Elephant
Terrain
+1 in scrub, -1 in sand, +3 in forest, +1 in snow

Where & when to recruit

Always needs: Scotland regions Unique2 regions

Building From start
Town Watch Barracks · city only 220t
Town Guard Barracks · city only 220t
City Watch Barracks · city only 220t
Militia Drill Square Barracks · city only 220t
Militia Barracks Barracks · city only Needs Quarries or better 220t
Army Barracks Barracks · city only Needs Stonemasons or better 220t
Royal Barracks Barracks · city only Needs Stonemasons or better 220t
Mustering Hall Barracks · castle only 220t
Garrison Quarters Barracks · castle only 220t
Drill Square Barracks · castle only 220t
Barracks Barracks · castle only 220t
Armoury Barracks · castle only 220t

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

Levy Archers

Peasant levies, factional

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

Abilities

  • Area attack

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

  • Peasant

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Building From start Heavy Mail~turn 141
Town Watch Barracks · city only 225t 214t
Town Guard Barracks · city only 217t 211t
City Watch Barracks · city only 212t 29t
Militia Drill Square Barracks · city only 310t 38t
Militia Barracks Barracks · city only Needs Quarries or better 310t 38t
Army Barracks Barracks · city only Needs Stonemasons or better 38t 37t
Royal Barracks Barracks · city only Needs Stonemasons or better 38t★1 37t★1
Bowyer Ranges · castle only 29t 214t
Practice Range Ranges · castle only 28t 211t
Archery Range Ranges · castle only 37t 39t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 36t 38t

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

Sergeant Archers

Sergeants, factional

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

Abilities

  • Area attack

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

  • Hardy

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 35% in region

Building From start Heavy Mail~turn 141 Pavise Shields~turn 381 Handgun Developed~turn 461 Matchlock Developed~turn 597 Pike and Shot~turn 797
Bowyer Ranges · castle only · · 225t 214t 214t 29t
Practice Range Ranges · castle only 225t 214t 29t 29t · ·
Archery Range Ranges · castle only 217t 211t 28t 28t · ·
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 312t 39t 37t 37t · ·

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

Levy Crossbowmen

feudal levy, standard

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

Abilities

  • Area attack

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Building The Second Lateran Council~turn 17 The Third Lateran Council~turn 93 New Crossbow Mechanics Developed~turn 211 Pavise Shields~turn 381
Town Watch Barracks · city only · 225t 217t ·
Town Guard Barracks · city only · 217t 212t ·
City Watch Barracks · city only · 212t 210t ·
Militia Drill Square Barracks · city only · 310t 38t ·
Militia Barracks Barracks · city only Needs Quarries or better · 310t 38t ·
Army Barracks Barracks · city only Needs Stonemasons or better · 38t 37t ·
Royal Barracks Barracks · city only Needs Stonemasons or better · 38t★1 37t★1 ·
Bowyer Ranges · castle only 225t 225t 214t★1 225t
Practice Range Ranges · castle only 217t 217t 211t★1 217t
Archery Range Ranges · castle only 212t 212t 29t★1 212t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 210t 210t 28t★1 210t

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

Arbalest Militia

urban militia, standard

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

Abilities

  • Area attack

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Building Pavise Shields~turn 381 Full Plate Armor~turn 521 Pike and Shot~turn 797
Town Watch Barracks · city only 214t 29t 214t
Town Guard Barracks · city only 211t 28t 211t
City Watch Barracks · city only 29t 27t 29t
Militia Drill Square Barracks · city only 38t 36t 38t
Militia Barracks Barracks · city only Needs Quarries or better 38t 36t 38t
Army Barracks Barracks · city only Needs Stonemasons or better 37t 35t 37t
Royal Barracks Barracks · city only Needs Stonemasons or better 37t★1 35t★1 37t★1
Bowyer Ranges · castle only 225t 214t 29t
Practice Range Ranges · castle only 217t 211t 28t
Archery Range Ranges · castle only 212t 29t 27t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 310t 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

Scots Longbowmen

free professional, factional

Quality: Superior. Type: Early Professional. Scots longbowmen are Scots who adopt the gaelic weaponof the Welsh, knowing their effectiveness, Scotland trains men to be effective archers. the highest trained longbowmen become Scots guard, serving both Scotland and france as royal personal longbowmen retinue.

Abilities

  • Area attack

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

  • Stakes

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

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

Stats

Men
48
Missile
Elite Mass Bodkin Arrow: attack 7, range 200, 30 ammo
Melee
attack 5, charge 3 (sword)
Defence
armour 2, skill 6, shield 0
Morale
8 · Normal discipline · Trained
Cost
1291 florins, 486 upkeep, 2 turns to train
Terrain
-1 in scrub, -3 in sand, +1 in forest
Heat
+4 fatigue in hot climates

Where & when to recruit

Always needs: Scotland regions

Building Full Plate Armor~turn 521
Archery Range Ranges · castle only 210t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 28t

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

Scots Guard

feudal levy, factional

Quality: Elite. Type: Early Professional. The 'Compagnie des Gendarmes Ecossois,' better known as the 'French Scots Guard,' are a great example of the term, 'the enemy of my enemy is my ally' as the enmity to England has given the Scots and the French common cause. These Scottish troops are elite heavily armoured longbowmen, and form part of the French King's guard.

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.

  • Stakes

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

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

Stats

Men
48
Missile
Elite Mass Bodkin Arrow: attack 7, range 200, 42 ammo
Melee
attack 6, charge 3 (sword)
Defence
armour 13, skill 5, shield 0
Morale
6 · Normal discipline · Untrained
Cost
2657 florins, 999 upkeep, 2 turns to train
Terrain
-1 in scrub, -3 in sand, +1 in forest
Heat
+13 fatigue in hot climates

Where & when to recruit

Building Full Plate Armor~turn 521
Archery Range Ranges · castle only France regions 212t
Archery Range Ranges · castle only Not in France regions 225t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better France regions 29t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Not in France regions 214t

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

Arquebusiers

free professional, standard

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

Abilities

  • Area attack

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

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

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

Where & when to recruit

Always needs: Needs Stonemasons or better

Building Matchlock Developed~turn 597 Portable Clock~turn 757
Army Barracks Barracks · city only 214t 29t
Royal Barracks Barracks · city only 214t 29t

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

Calivermen

free professional, factional

Quality: Superior. Type: Urban Professional (increased training time based on unit type and quality, higher proportion of disciplined units). The heavy arquebus was not designed with mobility in mind, let alone for use in the Irish foothills. The lighter caliver is therefore a more fitting choice for these men who prefer the complexities of the matchlock firing mechanism over the physical conditioning required to make effective archer.

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
64
Missile
Quality Arquebus Bullet: attack 12, range 95, 12 ammo
Melee
attack 4, charge 2 (sword)
Defence
armour 5, skill 5, shield 0
Morale
10 · Disciplined · Highly trained
Cost
3113 florins, 1037 upkeep, 2 turns to train
Terrain
-2 in sand, +2 in forest
Heat
+5 fatigue in hot climates

Where & when to recruit

Building Portable Clock~turn 757
Mustering Hall Barracks · castle only 214t
Garrison Quarters Barracks · castle only 311t
Drill Square Barracks · castle only 48t
Barracks Barracks · castle only 46t
Armoury Barracks · castle only 45t

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

Always needs: After Scottish Clans Mobilize! or After Ostsiedlung

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

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

Mangonel

artillery

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

Abilities

  • Armour piercing

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

Always needs: After Scottish Clans Mobilize! or After Heavy Mail

Building Seafaring Innovation~turn 97 Making the Wind Work~turn 105
Siege Works Siege · city only Needs Carpenters' Workshops or better · 217t
Siege Works Siege · castle only 217t 217t

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

Bombard

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

  • Stakes

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

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

Stats

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

Where & when to recruit

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

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

Ribault

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Launching

    Hits may throw men into the air.

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

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

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

Mortar

artillery

Resembling the iron bowl from which it gains its name, the Mortar was created to lob shots over intervening walls. Useful in dealing with units skulking behind walls for protection, or to whittle away besieging troops outside your own walls. The mortar's capabilities makes it an excellent siege weapon for both attacker and defender.

Abilities

  • Armour piercing

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

  • Launching

    Hits may throw men into the air.

  • 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.

  • 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 The beginning of the Hundred Years' War~turn 413
Cannon Maker Cannons · city only 17t
Cannon Foundry Cannons · city only 110t
Cannon Maker Cannons · castle only 18t
Cannon Foundry Cannons · castle only 112t

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

Culverin

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

  • Stakes

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

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

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

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

Cog

ship

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

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

Building From start Ostsiedlung~turn 111 Hanseatic Cities Intensify Cooperation~turn 161 Lübeck Ascendancy~turn 231 The Trade Wars of the Hanseatic League~turn 285 Die Kogge~turn 325
Port Ports · city only Needs Carpenters' Workshops or better 210t 210t 210t 210t 210t 210t
Port with Shipwright Ports · city only Needs Carpenters' Workshops or better 35t 35t 35t 35t 35t 35t
Port with Dockyard Ports · city only Needs Carpenters' Workshops or better 34t 34t 34t 34t 34t 34t
Great Harbour Ports · city only Needs Carpenters' Workshops or better 33t★1 33t★1 33t★1 33t★1 33t★1 33t★1
Port Ports · castle only Needs Carpenters' Workshops or better 210t 210t 210t 210t 210t 210t
Port with Shipwright Ports · castle only Needs Carpenters' Workshops or better 37t 37t 37t 37t 37t 37t
Port with Dockyard Ports · castle only Needs Carpenters' Workshops or better 34t 34t 34t 34t 34t 34t
Great Harbour Ports · castle only Needs Carpenters' Workshops or better 33t★1 33t★1 33t★1 33t★1 33t★1 33t★1
Hanseatische Faktorei Hansa Teutonica Hanseatic England regions or Norway regions or Denmark regions or Russia regions · · +10t +10t +5t +5t
Hanseatische Kaufmänner Hansa Teutonica Hanseatic Hre regions or Poland regions or Prussia regions · +7t +7t +7t +4t +4t
Hanseatischer Quartier Hansa Teutonica Hanseatic Hre regions or Poland regions or Prussia regions · · · · · +3t
Holsteintor Hansa Teutonica Hanseatic Hre regions Poland regions · · · +5t +3t +3t
Stalhof Hansa Teutonica Hanseatic Capital England regions · · · · +3t +3t
Peterhof Hansa Teutonica Hanseatic Capital Russia regions · · · · +3t +3t
Bryggen Hansa Teutonica Hanseatic Capital Norway regions · · · · +3t +3t
Hanseatischer Kontor Hansa Teutonica Hanseatic Flemish France regions · · · · +3t +3t

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

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

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

Holk

ship

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

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

Building The Trade Wars of the Hanseatic League~turn 285 Die Kogge~turn 325 Confederation of Cologne~turn 401
Port with Shipwright Ports · city only Needs Carpenters' Workshops or better 210t 210t 210t
Port with Dockyard Ports · city only Needs Carpenters' Workshops or better · 25t 25t
Great Harbour Ports · city only Needs Carpenters' Workshops or better · 33t★1 33t★1
Port with Shipwright Ports · castle only Needs Carpenters' Workshops or better 210t 210t 210t
Port with Dockyard Ports · castle only Needs Carpenters' Workshops or better · 25t 25t
Great Harbour Ports · castle only Needs Carpenters' Workshops or better · 33t★1 33t★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.

General's Bodyguard

feudal knight, bodyguard

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

Abilities

  • Very hardy

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

  • Command

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

  • General's bodyguard

    Can serve as a named character's bodyguard.

  • Knight

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

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

Stats

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

General's Bodyguard

feudal knight, bodyguard

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

Abilities

  • Very hardy

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

  • Command

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

  • General's bodyguard

    Can serve as a named character's bodyguard.

  • Bodyguard upgrade

    A later-era bodyguard type that replaces older ones.

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

Stats

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