SSHIM Guide

Grand Principality of Serbia Units & recruitment

A small Orthodox principality between Byzantium and Hungary that grows into Dušan's empire. Its reforms simply arrive with time, and it gets financial help while small.

Recruiting as Serbia

Money while you're small

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

Help when the capital falls

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

Reforms come with time

Serbian reforms only need the turn number (and the previous reform), with a 40% chance each turn - no buildings or conquests required.

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

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

  1. 1

    Nemanja Dynasty

    usually around turn 105 (~1184)

    Needs
    • Past turn 100.
    Chance
    40% per turn.
    In-game event text

    Nemanjić was the most prominent dynasty of Serbia in the Middle Ages. The princely, royal, and imperial house produced twelve Serbian monarchs, who ruled between 1166 and 1371. Its progenitor was Stefan Nemanja, scion of a cadet branch of the Vukanović dynasty (1101–1166). After Nemanja, all monarchs used Stefan as a personal name, or a ruler's name, a tradition adopted for the royal pretensions. The monarchs began as Grand Princes, and with the crowning of Stefan Nemanjić in 1217, the realm was promoted to a Kingdom, and the Serbian Orthodox Church was established in 1219. In 1346, Stefan Dušan was crowned Emperor of the Serbs and Greeks, and the Archbishopric of Serbia was elevated to a Patriarchate. GAME STRATEGY: A few game parameters will change into better. However, the conquest of even close provinces will spark objections from the other factions and own people (i.e. aggressivity will increase).

  2. 2

    Saint Sava

    usually around turn 205 (~1234)

    Needs
    • The Nemanja state has happened and it is past turn 200.
    Chance
    40% per turn.

    UnlocksPavise Spearmen

    In-game event text

    Sveti Sava was a Serbian prince and Orthodox monk, the first Archbishop of the autocephalous Serbian Church, the founder of Serbian law, and a diplomat. Born as Rastko Nemanjić, he was the youngest son of Serbian Grand Prince Stefan Nemanja. He ruled the appanage of Zachlumia in 1190–1192. He then left for Mount Athos, where he became a monk with the name Sava (Sabbas). At Athos he established the monastery of Hilandar, which became one of the most important cultural and religious centers of the Serbian people. In 1219 the Patriarchate exiled in Nicea recognized him as the first Serbian Archbishop, and in the same year he authored the oldest known constitution of Serbia, the Zakonopravilo nomocanon, thus securing full independence; both religious and political. Sava is regarded as the founder of Serbian medieval literature. GAME STRATEGY:

  3. 3

    Stefan Dusan Empire

    usually around turn 405 (~1334)

    Needs
    • Saint Sava has happened and it is past turn 400.
    Chance
    40% per turn.

    UnlocksVojvode Guard

    RetiresLevy Spearmen

    In-game event text

    In the later part of the 13th century the primary frontier of Nemanjić expansion lay to the south. Power was seized and consolidated through opportunities offered by a weak Constantinople, and the kingdom extended its authority over an assortment of peoples. Skopje in Macedonia was taken in 1282 by Stefan Uroš II and became the Serb capital. Under the reign of Stefan Dušan (1331–1355), the Nemanjić state reached its greatest extent, incorporating Thessaly, Epirus, Macedonia, all of modern Albania and Montenegro, a substantial part of eastern Bosnia, and modern Serbia as far north as the Danube. Dušan adopted the title of emperor at his coronation in Skopje in 1346 (later ‘emperor and autocrat of the Serbs, Greeks, Bulgarians, and Albanians’), but he is more commonly remembered by Serbs as Dušan Silni, or “Dušan the Mighty.” GAME STRATEGY:

  4. 4

    Brankovic Last Stand

    usually around turn 605 (~1434)

    Needs
    • Dušan's Empire has happened and it is past turn 600.
    Chance
    40% per turn.

    RetiresBashtinik Voynic

    In-game event text

    The rule of Djuradj Brankovic, son of Vuk Brankovic, began with the weakening of the Serbian despotate. At the time of the burial of Stefan Lazarevic, Sultan Murat II attacked and conquered Krusevac. The Hungarian king took Djuradj's capital of Belgrade in 1427. However, Serbia remained strong enough to keep its double vassalage. Despot Djuradj Brankovic (1427-1456) used his diplomatic prowess and strengthened his ties with Hungary. He spent great wealth on the construction of the Smederevo fortress in the year 1428-1430 on the shores of the Danube, which would become the new Capital. The new Capital was well fortified, but it had to be surrendered to the Ottomans in August of 1439. The vassal position of Serbia was no longer certain and after the death of despot Stefan Lazarevic, Sultan Murat II intended to completely annex Serbia to the Ottoman sultanate. Despot Djuradj failed to defend Serbia from the Ottoman attack and had to leave Smederevo in 1439 as well as the whole Despotate. He defended Novo Brdo in the middle of the year 1441. Thanks to the wealth he had and a grand army that Djuradj mustered he forced Murat II to return the Despotate to him in 1444. After the death of Djuradj Brankovic in the December of 1456, his younger brother Lazar would take the throne but he soon would die in 1458. Attempts to marry Stepan Tomasevic Kotromanic to Lazar's daughter did not extend the life of the Serbian despotate and Mehmed would conquer Smederevo and the despotate in June 1459.

World events that change your army

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

18 events
  1. 1

    Ostsiedlung

    usually around turn 111 (~1187)

    UnlocksLevy CrossbowmenBashtinik ArchersTrebuchet

    In-game event text

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

  2. 2

    Heavy Mail

    usually around turn 141 (~1202)

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

    UnlocksVlastelaFoot VlastelaMangonel

    RetiresSlavic Javelinmen

    In-game event text

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

  3. 3

    Pronoia Reforms

    usually around turn 181 (~1222)

    RetiresSlav Levies

    In-game event text

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

  4. 4

    A Deadly New Weapon!

    usually around turn 201 (~1232)

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

    RetiresWoodsmen

    In-game event text

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

  5. 5

    New Crossbow Mechanics Developed

    usually around turn 211 (~1237)

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

    UnlocksHeavy PronoiarioiHussarsArbalest Militia

    In-game event text

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

  6. 6

    Cannons Developed

    usually around turn 325 (~1294)

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

    UnlocksLanternas

    In-game event text

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

  7. 7

    A New Era Begins

    usually around turn 337 (~1300)

    Needs
    • Happens in 1300.

    UnlocksFoot 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.

    UnlocksGeneral's BodyguardBanderium KnightsFoot Banderium Knights

    RetiresGeneral's BodyguardVlastelciciVlastelcici Voynic

    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.

    UnlocksPavise Spear Militia

    In-game event text

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

  10. 10

    Man-Made Inferno!

    usually around turn 401 (~1332)

    Needs
    • Happens in 1332.

    UnlocksHand GunnersBombard

    In-game event text

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

  11. 11

    Partial Plate Armor

    usually around turn 441 (~1352)

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

    UnlocksHalberd Militia

    In-game event text

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

  12. 12

    Ibn al-Shatir Dies

    usually around turn 487 (~1375)

    Needs
    • Happens in 1375.

    UnlocksGrand Bombard

    In-game event text

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

  13. 13

    Full Plate Armor

    usually around turn 521 (~1392)

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

    UnlocksSerbian KnightsHalberdiersHalberd Men at Arms

    RetiresHeavy PronoiarioiVillage Archers

    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)

  14. 14

    Matchlock Developed

    usually around turn 597 (~1430)

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

    UnlocksArquebusiers

    RetiresVlastelaPavise Spear MilitiaFoot Vlastela

    In-game event text

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

  15. 15

    Gothic Plate Armor

    usually around turn 641 (~1452)

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

    UnlocksCannon

    In-game event text

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

  16. 16

    Machines that Fly?

    usually around turn 721 (~1492)

    Needs
    • Happens in 1492.

    UnlocksBasilisk

    In-game event text

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

  17. 17

    Pike and Shot

    usually around turn 797 (~1530)

    Needs
    • Happens in 1530.

    UnlocksDemi LancersPikemen

    In-game event text

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

  18. 18

    The Rise of Shot

    usually around turn 841 (~1552)

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

    UnlocksLate Arquebusiers

    RetiresHalberd Men at ArmsArquebusiers

    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 Serbs

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

  • Upper Serbia (Ras) with Mala Crkva Svetog Petra or better
  • Marmara (Kōnstantinoúpolis) with Hagia Sophiaholy city

Lands you must hold

Bosnia (Vrhbosna) Ragusa Dioclea (Skadar) Albania (Dyrrachion) Upper Serbia (Ras) Lower Serbia (Belograd) Makedonia (Thessalonike) Epirus (Arta) Southern Bulgaria (Triadica) Northern Bulgaria (Tarnovgrad) Hellas (Kórinthos) Thrake (Adrianoupolis) Marmara (Kōnstantinoúpolis)

Not needed with a Strong Legacy.

AI version (13 settlements)

Bosnia (Vrhbosna), Ragusa, Dioclea (Skadar), Albania (Dyrrachion), Upper Serbia (Ras), Lower Serbia (Belograd), Makedonia (Thessalonike), Epirus (Arta), Southern Bulgaria (Triadica), Northern Bulgaria (Tarnovgrad), Hellas (Kórinthos), Thrake (Adrianoupolis), Marmara (Kōnstantinoúpolis)

Buildings that depend on the crown

BuildingEffectUncrownedCrowned
MintFinance Needs a crowned king to buildOr instead: after the Bardi Bank event, Muslim factions, Byzantium
Knightly CastleVár Population growth+1+2
Baronial CastleVár Population growth+3+4
Royal CastleVár Population growth+6+8
VisegradVár Population growth+6+8

Units

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

Cavalry

Missile cavalry

Spear & pike infantry

Melee infantry

Missile infantry

Siege & artillery

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

Generals' bodyguards

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

Regional units & mercenaries

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

General's Bodyguard

feudal knight, bodyguard

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

Abilities

  • Very hardy

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

  • Command

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

  • General's bodyguard

    Can serve as a named character's bodyguard.

  • Knight

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

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

Stats

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

Where & when to recruit

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

Building From start
NOT IN USE Tourney 250t

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

Vlastelcici

feudal knight, factional

Quality: Superior. Type: Feudal. Serbian Nobles were typically called Velikaši, while within that the greatest nobles were called Vlastela, and the lesser ones Vlastelcici, they were the rough equivalent of the knights class in Western Europe, wealthy enough to afford good gears, their fighting style and equipment is highly influenced by the Byzantiums and Bulgarians, the wealthier Vlastelcici fight as medium cavalries.

Abilities

  • Formed charge

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

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

  • Knight

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

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

Stats

Men
24 · riding Medium Horse
Melee
attack 5, charge 9 (spear)
Defence
armour 7, skill 3, shield 5
Morale
11 · Impetuous · Highly trained
Cost
503 florins, 1006 upkeep, 1 turn to train
Terrain
-1 in sand, -3 in forest, +1 in snow
Heat
+5 fatigue in hot climates

Where & when to recruit

Building From start Nemanja state~turn 105 Heavy Mail~turn 141
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better Orthodox ≥ 50% in region 225t 225t 233t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better Orthodox ≥ 50% in region 318t 318t 225t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better Orthodox ≥ 50% in region 213t 213t 218t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better Orthodox ≥ 25% in region 39t 39t 213t
Chapel Svetog Petra Petrova Crkva Serbia regions Capital Orthodox ≥ 50% in region +25t +25t +33t
Mala Crkva Svetog Petra Petrova Crkva Serbia regions Capital Orthodox ≥ 50% in region +25t +25t +33t
Crkva Svetog Petra Petrova Crkva Serbia regions Capital Orthodox ≥ 50% in region · +25t +33t

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

Also recruitable in some campaigns, depending on the order events happen: Velika Crkva Svetog Petra.

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 Ostsiedlung~turn 111
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

Scouts

Regional troops, AOR unit

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

Abilities

  • Armour piercing

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

  • Peasant

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

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

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

Heavy Pronoiarioi

feudal knight, factional

(Προνοιαριοι). Quality: Elite. Type: Feudal (low availability). Contact with western European knights forced the Empire to equip their cavalry with heavier armour and stronger horses. To implement such a reform, the Emperor gave nobles larger tracts of land to farm (pronoiae), like those that the Scholarii had received. This system started to resemble the western European concept of feudalism. Pronoiars had the right to recruit armed squires with the obligation to join the Imperial armies in a time of danger. Some Pronoiars owned huge amounts of land and could afford large private armies, which sometimes fought against the Empire itself.

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 Roman Horse
Melee
attack 6, charge 12 (spear)
Defence
armour 13, skill 4, shield 4
Morale
12 · Impetuous · Highly trained
Cost
616 florins, 1231 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -1 in sand, -4 in forest, -2 in snow
Heat
+9 fatigue in hot climates

Where & when to recruit

Always needs: Without Autonomy of Local Nobility or better Serbia regions

Building New Crossbow Mechanics Developed~turn 211 Dante Alighieri is born~turn 267
Landowners' Guards Landowners Needs Farms in Cleared Land or better 225t 214t
Provincial Council Landowners Needs Communal Farming or better 220t 211t
Local Nobility Landowners Needs Farms and Estates or better 214t 28t
Provincial Aristocracy Landowners Needs Agricultural Estates or better 29t 26t

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

Hussars

feudal levy, factional

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

Abilities

  • Hardy

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

  • Formed charge

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

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

Stats

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

Where & when to recruit

Building New Crossbow Mechanics Developed~turn 211 Coat of Plates~turn 341 Full Plate Armor~turn 521
Stables Stables · castle only 28t 28t 211t
Knight's Stables Stables · castle only 26t 26t 28t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better 35t 35t 27t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better 35t 35t 36t
King's Stables Stables · castle only Needs Quarries or better 34t★1 34t★1 35t★1

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

Also recruitable in some campaigns, depending on the order events happen: Stables, Knights Stables, Barons Stables, Earls Stables, Kings Stables.

General's Bodyguard

feudal knight, bodyguard

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

Abilities

  • Very hardy

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

  • Command

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

  • General's bodyguard

    Can serve as a named character's bodyguard.

  • Bodyguard upgrade

    A later-era bodyguard type that replaces older ones.

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

Stats

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

Where & when to recruit

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

Building Coat of Plates~turn 341
NOT IN USE Tourney 250t

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

Banderium Knights

feudal knight, factional

Quality: Elite. Type: Feudal (low availability, often impetuous or of low discipline). These nobles are trained since childhood in the art of war. They have abandoned traditional ways, and adopted the latest western techniques and equipment. Equipped with good plate armour, and armed with lance and sword, these elite warriors are a force to be reckoned with, despite their tendency to act impetuously in battle.

Abilities

  • Wedge

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

  • Hardy

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

  • Command

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

  • Formed charge

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

  • Knight

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

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

Stats

Men
24 · riding Barded Horse Marka
Melee
attack 6, charge 12 (spear)
Defence
armour 22, skill 4, shield 5
Morale
12 · Impetuous · Highly trained
Cost
1558 florins, 1558 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest
Heat
+15 fatigue in hot climates

Where & when to recruit

Always needs: Without Autonomy of Local Nobility or better

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

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

Serbian Knights

feudal knight, factional

Quality: Elite. Type: Feudal (low availability, often impetuous or of low discipline). 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. Once they charge into melee and run down their foes, they often dominate the battlefield.

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.

  • Command

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

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

Stats

Men
24 · riding Barded Horse Marka
Melee
attack 7, charge 12 (spear)
Defence
armour 20, skill 4, shield 5
Morale
12 · Impetuous · Highly trained
Cost
706 florins, 1411 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest
Heat
+14 fatigue in hot climates

Where & when to recruit

Always needs: Without Autonomy of Local Nobility or better

Building Full Plate Armor~turn 521
Landowners' Guards Landowners Needs Farms in Cleared Land or better 233t
Provincial Council Landowners Needs Communal Farming or better 318t
Local Nobility Landowners Needs Farms and Estates or better 211t
Provincial Aristocracy Landowners Needs Agricultural Estates or better 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: Needs Quarries or better

Building Pike and Shot~turn 797
King's Stables Stables · castle only 31t

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

Vlastela

feudal knight, factional

Quality: Elite. Type: Feudal. Serbian Nobles were typically called Velikaši, while within that the greatest nobles were called Vlastela, and the lesser ones Vlastelcici, typically can afford very good gears, their fighting style and equipment is highly influenced by the Byzantiums and Bulgarians, mostly fighting as mounted archer / lancers, they are highly versatile and powerful warriors.

Abilities

  • Area attack

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

  • Formed charge

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

  • Cantabrian circle

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

  • 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.

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

  • Frightens cavalry

    Lowers the morale of enemy cavalry nearby.

  • Knight

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

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

Stats

Men
24 · riding Early Heavy Horse
Missile
Elite Cav Composite Arrow: attack 4, range 110, 30 ammo
Melee
attack 7, charge 1 (spear)
Defence
armour 10, skill 4, shield 4
Morale
12 · Impetuous · Highly trained
Cost
592 florins, 1183 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, +2 vs Horse
Terrain
-1 in sand, -3 in forest, +1 in snow
Heat
+7 fatigue in hot climates

Where & when to recruit

Building Heavy Mail~turn 141 Coat of Plates~turn 341 Dušan's Empire~turn 405 Partial Plate Armor~turn 441
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better Orthodox ≥ 50% in region 233t 225t 225t 233t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better Orthodox ≥ 50% in region 225t 318t 318t 225t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better Orthodox ≥ 50% in region 218t 214t 214t 218t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better Orthodox ≥ 25% in region 218t 313t 313t 218t
Chapel Svetog Petra Petrova Crkva Serbia regions Capital Orthodox ≥ 50% in region +33t +25t +25t +33t
Mala Crkva Svetog Petra Petrova Crkva Serbia regions Capital Orthodox ≥ 50% in region +33t +25t +25t +33t
Crkva Svetog Petra Petrova Crkva Serbia regions Capital Orthodox ≥ 50% in region +33t +25t +25t +33t
Velika Crkva Svetog Petra Petrova Crkva Serbia regions Capital Orthodox ≥ 50% in region · · +25t +33t

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

Also recruitable in some campaigns, depending on the order events happen: Velika Crkva Svetog Petra.

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 Saint Sava~turn 205
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
Roman Castrum Barracks · city only Needs Stonemasons or better 35t★1 36t★1
Mustering Hall Barracks · castle only 211t 217t
Garrison Quarters Barracks · castle only 29t 212t
Drill Square Barracks · castle only 28t 210t
Barracks Barracks · castle only 37t 38t
Armoury Barracks · castle only 36t 37t

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

Såksen

feudal levy, regional; special border guard unit for Transilvania, should be adjusted in the future

Quality: Peasant Militia. Type: Rural Levy (lacks formal military training, poor discipline and morale). Hailing from the Carpathian mountains, these peasant folk are anything but docile farmers, and have an appetite for war. Bolstering armies for battles and prolonged campaigns these untrained and rowdy troops fight with halberds, and whatever weapons they have acquired in battle.

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.

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
56
Melee
attack 3, charge 3 (spear)
Defence
armour 2, skill 2, shield 3
Morale
6 · Normal discipline · Untrained
Cost
387 florins, 387 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

Where & when to recruit

Always needs: Hungary regions

Building From start Saxons arrive~turn 31 Notre Dame~turn 53 Ostsiedlung~turn 111 Golden Bull~turn 193 Diploma Andreanum~turn 193 Mongols Invade Zalesye~turn 237
Opencast Pits Mines Needs Logging Camps or better Region has Silver or Region has Gold or Region has Iron Not in Serbia regions Not in Venice regions Not in Tartar steppe +100t 225t 225t 220t 220t 220t 220t
Opencast Mines Mines Needs Carpenters' Workshops or better Region has Silver or Region has Gold or Region has Iron Not in Serbia regions Not in Venice regions Not in Tartar steppe +50t 220t 220t 217t 217t 217t 217t
Shaft Mines Mines Needs Quarries or better Needs Water Mills or better Region has Silver or Region has Gold or Region has Iron Not in Serbia regions Not in Venice regions Not in Tartar steppe +33t 217t 217t 214t 214t 212t 212t
Deep Mines Mines Needs Stonemasons or better Needs Water Mills or better Region has Silver or Region has Gold or Region has Iron Not in Serbia regions Not in Venice regions Not in Tartar steppe +25t 214t 214t 212t 212t 211t 211t
Mining Complex Mines Needs Stonemasons or better Needs Water Mills or better Region has Silver or Region has Gold or Region has Iron Teutonic Knights Chapter House regions +20t +20t +20t +20t +20t +20t +20t
Mining Complex Mines Needs Stonemasons or better Needs Water Mills or better Region has Silver or Region has Gold or Region has Iron Not in Serbia regions Not in Venice regions Not in Tartar steppe · 233t 233t 225t 225t 220t 220t
Wood Tower Vár · city only Without Palazzo Building After Hungarian Nobility Without Palazzo Building Hungary regions or Serbia regions Not in Serbia regions Not in Venice regions Not in Tartar steppe · · · +50t +50t +50t +50t
Stronghold Vár · city only Without Palazzo Building After Hungarian Nobility Without Palazzo Building Hungary regions or Serbia regions Not in Serbia regions Not in Venice regions Not in Tartar steppe · · · +33t +33t +33t +33t
Fortified House Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions Not in Serbia regions Not in Venice regions Not in Tartar steppe · · · · · · +33t
Stone Tower Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions Not in Serbia regions Not in Venice regions Not in Tartar steppe · · · · · · +25t
Knightly Castle Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions Not in Serbia regions Not in Venice regions Not in Tartar steppe · · · · · · +25t
Baronial Castle Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions Not in Serbia regions Not in Venice regions Not in Tartar steppe · · · · · · +25t
Royal Castle Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions Not in Serbia regions Not in Venice regions Not in Tartar steppe · · · · · · +25t

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

Slav Levies

peasant levies, AOR unit

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

Abilities

  • Braced spear

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

  • Peasant

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Building From start Ostsiedlung~turn 111 Pronoia~turn 181 Saint Sava~turn 205
Town Watch Barracks · city only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t 214t
Town Watch Barracks · city only Slavic Serbia regions +25t +25t +25t ·
Town Watch Barracks · city only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · ·
Town Watch Barracks · city only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · ·
Town Guard Barracks · city only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t 214t
Town Guard Barracks · city only Slavic Serbia regions +25t +25t +25t ·
Town Guard Barracks · city only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · ·
Town Guard Barracks · city only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · ·
City Watch Barracks · city only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t 214t
City Watch Barracks · city only Slavic Serbia regions +25t +25t +25t ·
City Watch Barracks · city only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · ·
City Watch Barracks · city only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · ·
Militia Drill Square Barracks · city only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t 214t
Militia Drill Square Barracks · city only Slavic Serbia regions +25t +25t +25t ·
Militia Drill Square Barracks · city only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · ·
Militia Drill Square Barracks · city only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · ·
Militia Barracks Barracks · city only Needs Quarries or better Slavic or Russia regions or Kievan Rus regions 214t 214t 214t 214t
Militia Barracks Barracks · city only Needs Quarries or better Slavic Serbia regions +25t +25t +25t ·
Militia Barracks Barracks · city only Needs Quarries or better Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · ·
Militia Barracks Barracks · city only Needs Quarries or better Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · ·
Roman Castrum Barracks · city only Needs Stonemasons or better Slavic or Russia regions or Kievan Rus regions 214t 214t 214t 214t
Roman Castrum Barracks · city only Needs Stonemasons or better Slavic Serbia regions +25t +25t +25t ·
Roman Castrum Barracks · city only Needs Stonemasons or better Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · ·
Roman Castrum Barracks · city only Needs Stonemasons or better Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · ·
Mustering Hall Barracks · castle only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t 214t
Mustering Hall Barracks · castle only Slavic Serbia regions +25t +25t +25t ·
Mustering Hall Barracks · castle only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · ·
Mustering Hall Barracks · castle only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · ·
Garrison Quarters Barracks · castle only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t 214t
Garrison Quarters Barracks · castle only Slavic Serbia regions +25t +25t +25t ·
Garrison Quarters Barracks · castle only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · ·
Garrison Quarters Barracks · castle only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · ·
Drill Square Barracks · castle only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t 214t
Drill Square Barracks · castle only Slavic Serbia regions +25t +25t +25t ·
Drill Square Barracks · castle only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · ·
Drill Square Barracks · castle only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · ·
Barracks Barracks · castle only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t 214t
Barracks Barracks · castle only Slavic Serbia regions +25t +25t +25t ·
Barracks Barracks · castle only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · ·
Barracks Barracks · castle only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · ·
Armoury Barracks · castle only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t 214t
Armoury Barracks · castle only Slavic Serbia regions +25t +25t +25t ·
Armoury Barracks · castle only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · ·
Armoury Barracks · castle only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · ·

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

Bashtinik Voynic

free professional, factional

Quality: Average. Type: Feudal. In theory, all holders of a Bashtina (fief) were considered nobles in Serbian society, however most of them were in fact simply land owning peasants, but they were still obliged to join military campaigns in most cases and were often the most numerous part of the early Serbian armies. While usually receiving little to no formal training, the tough existence in the Balkans and the frequent call-ups means that most of these men are relatively capable, if unruly soldiers, most commonly they fight with javelins and spears, and is a large part of the reason why the Serbian military in the early era became well known for it's ambush tactics.

Abilities

  • Schiltrom

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

  • Braced spear

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

  • Hardy

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

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

Stats

Men
40
Melee
attack 3, charge 4 (spear)
Defence
armour 3, skill 5, shield 3
Morale
8 · Normal discipline · Trained
Cost
1599 florins, 601 upkeep, 2 turns to train
Mount effect
+5 vs Horse, +5 vs Camel
Terrain
+4 in scrub, +3 in forest
Heat
+2 fatigue in hot climates

Where & when to recruit

Building From start Nemanja state~turn 105 Saint Sava~turn 205 Dušan's Empire~turn 405 Branković~turn 605
Mustering Hall Barracks · castle only · 214t 210t 214t ·
Garrison Quarters Barracks · castle only 214t 210t 28t 210t ·
Drill Square Barracks · castle only 210t 28t 26t 28t ·
Barracks Barracks · castle only 38t 36t 35t 36t ·
Armoury Barracks · castle only 36t★1 35t★1 35t★1 35t★1 ·
Chapel Svetog Petra Petrova Crkva Serbia regions Capital +25t +25t +25t +25t +25t
Mala Crkva Svetog Petra Petrova Crkva Serbia regions Capital +25t +25t +25t +25t +25t
Crkva Svetog Petra Petrova Crkva Serbia regions Capital · +25t +25t +25t +25t
Velika Crkva Svetog Petra Petrova Crkva Serbia regions Capital · · · +25t +25t

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

The AI also gets 27 bonus pools for this unit that players don't.

Pavise Spearmen

feudal levy, factional

Quality: Average. Type: Early Professional. Many of these Pavise Spearmen are made up of Hungary's 'Jobbagy', holders of a small fiefdom, serving their military duty as infantry because they are too impoverished to own or equip a horse. Armed with a spear and well protected by good armour, these troops are effective medium infantry capable of forming a defensive ring of spears.

Abilities

  • Schiltrom

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

  • Braced spear

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

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

Stats

Men
60
Melee
attack 4, charge 3 (spear)
Defence
armour 3, skill 5, shield 8
Morale
6 · Normal discipline · Untrained
Cost
1783 florins, 670 upkeep, 2 turns to train
Mount effect
+3 vs Horse, +3 vs Camel
Terrain
-2 in sand, +2 in forest
Heat
+4 fatigue in hot climates

Where & when to recruit

Building Saint Sava~turn 205 Pavise Shields~turn 381 Dušan's Empire~turn 405
Garrison Quarters Barracks · castle only 225t 214t 210t
Drill Square Barracks · castle only 214t 210t 28t
Barracks Barracks · castle only 210t 28t 26t
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

Pavise Spear Militia

urban militia, factional

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

Abilities

  • Schiltrom

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

  • Braced spear

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Building Pavise Shields~turn 381 Partial Plate Armor~turn 441 Full Plate Armor~turn 521
Town Watch Barracks · city only 217t 28t 217t
Town Guard Barracks · city only 212t 27t 212t
City Watch Barracks · city only 210t 26t 210t
Militia Drill Square Barracks · city only 38t 35t 38t
Militia Barracks Barracks · city only Needs Quarries or better 37t 35t 37t
Roman Castrum Barracks · city only Needs Stonemasons or better 36t★1 34t★1 36t★1
Mustering Hall Barracks · castle only 217t 28t 217t
Garrison Quarters Barracks · castle only 212t 27t 212t
Drill Square Barracks · castle only 210t 26t 210t
Barracks Barracks · castle only 38t 35t 38t
Armoury Barracks · castle only 37t 35t 37t

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
Town Watch Barracks · city only 214t 28t
Town Guard Barracks · city only 211t 27t
City Watch Barracks · city only 29t 26t
Militia Drill Square Barracks · city only 38t 35t
Militia Barracks Barracks · city only Needs Quarries or better 37t 35t
Roman Castrum Barracks · city only Needs Stonemasons or better 36t★1 34t★1
Mustering Hall Barracks · castle only 214t 28t
Garrison Quarters Barracks · castle only 211t 27t
Drill Square Barracks · castle only 29t 26t
Barracks Barracks · castle only 38t 35t
Armoury Barracks · castle only 37t 35t

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 64t 63t 63t

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

Pikemen

free professional, standard

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

Abilities

  • Pike phalanx

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

  • Long spear

    Bonus when fighting cavalry, penalty against infantry.

  • Long pike

    Very long pikes, used in phalanx formation.

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

Stats

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

Where & when to recruit

Building Pike and Shot~turn 797
Garrison Quarters Barracks · castle only 225t
Drill Square Barracks · castle only 214t
Barracks Barracks · castle only 210t
Armoury Barracks · castle only 38t

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

Levy Axemen

peasant levies, factional

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

Abilities

  • Free upkeep

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

  • Peasant

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

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

Stats

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

Where & when to recruit

Always needs: Not in Slavic Not in Byzantium regions

Building From start Nemanja state~turn 105 Dušan's Empire~turn 405
Town Watch Barracks · city only 214t 220t 233t
Town Guard Barracks · city only 211t 214t 220t
City Watch Barracks · city only 29t 211t 214t
Militia Drill Square Barracks · city only 38t 39t 311t
Militia Barracks Barracks · city only Needs Quarries or better 37t 38t 39t
Roman Castrum Barracks · city only Needs Stonemasons or better 36t★1 37t★1 38t★1
Mustering Hall Barracks · castle only 214t 220t 233t
Garrison Quarters Barracks · castle only 211t 214t 220t
Drill Square Barracks · castle only 29t 211t 214t
Barracks Barracks · castle only 38t 39t 311t
Armoury Barracks · castle only 37t 38t 39t

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

Vlastelcici Voynic

feudal knight, factional

Quality: Superior. Type: Feudal. Serbian Nobles were typically called Velikaši, while within that the greatest nobles were called Vlastela, and the lesser ones Vlastelcici, they were the rough equivalent of the knights class in Western Europe, wealthy enough to afford good gears, their fighting style and equipment is highly influenced by the Byzantiums and Bulgarians, those not wealthy enough to maintain horses or when fighting in situations that demands it would fight as heavy infantries, usually known as Voynic.

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 6, charge 4 (sword)
Defence
armour 6, skill 7, shield 5
Morale
13 · Impetuous · Highly trained
Cost
472 florins, 943 upkeep, 1 turn to train
Terrain
-2 in sand, +2 in forest
Heat
+6 fatigue in hot climates

Where & when to recruit

Building From start Nemanja state~turn 105 Heavy Mail~turn 141
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better Orthodox ≥ 50% in region 225t 225t 233t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better Orthodox ≥ 50% in region 318t 318t 225t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better Orthodox ≥ 50% in region 213t 213t 218t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better Orthodox ≥ 25% in region 39t 39t 213t
Chapel Svetog Petra Petrova Crkva Serbia regions Capital Orthodox ≥ 50% in region +25t +25t +33t
Mala Crkva Svetog Petra Petrova Crkva Serbia regions Capital Orthodox ≥ 50% in region +25t +25t +33t
Crkva Svetog Petra Petrova Crkva Serbia regions Capital Orthodox ≥ 50% in region · +25t +33t

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

Also recruitable in some campaigns, depending on the order events happen: Velika Crkva Svetog Petra.

Woodsmen

Melee infantry

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

Abilities

  • Armour piercing

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

  • Hardy

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

  • Peasant

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Building From start Hanseatic League Beginnings~turn 81 A Deadly New Weapon!~turn 201 Dušan's Empire~turn 405
Town Watch Barracks · city only Slavic Serbia regions +25t +25t +25t ·
Town Watch Barracks · city only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t · ·
Town Watch Barracks · city only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t 220t
Town Watch Barracks · city only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · ·
Town Guard Barracks · city only Slavic Serbia regions +25t +25t +25t ·
Town Guard Barracks · city only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t · ·
Town Guard Barracks · city only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t 220t
Town Guard Barracks · city only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · ·
City Watch Barracks · city only Slavic Serbia regions +25t +25t +25t ·
City Watch Barracks · city only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t · ·
City Watch Barracks · city only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t 220t
City Watch Barracks · city only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · ·
Militia Drill Square Barracks · city only Slavic Serbia regions +25t +25t +25t ·
Militia Drill Square Barracks · city only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t · ·
Militia Drill Square Barracks · city only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t 220t
Militia Drill Square Barracks · city only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · ·
Militia Barracks Barracks · city only Needs Quarries or better Slavic Serbia regions +25t +25t +25t ·
Militia Barracks Barracks · city only Needs Quarries or better Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t · ·
Militia Barracks Barracks · city only Needs Quarries or better Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t 220t
Militia Barracks Barracks · city only Needs Quarries or better Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · ·
Roman Castrum Barracks · city only Needs Stonemasons or better Slavic Serbia regions +25t +25t +25t ·
Roman Castrum Barracks · city only Needs Stonemasons or better Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t · ·
Roman Castrum Barracks · city only Needs Stonemasons or better Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t 220t
Roman Castrum Barracks · city only Needs Stonemasons or better Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · ·
Mustering Hall Barracks · castle only Slavic Serbia regions +25t +25t +25t ·
Mustering Hall Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t · ·
Mustering Hall Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t 220t
Mustering Hall Barracks · castle only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · ·
Garrison Quarters Barracks · castle only Slavic Serbia regions +25t +25t +25t ·
Garrison Quarters Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t · ·
Garrison Quarters Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t 220t
Garrison Quarters Barracks · castle only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · ·
Drill Square Barracks · castle only Slavic Serbia regions +25t +25t +25t ·
Drill Square Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t · ·
Drill Square Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t 220t
Drill Square Barracks · castle only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · ·
Barracks Barracks · castle only Slavic Serbia regions +25t +25t +25t ·
Barracks Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t · ·
Barracks Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t 220t
Barracks Barracks · castle only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · ·
Armoury Barracks · castle only Slavic Serbia regions +25t +25t +25t ·
Armoury Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t · ·
Armoury Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t 220t
Armoury Barracks · castle only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · ·

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

Sergeant Swordsmen

Sergeants, factional

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

Abilities

  • Hardy

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

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

Stats

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

Where & when to recruit

Building From start Nemanja state~turn 105 Saint Sava~turn 205 Dušan's Empire~turn 405 Branković~turn 605
Garrison Quarters Barracks · castle only · 225t 214t 225t 225t
Drill Square Barracks · castle only 214t 210t 210t 214t ·
Barracks Barracks · castle only 210t 28t 28t 210t 210t
Armoury Barracks · castle only 38t 36t 36t 38t 38t

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

Bashtinik Heavy Macemen

free professional, factional

Quality: Average. Type: Professional. In theory, all holders of a Bashtina (fief) were considered nobles in Serbian society, however most of them were in fact simply land owning peasants, but they were still obliged to join military campaigns in most cases and were often the most numerous part of the early Serbian armies. While usually receiving little to no formal training, the tough existence in the Balkans and the frequent call-ups means that most of these men are relatively capable, if unruly soldiers, most commonly they fight with javelins and spears, and is a large part of the reason why the Serbian military in the early era became well known for it's ambush tactics.

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.

  • 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 6, charge 3 (mace)
Defence
armour 8, skill 5, shield 7
Morale
9 · Normal discipline · Trained
Cost
2601 florins, 978 upkeep, 3 turns to train
Terrain
-1 in scrub, -1 in sand, -4 in forest, -2 in snow
Heat
+9 fatigue in hot climates

Where & when to recruit

Building From start Nemanja state~turn 105 Dušan's Empire~turn 405 Branković~turn 605
Drill Square Barracks · castle only · 225t 214t 210t
Barracks Barracks · castle only · 214t 210t 28t
Armoury Barracks · castle only · 314t★1 310t★1 38t★1
Headquarters of the Doux Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs Didaskaleion or better Orthodox ≥ 50% in region Capital Byzantium regions or Kievan Rus regions or Russia regions or Georgian homeland 117t 117t 117t 117t
Imperial Palace Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs Akademia or better Orthodox ≥ 50% in region Capital Byzantium regions or Kievan Rus regions or Russia regions or Georgian homeland 217t★1 217t★1 217t★1 217t★1

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

The AI also gets 27 bonus pools for this unit that players don't.

Foot Men At Arms

mercenary unit (false EDB)

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

Abilities

  • Hardy

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

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

Stats

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

Where & when to recruit

Building A New Era Begins~turn 337 Full Plate Armor~turn 521 Advanced Matchlock~turn 849
Armoury Barracks · castle only 64t 63t 63t

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

Foot Banderium Knights

feudal knight, factional

Quality: Elite. Type: Feudal (low availability, often impetuous or of low discipline). These nobles are trained since childhood in the art of war. They have exchanged traditional ways for the latest western techniques and equipment. Equipped with good plate armour, and armed with a sword, these elite warriors are a force to be reckoned with, even when fighting dismounted.

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 2 (sword)
Defence
armour 20, skill 8, shield 5
Morale
14 · Impetuous · Highly trained
Cost
828 florins, 1656 upkeep, 1 turn to train
Terrain
-1 in scrub, -3 in sand, +1 in forest, -1 in snow
Heat
+20 fatigue in hot climates

Where & when to recruit

Always needs: Without Autonomy of Local Nobility or better

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

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

Vojvode Guard

free professional, factional

Professionals. Morale 12. Influenced by Western style warfare, these Serbian palace guard armed with polearm to break formation of infantry and cavalry alike.

Abilities

  • Armour piercing

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

  • Very hardy

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

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

Stats

Men
64
Melee
attack 9, charge 5 (axe)
Defence
armour 17, skill 7, shield 0
Morale
12 · Disciplined · Highly trained · never routs
Cost
4043 florins, 1520 upkeep, 5 turns to train
Mount effect
+6 vs Horse, +6 vs Camel
Terrain
+1 in scrub, -3 in sand, +2 in forest, +2 in snow
Heat
+12 fatigue in hot climates

Where & when to recruit

Always needs: Capital

Building Dušan's Empire~turn 405
Headquarters of the Doux Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs Didaskaleion or better Orthodox ≥ 70% in region Byzantium regions or Kievan Rus regions or Russia regions or Georgian homeland 111t
Imperial Palace Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs Akademia or better Orthodox ≥ 70% in region Byzantium regions or Kievan Rus regions or Russia regions or Georgian homeland 311t★1
Holy Sepulchre Chapel Holy Sepulchre · city only Needs Carpenters' Workshops or better Levant (Jerusalem) Orthodox ≥ 70% in region 114t
Holy Sepulchre Holy Sepulchre · city only Needs Carpenters' Workshops or better Levant (Jerusalem) Orthodox ≥ 70% in region 114t
Chapel Svetog Petra Petrova Crkva Serbia regions 114t
Mala Crkva Svetog Petra Petrova Crkva Serbia regions 211t
Crkva Svetog Petra Petrova Crkva Serbia regions 39t
Velika Crkva Svetog Petra Petrova Crkva Serbia regions 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 64t 63t 63t

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

Village Archers

feudal levy, factional

Peasant levies. Morale 3. Secondary weapon: 1 (knife) While most peasants in Europe were levied into the army, at sword point if need be, some welcomed the opportunity to earn some pay, and travel. Their bows are designed for hunting rather than war, so are only effective against lightly armoured foes. They carry a knife for protection, but should be kept out of hand to hand combat, and will probably run away if any seems likely.

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 3, shield 0
Morale
3 · Low discipline · Untrained
Cost
661 florins, 248 upkeep, 2 turns to train
Terrain
+1 in scrub, +2 in forest, -1 in snow
Heat
+3 fatigue in hot climates

Where & when to recruit

Building From start Ostsiedlung~turn 111 New Crossbow Mechanics Developed~turn 211 Full Plate Armor~turn 521
Town Watch Barracks · city only 233t 217t 225t ·
Town Guard Barracks · city only 220t 212t 217t ·
City Watch Barracks · city only 214t 210t 212t ·
Militia Drill Square Barracks · city only 211t 28t 210t ·
Militia Barracks Barracks · city only Needs Quarries or better 39t 37t 38t ·
Roman Castrum Barracks · city only Needs Stonemasons or better 38t★1 36t★1 37t★1 ·
Bowyer Ranges · castle only 225t 214t 225t 225t
Practice Range Ranges · castle only 217t 211t 217t 217t
Archery Range Ranges · castle only 212t 29t 212t 212t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 210t 28t 210t 210t

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

Vlach Archers

mercenary unit (false-only EDB), factional

Local militia. Morale: 6. The Vlachs live in the Carpathian Mountains in the Balkans. The harsh life make them good soldiers. They are skilled at using bows in battle.

Abilities

  • Area attack

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

  • Hides well in forest

    Hides in forest and is harder to spot there.

  • Mercenary

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

  • Mercenary disband

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

  • 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, Can withdraw

Stats

Men
48
Missile
Composite Arrow: attack 3, range 165, 30 ammo
Melee
attack 1, charge 2 (knife)
Defence
armour 1, skill 5, shield 0
Morale
6 · Normal discipline · Trained
Cost
811 florins, 304 upkeep, 2 turns to train
Terrain
+1 in scrub, -1 in sand, +3 in forest, +2 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Always needs: Not in Tartar steppe

Building From start New Crossbow Mechanics Developed~turn 211
Bowyer Ranges · castle only Hungary regions or Serbia regions 220t 220t
Bowyer Ranges · castle only Serbia regions +11t +17t
Bowyer Ranges · castle only Hungary regions +20t +33t
Practice Range Ranges · castle only Hungary regions or Serbia regions 220t 220t
Practice Range Ranges · castle only Serbia regions +11t +17t
Practice Range Ranges · castle only Hungary regions +20t +33t
Archery Range Ranges · castle only Hungary regions or Serbia regions 220t 220t
Archery Range Ranges · castle only Serbia regions +11t +17t
Archery Range Ranges · castle only Hungary regions +20t +33t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Hungary regions or Serbia regions 220t 220t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Serbia regions +11t +17t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Hungary regions +20t +33t

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

Slavic Javelinmen

feudal levy, AOR unit

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

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • Peasant

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

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

Stats

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

Where & when to recruit

Always needs: Slavic

Building From start Nemanja state~turn 105 Heavy Mail~turn 141 Coat of Plates~turn 341
Town Watch Barracks · city only Russia regions or Kievan Rus regions 220t 220t 220t 220t
Town Watch Barracks · city only Serbia regions +25t · · ·
Town Watch Barracks · city only Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t ·
Town Watch Barracks · city only Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t 220t · ·
Town Guard Barracks · city only Russia regions or Kievan Rus regions 220t 220t 220t 220t
Town Guard Barracks · city only Serbia regions +25t · · ·
Town Guard Barracks · city only Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t ·
Town Guard Barracks · city only Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t 220t · ·
City Watch Barracks · city only Russia regions or Kievan Rus regions 220t 220t 220t 220t
City Watch Barracks · city only Serbia regions +25t · · ·
City Watch Barracks · city only Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t ·
City Watch Barracks · city only Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t 220t · ·
Militia Drill Square Barracks · city only Russia regions or Kievan Rus regions 220t 220t 220t 220t
Militia Drill Square Barracks · city only Serbia regions +25t · · ·
Militia Drill Square Barracks · city only Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t ·
Militia Drill Square Barracks · city only Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t 220t · ·
Militia Barracks Barracks · city only Needs Quarries or better Russia regions or Kievan Rus regions 220t 220t 220t 220t
Militia Barracks Barracks · city only Needs Quarries or better Serbia regions +25t · · ·
Militia Barracks Barracks · city only Needs Quarries or better Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t ·
Militia Barracks Barracks · city only Needs Quarries or better Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t 220t · ·
Roman Castrum Barracks · city only Needs Stonemasons or better Russia regions or Kievan Rus regions 220t 220t 220t 220t
Roman Castrum Barracks · city only Needs Stonemasons or better Serbia regions +25t · · ·
Roman Castrum Barracks · city only Needs Stonemasons or better Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t ·
Roman Castrum Barracks · city only Needs Stonemasons or better Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t 220t · ·
Mustering Hall Barracks · castle only Russia regions or Kievan Rus regions 220t 220t 220t 220t
Mustering Hall Barracks · castle only Serbia regions +25t · · ·
Mustering Hall Barracks · castle only Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t ·
Mustering Hall Barracks · castle only Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t 220t · ·
Garrison Quarters Barracks · castle only Russia regions or Kievan Rus regions 220t 220t 220t 220t
Garrison Quarters Barracks · castle only Serbia regions +25t · · ·
Garrison Quarters Barracks · castle only Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t ·
Garrison Quarters Barracks · castle only Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t 220t · ·
Drill Square Barracks · castle only Russia regions or Kievan Rus regions 220t 220t 220t 220t
Drill Square Barracks · castle only Serbia regions +25t · · ·
Drill Square Barracks · castle only Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t ·
Drill Square Barracks · castle only Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t 220t · ·
Barracks Barracks · castle only Russia regions or Kievan Rus regions 220t 220t 220t 220t
Barracks Barracks · castle only Serbia regions +25t · · ·
Barracks Barracks · castle only Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t ·
Barracks Barracks · castle only Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t 220t · ·
Armoury Barracks · castle only Russia regions or Kievan Rus regions 220t 220t 220t 220t
Armoury Barracks · castle only Serbia regions +25t · · ·
Armoury Barracks · castle only Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t ·
Armoury Barracks · castle only Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t 220t · ·

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 Ostsiedlung~turn 111 New Crossbow Mechanics Developed~turn 211 Pavise Shields~turn 381 Full Plate Armor~turn 521
Town Watch Barracks · city only 225t 217t 212t 212t
Town Guard Barracks · city only 217t 212t 210t 210t
City Watch Barracks · city only 212t 210t 28t 28t
Militia Drill Square Barracks · city only 210t 28t 27t 27t
Militia Barracks Barracks · city only Needs Quarries or better 38t 37t 36t 36t
Roman Castrum Barracks · city only Needs Stonemasons or better 37t★1 36t★1 36t★1 36t★1
Bowyer Ranges · castle only 225t 214t 225t ·
Practice Range Ranges · castle only 217t 211t 217t ·
Archery Range Ranges · castle only 212t 29t 212t ·
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 210t 28t 210t ·

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

Bashtinik Archers

free professional, factional

Quality: Average. Type: Feudal. In theory, all holders of a Bashtina (fief) were considered nobles in Serbian society, however most of them were in fact simply land owning peasants, but they were still obliged to join military campaigns in most cases and were often the most numerous part of the early Serbian armies. While usually receiving little to no formal training, the tough existence in the Balkans and the frequent call-ups means that most of these men are relatively capable, if unruly soldiers, archery is fairly widely practiced in the region, as the need to fend off brigades and the presents of many untamed wilderness makes it rather practical, these men are also a large part of the reason why the Serbian military in the early era became well known for it's ambush tactics.

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
40
Missile
Composite Arrow: attack 4, range 175, 30 ammo
Melee
attack 3, charge 1 (axe)
Defence
armour 2, skill 3, shield 0
Morale
8 · Normal discipline · Trained
Cost
963 florins, 362 upkeep, 2 turns to train
Terrain
+1 in scrub, +3 in forest
Heat
+2 fatigue in hot climates

Where & when to recruit

Building Ostsiedlung~turn 111 Full Plate Armor~turn 521
Practice Range Ranges · castle only Serbia regions 225t 225t
Practice Range Ranges · castle only Not in Serbia regions 214t 225t
Archery Range Ranges · castle only Serbia regions 217t 217t
Archery Range Ranges · castle only Not in Serbia regions 211t 217t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Serbia regions 212t 212t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Not in Serbia regions 29t 212t

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

Foot Vlastela

feudal knight, factional

Quality: Elite. Type: Feudal. Serbian Nobles were typically called Velikaši, while within that the greatest nobles were called Vlastela, and the lesser ones Vlastelcici, typically can afford very good gears, their fighting style and equipment is highly influenced by the Byzantiums and Bulgarians, on occasions (usually siege) they would dismount and fight as heavy archers.

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.

  • 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
Missile
Elite Composite Arrow: attack 6, range 170, 42 ammo
Melee
attack 6, charge 1 (sword)
Defence
armour 9, skill 8, shield 4
Morale
14 · Impetuous · Highly trained
Cost
604 florins, 1207 upkeep, 1 turn to train
Terrain
-2 in sand, +2 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 Dušan's Empire~turn 405 Partial Plate Armor~turn 441
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better Orthodox ≥ 50% in region 233t 225t 225t 233t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better Orthodox ≥ 50% in region 225t 318t 318t 225t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better Orthodox ≥ 50% in region 218t 214t 214t 218t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better Orthodox ≥ 25% in region 218t 313t 313t 218t
Chapel Svetog Petra Petrova Crkva Serbia regions Capital Orthodox ≥ 50% in region +33t +25t +25t +33t
Mala Crkva Svetog Petra Petrova Crkva Serbia regions Capital Orthodox ≥ 50% in region +33t +25t +25t +33t
Crkva Svetog Petra Petrova Crkva Serbia regions Capital Orthodox ≥ 50% in region +33t +25t +25t +33t
Velika Crkva Svetog Petra Petrova Crkva Serbia regions Capital Orthodox ≥ 50% in region · · +25t +33t

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

Also recruitable in some campaigns, depending on the order events happen: Velika Crkva Svetog Petra.

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 New Crossbow Mechanics Developed~turn 211 Pavise Shields~turn 381 Full Plate Armor~turn 521 Pike and Shot~turn 797
Town Watch Barracks · city only · 211t 28t 211t
Town Guard Barracks · city only · 29t 27t 29t
City Watch Barracks · city only · 28t 26t 28t
Militia Drill Square Barracks · city only · 27t 25t 27t
Militia Barracks Barracks · city only Needs Quarries or better · 26t 25t 26t
Roman Castrum Barracks · city only Needs Stonemasons or better · 25t★1 24t★1 25t★1
Bowyer Ranges · castle only 225t 214t 210t 210t
Practice Range Ranges · castle only 217t 211t 28t 28t
Archery Range Ranges · castle only 212t 29t 27t 27t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 210t 28t 26t 26t

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

Hand Gunners

free professional, standard

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

Abilities

  • Armour piercing

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

  • Area attack

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

  • Frightens cavalry

    Lowers the morale of enemy cavalry nearby.

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

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

Where & when to recruit

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

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

Also recruitable in some campaigns, depending on the order events happen: Gunsmith, Cannon Maker, Cannon Foundry, Royal Arsenal.

Arquebusiers

free professional, standard

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

Abilities

  • Area attack

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

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

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

Where & when to recruit

Building Matchlock Developed~turn 597 The Rise of Shot~turn 841
Militia Barracks Barracks · city only Needs Quarries or better 214t 214t
Roman Castrum Barracks · city only Needs Stonemasons or better 211t ·

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

Late Arquebusiers

free professional, standard

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

Abilities

  • Armour piercing

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

  • Area attack

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

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

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

Where & when to recruit

Always needs: Needs Stonemasons or better

Building The Rise of Shot~turn 841
Roman Castrum Barracks · city only 29t

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

Trebuchet

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

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

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

Mangonel

artillery

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

Abilities

  • Armour piercing

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

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

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

Bombard

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

  • Stakes

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

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

Stats

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

Where & when to recruit

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

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

Grand Bombard

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

  • Stakes

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

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

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

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

Cannon

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

  • Stakes

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

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

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

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

Basilisk

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

  • Stakes

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

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

Building Machines that Fly?~turn 721
Royal Arsenal Cannons · city only 17t
C Royal Arsenal Cannons · castle only 18t

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

Dromon

ship

A warship used by the Roman Empire since the 6th century, the Dromon is propelled by oar and sail and have a central tower from which marines can use their bow or throw spears and other projectiles.

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

Men
30
Melee
attack 7, charge 0
Defence
armour 0, skill 9, shield 0
Morale
14 · Normal discipline · Trained
Cost
1232 florins, 734 upkeep, 4 turns to train

Where & when to recruit

Always needs: Needs Carpenters' Workshops or better

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

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

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

Lanternas

ship

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

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

Always needs: Needs Carpenters' Workshops or better

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

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

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

General's Bodyguard

feudal knight, bodyguard

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

Abilities

  • Very hardy

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

  • Command

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

  • General's bodyguard

    Can serve as a named character's bodyguard.

  • Knight

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

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

Stats

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

General's Bodyguard

feudal knight, bodyguard

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

Abilities

  • Very hardy

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

  • Command

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

  • General's bodyguard

    Can serve as a named character's bodyguard.

  • Bodyguard upgrade

    A later-era bodyguard type that replaces older ones.

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

Stats

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