SSHIM Guide

Kingdom of Sicily Units & recruitment

The Norman kingdom of southern Italy and Sicily, a rich crossroads of Latin, Greek and Arab cultures with ambitions across the Mediterranean.

Recruiting as Sicily

No reforms of its own

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

Help when the capital falls

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

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

World events that change your army

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

18 events
  1. 1

    Seafaring Innovation

    usually around turn 97 (~1180)

    Needs
    • Happens in 1180.

    UnlocksTrebuchetMangonel

    In-game event text

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

  2. 2

    Heavy Mail

    usually around turn 141 (~1202)

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

    UnlocksNorman KnightsHeavy Sergeant SpearmenNorman Foot KnightsHeavy Sergeant Swordmen

    RetiresNorman Serjeants

    In-game event text

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

  3. 3

    New Crossbow Mechanics Developed

    usually around turn 211 (~1237)

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

    UnlocksMounted Crossbowmen

    In-game event text

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

  4. 4

    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!

  5. 5

    A New Era Begins

    usually around turn 337 (~1300)

    Needs
    • Happens in 1300.

    UnlocksSergeants 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.

  6. 6

    Coat of Plates

    usually around turn 341 (~1302)

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

    UnlocksChivalric KnightsChivalric Foot Knights

    RetiresNorman MilitesNorman KnightsNorman Milites PeditesNorman Foot Knights

    In-game event text

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

  7. 7

    Pavise Shields

    usually around turn 381 (~1322)

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

    UnlocksPike MilitiaSergeant Crossbowmen

    In-game event text

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

  8. 8

    Man-Made Inferno!

    usually around turn 401 (~1332)

    Needs
    • Happens in 1332.

    UnlocksHand GunnersBombardRibault

    In-game event text

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

  9. 9

    The beginning of the Hundred Years' War

    usually around turn 413 (~1338)

    Needs
    • Happens in 1338.

    UnlocksMortar

    In-game event text

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

  10. 10

    Partial Plate Armor

    usually around turn 441 (~1352)

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

    UnlocksHalberd Men at Arms

    In-game event text

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

  11. 11

    Handgun Developed

    usually around turn 461 (~1362)

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

    RetiresBill Militia

    In-game event text

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

  12. 12

    Full Plate Armor

    usually around turn 521 (~1392)

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

    UnlocksHalberdiersFoot Men At Arms

    RetiresUrban Spear Militia

    In-game event text

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

  13. 13

    A New Route to the East?

    usually around turn 543 (~1403)

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

    UnlocksCarrack

    In-game event text

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

  14. 14

    Matchlock Developed

    usually around turn 597 (~1430)

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

    RetiresSergeant SpearmenSergeant Swordsmen

    In-game event text

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

  15. 15

    Gothic Plate Armor

    usually around turn 641 (~1452)

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

    UnlocksGeneral's BodyguardCannon

    RetiresGeneral's Bodyguard

    In-game event text

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

  16. 16

    Portable Clock

    usually around turn 757 (~1510)

    Needs
    • Happens in 1510.

    UnlocksMounted ArquebusiersLate Arquebusiers

    In-game event text

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

  17. 17

    Pike and Shot

    usually around turn 797 (~1530)

    Needs
    • Happens in 1530.

    UnlocksDemi LancersMusketeers

    RetiresSergeants At ArmsFoot Men At Arms

    In-game event text

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

  18. 18

    Advanced Matchlock

    usually around turn 849 (~1556)

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

    UnlocksLate Musketeers

    RetiresLate ArquebusiersMusketeers

    In-game event text

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

The crown: Rex Italicum

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

  • Trinacria (Balermus) with Palazzo dei Normanni
  • Jerusalem with Holy Sepulchreholy city

Lands you must hold

Either Italy list (13):

Lombardy (Milan) Liguria (Genova) Western Tuscany (Pisa) Verona Calabria (Regium) Romagna (Bologna) Eastern Tuscany (Firenze) Veneto (Venèzsia) Spoleto (Ancona) Campania (Napoli) Apulia (Bari) Trinacria (Balermus) Sardìgna e Córsica (Calari)

or Maritime list (11):

Spoleto (Ancona) Campania (Napoli) Apulia (Bari) Trinacria (Balermus) Calabria (Regium) Southern Ifriqiya (Al-Mahdiya) Northern Ifriqiya (Tūnis) Al-Maghrib al-Adna (Tarābulus) Albania (Dyrrachion) Dioclea (Skadar) Makedonia (Thessalonike)

Not needed with a Strong Legacy.

AI version (8 settlements)

Western Tuscany (Pisa), Calabria (Regium), Romagna (Bologna), Eastern Tuscany (Firenze), Spoleto (Ancona), Campania (Napoli), Apulia (Bari), Trinacria (Balermus)

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

Buildings that depend on the crown

BuildingEffectUncrownedCrowned
MintFinance Needs a crowned king to buildOr instead: after the Bardi Bank event, Muslim factions, Byzantium
BankFinance Needs a crowned king to build
Merchant Family BankFinance Needs a crowned king to build

Units

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

Cavalry

Missile cavalry

Spear & pike infantry

Melee infantry

Missile infantry

Siege & artillery

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

Generals' bodyguards

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

Regional units & mercenaries

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

General's Bodyguard

feudal knight, bodyguard

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

Abilities

  • Very hardy

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

  • Command

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

  • General's bodyguard

    Can serve as a named character's bodyguard.

  • Knight

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

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

Stats

Men
10 · riding Royal Horse Marka
Melee
attack 6, charge 11 (spear)
Defence
armour 10, skill 5, shield 7
Morale
12 · Impetuous · Highly trained
Cost
239 florins, 478 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -1 in sand, -4 in forest, -2 in snow
Heat
+7 fatigue in hot climates

Where & when to recruit

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

Building From start
Tourney Field Tourney 250t

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

Norman Milites

feudal knight, factional

NOBLES / MORALE 13/ IMPETUOUS/ HIGHLY TRAINED These men combine the traditions of the warrior culture of their viking ancestors and the heavy cavalry of their Frankish neighbours. These young men are the elite of Norman society, and follow their lord wherever he leads. They can be found across northern Europe, southern Italy and Sicily and even in the Holy Lands after the successful first crusade with high influence of Norman warriors. This powerful heavy cavalry have an high charge against enemies.

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.

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

Stats

Men
24 · riding Early Heavy Horse
Melee
attack 6, charge 12 (spear)
Defence
armour 10, skill 4, shield 5
Morale
13 · Impetuous · Highly trained
Cost
625 florins, 1150 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest, -1 in snow
Heat
+6 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 50% in region

Building From start Heavy Mail~turn 141 Battle of Hattin~turn 143 The Fourth Lateran Council~turn 169 Concentric Castles~turn 277
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better 225t 233t 233t 233t 233t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better 318t 225t 225t 225t 225t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better 213t 218t 218t 218t 218t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better 59t 413t 413t 413t 413t
Norman Stronghold Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building 133t 133t · · ·
Castìdde du Monte Castelli Normanni Sicily regions Unique1 regions 233t 233t · · ·
Palazzo dei Normanni Castelli Normanni Sicily regions Capital 233t★1 233t★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: Castel, Maschio Angioino.

Italian Cavalry Militia

urban militia, factional

URBAN MILITIA/ MORALE 7/ NORMAL DISCIPLINE/ TRAINED/ FREE UPKEEP UNIT Wealthy Italian cities have many men capable of equipping themselves as heavy cavalry, and turning out as militia in time of need. Well equipped, they might be mistaken for knights, but while effective against other militias, no part-time soldier can match the skill of men trained from birth. This mounted militia is useful to combine with urban militias on foot, normally used by italian city-states in their armies.

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 Scout Horse
Melee
attack 5, charge 7 (spear)
Defence
armour 8, skill 3, shield 4
Morale
7 · Normal discipline · Trained
Cost
971 florins, 971 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
+6 fatigue in hot climates

Where & when to recruit

Building From start A distant visitor~turn 287 Coat of Plates~turn 341 Handgun Developed~turn 461 Matchlock Developed~turn 597
City Watch Barracks · city only Catholic ≥ 25% in region 117t 117t 217t 212t 210t
Militia Drill Square Barracks · city only Catholic ≥ 25% in region 112t 112t 212t 210t 28t
Militia Barracks Barracks · city only Needs Quarries or better Catholic ≥ 25% in region 110t 110t 210t★1 28t★1 27t★1
Army Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 25% in region 28t 28t 38t★2 37t★2 36t★2
Royal Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 25% in region 38t 38t 37t★3 36t★3 36t★3
Chiesa e Battistero Campo dei Miracoli · city only Needs Quarries or better Pisa regions Capital +10t +10t +10t +10t +10t
Chiesa, Battistero e Campanile Campo dei Miracoli · city only Needs Quarries or better Pisa regions Capital +7t +7t +7t +7t +7t
Merchants' Guild Merchants' Guild 214t 29t 29t 29t 29t
Master Merchants' Guild Merchants' Guild 26t 26t 26t 26t 26t
Merchants' Guild Headquarters Merchants' Guild 34t★1 34t★1 34t★1 34t★1 34t★1

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

Mounted Sergeants

Sergeants, factional

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

Abilities

  • Formed charge

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

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

Stats

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

Where & when to recruit

Building From start Notre Dame~turn 53 The Third Lateran Council~turn 93 Heavy Mail~turn 141 The Fourth Lateran Council~turn 169 Golden Bull~turn 193 New Crossbow Mechanics Developed~turn 211 Mongols Invade Zalesye~turn 237 Concentric Castles~turn 277 Partial Plate Armor~turn 441
Stables Stables · castle only Catholic ≥ 35% in region · · 214t 29t 29t 29t · · · 214t
Knight's Stables Stables · castle only Catholic ≥ 35% in region 29t 29t 29t 27t 27t 27t · · · 29t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Catholic ≥ 35% in region 37t 37t 37t 36t 36t 36t · · · 37t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Catholic ≥ 35% in region 36t★1 36t★1 36t★1 35t★1 35t★1 35t★1 · · · 36t★1
King's Stables Stables · castle only Needs Quarries or better Catholic ≥ 35% in region 35t★3 35t★3 35t★3 34t★3 34t★3 34t★3 · · · 35t★3
Norman Stronghold Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building Catholic ≥ 35% in region 125t 125t 125t 125t 125t 125t 125t 125t · ·
Castìdde du Monte Castelli Normanni Sicily regions Unique1 regions Catholic ≥ 35% in region 225t 225t 225t 225t 225t 225t 225t 225t 225t 225t
Castel Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building Catholic ≥ 35% in region · · · · · · · · 225t 225t
Palazzo dei Normanni Castelli Normanni Sicily regions Capital Catholic ≥ 35% in region 325t★1 325t★1 325t★1 325t★1 325t★1 325t★1 325t★1 325t★1 325t★1 325t★1
Maschio Angioino Castelli Normanni Without Alcazar Building Sicily regions Unique2 regions Catholic ≥ 35% in region · · · · 325t★1 325t★1 325t★1 325t★1 325t★1 325t★1
Wood Tower Vár · city only Without Palazzo Building After Hungarian Nobility Without Palazzo Building Hungary regions or Serbia regions · 225t 225t 225t 225t 225t 225t 225t 225t 225t
Stronghold Vár · city only Without Palazzo Building After Hungarian Nobility Without Palazzo Building Hungary regions or Serbia regions · 220t 220t 220t 220t 220t 220t 220t 220t 220t
Fortified House Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions · · · · · · · 220t 220t 220t
Stone Tower Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions · · · · · · · 217t 217t 217t
Knightly Castle Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions · · · · · · · 212t 212t 212t
Baronial Castle Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions · · · · · · · 210t 210t 210t
Royal Castle Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions · · · · · · · 28t 28t 28t

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

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

Norman Knights

feudal knight, factional

Quality: Exceptional. Type: Feudal (low availability, often impetuous or of low discipline). Of all the knights of Europe, the Normans are the most renowned. Their Viking heritage and lust for battle has led many to seek their fortune abroad, especially in Southern Italy. Here two adventurers, Robert and Roger Guiscard have established a formidable kingdom which employs many of their countrymen. The Norman Knight's exceptional ferocity, and heavy armour make him feared on any 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.

  • 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 Early Heavy Horse
Melee
attack 7, charge 14 (spear)
Defence
armour 12, skill 6, shield 6
Morale
14 · Impetuous · Highly trained
Cost
875 florins, 1550 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
+8 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 50% in region

Building Heavy Mail~turn 141 Battle of Hattin~turn 143 The Fourth Lateran Council~turn 169 Concentric Castles~turn 277 Coat of Plates~turn 341 Partial Plate Armor~turn 441
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better 233t 233t 233t 233t 225t 233t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better 225t 225t 225t 225t 318t 225t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better 218t 218t 218t 218t 214t 218t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better 418t 418t 418t 418t 513t 418t
Norman Stronghold Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building · 120t 120t · · ·
Castìdde du Monte Castelli Normanni Sicily regions Unique1 regions · 220t 220t 220t · ·
Castel Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building · · · 220t · ·
Palazzo dei Normanni Castelli Normanni Sicily regions Capital · 220t★1 220t★1 220t★1 · ·
Maschio Angioino Castelli Normanni Without Alcazar Building Sicily regions Unique2 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

Sergeants At Arms

professional free, factional

Quality: Superior. Type: Early Professional. Composed of nobility and commoners alike, these men make up a powerful unit of heavy cavalry. Well protected in their plate armour, and armed with a lance and sword, they pack a powerful charge on the battlefield, while being difficult to kill. Although extremely effective, they don't quite have the elan of true knights.

Abilities

  • Wedge

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

  • 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
28 · riding Barded Horse Marka
Melee
attack 6, charge 12 (spear)
Defence
armour 12, skill 3, shield 4
Morale
5 · Normal discipline · Untrained
Cost
2613 florins, 982 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
+8 fatigue in hot climates

Where & when to recruit

Building A New Era Begins~turn 337 Partial Plate Armor~turn 441 Pike and Shot~turn 797
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Hre regions 18t 18t ·
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Not in Hre regions 110t 110t ·
King's Stables Stables · castle only Needs Quarries or better Sicily regions · 26t 18t
King's Stables Stables · castle only Needs Quarries or better Not in Sicily regions · 18t 112t

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

Chivalric Knights

feudal knight, standard

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

Abilities

  • Wedge

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

  • Hardy

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

  • Command

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

  • Formed charge

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

  • Knight

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 50% in region

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 Without Autonomy of Local Nobility or better 233t 225t 214t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better 225t 318t 310t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better 225t 218t 29t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better 418t 513t 58t
Castìdde du Monte Castelli Normanni Sicily regions Unique1 regions 214t 214t 214t
Castel Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building 214t 214t 214t
Palazzo dei Normanni Castelli Normanni Sicily regions Capital 214t 214t 214t
Maschio Angioino Castelli Normanni Without Alcazar Building Sicily regions Unique2 regions 214t 214t 214t

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: Norman Stronghold.

General's Bodyguard

feudal knight, bodyguard

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

Abilities

  • Very hardy

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

  • Command

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

  • General's bodyguard

    Can serve as a named character's bodyguard.

  • Bodyguard upgrade

    A later-era bodyguard type that replaces older ones.

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

Stats

Men
10 · riding Armoured Horse
Melee
attack 9, charge 13 (spear)
Defence
armour 22, skill 9, shield 2
Morale
14 · Impetuous · Highly trained
Cost
328 florins, 655 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-2 in scrub, -2 in sand, -5 in forest, -3 in snow
Heat
+14 fatigue in hot climates

Where & when to recruit

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

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

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

Demi Lancers

professional free, standard

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

Abilities

  • Wedge

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

  • Hardy

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

  • Formed charge

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

  • Knight

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

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

Stats

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

Where & when to recruit

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

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

Mounted Crossbowmen

feudal levy, standard

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

Abilities

  • Area attack

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

  • Cantabrian circle

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

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

Stats

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

Where & when to recruit

Building New Crossbow Mechanics Developed~turn 211 Pavise Shields~turn 381 Partial Plate Armor~turn 441 Matchlock Developed~turn 597
City Watch Barracks · city only Catholic ≥ 35% in region 225t 214t 214t 214t
Militia Drill Square Barracks · city only Catholic ≥ 35% in region 217t 211t 211t 211t
Militia Barracks Barracks · city only Needs Quarries or better Catholic ≥ 35% in region 212t 29t 29t 29t
Army Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 35% in region 210t★1 28t★1 28t★1 28t★1
Royal Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 35% in region 28t★3 27t★3 27t★3 27t★3
Stables Stables · castle only Catholic ≥ 25% in region 220t 220t 214t 211t
Knight's Stables Stables · castle only Catholic ≥ 25% in region 214t 214t 211t 29t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Catholic ≥ 25% in region 311t 311t 39t 38t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Catholic ≥ 25% in region 39t★1 39t★1 38t★1 37t★1
King's Stables Stables · castle only Needs Quarries or better Catholic ≥ 25% in region 28t★3 28t★3 27t★3 26t★3

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

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

Mounted Arquebusiers

free professional, standard

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

Abilities

  • Area attack

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

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

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

Where & when to recruit

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

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

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 From start Partial Plate Armor~turn 441 Full Plate Armor~turn 521
Militia Drill Square Barracks · city only Catholic ≥ 25% in region · 220t 212t
Militia Barracks Barracks · city only Needs Quarries or better Catholic ≥ 25% in region · 214t 210t
Army Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 25% in region · 211t★1 28t★1
Royal Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 25% in region · 29t★3 27t★3
Mustering Hall Barracks · castle only Catholic ≥ 25% in region · 214t 29t
Garrison Quarters Barracks · castle only Catholic ≥ 25% in region · 214t 29t
Drill Square Barracks · castle only Catholic ≥ 25% in region · 214t 29t
Barracks Barracks · castle only Catholic ≥ 25% in region · 214t 29t
Armoury Barracks · castle only Catholic ≥ 25% in region · 214t 29t
Basilica di San Marco St. Mark's Basilica · city only Catholic ≥ 50% in region Venice regions Capital +7t +7t +7t
Chiesa di Santa Maria Assunta Campo dei Miracoli · city only Needs Quarries or better Pisa regions Capital +20t +20t +20t
Chiesa e Battistero Campo dei Miracoli · city only Needs Quarries or better Pisa regions Capital +10t +10t +10t
Chiesa, Battistero e Campanile Campo dei Miracoli · city only Needs Quarries or better Pisa regions Capital +7t +7t +7t

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

Urban Spear Militia

urban militia, factional

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

Abilities

  • Braced spear

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Building From start Heavy Mail~turn 141 Coat of Plates~turn 341 Partial Plate Armor~turn 441 Full Plate Armor~turn 521
Town Watch Barracks · city only Catholic ≥ 25% in region 217t 212t 210t 212t ·
Town Guard Barracks · city only Catholic ≥ 25% in region 212t 210t 28t 210t ·
City Watch Barracks · city only Catholic ≥ 25% in region 310t 38t 37t 38t ·
Militia Drill Square Barracks · city only Catholic ≥ 25% in region 38t★1 37t★1 36t★1 37t★1 ·
Militia Barracks Barracks · city only Needs Quarries or better Catholic ≥ 25% in region 37t★2 36t★2 36t★2 36t★2 ·
Army Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 25% in region 36t★3 36t★3 35t★3 36t★3 ·
Royal Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 25% in region 46t★3 45t★3 45t★3 45t★3 ·
Mustering Hall Barracks · castle only Catholic ≥ 25% in region 212t 210t 28t 210t ·
Garrison Quarters Barracks · castle only Catholic ≥ 25% in region 29t 28t 27t 28t ·
Drill Square Barracks · castle only Catholic ≥ 25% in region 37t 36t 36t 36t ·
Barracks Barracks · castle only Catholic ≥ 25% in region 37t 36t 36t 36t ·
Armoury Barracks · castle only Catholic ≥ 25% in region 37t★1 36t★1 36t★1 36t★1 ·
Chiesa e Battistero Campo dei Miracoli · city only Needs Quarries or better Pisa regions Capital +10t +10t +10t +10t +10t
Chiesa, Battistero e Campanile Campo dei Miracoli · city only Needs Quarries or better Pisa regions Capital +7t +7t +7t +7t +7t

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 From start Pavise Shields~turn 381 Full Plate Armor~turn 521 Matchlock Developed~turn 597
Town Watch Barracks · city only Catholic ≥ 25% in region · 220t 37t 36t
Town Guard Barracks · city only Catholic ≥ 25% in region · 214t 36t 35t
City Watch Barracks · city only Catholic ≥ 25% in region · 311t 35t 35t
Militia Drill Square Barracks · city only Catholic ≥ 25% in region · 39t 35t 34t
Militia Barracks Barracks · city only Needs Quarries or better Catholic ≥ 25% in region · 38t★1 34t★1 34t★1
Army Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 25% in region · 37t★3 34t★3 34t★3
Royal Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 25% in region · 46t★3 44t★3 43t★3
Mustering Hall Barracks · castle only Catholic ≥ 25% in region · 214t 36t 35t
Garrison Quarters Barracks · castle only Catholic ≥ 25% in region · 210t 36t 35t
Drill Square Barracks · castle only Catholic ≥ 25% in region · 38t 35t 35t
Barracks Barracks · castle only Catholic ≥ 25% in region · 38t 35t 35t
Armoury Barracks · castle only Catholic ≥ 25% in region · 38t★1 35t★1 35t★1
Basilica di San Marco St. Mark's Basilica · city only Catholic ≥ 50% in region Venice regions Capital +7t +7t +7t +7t
Chiesa di Santa Maria Assunta Campo dei Miracoli · city only Needs Quarries or better Pisa regions Capital +20t +20t +20t +20t
Chiesa e Battistero Campo dei Miracoli · city only Needs Quarries or better Pisa regions Capital +10t +10t +10t +10t
Chiesa, Battistero e Campanile Campo dei Miracoli · city only Needs Quarries or better Pisa regions Capital +7t +7t +7t +7t

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

Sergeant Spearmen

Sergeants, factional

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

Abilities

  • Schiltrom

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

  • Braced spear

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 35% in region

Building From start Heavy Mail~turn 141 Coat of Plates~turn 341 Full Plate Armor~turn 521
Garrison Quarters Barracks · castle only 214t 211t 29t 211t
Drill Square Barracks · castle only 211t 29t 28t 29t
Barracks Barracks · castle only 28t 27t 26t 27t
Armoury Barracks · castle only 37t★1 36t★1 35t★1 36t★1

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

Norman Serjeants

AOR unit

REGIONAL TROOPS/ MORALE 7/ DISCIPLINED/ TRAINED/ AOR UNIT While the hallmark of the Normans is their heavy cavalry, Norman Spearmen provide the backbone of thier armies. These serjeants are steady men, covered in chain mail and are especially handy against cavalry. These Norman warriors settled in many regions of Europe and Norman Strongholds are a great defensive unit capable to form a strong shield wall in the old nordic-norman style.

Abilities

  • Shield wall

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

  • Braced spear

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

  • Hardy

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

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

Stats

Men
48
Melee
attack 3, charge 4 (spear)
Defence
armour 6, skill 4, shield 6
Morale
7 · Disciplined · Trained
Cost
1355 florins, 583 upkeep, 2 turns to train
Mount effect
+5 vs Horse, +5 vs Camel
Terrain
+1 in scrub, -1 in sand, +2 in forest, +1 in snow
Heat
+7 fatigue in hot climates

Where & when to recruit

Building From start Notre Dame~turn 53 Heavy Mail~turn 141 Magna Carta~turn 163 The Fourth Lateran Council~turn 169 Concentric Castles~turn 277 Coat of Plates~turn 341
Town Watch Barracks · city only Flemish 220t 220t · · · · ·
Town Watch Barracks · city only France regions England regions 220t 220t · · · · ·
Town Guard Barracks · city only Flemish 220t 220t · · · · ·
Town Guard Barracks · city only France regions England regions 220t 220t · · · · ·
City Watch Barracks · city only Flemish 220t 220t · · · · ·
City Watch Barracks · city only France regions England regions 220t 220t · · · · ·
Militia Drill Square Barracks · city only Flemish 220t 220t · · · · ·
Militia Drill Square Barracks · city only France regions England regions 220t 220t · · · · ·
Militia Barracks Barracks · city only Needs Quarries or better Flemish 220t 220t · · · · ·
Militia Barracks Barracks · city only Needs Quarries or better France regions England regions 220t 220t · · · · ·
Army Barracks Barracks · city only Needs Stonemasons or better Flemish 220t 220t · · · · ·
Army Barracks Barracks · city only Needs Stonemasons or better France regions England regions 220t 220t · · · · ·
Royal Barracks Barracks · city only Needs Stonemasons or better Flemish 220t 220t · · · · ·
Royal Barracks Barracks · city only Needs Stonemasons or better France regions England regions 220t 220t · · · · ·
Mustering Hall Barracks · castle only Flemish 220t 220t · · · · ·
Mustering Hall Barracks · castle only France regions England regions 220t 220t · · · · ·
Garrison Quarters Barracks · castle only Flemish 220t 220t · · · · ·
Garrison Quarters Barracks · castle only France regions England regions 220t 220t · · · · ·
Drill Square Barracks · castle only Flemish 220t 220t · · · · ·
Drill Square Barracks · castle only France regions England regions 220t 220t · · · · ·
Barracks Barracks · castle only Flemish 220t 220t · · · · ·
Barracks Barracks · castle only France regions England regions 220t 220t · · · · ·
Armoury Barracks · castle only Flemish 220t 220t · · · · ·
Armoury Barracks · castle only France regions England regions 220t 220t · · · · ·
Norman Stronghold Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building 214t 214t 214t 225t 225t · ·
Castìdde du Monte Castelli Normanni Sicily regions Unique1 regions 39t 39t 39t 317t 317t 317t ·
Castel Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building · · · · · 317t ·
Palazzo dei Normanni Castelli Normanni Sicily regions Capital 39t★1 39t★1 39t★1 317t★1 317t★1 317t★1 ·
Maschio Angioino Castelli Normanni Without Alcazar Building Sicily regions Unique2 regions · · · · 317t★1 317t★1 ·
Mont Saint Miché Chapel Mont Saint Miché · city only France regions England regions Catholic ≥ 25% in region +20t +20t +20t +20t +20t +20t +20t
Walls of Mont Saint Miché Abbey Mont Saint Miché · city only France regions England regions Needs Quarries or better Catholic ≥ 25% in region · +20t +20t +20t +20t +20t +20t
Nave of Mont Saint Miché Abbey Mont Saint Miché · city only France regions England regions Needs Quarries or better Catholic ≥ 25% in region · +20t +20t +20t +20t +20t +20t
Mont Saint Miché Abbey Mont Saint Miché · city only France regions England regions Needs Stonemasons or better Catholic ≥ 25% in region · +20t +20t +20t +20t +20t +20t

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: Castel, Maschio Angioino.

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 From start Handgun Developed~turn 461 Matchlock Developed~turn 597 Gothic Plate Armor~turn 641
City Watch Barracks · city only Catholic ≥ 35% in region · 211t 211t ·
Militia Drill Square Barracks · city only Catholic ≥ 35% in region · 211t 211t ·
Militia Barracks Barracks · city only Needs Quarries or better Catholic ≥ 35% in region · 211t 211t ·
Army Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 35% in region · 211t 211t ·
Royal Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 35% in region · 211t 211t ·
Garrison Quarters Barracks · castle only Catholic ≥ 35% in region · · 214t 214t
Drill Square Barracks · castle only Catholic ≥ 35% in region · · 214t 214t
Barracks Barracks · castle only Catholic ≥ 35% in region · · 214t 214t
Armoury Barracks · castle only Catholic ≥ 35% in region · · 214t 214t
Chiesa e Battistero Campo dei Miracoli · city only Needs Quarries or better Pisa regions Capital +10t +10t +10t +10t
Chiesa, Battistero e Campanile Campo dei Miracoli · city only Needs Quarries or better Pisa regions Capital +7t +7t +7t +7t

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

Late Pikemen

free professional, standard

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

Abilities

  • Pike phalanx

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

  • Long spear

    Bonus when fighting cavalry, penalty against infantry.

  • Long pike

    Very long pikes, used in phalanx formation.

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

Stats

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

Where & when to recruit

Building From start Gothic Plate Armor~turn 641
City Watch Barracks · city only Catholic ≥ 35% in region · 211t
Militia Drill Square Barracks · city only Catholic ≥ 35% in region · 211t
Militia Barracks Barracks · city only Needs Quarries or better Catholic ≥ 35% in region · 211t
Army Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 35% in region · 211t
Royal Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 35% in region · 211t
Chiesa e Battistero Campo dei Miracoli · city only Needs Quarries or better Pisa regions Capital +10t +10t
Chiesa, Battistero e Campanile Campo dei Miracoli · city only Needs Quarries or better Pisa regions Capital +7t +7t

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

Heavy Sergeant Spearmen

factional

SERGEANTS/. Morale 8 Sergeant Spearmen are professional warriors, drawn from the lower classes. They have some skill in combat and are well equipped with long spears, large shields and mail armour. They're very solid defensive units, able to resist attacks from both foot and horse, so long as they are well supported. If necessary they can form a defensive circle.

Abilities

  • Schiltrom

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

  • Braced spear

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

  • Hardy

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

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

Stats

Men
48
Melee
attack 3, charge 3 (spear)
Defence
armour 7, skill 5, shield 6
Morale
10 · Disciplined · Trained
Cost
1649 florins, 620 upkeep, 2 turns to train
Mount effect
+4 vs Horse, +4 vs Camel
Terrain
-2 in sand, +2 in forest, -1 in snow
Heat
+7 fatigue in hot climates

Where & when to recruit

Always needs: Sicily regions Catholic ≥ 35% in region

Building Heavy Mail~turn 141 The Fourth Lateran Council~turn 169 Concentric Castles~turn 277 Coat of Plates~turn 341 Full Plate Armor~turn 521
Norman Stronghold Castelli Normanni Without Alcazar Building Without Alcazar Building 117t 117t · · ·
Castìdde du Monte Castelli Normanni Unique1 regions 212t 212t 212t 46t 212t
Castel Castelli Normanni Without Alcazar Building Without Alcazar Building · · 212t 46t 212t
Palazzo dei Normanni Castelli Normanni Capital 312t★1 312t★1 312t★1 66t★1 312t★1
Maschio Angioino Castelli Normanni Without Alcazar Building Unique2 regions · 312t★1 312t★1 66t★1 312t★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: Norman Stronghold.

Pike Militia

urban militia, standard

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

Abilities

  • Pike phalanx

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

  • Long spear

    Bonus when fighting cavalry, penalty against infantry.

  • Long pike

    Very long pikes, used in phalanx formation.

  • Free upkeep

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

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

Stats

Men
60
Melee
attack 1, charge 2 (spear)
Defence
armour 1, skill 4, shield 0
Morale
5 · Low discipline · Untrained
Cost
502 florins, 502 upkeep, 1 turn to train
Mount effect
+3 vs Horse, +3 vs Camel
Terrain
-1 in sand, +1 in forest
Heat
+1 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 25% in region

Building Pavise Shields~turn 381 Matchlock Developed~turn 597
Garrison Quarters Barracks · castle only 214t 27t
Drill Square Barracks · castle only 214t 27t
Barracks Barracks · castle only 214t 27t
Armoury Barracks · castle only 214t 27t

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

Always needs: Catholic ≥ 35% in region

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

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

Bill Militia

urban militia, standard

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

Abilities

  • Armour piercing

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Building From start Concentric Castles~turn 277 Handgun Developed~turn 461
City Watch Barracks · city only Catholic ≥ 35% in region · 211t ·
Militia Drill Square Barracks · city only Catholic ≥ 35% in region · 211t ·
Militia Barracks Barracks · city only Needs Quarries or better Catholic ≥ 35% in region · 211t ·
Army Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 35% in region · 211t ·
Royal Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 35% in region · 211t ·
Chiesa e Battistero Campo dei Miracoli · city only Needs Quarries or better Pisa regions Capital +10t +10t +10t
Chiesa, Battistero e Campanile Campo dei Miracoli · city only Needs Quarries or better Pisa regions Capital +7t +7t +7t

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

Norman Milites Pedites

feudal knight, factional

NOBLES / MORALE 13/ IMPETUOUS/ HIGHLY TRAINED These men are normally mounted but fight on foot for a number of reasons. The presence of these heavy swordsmen stiffens any battle line. As well, given the variety of terrain that the Normans fight on, a horse is not always an option. Covered in chain mail, they are well able to be the backbone of the foot section of Norman armies, furhtemore can form a strong and defensive shield wall in the old norman or nordic style.

Abilities

  • Shield wall

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

  • Hardy

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

  • Command

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

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

Stats

Men
40
Melee
attack 7, charge 5 (sword)
Defence
armour 8, skill 8, shield 5
Morale
13 · Impetuous · Highly trained
Cost
661 florins, 1221 upkeep, 1 turn to train
Terrain
-2 in sand, -1 in forest, -1 in snow
Heat
+7 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 50% in region

Building From start Heavy Mail~turn 141 Battle of Hattin~turn 143 The Fourth Lateran Council~turn 169 Concentric Castles~turn 277
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better 225t 233t 233t 233t 233t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better 318t 225t 225t 225t 225t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better 213t 218t 218t 218t 218t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better 59t 413t 413t 413t 413t
Norman Stronghold Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building 133t 133t · · ·
Castìdde du Monte Castelli Normanni Sicily regions Unique1 regions 233t 233t · · ·
Palazzo dei Normanni Castelli Normanni Sicily regions Capital 233t★1 233t★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: Castel, Maschio Angioino.

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

Always needs: Catholic ≥ 35% in region

Building From start Heavy Mail~turn 141 Coat of Plates~turn 341 Full Plate Armor~turn 521
Drill Square Barracks · castle only 29t★1 28t★1 27t★1 28t★1
Barracks Barracks · castle only 29t★1 28t★1 27t★1 28t★1
Armoury Barracks · castle only 29t★1 28t★1 27t★1 28t★1

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

Norman Foot Knights

feudal knight, Exceptional, factional

EXCEPTIONAL UNIT / MORALE 15/ DISCIPLINED/ HIGHLY TRAINED/ Of all the knights of Europe, the Normans are the most renowned. Their Viking heritage and lust for battle has lead many to seek their fortune abroad, especially in Southern Italy. Here two adventurers, Robert and Roger Guiscard have established a formidable kingdom which employs many of their countryman. The Norman Knight's exceptional ferocity, and heavy armour make him feared on any battlefield, 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 10, charge 5 (sword)
Defence
armour 13, skill 9, shield 6
Morale
15 · Disciplined · Highly trained
Cost
820 florins, 1540 upkeep, 1 turn to train
Terrain
-1 in sand, +1 in forest, -2 in snow
Heat
+9 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 50% in region

Building Heavy Mail~turn 141 Battle of Hattin~turn 143 The Fourth Lateran Council~turn 169 Concentric Castles~turn 277 Coat of Plates~turn 341 Partial Plate Armor~turn 441
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better 233t 233t 233t 233t 225t 233t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better 225t 225t 225t 225t 318t 225t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better 218t 218t 218t 218t 214t 218t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better 418t 418t 418t 418t 513t 418t
Norman Stronghold Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building · 120t 120t · · ·
Castìdde du Monte Castelli Normanni Sicily regions Unique1 regions · 220t 220t 220t · ·
Castel Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building · · · 220t · ·
Palazzo dei Normanni Castelli Normanni Sicily regions Capital · 220t★1 220t★1 220t★1 · ·
Maschio Angioino Castelli Normanni Without Alcazar Building Sicily regions Unique2 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

Heavy Sergeant Swordmen

factional

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

Abilities

  • Hardy

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 35% in region

Building Heavy Mail~turn 141 Coat of Plates~turn 341 Full Plate Armor~turn 521
Drill Square Barracks · castle only 214t 211t 27t
Barracks Barracks · castle only 210t 28t 26t
Armoury Barracks · castle only 210t 28t 36t

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

Chivalric Foot Knights

feudal knight, standard

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

Abilities

  • Hardy

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

  • Command

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

  • Knight

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 50% in region

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 Without Autonomy of Local Nobility or better 233t 225t 214t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better 225t 318t 310t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better 225t 218t 29t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better 418t 513t 58t
Castìdde du Monte Castelli Normanni Sicily regions Unique1 regions 214t 214t 214t
Castel Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building 214t 214t 214t
Palazzo dei Normanni Castelli Normanni Sicily regions Capital 214t 214t 214t
Maschio Angioino Castelli Normanni Without Alcazar Building Sicily regions Unique2 regions 214t 214t 214t

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: Norman Stronghold.

Halberd Men at Arms

free professional, standard

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

Abilities

  • Armour piercing

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

  • Hardy

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

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

Stats

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

Where & when to recruit

Building Partial Plate Armor~turn 441 Full Plate Armor~turn 521
Drill Square Barracks · castle only Catholic ≥ 25% in region 214t 29t
Barracks Barracks · castle only · 29t
Barracks Barracks · castle only Catholic ≥ 35% in region 214t ·
Armoury Barracks · castle only Catholic ≥ 35% in region 214t 29t

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

Foot Men At Arms

feudal levy, factional

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

Abilities

  • 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.

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

Stats

Men
48
Melee
attack 8, charge 3 (sword)
Defence
armour 13, skill 6, shield 4
Morale
7 · Normal discipline · Untrained
Cost
2677 florins, 957 upkeep, 2 turns 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

Always needs: Pisa regions or Papal States regions or Venice regions or Sicily regions

Building Full Plate Armor~turn 521
Barracks Barracks · castle only Catholic ≥ 50% in region 211t
Armoury Barracks · castle only 28t

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

Levy Crossbowmen

feudal levy, standard

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

Abilities

  • Area attack

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 25% in region

Building From start The Second Lateran Council~turn 17 The Third Lateran Council~turn 93 The Fourth Lateran Council~turn 169 New Crossbow Mechanics Developed~turn 211 Concentric Castles~turn 277 Pavise Shields~turn 381
Town Watch Barracks · city only 217t 217t 211t 211t 28t 28t 211t
Town Guard Barracks · city only 212t 212t 29t 29t 27t 27t 29t
Bowyer Ranges · castle only 114t 114t 19t 19t 17t 17t ·
Practice Range Ranges · castle only 211t 211t 28t 28t 27t 27t ·
Archery Range Ranges · castle only 310t 310t 38t 38t 36t 36t ·
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 314t★1 314t★1 39t★1 39t★1 37t★1 37t★1 ·
Norman Stronghold Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building · 117t 117t 117t 117t · ·
Castìdde du Monte Castelli Normanni Sicily regions Unique1 regions · 217t 217t 217t 217t 217t 217t
Castel Castelli Normanni Without Alcazar Building Sicily regions Without Alcazar Building · · · · · 217t 217t
Palazzo dei Normanni Castelli Normanni Sicily regions Capital · 317t★1 317t★1 317t★1 317t★1 317t★1 317t★1
Maschio Angioino Castelli Normanni Without Alcazar Building Sicily regions Unique2 regions · · · 317t★1 317t★1 317t★1 317t★1

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

Urban Crossbowmen Militia

urban militia, standard

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

Abilities

  • Area attack

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 25% in region

Building From start The Third Lateran Council~turn 93 New Crossbow Mechanics Developed~turn 211 Pavise Shields~turn 381
City Watch Barracks · city only 310t 38t 36t 38t
Militia Drill Square Barracks · city only 38t★1 37t★1 36t★1 37t★1
Militia Barracks Barracks · city only Needs Quarries or better 37t★2 36t★2 35t★2 36t★2
Army Barracks Barracks · city only Needs Stonemasons or better 36t★3 35t★3 35t★3 35t★3
Royal Barracks Barracks · city only Needs Stonemasons or better 46t★3 45t★3 44t★3 45t★3

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

Always needs: Catholic ≥ 25% in region

Building From start
Bowyer Ranges · castle only 114t
Practice Range Ranges · castle only 211t
Archery Range Ranges · castle only 29t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 29t

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

Berber Masmuda Archers

AOR Unit, tribal unit

REGIONAL TROOPS/ MORALE 8/ NORMAL DISCIPLINE/ TRAINED/IS PEASANT/ AOR UNIT Masmuda Berber archers from North Africa, experienced in battle and very resistant to desert terrain, will be the nightmare of the enemy who invades their lands after a rain of arrows. Ibn Tumart united the various Masmuda tribes at the beginning of the 12th century and founded the Almohads who, in time, would occupy the Maghreb and Al-Andalus. With the fall of the Almohads, however, the characteristics of the Masmuda way of life survived. Some peoples descended from the Masmuda are the Haha and the Chleuh in the Atlas. The Moorish factions as Almoravids and Almohads used many of those men from the Berber tribes of northern Africa. They are adept with the bow, but lack the equipment for close combat. A wise General will use this unit to pepper the enemy with arrows, but will keep them out of harm's way.

Abilities

  • Area attack

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

  • Hardy

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

  • Peasant

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

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

Stats

Men
48
Missile
Composite Arrow: attack 3, range 165, 18 ammo
Melee
attack 2, charge 3 (sword)
Defence
armour 2, skill 3, shield 1
Morale
8 · Normal discipline · Trained
Cost
955 florins, 395 upkeep, 2 turns to train
Terrain
+3 in sand, +1 in forest, -3 in snow

Where & when to recruit

Building From start
Bowyer Ranges · castle only Berber +50t
Practice Range Ranges · castle only Berber +50t
Practice Range Ranges · castle only Sicily regions Capital 225t
Archery Range Ranges · castle only Berber +50t
Archery Range Ranges · castle only Sicily regions Capital 217t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Berber +50t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Sicily regions Capital 217t
Agadir Ksar Berber 120t
Ksar Ksar Berber 217t
Khettara Ksar Berber 214t★1
Khettara System Ksar Berber 312t★1

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

Arquebusiers

free professional, standard

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

Abilities

  • Area attack

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

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

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

Where & when to recruit

Building From start Matchlock Developed~turn 597 The Spanish Inquisition begins~turn 699 Portable Clock~turn 757 Pike and Shot~turn 797
Militia Barracks Barracks · city only Needs Quarries or better Catholic ≥ 35% in region · · · 22t★1 22t★1
Army Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 35% in region · · 22t★1 41t★1 ·
Royal Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 35% in region · 31t★1 31t★1 · ·
Chiesa e Battistero Campo dei Miracoli · city only Needs Quarries or better Pisa regions Capital +10t +10t +10t +10t +10t
Chiesa, Battistero e Campanile Campo dei Miracoli · city only Needs Quarries or better Pisa regions Capital +7t +7t +7t +7t +7t

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

Sergeant Crossbowmen

feudal levy, standard

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

Abilities

  • Armour piercing

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

  • Area attack

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

  • Stakes

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

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

Stats

Men
48
Missile
Heavy Crossbow Bolt: attack 8, range 190, 30 ammo
Melee
attack 3, charge 1 (sword)
Defence
armour 5, skill 4, shield 8
Morale
6 · Normal discipline · Trained
Cost
2050 florins, 555 upkeep, 2 turns to train
Terrain
-2 in sand, +2 in forest
Heat
+6 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 35% in region

Building Pavise Shields~turn 381
Archery Range Ranges · castle only Hre regions or Spain regions or Aragon regions or Portugal regions or Papal States regions or Sicily regions or Poland regions 16t
Archery Range Ranges · castle only Not in Hre regions Not in Spain regions Not in Aragon regions Not in Portugal regions Not in Papal States regions Not in Sicily regions Not in Poland regions 18t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Hre regions or Spain regions or Aragon regions or Portugal regions or Papal States regions or Sicily regions or Poland regions 24t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Not in Hre regions Not in Spain regions Not in Aragon regions Not in Portugal regions Not in Papal States regions Not in Sicily regions Not in Poland regions 16t

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

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.

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 Portable Clock~turn 757 Pike and Shot~turn 797 The Rise of Shot~turn 841 Advanced Matchlock~turn 849
Army Barracks Barracks · city only Catholic ≥ 50% in region · 41t★1 51t★1 51t★1
Royal Barracks Barracks · city only 51t★1 41t★1 41t★1 ·

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

Musketeers

free professional, standard

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

Abilities

  • Armour piercing

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

  • Area attack

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

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

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

Where & when to recruit

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

Building Pike and Shot~turn 797
Royal Barracks Barracks · city only 22t

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

Late Musketeers

free professional, standard

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

Abilities

  • Armour piercing

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

  • Area attack

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

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

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

Where & when to recruit

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

Building Advanced Matchlock~turn 849
Royal Barracks Barracks · city only 51t★1

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

Trebuchet

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

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

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

Mangonel

artillery

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

Abilities

  • Armour piercing

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

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

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

Bombard

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

  • Stakes

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

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

Stats

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

Where & when to recruit

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

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

Ribault

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Launching

    Hits may throw men into the air.

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

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

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

Mortar

artillery

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

Abilities

  • Armour piercing

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

  • Launching

    Hits may throw men into the air.

  • Area attack

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

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

  • Stakes

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

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

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

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

Cannon

artillery

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

Abilities

  • Armour piercing

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

  • Body piercing

    Missiles can pass through one man and hit those behind.

  • Area attack

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

  • Launching

    Hits may throw men into the air.

  • Hardy

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

  • Gunpowder unit

    Uses gunpowder weapons.

  • Stakes

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

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

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

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

Galley

ship

The basic Galley design is derived from ships used in Ancient Rome. Predominantly powered by banks of oars and armed with a ram and marines for melee. The Galley has supplemental sails for getting to battles without tiring the men and are used by everyone in the Mediterranean from east to west.

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

Men
20
Melee
attack 8, charge 0
Defence
armour 0, skill 7, shield 0
Morale
13 · Normal discipline · Trained
Cost
956 florins, 432 upkeep, 3 turns to train

Where & when to recruit

Always needs: Needs Carpenters' Workshops or better

Building From start
Port Ports · city only 210t
Port with Shipwright Ports · city only 37t
Port with Dockyard Ports · city only 34t
Great Harbour Ports · city only 33t★1
Port Ports · castle only 210t
Port with Shipwright Ports · castle only 37t
Port with Dockyard Ports · castle only 34t
Great Harbour Ports · castle only 33t★1

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

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

War Galley

ship

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

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

Always needs: Needs Carpenters' Workshops or better

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

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

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

Lanternas

ship

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

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

Always needs: Needs Carpenters' Workshops or better

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

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

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

Carrack

ship

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

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

Building A New Route to the East?~turn 543
Great Harbour Ports · city only Needs Carpenters' Workshops or better 220t
Great Harbour Ports · castle only Needs Carpenters' Workshops or better 220t
Hanseatische Faktorei Hansa Teutonica Hanseatic England regions or Norway regions or Denmark regions or Russia regions +10t
Hanseatische Kaufmänner Hansa Teutonica Hanseatic Hre regions or Poland regions or Prussia regions +7t
Hanseatischer Quartier Hansa Teutonica Hanseatic Hre regions or Poland regions or Prussia regions +5t
Holsteintor Hansa Teutonica Hanseatic Hre regions Poland regions +5t
Stalhof Hansa Teutonica Hanseatic Capital England regions +5t
Peterhof Hansa Teutonica Hanseatic Capital Russia regions +5t
Bryggen Hansa Teutonica Hanseatic Capital Norway regions +5t
Hanseatischer Kontor Hansa Teutonica Hanseatic Flemish France regions +5t

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

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

General's Bodyguard

feudal knight, bodyguard

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

Abilities

  • Very hardy

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

  • Command

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

  • General's bodyguard

    Can serve as a named character's bodyguard.

  • Knight

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

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

Stats

Men
10 · riding Royal Horse Marka
Melee
attack 6, charge 11 (spear)
Defence
armour 10, skill 5, shield 7
Morale
12 · Impetuous · Highly trained
Cost
239 florins, 478 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -1 in sand, -4 in forest, -2 in snow
Heat
+7 fatigue in hot climates

General's Bodyguard

feudal knight, bodyguard

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

Abilities

  • Very hardy

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

  • Command

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

  • General's bodyguard

    Can serve as a named character's bodyguard.

  • Bodyguard upgrade

    A later-era bodyguard type that replaces older ones.

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

Stats

Men
10 · riding Armoured Horse
Melee
attack 9, charge 13 (spear)
Defence
armour 22, skill 9, shield 2
Morale
14 · Impetuous · Highly trained
Cost
328 florins, 655 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-2 in scrub, -2 in sand, -5 in forest, -3 in snow
Heat
+14 fatigue in hot climates