SSHIM Guide

Mercenaries

Hired by a general standing in the listed provinces. Any faction can hire them unless a unit says otherwise (some are for one religion, or only for crusade and jihad armies).

British Isles

Ireland

Ireland (Duibhlinn)

Scotland

Scottish Highlands (Obar Dheathain) · Scottish Lowlands (Dùn Èideann)

Wales

Wales (Kaerenarvon)

North-Central

Northumbria (York) · Mercia (Lincoln) · East Anglia (Norwich)

South

Essex (London) · Wessex (Bristol)

Scandinavia

Norway

Borgarthingslog (Ánslo) · Gulathingslog (Bergvin) · Gøtland (Skara)

Denmark

Iutland (Ribe) · Sialand (Roskilde) · Skane (Lund)

Sweden

Smaland (Kalmar) · Gutland (Visby) · Swerike (Sigtuna)

Poland & the Baltics

North Baltic

Livonia (Kolyvan) · Austrland (Turku)

Baltics

Lietuva (Kernavé) · Curonia (Riga) · Prussia (Twangste)

Western Poland

Silesia (Wrezław) · Wielkopolska (Poznań) · Pomerania (Stetin)

Eastern Poland

Malopolska (Kraków) · Masovia (Płock) · Pomerania Gedanensis (Gdańsk)

Russia

Rus Mikra Rhossia 4

Ruthenia (Goroden) · Halychyna (Halych) · Volhynia (Volodymyr) · The Marshes (Turov)

Rus Novgorod 4

Novgorod · Pleskov · Polotsk · Smolenesk

Rus Kiev 3

Kyev · Chernigov · Pereyaslavl'

Rus Zalesiye 3

Rostov · Suzdal · Ryazan'

Steppes

Steppes Ukraine 3

Khazaria (Sharukan) · Scythia (Sharkil) · Kypchak Steppes (Azaq)

Steppes Pontuseuxinus 2

Taurike (Chersonesos) · Circassia (Tmutarakan)

Steppes Volga 3

Kazak Steppes (Kiçi-Saray) · Volga Delta (Saqsin) · Volga Bulgaria (Bolghar)

Steppes Centralasia 3

Khwarezm (Gorganch) · Merv · Kara Kum (Konjikala)

Germany

Northern Germany

Westfalen (Bremen) · Ostfalen (Magideberc) · Brannenborg (Brennaburg) · Holstein-Mecklenburg (Liubice)

Low Countries

Brabant (Loven) · Friesland (Utrecht) · Flandre (Gand)

Rheinland

Oberlothringen (Trier) · Südfranken (Speyer) · Nordfranken (Frankfurt) · Niederlothrigen (Coellen)

Ulm Swabians

Schwaben (Ulm)

Southern Germany

Ostfranken (Nuorenberc) · Bayern (Regensburg)

Bohemia Austria

Bohemia (Praha) · Moravia (Olomóc) · Kärnten (Freiberg) · Ostmark (Wien)

Switzerland

Westschwaben (Basel)

France

Western France

Normandie (Rouen) · Bretagne (Roazhon) · Anjou (Angers) · Poitou (Poitiers)

Northern France

Île-de-France (Paris) · Orleanáis (Orléans) · Champagne du Sud (Troyes) · Champagne du Nord (Rheims) · Auvergne (Clermont)

Southern France

Aquitaine (Bordeaux) · Languedoc (Toulouse)

Burgundy

Bourgogne (Dijon) · Dauphiné (Lyon) · Provence (Arles)

Iberia

Pyrenees

Navarre (Pamplona) · Aragon (Zaragoza) · Castilla La Vieja (Burgos)

Levante

Valencia (Balansiyya) · Balearic Islands (Medina Mayurqa) · Cathalaunia (Barxiluna)

Castilla-Portugal

Beira (Coimbra) · León y Asturias (León) · Tajo (Al-Ušbuna) · Salamanca · Galicia (Santiago de Compostela) · Castile-LaMancha (Toledo)

Al Andalus

Central Andalusia (Qurtubah) · Eastern Andalusia (Garnāta) · Algarve (Šilb) · Murcia (Mursiyah) · Western Andalusia (Išbīliyyah) · Extremadura (Batalyaws)

Italy

Northern Italy

Lombardy (Milan) · Veneto (Venèzsia) · Liguria (Genova) · Verona · Niza

Central Italy

Romagna (Bologna) · Eastern Tuscany (Firenze) · Lazio (Roma) · Western Tuscany (Pisa)

Sicily

Campania (Napoli) · Trinacria (Balermus) · Apulia (Bari) · Spoleto (Ancona) · Calabria (Regium)

Sardinia

Sardìgna e Córsica (Calari)

Balkans

Pannonia

Pannónia (Székesfehérvár) · Felföld (Eger) · Alföld (Várad) · Croatia (Zagreb)

Carpathia

Transylvania (Gyulafehérvár) · Moldavia (Siret) · Wallachia (Târgovişte)

Illyricum

Dalmatia (Zara) · Ragusa · Albania (Dyrrachion)

Serbia

Bosnia (Vrhbosna) · Upper Serbia (Ras) · Lower Serbia (Belograd)

Bulgaria

Southern Bulgaria (Triadica) · Northern Bulgaria (Tarnovgrad)

Hellas

Makedonia (Thessalonike) · Epirus (Arta) · Hellas (Kórinthos) · Kretē (Chándakas)

Anatolia West 2

Ionia (Smyrne)

Constantinople And Surroundings

Marmara (Kōnstantinoúpolis) · Bithynia (Níkaia) · Thrake (Adrianoupolis)

Anatolia

Anatolia North 2

Chaldia (Trapezous) · Paphlagonia (Sinópē)

Anatolia Central 2

Galatia (Angora) · Lykaonia (Konya)

Anatolia East 2

Northern Capadoccia (Sivas) · Southern Cappadocia (Kayseri)

Cyprus Island

Kýpros (Lefkosia)

Anatolia South 2

Pamphylia (Attaleia)

Caucasus

Caucasus 4

Egrisi (Kutatïssi) · Kartli (T'pilisi) · Shirvan (Baku) · Derbent (Bāb al-Abwāb)

Armenia 4

Arminiya (Ani) · Armenian Highland (Qālīqalā) · Armenia Minor (Malatya) · Cilicia (Sision)

Mesopotamia

Syria West 3

Diyar Mudar (Édessa) · Antioch · Halab

Syria East 3

Ġarb al-Ġezīra (Ar-Raqqah) · Diyar Bakr (Hisn Kayfa) · Šark al-Ġezīra (Al-Mawsil)

Iraq 3

Sauad al-Irak (Baghdad) · Wasit (Al-Wasit) · Basra (Al-Basra)

Levant

Holy Land

Aš-Šām (Dimašqu) · Galilee (Acre) · Jerusalem · Tripoli

Arabia Deserta

Bahrain (Al-Ahsa) · Al-Heġāz (Makkah)

Arabia Nabatea

Asqalān · Oultrejordain (Aqaba) · Nefud (Tayma)

Persia

Alamut Hashishim

Alborz (Alamūt)

Persia North 3

Āzarbayjan (Tabrīz) · Media (Hamadān)

Khurasan 3

Ray · Esfahān

Persia Trade India

Khorasan (Nīshāpūr) · Carmania (Kerman)

Persia South 3

Fars (Shirāz) · Dasht-e Kavir (Yazd)

Egypt

Egypt

Bilād al-Iskanderia (Al-Iskandariyya) · Bilād al-Dumyāt (Dumyāt) · Asāfil Ard Misr (Al-Qāhira)

Nubia

A'alī Ard Misr (Qūs)

Maghreb

Ifrikiya

Northern Ifriqiya (Tūnis) · Southern Ifriqiya (Al-Mahdiya)

Algieria

Tilimsān · Maġreb al-Ausat (Al-Jazā’er)

Sahara

Sahara (Sigilmāsa) · Al-Maghrib al-Adna (Tarābulus)

Marocco

Ganūb Maġreb al-Aksa (Murrākus) · Šemāl Maġreb al-Aksa (Fās)

Hunters

Missile infantry

Where to hire

PoolCostMaxTurns per unitXPLimits
IrelandBritish Isles 1008112–253 1132–1299
IrelandBritish Isles 1008117–331 1300–1399
IrelandBritish Isles 1008125–500 1400–1560
ScotlandBritish Isles 1008117–330 1132–1300
WalesBritish Isles 100838–174 1132–1250
North-CentralBritish Isles 100826–112 1132–1250
SouthBritish Isles 100836–114 1132–1250
NorwayScandinavia 1008117–331
DenmarkScandinavia 1008117–331
SwedenScandinavia 1008117–331
Western PolandPoland & the Baltics 100826–173 1132–1299
Western PolandPoland & the Baltics 100827–201 1300–1499
Western PolandPoland & the Baltics 1008217–330 1500–1560
Eastern PolandPoland & the Baltics 100826–173 1132–1299
Eastern PolandPoland & the Baltics 100827–201 1300–1499
Eastern PolandPoland & the Baltics 1008217–330 1500–1560
Rus Mikra Rhossia 4Russia 100826–173 1132–1299
Rus Mikra Rhossia 4Russia 100827–201 1300–1499
Rus Mikra Rhossia 4Russia 1008217–330 1500–1560
Rus Novgorod 4Russia 100826–173 1132–1299
Rus Novgorod 4Russia 100827–201 1300–1499
Rus Novgorod 4Russia 1008217–330 1500–1560
Rus Kiev 3Russia 100826–173 1132–1299
Rus Kiev 3Russia 100827–201 1300–1499
Rus Kiev 3Russia 1008217–330 1500–1560
Rus Zalesiye 3Russia 100826–173 1132–1299
Rus Zalesiye 3Russia 100827–201 1300–1499
Rus Zalesiye 3Russia 1008217–330 1500–1560
Northern GermanyGermany 100826–173 1132–1199
Northern GermanyGermany 100827–201 1200–1399
Northern GermanyGermany 1008117–330 1400–1560
Low CountriesGermany 100827–201 1132–1399
Low CountriesGermany 1008117–330 1400–1560
Ulm SwabiansGermany 100826–173 1132–1199
Ulm SwabiansGermany 100827–201 1200–1399
Ulm SwabiansGermany 1008117–330 1400–1560
Southern GermanyGermany 100826–173 1132–1199
Southern GermanyGermany 100827–201 1200–1399
Southern GermanyGermany 1008117–330 1400–1560
Bohemia AustriaGermany 100826–173 1132–1199
Bohemia AustriaGermany 100827–201 1200–1399
Bohemia AustriaGermany 1008117–330 1400–1560
Western FranceFrance 100826–173 1132–1199
Western FranceFrance 100827–201 1200–1399
Western FranceFrance 1008117–330 1400–1560
Northern FranceFrance 100826–173 1132–1199
Northern FranceFrance 100827–201 1200–1399
Northern FranceFrance 1008117–330 1400–1560
Southern FranceFrance 100826–173 1132–1199
Southern FranceFrance 100827–201 1200–1399
Southern FranceFrance 1008117–330 1400–1560
BurgundyFrance 100826–173 1132–1199
BurgundyFrance 100827–201 1200–1399
BurgundyFrance 1008117–330 1400–1560
Northern ItalyItaly 100826–173 1132–1199
Northern ItalyItaly 100827–201 1200–1399
Northern ItalyItaly 1008117–330 1400–1560
Central ItalyItaly 100826–173 1132–1199
Central ItalyItaly 100827–201 1200–1399
Central ItalyItaly 1008117–330 1400–1560
SicilyItaly 100826–173 1132–1199
SicilyItaly 100827–201 1200–1399
SicilyItaly 1008117–330 1400–1560
SardiniaItaly 100826–173 1132–1199
SardiniaItaly 100827–201 1200–1399
SardiniaItaly 1008117–330 1400–1560

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

Abilities

  • Area attack

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

  • Peasant

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

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

Stats

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

Mercenary Crossbowmen

Mercenary unit (true)

Where to hire

PoolCostMaxTurns per unitXPLimits
IrelandBritish Isles 1880125–500 1132–1299After New Crossbow Mechanics Developed
IrelandBritish Isles 1880217–331 1300–1399
IrelandBritish Isles 1880310–203 1400–1560
ScotlandBritish Isles 1880125–500 1132–1299After New Crossbow Mechanics Developed
ScotlandBritish Isles 1880217–331 1300–1399
ScotlandBritish Isles 1880310–203 1400–1560
WalesBritish Isles 1880125–500 1132–1299After New Crossbow Mechanics Developed
WalesBritish Isles 1880217–331 1300–1399
WalesBritish Isles 1880310–203 1400–1560
North-CentralBritish Isles 1880125–500 1132–1299After New Crossbow Mechanics Developed
North-CentralBritish Isles 1880217–331 1300–1399
North-CentralBritish Isles 1880310–203 1400–1560
SouthBritish Isles 1880125–500 1132–1299After New Crossbow Mechanics Developed
SouthBritish Isles 1880217–331 1300–1399
SouthBritish Isles 1880310–203 1400–1560
NorwayScandinavia 1880125–501 After New Crossbow Mechanics Developed
DenmarkScandinavia 1880125–502 After New Crossbow Mechanics Developed
SwedenScandinavia 1880125–502 After New Crossbow Mechanics Developed
BalticsPoland & the Baltics 1880125–500 1132–1299After New Crossbow Mechanics Developed
BalticsPoland & the Baltics 1880217–331 1300–1399
BalticsPoland & the Baltics 1880310–203 1400–1560
Western PolandPoland & the Baltics 1880125–500 1132–1299After New Crossbow Mechanics Developed
Western PolandPoland & the Baltics 1880217–331 1300–1399
Western PolandPoland & the Baltics 1880310–203 1400–1560
Eastern PolandPoland & the Baltics 1880125–500 1132–1299After New Crossbow Mechanics Developed
Eastern PolandPoland & the Baltics 1880217–331 1300–1399
Eastern PolandPoland & the Baltics 1880310–203 1400–1560
Rus Mikra Rhossia 4Russia 1880112–250 1250–1339
Rus Mikra Rhossia 4Russia 1880117–331 1340–1430
Rus Novgorod 4Russia 1880112–250 1250–1339
Rus Novgorod 4Russia 1880117–331 1340–1430
Rus Kiev 3Russia 1880112–250 1250–1339
Rus Kiev 3Russia 1880117–331 1340–1430
Rus Zalesiye 3Russia 1880112–250 1250–1339
Rus Zalesiye 3Russia 1880117–331 1340–1430
Northern GermanyGermany 1880225–500 1132–1189
Northern GermanyGermany 188037–251 1190–1259
Northern GermanyGermany 188026–173 1260–1339
Northern GermanyGermany 188017–250 1340–1450
Low CountriesGermany 1880225–500 1132–1189
Low CountriesGermany 188037–251 1190–1259
Low CountriesGermany 188026–173 1260–1339
Low CountriesGermany 188017–250 1340–1450
RheinlandGermany 1880117–332 1132–1300
Ulm SwabiansGermany 1880225–500 1132–1189
Ulm SwabiansGermany 188037–251 1190–1259
Ulm SwabiansGermany 188026–173 1260–1339
Ulm SwabiansGermany 188017–250 1340–1450
Southern GermanyGermany 1880225–500 1132–1189
Southern GermanyGermany 188037–251 1190–1259
Southern GermanyGermany 188026–173 1260–1339
Southern GermanyGermany 188017–250 1340–1450
Bohemia AustriaGermany 1880225–500 1132–1189
Bohemia AustriaGermany 188037–251 1190–1259
Bohemia AustriaGermany 188026–173 1260–1339
Bohemia AustriaGermany 188017–250 1340–1450
SwitzerlandGermany 1880225–500 1132–1189
SwitzerlandGermany 188037–251 1190–1259
SwitzerlandGermany 188026–173 1260–1339
SwitzerlandGermany 188017–250 1340–1450
Western FranceFrance 1880225–500 1132–1189
Western FranceFrance 188037–251 1190–1259
Western FranceFrance 188026–173 1260–1339
Western FranceFrance 188017–250 1340–1450
Northern FranceFrance 1880225–500 1132–1189
Northern FranceFrance 188037–251 1190–1259
Northern FranceFrance 188026–173 1260–1339
Northern FranceFrance 188017–250 1340–1450
Southern FranceFrance 1880225–500 1132–1189
Southern FranceFrance 188037–251 1190–1259
Southern FranceFrance 188026–173 1260–1339
Southern FranceFrance 188017–250 1340–1450
BurgundyFrance 1880225–500 1132–1189
BurgundyFrance 188037–251 1190–1259
BurgundyFrance 188026–173 1260–1339
BurgundyFrance 188017–250 1340–1450
PyreneesIberia 1880225–500 1132–1189
PyreneesIberia 188037–251 1190–1259
PyreneesIberia 188026–173 1260–1339
PyreneesIberia 188017–250 1340–1450
LevanteIberia 1880225–500 1132–1189
LevanteIberia 188037–251 1190–1259
LevanteIberia 188026–173 1260–1339
LevanteIberia 188017–250 1340–1450
Castilla-PortugalIberia 1880225–500 1132–1189
Castilla-PortugalIberia 188037–251 1190–1259
Castilla-PortugalIberia 188026–173 1260–1339
Castilla-PortugalIberia 188017–250 1340–1450
Al AndalusIberia 1880117–332 1132–1300
Northern ItalyItaly 1880225–500 1132–1189
Northern ItalyItaly 188037–251 1190–1259
Northern ItalyItaly 188026–173 1260–1339
Northern ItalyItaly 188017–250 1340–1450
Central ItalyItaly 1880225–500 1132–1189
Central ItalyItaly 188037–251 1190–1259
Central ItalyItaly 188026–173 1260–1339
Central ItalyItaly 188017–250 1340–1450
SicilyItaly 1880225–500 1132–1189
SicilyItaly 188037–251 1190–1259
SicilyItaly 188026–173 1260–1339
SicilyItaly 188017–250 1340–1450
SardiniaItaly 1880225–500 1132–1189
SardiniaItaly 188037–251 1190–1259
SardiniaItaly 188026–173 1260–1339
SardiniaItaly 188017–250 1340–1450
PannoniaBalkans 1880117–332 1150–1350
CarpathiaBalkans 1880117–332 1150–1350
IllyricumBalkans 1880117–332 1132–1300
SerbiaBalkans 1880117–332 1150–1350
BulgariaBalkans 1880117–332 1150–1350
Constantinople And SurroundingsBalkans 1880225–500 1132–1189
Constantinople And SurroundingsBalkans 188037–251 1190–1259
Constantinople And SurroundingsBalkans 188026–173 1260–1339
Constantinople And SurroundingsBalkans 188017–250 1340–1450
Holy LandLevant 1880217–331 1132–1349After New Crossbow Mechanics Developed
Syria West 3Mesopotamia 1880117–330 After New Crossbow Mechanics Developed
EgyptEgypt 1880117–330 After New Crossbow Mechanics Developed
IfrikiyaMaghreb 1880117–330 After New Crossbow Mechanics Developed
AlgieriaMaghreb 1880117–330 After New Crossbow Mechanics Developed
MaroccoMaghreb 1880225–500 1132–1390After New Crossbow Mechanics Developed
MaroccoMaghreb 1880217–331 1391–1560

MERCENARIES / MORALE 8/NORMAL DISCIPLINE/ TRAINED The crossbow is a potent weapon ready to be used with minimal training unlike other archery weapons. It is slow to reload and lacks the distance of drawn bows but makes up for it in power. Mercenary crossbow units are popular throughout the known world as they provide ranged punch for those that need it. GAMEPLAY NOTES: Mercenaries are used to quickly create an army or reinforce your own. They usually have high hiring and maintenance costs in exchange for being able to have them instantly and with military experience without needing military infrastructure. If you don't pay them their salary or you go bankrupt, they will disappear from your army. After all, they are mercenaries who fight for money for any faction or religion.

Abilities

  • Area attack

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

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
52
Missile
Crossbow Bolt: attack 7, range 150, 18 ammo
Melee
attack 3, charge 1 (sword)
Defence
armour 3, skill 4, shield 0
Morale
8 · Normal discipline · Trained
Cost
1880 florins, 705 upkeep, 1 turn to train
Terrain
+1 in scrub, -1 in sand, +3 in forest
Heat
+3 fatigue in hot climates

Irish Kerns

AOR unit

Where to hire

PoolCostMaxTurns per unitXPLimits
IrelandBritish Isles 1219312–251 1132–1250
IrelandBritish Isles 121936–173 1251–1560
ScotlandBritish Isles 1219125–501
WalesBritish Isles 1219225–501

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

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

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

Stats

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

Mercenary Galloglaich

mercenary unit

Where to hire

PoolCostMaxTurns per unitXPLimits
IrelandBritish Isles 229028–332 1200–1299
IrelandBritish Isles 229026–173 1300–1560
ScotlandBritish Isles 229038–331 1132–1400

MERCENARIES / MORALE 9/NORMAL DISCIPLINED/ TRAINED Galloglaich are fierce warriors originally from the western seaboard of Scotland, who fled to Ireland and found employment there. Originally paid in beef and later land for service to Ireland's Tribal, Provincial and High Kings, these fierce warriors are formidable fighters armed with large two-handed axes and wearing light armour. They are big men feared by simple soldiers, useful shock troops for destroy enemy lines. GAMEPLAY NOTES: Mercenaries are used to quickly create an army or reinforce your own. They usually have high hiring and maintenance costs in exchange for being able to have them instantly and with military experience without needing military infrastructure. If you don't pay them their salary or you go bankrupt, they will disappear from your army. After all, they are mercenaries who fight for money for any faction or religion.

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.

  • Mercenary

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

  • Mercenary disband

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

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

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

Stats

Men
48
Melee
attack 8, charge 6 (axe)
Defence
armour 6, skill 7, shield 0
Morale
9 · Normal discipline · Trained
Cost
2290 florins, 847 upkeep, 1 turn to train
Mount effect
+2 vs Horse, +2 vs Camel, +2 vs Elephant
Terrain
-2 in sand, +1 in forest
Heat
+5 fatigue in hot climates

Mercenary Northmen

mercenary (true)

Where to hire

PoolCostMaxTurns per unitXPLimits
IrelandBritish Isles 155029–173 1132–1200
ScotlandBritish Isles 155029–173 1132–1200
NorwayScandinavia 155029–173 1132–1400
DenmarkScandinavia 155029–173 1132–1400
SwedenScandinavia 155029–173 1132–1400
North BalticPoland & the Baltics 1550214–253 1132–1400
BalticsPoland & the Baltics 1550114–253 1132–1400

MERCENARIES/ MORALE 9/ DISCIPLINED// TRAINED. These fearsome mercenaries from the North, originally from the Scandinavian and Baltic lands, fight in the ancient Viking style inherited from their Nordic ancestors, Furthermore, these mercenaries can be found in Scottish lands, specifically in the Orkney Islands, where they were never governed independently, they were always subject to the Norwegian crown and the jarls also had dominion over Caithness (Scotland) and, until 1194, the Shetland Islands. Many Scandinavian men tried their luck as mercenaries to the highest bidder, offering their valuable warrior attributes to chieftains, Jarls or foreign kings, the most famous being the Varangian Guard who offered their services to the Roman Emperor of Constantinople. This rough mercenary band is accustomed to the freezing climates of Northern Europe and will be useful in battle fighting hand to hand with their fearsome axes and swords, resisting any attack with their famous shield wall, of course, they will offer their services at a high cost.

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.

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
56
Melee
attack 5, charge 4 (axe)
Defence
armour 3, skill 6, shield 4
Morale
9 · Disciplined · Trained
Cost
1550 florins, 697 upkeep, 1 turn to train
Terrain
+1 in scrub, -1 in sand, +3 in forest, +2 in snow
Heat
+5 fatigue in hot climates

Scots Clansmen

AOR unit , tribal unit

Where to hire

PoolCostMaxTurns per unitXPLimits
IrelandBritish Isles 1292212–250
ScotlandBritish Isles 129239–173

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

Abilities

  • Armour piercing

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

  • Hides anywhere

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

  • Hardy

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

  • Peasant

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

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

Stats

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

Mercenary Cog

ship

Where to hire

PoolCostMaxTurns per unitXPLimits
IrelandBritish Isles 55511–31 Crusade armies only
ScotlandBritish Isles 55511–31 Crusade armies only
WalesBritish Isles 55511–31 Crusade armies only
North-CentralBritish Isles 55511–30 Crusade armies only
SouthBritish Isles 55511–30 Crusade armies only
Northern GermanyGermany 55511–30 Crusade armies only
Low CountriesGermany 55511–30 Crusade armies only
Ulm SwabiansGermany 55511–30 Crusade armies only
Southern GermanyGermany 55511–30 Crusade armies only
Western FranceFrance 55511–30 Crusade armies only
Southern FranceFrance 55511–30 Crusade armies only
BurgundyFrance 55511–30 Crusade armies only

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

Abilities

  • Mercenary

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

Also: Sea-faring, Can withdraw

Stats

Men
20
Melee
attack 5, charge 0
Defence
armour 0, skill 10, shield 0
Morale
14 · Normal discipline · Trained
Cost
932 florins, 1244 upkeep, 1 turn to train

Crusader Sergeants

Crusaders troops

Where to hire

PoolCostMaxTurns per unitXPLimits
IrelandBritish Isles 66344–122 Crusade armies only
ScotlandBritish Isles 66344–122 Crusade armies only
WalesBritish Isles 66344–122 Crusade armies only
North-CentralBritish Isles 663217–334 1132–1291Crusade armies only
North-CentralBritish Isles 66326–141 1132–1199Crusade armies only
North-CentralBritish Isles 66325–93 1200–1299Crusade armies only
North-CentralBritish Isles 66326–140 1300–1449Crusade armies only
SouthBritish Isles 663217–334 1132–1291Crusade armies only
SouthBritish Isles 66326–141 1132–1199Crusade armies only
SouthBritish Isles 66325–93 1200–1299Crusade armies only
SouthBritish Isles 66326–140 1300–1449Crusade armies only
NorwayScandinavia 66326–141 1132–1199Crusade armies onlyAfter The Sawmill
NorwayScandinavia 66325–93 1200–1299Crusade armies onlyAfter The Sawmill
NorwayScandinavia 66326–140 1300–1449Crusade armies onlyAfter The Sawmill
DenmarkScandinavia 66326–141 1132–1199Crusade armies onlyAfter The Sawmill
DenmarkScandinavia 66325–93 1200–1299Crusade armies onlyAfter The Sawmill
DenmarkScandinavia 66326–140 1300–1449Crusade armies onlyAfter The Sawmill
SwedenScandinavia 66326–141 1132–1199Crusade armies onlyAfter The Sawmill
SwedenScandinavia 66325–93 1200–1299Crusade armies onlyAfter The Sawmill
SwedenScandinavia 66326–140 1300–1449Crusade armies onlyAfter The Sawmill
North BalticPoland & the Baltics 66326–141 1132–1199Crusade armies onlyAfter The Sawmill
North BalticPoland & the Baltics 66325–93 1200–1299Crusade armies onlyAfter The Sawmill
North BalticPoland & the Baltics 66326–140 1300–1449Crusade armies onlyAfter The Sawmill
BalticsPoland & the Baltics 66326–141 1132–1199Crusade armies onlyAfter The Sawmill
BalticsPoland & the Baltics 66325–93 1200–1299Crusade armies onlyAfter The Sawmill
BalticsPoland & the Baltics 66326–140 1300–1449Crusade armies onlyAfter The Sawmill
Western PolandPoland & the Baltics 66326–141 1132–1199Crusade armies onlyAfter The Sawmill
Western PolandPoland & the Baltics 66325–93 1200–1299Crusade armies onlyAfter The Sawmill
Western PolandPoland & the Baltics 66326–140 1300–1449Crusade armies onlyAfter The Sawmill
Eastern PolandPoland & the Baltics 66326–141 1132–1199Crusade armies onlyAfter The Sawmill
Eastern PolandPoland & the Baltics 66325–93 1200–1299Crusade armies onlyAfter The Sawmill
Eastern PolandPoland & the Baltics 66326–140 1300–1449Crusade armies onlyAfter The Sawmill
Northern GermanyGermany 663225–504 1132–1291Crusade armies only
Northern GermanyGermany 66326–141 1132–1199Crusade armies only
Northern GermanyGermany 66326–143 1200–1299Crusade armies only
Northern GermanyGermany 663217–330 1300–1449Crusade armies only
Low CountriesGermany 663217–334 1132–1291Crusade armies only
Low CountriesGermany 66326–141 1132–1199Crusade armies only
Low CountriesGermany 66325–93 1200–1299Crusade armies only
Low CountriesGermany 66326–140 1300–1449Crusade armies only
RheinlandGermany 663225–504 1132–1291Crusade armies only
RheinlandGermany 66326–141 1132–1199Crusade armies only
RheinlandGermany 66326–143 1200–1299Crusade armies only
RheinlandGermany 663217–330 1300–1449Crusade armies only
Ulm SwabiansGermany 663225–504 1132–1291Crusade armies only
Ulm SwabiansGermany 66326–141 1132–1199Crusade armies only
Ulm SwabiansGermany 66326–143 1200–1299Crusade armies only
Ulm SwabiansGermany 663217–330 1300–1449Crusade armies only
Southern GermanyGermany 663225–504 1132–1291Crusade armies only
Southern GermanyGermany 66326–141 1132–1199Crusade armies only
Southern GermanyGermany 66326–143 1200–1299Crusade armies only
Southern GermanyGermany 663217–330 1300–1449Crusade armies only
Bohemia AustriaGermany 663225–504 1132–1291Crusade armies only
Bohemia AustriaGermany 66326–141 1132–1199Crusade armies only
Bohemia AustriaGermany 66326–143 1200–1299Crusade armies only
Bohemia AustriaGermany 663217–330 1300–1449Crusade armies only
Western FranceFrance 663225–504 1132–1291Crusade armies only
Western FranceFrance 66326–141 1132–1199Crusade armies only
Western FranceFrance 66326–143 1200–1299Crusade armies only
Western FranceFrance 663217–330 1300–1449Crusade armies only
Northern FranceFrance 663225–504 1132–1291Crusade armies only
Northern FranceFrance 66326–141 1132–1199Crusade armies only
Northern FranceFrance 66326–143 1200–1299Crusade armies only
Northern FranceFrance 663217–330 1300–1449Crusade armies only
Southern FranceFrance 663225–504 1132–1291Crusade armies only
Southern FranceFrance 66326–141 1132–1199Crusade armies only
Southern FranceFrance 66326–143 1200–1299Crusade armies only
Southern FranceFrance 663217–330 1300–1449Crusade armies only
BurgundyFrance 663225–504 1132–1291Crusade armies only
BurgundyFrance 66326–141 1132–1199Crusade armies only
BurgundyFrance 66326–143 1200–1299Crusade armies only
BurgundyFrance 663217–330 1300–1449Crusade armies only
PyreneesIberia 663225–504 1132–1291Crusade armies only
PyreneesIberia 66326–140 1132–1199Crusade armies only
PyreneesIberia 66326–141 1200–1299Crusade armies only
PyreneesIberia 663217–330 1300–1449Crusade armies only
LevanteIberia 663225–504 1132–1291Crusade armies only
LevanteIberia 66326–140 1132–1199Crusade armies only
LevanteIberia 66326–141 1200–1299Crusade armies only
LevanteIberia 663217–330 1300–1449Crusade armies only
Castilla-PortugalIberia 663225–504 1132–1291Crusade armies only
Castilla-PortugalIberia 66326–140 1132–1199Crusade armies only
Castilla-PortugalIberia 66326–141 1200–1299Crusade armies only
Castilla-PortugalIberia 663217–330 1300–1449Crusade armies only
Al AndalusIberia 66336–143 Crusade armies only
Northern ItalyItaly 663225–504 1132–1291Crusade armies only
Northern ItalyItaly 66326–140 1132–1199Crusade armies only
Northern ItalyItaly 66326–141 1200–1299Crusade armies only
Northern ItalyItaly 663217–330 1300–1449Crusade armies only
Central ItalyItaly 663225–504 1132–1291Crusade armies only
Central ItalyItaly 66326–140 1132–1199Crusade armies only
Central ItalyItaly 66326–141 1200–1299Crusade armies only
Central ItalyItaly 663217–330 1300–1449Crusade armies only
SicilyItaly 663225–504 1132–1291Crusade armies only
SicilyItaly 66326–140 1132–1199Crusade armies only
SicilyItaly 66326–141 1200–1299Crusade armies only
SicilyItaly 663217–330 1300–1449Crusade armies only
PannoniaBalkans 66326–141 1132–1199Crusade armies onlyAfter The Sawmill
PannoniaBalkans 66325–93 1200–1299Crusade armies onlyAfter The Sawmill
PannoniaBalkans 66326–140 1300–1449Crusade armies onlyAfter The Sawmill
IllyricumBalkans 66326–141 1132–1199Crusade armies onlyAfter The Sawmill
IllyricumBalkans 66325–93 1200–1299Crusade armies onlyAfter The Sawmill
IllyricumBalkans 66326–140 1300–1449Crusade armies onlyAfter The Sawmill
Anatolia West 2Balkans 66326–141 1132–1199Crusade armies onlyAfter The Sawmill
Anatolia West 2Balkans 66325–93 1200–1299Crusade armies onlyAfter The Sawmill
Anatolia West 2Balkans 66326–140 1300–1449Crusade armies onlyAfter The Sawmill
Constantinople And SurroundingsBalkans 66326–141 1132–1199Crusade armies onlyAfter The Sawmill
Constantinople And SurroundingsBalkans 66325–93 1200–1299Crusade armies onlyAfter The Sawmill
Constantinople And SurroundingsBalkans 66326–140 1300–1449Crusade armies onlyAfter The Sawmill
Holy LandLevant 66326–93 Crusade armies only
Syria West 3Mesopotamia 66326–93 Crusade armies only

CRUSADER TROOPS/ MORALE 8/ DISCIPLINED/ TRAINED/ . In a soldier's life, it is inevitable that many sins are committed, which can weigh heavily on the conscience. The rank and file, as well as the nobility, can earn redemption for their sins by joining a crusade, and these men are eager for the opportunity. Give them a chance, and they will defend your army from God's foes. Wearing mail, and wielding a long spear and a solid kite-shield, these are excellent defensive infantry against infidels. GAMEPLAY NOTES:Crusader troops can be recruited when a Crusade is called by the Pope. Their recruitment cost is usually low, given the high benefits they offer upon joining an army. However, their upkeep is high, though free during the Crusade itself due to their faith and desire to conquer infidel lands. Be careful, though, when the Crusade ends. You'll most likely have to disband these expensive units if you don't want to run into a rapid financial deficit, as the Crusaders will then demand payment for their high upkeep in exchange for their services. These troops will have a mercenary character without actually being so, nor will they automatically disband when you run out of funds; they have a low recruitment cost but a high maintenance cost in exchange for good quality military units and good morale.

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.

  • Mercenary

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

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

Stats

Men
60
Melee
attack 3, charge 3 (spear)
Defence
armour 5, skill 4, shield 6
Morale
10 · Disciplined · Trained
Cost
663 florins, 1038 upkeep, 1 turn to train
Mount effect
+5 vs Horse, +5 vs Camel
Terrain
+1 in scrub, -1 in sand, +3 in forest
Heat
+6 fatigue in hot climates

Armed Pilgrims

Religious Fanatics

Where to hire

PoolCostMaxTurns per unitXPLimits
IrelandBritish Isles 28634–121 1260–1560Crusade armies only
ScotlandBritish Isles 28634–121 1260–1560Crusade armies only
WalesBritish Isles 28634–121 1260–1560Crusade armies only
North-CentralBritish Isles 286217–334 1132–1291Crusade armies only
North-CentralBritish Isles 28626–141 1132–1199Crusade armies only
North-CentralBritish Isles 28625–93 1200–1299Crusade armies only
North-CentralBritish Isles 28626–140 1300–1449Crusade armies only
SouthBritish Isles 286217–334 1132–1291Crusade armies only
SouthBritish Isles 28626–141 1132–1199Crusade armies only
SouthBritish Isles 28625–93 1200–1299Crusade armies only
SouthBritish Isles 28626–140 1300–1449Crusade armies only
Northern GermanyGermany 286225–504 1132–1291Crusade armies only
Northern GermanyGermany 28626–141 1132–1199Crusade armies only
Northern GermanyGermany 28626–143 1200–1299Crusade armies only
Northern GermanyGermany 286217–330 1300–1449Crusade armies only
Low CountriesGermany 286217–334 1132–1291Crusade armies only
Low CountriesGermany 28626–141 1132–1199Crusade armies only
Low CountriesGermany 28625–93 1200–1299Crusade armies only
Low CountriesGermany 28626–140 1300–1449Crusade armies only
RheinlandGermany 286225–504 1132–1291Crusade armies only
RheinlandGermany 28626–141 1132–1199Crusade armies only
RheinlandGermany 28626–143 1200–1299Crusade armies only
RheinlandGermany 286217–330 1300–1449Crusade armies only
Ulm SwabiansGermany 286225–504 1132–1291Crusade armies only
Ulm SwabiansGermany 28626–141 1132–1199Crusade armies only
Ulm SwabiansGermany 28626–143 1200–1299Crusade armies only
Ulm SwabiansGermany 286217–330 1300–1449Crusade armies only
Southern GermanyGermany 286225–504 1132–1291Crusade armies only
Southern GermanyGermany 28626–141 1132–1199Crusade armies only
Southern GermanyGermany 28626–143 1200–1299Crusade armies only
Southern GermanyGermany 286217–330 1300–1449Crusade armies only
Bohemia AustriaGermany 286225–504 1132–1291Crusade armies only
Bohemia AustriaGermany 28626–141 1132–1199Crusade armies only
Bohemia AustriaGermany 28626–143 1200–1299Crusade armies only
Bohemia AustriaGermany 286217–330 1300–1449Crusade armies only
Western FranceFrance 286225–504 1132–1291Crusade armies only
Western FranceFrance 28626–141 1132–1199Crusade armies only
Western FranceFrance 28626–143 1200–1299Crusade armies only
Western FranceFrance 286217–330 1300–1449Crusade armies only
Northern FranceFrance 286225–504 1132–1291Crusade armies only
Northern FranceFrance 28626–141 1132–1199Crusade armies only
Northern FranceFrance 28626–143 1200–1299Crusade armies only
Northern FranceFrance 286217–330 1300–1449Crusade armies only
Southern FranceFrance 286225–504 1132–1291Crusade armies only
Southern FranceFrance 28626–141 1132–1199Crusade armies only
Southern FranceFrance 28626–143 1200–1299Crusade armies only
Southern FranceFrance 286217–330 1300–1449Crusade armies only
BurgundyFrance 286225–504 1132–1291Crusade armies only
BurgundyFrance 28626–141 1132–1199Crusade armies only
BurgundyFrance 28626–143 1200–1299Crusade armies only
BurgundyFrance 286217–330 1300–1449Crusade armies only

RELIGIOUS FANATICS/ MORALE 14/ IMPETUOUS/ UNTRAINED/ IS PEASANT Armed Pilgrims are people from lower classes of society, common folk, priests etc. who are undertaking a pilgrimage to the Holy Land. An undertaking of such a journey is signified by wearing a cross, normally sewn on to the right shoulder or chest. However, the pilgrimages are dangerous so this folk is equipped with simple weapons for protection - and for an attack, if needed. These Christian pilgrims come from the lands of Northern and Central Europe, they are a little better armed than other European pilgrims and it costs a little more to maintain them but they are still the same cannon fodder within a professional army, only their faith will make them skilled in combat. GAMEPLAY NOTES:These pilgrims are fanatical religious troops with very high morale but little military equipment. They will fight with blind faith but won't last long in combat, and they don't even maintain public order in settlements. Use them as cheap troops or cannon fodder to wear down your enemy so you can counterattack with heavier troops.

Abilities

  • Mercenary

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

  • Peasant

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

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

Stats

Men
80
Melee
attack 3, charge 4 (mace)
Defence
armour 1, skill 2, shield 2
Morale
14 · Impetuous · Untrained
Cost
286 florins, 451 upkeep, 1 turn to train
Terrain
+1 in scrub, -1 in sand, -1 in forest

Mercenary Longbowmen

mercenary unit(true)

Where to hire

PoolCostMaxTurns per unitXPLimits
ScotlandBritish Isles 229026–171 1301–1400
ScotlandBritish Isles 229024–122 1401–1560
WalesBritish Isles 229035–124 1300–1560
North-CentralBritish Isles 229035–124 1300–1560
SouthBritish Isles 229045–124 1300–1560
Low CountriesGermany 2290212–254 1300–1560
Western FranceFrance 229026–174 1300–1560
Northern FranceFrance 229026–174 1300–1560
Southern FranceFrance 229026–174 1300–1560
BurgundyFrance 229026–174 1300–1560
PyreneesIberia 2290212–254 1300–1560
LevanteIberia 2290212–254 1300–1560
Northern ItalyItaly 229026–174 1300–1560
Central ItalyItaly 229018–334 1300–1560

Quality: Superior. Type: Mercenary (low recruitment and replenishment costs, often reduced morale and high upkeep). These longbowmen are mercenaries of English origin. Willing to sell themselves and their skills to the highest bidder, they provide an opportunity to bolster an army that is weak in missile troops. Protected with light mail and a sword, they prefer to stay out of melee if they can. Like other longbowmen they can lay defensive stakes.

Abilities

  • Area attack

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

  • Hardy

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

  • Mercenary

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

  • Mercenary disband

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

  • 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
Quality Mass Bodkin Arrow: attack 7, range 200, 30 ammo
Melee
attack 4, charge 2 (sword)
Defence
armour 7, skill 6, shield 0
Morale
9 · Normal discipline · Trained
Cost
2290 florins, 859 upkeep, 1 turn to train
Terrain
+1 in scrub, -1 in sand, +3 in forest, +1 in snow
Heat
+7 fatigue in hot climates

Galwegian Javelinmen

AOR unit, factional

Where to hire

PoolCostMaxTurns per unitXPLimits
ScotlandBritish Isles 902217–330
North-CentralBritish Isles 902117–330

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

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • Peasant

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

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

Stats

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

Mercenary Spearmen

mercenary unit (true)

Where to hire

PoolCostMaxTurns per unitXPLimits
ScotlandBritish Isles 1936117–332 1200–1560
WalesBritish Isles 1936112–253 1200–1560
North-CentralBritish Isles 1936112–253 1200–1560
SouthBritish Isles 1936212–253 1200–1560
NorwayScandinavia 1936117–331 1200–1560
DenmarkScandinavia 1936117–331 1200–1560
SwedenScandinavia 1936117–331 1200–1560
Rus Mikra Rhossia 4Russia 1936125–500 1400–1560
Rus Novgorod 4Russia 1936125–500 1400–1560
Rus Kiev 3Russia 1936125–500 1400–1560
Rus Zalesiye 3Russia 1936125–500 1400–1560
Northern GermanyGermany 1936114–500 1132–1169
Northern GermanyGermany 193617–201 1170–1239
Northern GermanyGermany 193616–173 1240–1289
Northern GermanyGermany 193617–202 1290–1339
Northern GermanyGermany 193617–200 1340–1419
Low CountriesGermany 1936114–500 1132–1169
Low CountriesGermany 193617–201 1170–1239
Low CountriesGermany 193616–173 1240–1289
Low CountriesGermany 193617–202 1290–1339
Low CountriesGermany 193617–200 1340–1419
RheinlandGermany 1936114–500 1132–1169
RheinlandGermany 193617–201 1170–1239
RheinlandGermany 193616–173 1240–1289
RheinlandGermany 193617–202 1290–1339
RheinlandGermany 193617–200 1340–1419
Ulm SwabiansGermany 1936114–500 1132–1169
Ulm SwabiansGermany 193617–201 1170–1239
Ulm SwabiansGermany 193616–173 1240–1289
Ulm SwabiansGermany 193617–202 1290–1339
Ulm SwabiansGermany 193617–200 1340–1419
Southern GermanyGermany 1936114–500 1132–1169
Southern GermanyGermany 193617–201 1170–1239
Southern GermanyGermany 193616–173 1240–1289
Southern GermanyGermany 193617–202 1290–1339
Southern GermanyGermany 193617–200 1340–1419
Bohemia AustriaGermany 1936114–500 1132–1169
Bohemia AustriaGermany 193617–201 1170–1239
Bohemia AustriaGermany 193616–173 1240–1289
Bohemia AustriaGermany 193617–202 1290–1339
Bohemia AustriaGermany 193617–200 1340–1419
SwitzerlandGermany 1936114–500 1132–1169
SwitzerlandGermany 193617–201 1170–1239
SwitzerlandGermany 193616–173 1240–1289
SwitzerlandGermany 193617–202 1290–1339
SwitzerlandGermany 193617–200 1340–1419
Western FranceFrance 1936114–500 1132–1169
Western FranceFrance 193617–201 1170–1239
Western FranceFrance 193616–173 1240–1289
Western FranceFrance 193617–202 1290–1339
Western FranceFrance 193617–200 1340–1419
Northern FranceFrance 1936114–500 1132–1169
Northern FranceFrance 193617–201 1170–1239
Northern FranceFrance 193616–173 1240–1289
Northern FranceFrance 193617–202 1290–1339
Northern FranceFrance 193617–200 1340–1419
Southern FranceFrance 1936114–500 1132–1169
Southern FranceFrance 193617–201 1170–1239
Southern FranceFrance 193616–173 1240–1289
Southern FranceFrance 193617–202 1290–1339
Southern FranceFrance 193617–200 1340–1419
BurgundyFrance 1936114–500 1132–1169
BurgundyFrance 193617–201 1170–1239
BurgundyFrance 193616–173 1240–1289
BurgundyFrance 193617–202 1290–1339
BurgundyFrance 193617–200 1340–1419
PyreneesIberia 1936217–330 1132–1199
PyreneesIberia 193627–251 1200–1250
PyreneesIberia 193627–254 1200–1299
PyreneesIberia 1936217–330 1300–1399
LevanteIberia 1936217–330 1132–1199
LevanteIberia 193627–251 1200–1250
LevanteIberia 193627–254 1200–1299
LevanteIberia 1936217–330 1300–1399
Castilla-PortugalIberia 1936217–330 1132–1199
Castilla-PortugalIberia 193627–251 1200–1250
Castilla-PortugalIberia 193627–254 1200–1299
Castilla-PortugalIberia 1936217–330 1300–1399
Al AndalusIberia 1936112–252 1200–1560
Northern ItalyItaly 193626–11 1132–1400
Central ItalyItaly 193626–143 1132–1400
SicilyItaly 1936112–252
PannoniaBalkans 1936112–252 1200–1560
PannoniaBalkans 1936125–500 1132–1169
PannoniaBalkans 1936112–201 1170–1239
PannoniaBalkans 1936110–173 1240–1289
PannoniaBalkans 1936112–202 1290–1339
PannoniaBalkans 1936112–200 1340–1560
CarpathiaBalkans 1936112–252 1200–1560
CarpathiaBalkans 1936125–500 1132–1169
CarpathiaBalkans 1936112–201 1170–1239
CarpathiaBalkans 1936110–173 1240–1289
CarpathiaBalkans 1936112–202 1290–1339
CarpathiaBalkans 1936112–200 1340–1560
IllyricumBalkans 1936112–252 1150–1560
SerbiaBalkans 1936112–252 1200–1560
BulgariaBalkans 1936112–252 1200–1560
HellasBalkans 1936112–252 1150–1560
Constantinople And SurroundingsBalkans 1936214–502 1132–1169
Constantinople And SurroundingsBalkans 193627–203 1170–1239
Constantinople And SurroundingsBalkans 193626–174 1240–1289
Constantinople And SurroundingsBalkans 193627–202 1290–1339
Constantinople And SurroundingsBalkans 193627–201 1340–1419

MERCENARIES / MORALE 8/NORMAL DISCIPLINE/ TRAINED The spear is one of the the most common and most effective weapon on battlefields throughout Europe. Wherever you go there are men for hire who can use a spear, and use it well. Wearing light armour but being solid defenders, these mercenaries are useful to bolster the ranks of any army that needs a solid reinforcement of spearmen to face cavalry or maintain a defensive line. GAMEPLAY NOTES: Mercenaries are used to quickly create an army or reinforce your own. They usually have high hiring and maintenance costs in exchange for being able to have them instantly and with military experience without needing military infrastructure. If you don't pay them their salary or you go bankrupt, they will disappear from your army. After all, they are mercenaries who fight for money for any faction or religion.

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.

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
60
Melee
attack 4, charge 2 (spear)
Defence
armour 5, skill 4, shield 5
Morale
8 · Normal discipline · Trained
Cost
1936 florins, 606 upkeep, 1 turn to train
Mount effect
+3 vs Horse, +3 vs Camel
Terrain
+1 in scrub, -1 in sand, +3 in forest
Heat
+7 fatigue in hot climates

Welsh Longbowmen

AOR unit ( cymry)

Where to hire

PoolCostMaxTurns per unitXPLimits
WalesBritish Isles 235344–123
WalesBritish Isles 235344–124 1250–1500
North-CentralBritish Isles 2353217–331
North-CentralBritish Isles 235334–124 1250–1500

REGIONAL TROOPS/ MORALE 8/ NORMAL DISCIPLINE/ TRAINED/AOR UNIT The Welsh people, also known as "Cymry," these words are descended from the Brythonic word combrogi, meaning "fellow-countrymen" or "compatriot".The use of the word Cymry as a self-designation derives from the location, in the post-Roman era (after the arrival of the Anglo-Saxons), of the Welsh (Brythonic-speaking) people in modern Wales as well as in northern England and southern Scotland. The English longbow, also called the Welsh longbow, was a powerful type of longbow (large, for archery) about two meters long, used by the English and Welsh during the Middle Ages for both hunting and warfare. It should be noted that the longbow had a great range and was accurate, but these two conditions were not met at the same time. The range of this medieval weapon is unknown, with estimates ranging from 165 to 228 m. On average, a longbowman could shoot up to twelve arrows per minute. It is said that "the longbow was the machine gun of the Middle Ages." In the British Isles, the first recorded use of this weapon was by the Welsh in 633. Offrid, the son of Edwin of Deira, King of Northumbria, was killed by an arrow shot from a Welsh longbow during a battle between the Welsh and the Mercians, more than five centuries before any record of its military use in England. Despite this, the weapon is usually known as the "English longbow" rather than the "Welsh longbow." During the Anglo-Norman invasions of Wales, Welsh archers exacted a heavy price from the invaders using this extraordinary weapon of war. The English quickly realized the impact the longbow could have on the battlefield. As soon as the Welsh campaign concluded successfully, Welsh recruits began to be incorporated into the English army. The lessons the English learned in Wales were later used to deadly effect by the Welsh mercenaries on the battlefields of France and Scotland. GAMEPLAY NOTES: As the inventors of the longbow, the Welsh are among it's most skilful proponents.Though weak in close combat, they're deadly at range. They can plant sharpened stakes in front of their position to keep enemies at bay.They are recruited in Welsh and English lands as mercenaries and also as AOR units in 3 regions (Wales, Northumbria and Mercia), their strength lies in their arrows and feared great range, as well as being very useful in wooded areas. Since they do not have armor, they are very vulnerable to enemy fire, and due to their laborious training, they demand a high payment when they act as mercenaries.

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.

  • 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
Quality Mass Bodkin Arrow: attack 7, range 190, 30 ammo
Melee
attack 1, charge 1 (knife)
Defence
armour 0, skill 4, shield 0
Morale
8 · Normal discipline · Trained
Cost
1264 florins, 474 upkeep, 3 turns to train
Terrain
+1 in scrub, -1 in sand, +4 in forest, +1 in snow

Mercenary Arquebusiers

mercenary unit (true merc)

Where to hire

PoolCostMaxTurns per unitXPLimits
WalesBritish Isles 1840125–503 1450–1560After A Deadly New Weapon!
North-CentralBritish Isles 1840125–503 1450–1560After A Deadly New Weapon!
SouthBritish Isles 1840125–503 1450–1560After A Deadly New Weapon!
NorwayScandinavia 1840117–333 1480–1560After A Deadly New Weapon!
DenmarkScandinavia 1840117–333 1480–1560After A Deadly New Weapon!
SwedenScandinavia 1840117–333 1480–1560After A Deadly New Weapon!
North BalticPoland & the Baltics 1840117–331 1450–1560After A Deadly New Weapon!
BalticsPoland & the Baltics 1840117–331 1450–1560After A Deadly New Weapon!
Western PolandPoland & the Baltics 1840117–330 1450–1560After A Deadly New Weapon!
Eastern PolandPoland & the Baltics 1840117–331 1450–1560After A Deadly New Weapon!
Rus Mikra Rhossia 4Russia 901125–500 1400–1560After A Deadly New Weapon!
Rus Novgorod 4Russia 901125–500 1400–1560After A Deadly New Weapon!
Rus Kiev 3Russia 901125–500 1400–1560After A Deadly New Weapon!
Rus Zalesiye 3Russia 901125–500 1400–1560After A Deadly New Weapon!
Northern GermanyGermany 1840217–330 1420–1489
Northern GermanyGermany 184026–171 1490–1560
Low CountriesGermany 1840217–330 1420–1489
Low CountriesGermany 184026–171 1490–1560
RheinlandGermany 1840117–333 1450–1560After A Deadly New Weapon!
Ulm SwabiansGermany 1840217–330 1420–1489
Ulm SwabiansGermany 184026–171 1490–1560
Southern GermanyGermany 1840217–330 1420–1489
Southern GermanyGermany 184026–171 1490–1560
Bohemia AustriaGermany 1840217–330 1420–1489
Bohemia AustriaGermany 184026–171 1490–1560
SwitzerlandGermany 1840217–330 1420–1489
SwitzerlandGermany 184026–171 1490–1560
Western FranceFrance 1840217–330 1420–1489
Western FranceFrance 184026–171 1490–1560
Northern FranceFrance 1840217–330 1420–1489
Northern FranceFrance 184026–171 1490–1560
Southern FranceFrance 1840217–330 1420–1489
Southern FranceFrance 184026–171 1490–1560
BurgundyFrance 1840217–330 1420–1489
BurgundyFrance 184026–171 1490–1560
PyreneesIberia 1840217–330 1420–1489
PyreneesIberia 184026–171 1490–1560
LevanteIberia 1840217–330 1420–1489
LevanteIberia 184026–171 1490–1560
Castilla-PortugalIberia 1840217–330 1420–1489
Castilla-PortugalIberia 184026–171 1490–1560
Al AndalusIberia 1840212–254 1500–1560After A Deadly New Weapon!
Northern ItalyItaly 1840117–334 1500–1560After A Deadly New Weapon!
Central ItalyItaly 1840117–334 1500–1560After A Deadly New Weapon!
SicilyItaly 1840117–333 1450–1560After A Deadly New Weapon!
SardiniaItaly 1840125–503 1450–1560After A Deadly New Weapon!
PannoniaBalkans 1840117–333 1450–1560After A Deadly New Weapon!
CarpathiaBalkans 1840117–333 1450–1560After A Deadly New Weapon!
IllyricumBalkans 1840117–334 1450–1560After A Deadly New Weapon!
SerbiaBalkans 1840117–333 1450–1560After A Deadly New Weapon!
BulgariaBalkans 1840117–333 1450–1560After A Deadly New Weapon!
Constantinople And SurroundingsBalkans 1840117–334 1500–1560After A Deadly New Weapon!

Quality: Average. Type: Mercenary (low recruitment and replenishment costs, often reduced morale and high upkeep). 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

  • 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.

  • Mercenary

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

  • Mercenary disband

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

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

Men
48
Missile
Early Arquebus Bullet: attack 12, range 90, 12 ammo
Melee
attack 3, charge 1 (sword)
Defence
armour 5, skill 5, shield 0
Morale
8 · Normal discipline · Trained
Cost
1840 florins, 690 upkeep, 4 turns to train
Terrain
+1 in scrub, -1 in sand, +3 in forest
Heat
+5 fatigue in hot climates

Mercenary Knights

mercenary unit (true)

Where to hire

PoolCostMaxTurns per unitXPLimits
WalesBritish Isles 125626–253 1300–1560
North-CentralBritish Isles 125624–113 1300–1560
SouthBritish Isles 125634–113 1300–1560
NorwayScandinavia 125626–253 1300–1560Catholic & Orthodox factions only
DenmarkScandinavia 268022–501 1300–1560Catholic & Orthodox factions only
SwedenScandinavia 268022–501 1300–1560Catholic & Orthodox factions only
North BalticPoland & the Baltics 268022–501 1300–1560Catholic & Orthodox factions only
Western PolandPoland & the Baltics 268022–501 1300–1560Catholic & Orthodox factions only
Eastern PolandPoland & the Baltics 268022–501 1300–1560Catholic & Orthodox factions only
Northern GermanyGermany 268028–331 1300–1560Catholic & Orthodox factions only
Low CountriesGermany 268028–331 1300–1560Catholic & Orthodox factions only
RheinlandGermany 268028–331 1300–1560Catholic & Orthodox factions only
Southern GermanyGermany 268028–331 1300–1560Catholic & Orthodox factions only
Bohemia AustriaGermany 268028–331 1300–1560Catholic & Orthodox factions only
Western FranceFrance 268028–331 1300–1560Catholic & Orthodox factions only
Northern FranceFrance 268028–331 1300–1560Catholic & Orthodox factions only
Southern FranceFrance 268028–331 1300–1560Catholic & Orthodox factions only
BurgundyFrance 268028–331 1300–1560Catholic & Orthodox factions only
PyreneesIberia 268028–330 1300–1399Catholic & Orthodox factions only
PyreneesIberia 268026–171 1400–1560Catholic & Orthodox factions only
LevanteIberia 268028–330 1300–1399Catholic & Orthodox factions only
LevanteIberia 268026–171 1400–1560Catholic & Orthodox factions only
Castilla-PortugalIberia 125628–333 1300–1560Catholic & Orthodox factions only
Al AndalusIberia 125628–333 1300–1560Catholic & Orthodox factions only
Northern ItalyItaly 268028–331 1300–1560Catholic & Orthodox factions only
Central ItalyItaly 268022–501 1300–1560Catholic & Orthodox factions only
SicilyItaly 1256217–333 1300–1560Catholic & Orthodox factions only
IllyricumBalkans 268022–501 1300–1560Catholic & Orthodox factions only

Quality: Elite. Type: Mercenary (low recruitment and replenishment costs, often reduced morale and high upkeep). Not all Knights owned land, nor did joining an order or being part of a lord's retinue suit all knights. Many choose to offer their expertise in warfare to whomever can afford them. These knights are armoured in plate mail and wield lances and swords. Capable of deadly charges and impressive melee combat, these knights are well worth the money.

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.

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
24 · riding Barded Horse Marka
Melee
attack 6, charge 12 (spear)
Defence
armour 16, skill 4, shield 5
Morale
8 · Normal discipline · Trained
Cost
2680 florins, 1005 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

Welsh Spearmen

AOR unit ( cymry)

Where to hire

PoolCostMaxTurns per unitXPLimits
WalesBritish Isles 175246–173
North-CentralBritish Isles 175226–172

REGIONAL TROOPS/ MORALE 8/ NORMAL DISCIPLINE/ TRAINED/AOR UNIT The Welsh people, also known as "Cymry," these words are descended from the Brythonic word combrogi, meaning "fellow-countrymen" or "compatriot". The use of the word Cymry as a self-designation derives from the location, in the post-Roman era (after the arrival of the Anglo-Saxons), of the Welsh (Brythonic-speaking) people in modern Wales as well as in northern England and southern Scotland. Although better known for their archery, the spear is a popular weapon in Wales, and despite being lightly equipped, these men wield it with great effect. GAMEPLAY NOTES: They are recruited in Welsh and English lands as mercenaries and also as AOR units in 3 regions (Wales, Northumbria and Mercia). They are spearmen with good moral and resilience as well as being very useful in wooded areas, however, they have little armor to defend themselves, making them vulnerable to heavier troops. When they work as mercenaries, they usually demand a high price for their services, though not as high as their Welsh Longbowmen compatriots. These wild troops are capable of forming a defensive ring with their 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.

  • 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
60
Melee
attack 3, charge 3 (spear)
Defence
armour 1, skill 5, shield 3
Morale
8 · Normal discipline · Trained
Cost
852 florins, 454 upkeep, 1 turn to train
Mount effect
+4 vs Horse, +4 vs Camel
Terrain
+1 in scrub, -1 in sand, +4 in forest, +1 in snow
Heat
+2 fatigue in hot climates

Mercenary Anglosaxon Huscarls

mercenary unit

Where to hire

PoolCostMaxTurns per unitXPLimits
North-CentralBritish Isles 282626–174 1132–1180
SouthBritish Isles 282636–174 1132–1180
Northern GermanyGermany 282626–173 1132–1159
Northern GermanyGermany 282617–201 1160–1219
Northern GermanyGermany 2826117–330 1220–1260
Low CountriesGermany 282626–173 1132–1159
Low CountriesGermany 282617–201 1160–1219
Low CountriesGermany 2826117–330 1220–1260

MERCENARIES / MORALE 10/ DISCIPLINED/ HIGHLY TRAINED These Axe-wielding mercenaries were an elite body of the formerly Anglosaxon armies who reigned before the Norman Conquest by William I the Conqueror. The surviving Huscarls at the Battle of Hastings witnessed with dismay the demise of their way of life after the death of their King Harold in battle. Following William I's subsequent conquest of all of England years later, he made it clear that there was no possibility for them to regain their positions as guards to a later Anglo-Saxon king. Therefore, many of them had no choice but to go into exile. Some returned to the places they had left, seeking opportunities among their equals in ancient countries like Norway or Denmark. Others opted to be hired as mercenaries in various royal or noble houses across Europe as German and Baltic lands. There was a service that enjoyed some popularity among exiled Saxons for many years: the 'Varangian Guard.' Originally comprised of Russians of Viking origin who had settled in Russia for about 300 years, it evolved to include not only Russians but also soldiers of Nordic or Scandinavian origin. Many AngloSaxons, particularly those with a significant Nordic component, especially in the north of England, decided to emigrate to the capital of the Byzantine Empire, Constantinople, in search of a better future. Among them were numerous former Huscarls who emigrated alongside the Anglo-Saxon nobility. Over the years, the Nordic component in the Byzantine Emperor's Varangian Guard began to decline, making way for the increasing prominence of the Anglo-Saxon contingent. Such was the emigration that the Varangian Guard came to be nicknamed 'the English Guard.' In the remaining Scandinavian countries where the Huscarl Corps persisted, they continued to fulfil their role with extreme rigour and honour within their ranks, but little else is known about them. These banished mercenaries armed with a two-handed axe, mail, kite shield and helmet present stiff opposition to all who would face the lords who host them and pay them for their services. GAMEPLAY NOTES: Mercenaries are used to quickly create an army or reinforce your own. They usually have high hiring and maintenance costs in exchange for being able to have them instantly and with military experience without needing military infrastructure. If you don't pay them their salary or you go bankrupt, they will disappear from your army. After all, they are mercenaries who fight for money for any faction or religion.

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.

  • Mercenary

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

  • Mercenary disband

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

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

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

Stats

Men
48
Melee
attack 9, charge 7 (axe)
Defence
armour 7, skill 7, shield 0
Morale
10 · Disciplined · Highly trained
Cost
2826 florins, 1066 upkeep, 1 turn to train
Mount effect
+2 vs Horse, +2 vs Camel, +2 vs Elephant
Terrain
-2 in sand, +1 in forest
Heat
+5 fatigue in hot climates

Norman Serjeants

AOR unit

Where to hire

PoolCostMaxTurns per unitXPLimits
North-CentralBritish Isles 210128–202 1132–1199
North-CentralBritish Isles 2101225–501 1200–1299
SouthBritish Isles 210138–203 1132–1199
SouthBritish Isles 2101225–501 1200–1299
Western FranceFrance 210128–202 1132–1199
Western FranceFrance 2101225–501 1200–1299
Northern FranceFrance 210128–202 1132–1199
Northern FranceFrance 2101225–501 1200–1299
SicilyItaly 210128–202 1132–1199
SicilyItaly 2101225–501 1200–1299

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

Scouts

Regional troops, AOR unit

Where to hire

PoolCostMaxTurns per unitXPLimits
North-CentralBritish Isles 115728–170 1132–1199
North-CentralBritish Isles 1157210–201 1200–1399
North-CentralBritish Isles 1157117–333 1400–1560
SouthBritish Isles 115728–170 1132–1199
SouthBritish Isles 1157210–201 1200–1399
SouthBritish Isles 1157117–333 1400–1560
DenmarkScandinavia 115728–170 1132–1199
DenmarkScandinavia 1157210–201 1200–1399
DenmarkScandinavia 1157117–333 1400–1560
SwedenScandinavia 115728–170 1132–1199
SwedenScandinavia 1157210–201 1200–1399
SwedenScandinavia 1157117–333 1400–1560
BalticsPoland & the Baltics 115728–170 1132–1199
BalticsPoland & the Baltics 1157210–201 1200–1399
BalticsPoland & the Baltics 1157117–333 1400–1560
Western PolandPoland & the Baltics 115728–170 1132–1199
Western PolandPoland & the Baltics 1157210–201 1200–1399
Western PolandPoland & the Baltics 1157117–333 1400–1560
Eastern PolandPoland & the Baltics 115728–170 1132–1199
Eastern PolandPoland & the Baltics 1157210–201 1200–1399
Eastern PolandPoland & the Baltics 1157117–333 1400–1560
Northern GermanyGermany 115728–170 1132–1199
Northern GermanyGermany 1157210–201 1200–1399
Northern GermanyGermany 1157117–333 1400–1560
Low CountriesGermany 115728–170 1132–1199
Low CountriesGermany 1157210–201 1200–1399
Low CountriesGermany 1157117–333 1400–1560
RheinlandGermany 115728–170 1132–1199
RheinlandGermany 1157210–201 1200–1399
RheinlandGermany 1157117–333 1400–1560
Southern GermanyGermany 115728–170 1132–1199
Southern GermanyGermany 1157210–201 1200–1399
Southern GermanyGermany 1157117–333 1400–1560
Bohemia AustriaGermany 115728–170 1132–1199
Bohemia AustriaGermany 1157210–201 1200–1399
Bohemia AustriaGermany 1157117–333 1400–1560
PyreneesIberia 115728–170 1132–1199
PyreneesIberia 1157210–201 1200–1399
PyreneesIberia 1157117–333 1400–1560
LevanteIberia 115728–170 1132–1199
LevanteIberia 1157210–201 1200–1399
LevanteIberia 1157117–333 1400–1560
Castilla-PortugalIberia 115728–170 1132–1199
Castilla-PortugalIberia 1157210–201 1200–1399
Castilla-PortugalIberia 1157117–333 1400–1560
Northern ItalyItaly 115728–170 1132–1199
Northern ItalyItaly 1157210–201 1200–1399
Northern ItalyItaly 1157117–333 1400–1560
Central ItalyItaly 115728–170 1132–1199
Central ItalyItaly 1157210–201 1200–1399
Central ItalyItaly 1157117–333 1400–1560
SicilyItaly 115728–170 1132–1199
SicilyItaly 1157210–201 1200–1399
SicilyItaly 1157117–333 1400–1560
PannoniaBalkans 115728–170 1132–1199
PannoniaBalkans 1157210–201 1200–1399
PannoniaBalkans 1157117–333 1400–1560
CarpathiaBalkans 115728–170 1132–1199
CarpathiaBalkans 1157210–201 1200–1399
CarpathiaBalkans 1157117–333 1400–1560
IllyricumBalkans 115728–170 1132–1199
IllyricumBalkans 1157210–201 1200–1399
IllyricumBalkans 1157117–333 1400–1560
SerbiaBalkans 115728–170 1132–1199
SerbiaBalkans 1157210–201 1200–1399
SerbiaBalkans 1157117–333 1400–1560

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

Abilities

  • Armour piercing

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

  • Peasant

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

  • Free upkeep

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

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

Stats

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

Crusader Knights

Crusader troops

Where to hire

PoolCostMaxTurns per unitXPLimits
North-CentralBritish Isles 676225–504 1132–1291Crusade armies only
North-CentralBritish Isles 67626–140 1132–1199Crusade armies only
North-CentralBritish Isles 67625–111 1200–1299Crusade armies only
North-CentralBritish Isles 676217–330 1300–1449Crusade armies only
SouthBritish Isles 676225–504 1132–1291Crusade armies only
SouthBritish Isles 67626–140 1132–1199Crusade armies only
SouthBritish Isles 67625–111 1200–1299Crusade armies only
SouthBritish Isles 676217–330 1300–1449Crusade armies only
NorwayScandinavia 67626–140 1132–1199Crusade armies onlyAfter The Sawmill
NorwayScandinavia 67625–111 1200–1299Crusade armies onlyAfter The Sawmill
NorwayScandinavia 676217–330 1300–1449Crusade armies onlyAfter The Sawmill
DenmarkScandinavia 67626–140 1132–1199Crusade armies onlyAfter The Sawmill
DenmarkScandinavia 67625–111 1200–1299Crusade armies onlyAfter The Sawmill
DenmarkScandinavia 676217–330 1300–1449Crusade armies onlyAfter The Sawmill
SwedenScandinavia 67626–140 1132–1199Crusade armies onlyAfter The Sawmill
SwedenScandinavia 67625–111 1200–1299Crusade armies onlyAfter The Sawmill
SwedenScandinavia 676217–330 1300–1449Crusade armies onlyAfter The Sawmill
North BalticPoland & the Baltics 67626–140 1132–1199Crusade armies onlyAfter The Sawmill
North BalticPoland & the Baltics 67625–111 1200–1299Crusade armies onlyAfter The Sawmill
North BalticPoland & the Baltics 676217–330 1300–1449Crusade armies onlyAfter The Sawmill
BalticsPoland & the Baltics 67626–140 1132–1199Crusade armies onlyAfter The Sawmill
BalticsPoland & the Baltics 67625–111 1200–1299Crusade armies onlyAfter The Sawmill
BalticsPoland & the Baltics 676217–330 1300–1449Crusade armies onlyAfter The Sawmill
Western PolandPoland & the Baltics 67626–140 1132–1199Crusade armies onlyAfter The Sawmill
Western PolandPoland & the Baltics 67625–111 1200–1299Crusade armies onlyAfter The Sawmill
Western PolandPoland & the Baltics 676217–330 1300–1449Crusade armies onlyAfter The Sawmill
Eastern PolandPoland & the Baltics 67626–140 1132–1199Crusade armies onlyAfter The Sawmill
Eastern PolandPoland & the Baltics 67625–111 1200–1299Crusade armies onlyAfter The Sawmill
Eastern PolandPoland & the Baltics 676217–330 1300–1449Crusade armies onlyAfter The Sawmill
Northern GermanyGermany 676225–504 1132–1291Crusade armies only
Northern GermanyGermany 67626–140 1132–1199Crusade armies only
Northern GermanyGermany 67626–141 1200–1299Crusade armies only
Northern GermanyGermany 676217–330 1300–1449Crusade armies only
Low CountriesGermany 676225–504 1132–1291Crusade armies only
Low CountriesGermany 67626–140 1132–1199Crusade armies only
Low CountriesGermany 67625–111 1200–1299Crusade armies only
Low CountriesGermany 676217–330 1300–1449Crusade armies only
RheinlandGermany 676225–504 1132–1291Crusade armies only
RheinlandGermany 67626–140 1132–1199Crusade armies only
RheinlandGermany 67626–141 1200–1299Crusade armies only
RheinlandGermany 676217–330 1300–1449Crusade armies only
Ulm SwabiansGermany 676225–504 1132–1291Crusade armies only
Ulm SwabiansGermany 67626–140 1132–1199Crusade armies only
Ulm SwabiansGermany 67626–141 1200–1299Crusade armies only
Ulm SwabiansGermany 676217–330 1300–1449Crusade armies only
Southern GermanyGermany 676225–504 1132–1291Crusade armies only
Southern GermanyGermany 67626–140 1132–1199Crusade armies only
Southern GermanyGermany 67626–141 1200–1299Crusade armies only
Southern GermanyGermany 676217–330 1300–1449Crusade armies only
Bohemia AustriaGermany 676225–504 1132–1291Crusade armies only
Bohemia AustriaGermany 67626–140 1132–1199Crusade armies only
Bohemia AustriaGermany 67626–141 1200–1299Crusade armies only
Bohemia AustriaGermany 676217–330 1300–1449Crusade armies only
Western FranceFrance 676225–504 1132–1291Crusade armies only
Western FranceFrance 67626–140 1132–1199Crusade armies only
Western FranceFrance 67626–141 1200–1299Crusade armies only
Western FranceFrance 676217–330 1300–1449Crusade armies only
Northern FranceFrance 676225–504 1132–1291Crusade armies only
Northern FranceFrance 67626–140 1132–1199Crusade armies only
Northern FranceFrance 67626–141 1200–1299Crusade armies only
Northern FranceFrance 676217–330 1300–1449Crusade armies only
Southern FranceFrance 676225–504 1132–1291Crusade armies only
Southern FranceFrance 67626–140 1132–1199Crusade armies only
Southern FranceFrance 67626–141 1200–1299Crusade armies only
Southern FranceFrance 676217–330 1300–1449Crusade armies only
BurgundyFrance 676225–504 1132–1291Crusade armies only
BurgundyFrance 67626–140 1132–1199Crusade armies only
BurgundyFrance 67626–141 1200–1299Crusade armies only
BurgundyFrance 676217–330 1300–1449Crusade armies only
PyreneesIberia 676225–504 1132–1291Crusade armies only
PyreneesIberia 676212–250 1132–1199Crusade armies only
PyreneesIberia 676212–251 1200–1299Crusade armies only
PyreneesIberia 676225–500 1300–1449Crusade armies only
LevanteIberia 676225–504 1132–1291Crusade armies only
LevanteIberia 676212–250 1132–1199Crusade armies only
LevanteIberia 676212–251 1200–1299Crusade armies only
LevanteIberia 676225–500 1300–1449Crusade armies only
Castilla-PortugalIberia 676225–504 1132–1291Crusade armies only
Castilla-PortugalIberia 676212–250 1132–1199Crusade armies only
Castilla-PortugalIberia 676212–251 1200–1299Crusade armies only
Castilla-PortugalIberia 676225–500 1300–1449Crusade armies only
Al AndalusIberia 67626–143 Crusade armies only
Northern ItalyItaly 676225–504 1132–1291Crusade armies only
Northern ItalyItaly 676212–250 1132–1199Crusade armies only
Northern ItalyItaly 676212–251 1200–1299Crusade armies only
Northern ItalyItaly 676225–500 1300–1449Crusade armies only
Central ItalyItaly 676225–504 1132–1291Crusade armies only
Central ItalyItaly 676212–250 1132–1199Crusade armies only
Central ItalyItaly 676212–251 1200–1299Crusade armies only
Central ItalyItaly 676225–500 1300–1449Crusade armies only
SicilyItaly 676225–504 1132–1291Crusade armies only
SicilyItaly 676212–250 1132–1199Crusade armies only
SicilyItaly 676212–251 1200–1299Crusade armies only
SicilyItaly 676225–500 1300–1449Crusade armies only
PannoniaBalkans 67626–140 1132–1199Crusade armies onlyAfter The Sawmill
PannoniaBalkans 67625–111 1200–1299Crusade armies onlyAfter The Sawmill
PannoniaBalkans 676217–330 1300–1449Crusade armies onlyAfter The Sawmill
IllyricumBalkans 67626–140 1132–1199Crusade armies onlyAfter The Sawmill
IllyricumBalkans 67625–111 1200–1299Crusade armies onlyAfter The Sawmill
IllyricumBalkans 676217–330 1300–1449Crusade armies onlyAfter The Sawmill
Anatolia West 2Balkans 67626–140 1132–1199Crusade armies onlyAfter The Sawmill
Anatolia West 2Balkans 67625–111 1200–1299Crusade armies onlyAfter The Sawmill
Anatolia West 2Balkans 676217–330 1300–1449Crusade armies onlyAfter The Sawmill
Constantinople And SurroundingsBalkans 67626–140 1132–1199Crusade armies onlyAfter The Sawmill
Constantinople And SurroundingsBalkans 67625–111 1200–1299Crusade armies onlyAfter The Sawmill
Constantinople And SurroundingsBalkans 676217–330 1300–1449Crusade armies onlyAfter The Sawmill
Holy LandLevant 67617–113 Crusade armies only
Syria West 3Mesopotamia 67617–113 Crusade armies only

CRUSADER TROOPS/ MORALE 13/ IMPETUOUS/ HIGHLY TRAINED/. It is inevitable in a soldier's life that a few sins are committed. These men are keen to seek forgiveness for theirs by partaking in a holy crusade, and to wield their swords in the Lord's name. Their heavy mail, and lances enable them to do "the Lord's" work most effectively. This unit can only be hired by a General on crusade and cannot be trusted to fight other Catholics factions. GAMEPLAY NOTES:Crusader troops can be recruited when a Crusade is called by the Pope. Their recruitment cost is usually low, given the high benefits they offer upon joining an army. However, their upkeep is high, though free during the Crusade itself due to their faith and desire to conquer infidel lands. Be careful, though, when the Crusade ends. You'll most likely have to disband these expensive units if you don't want to run into a rapid financial deficit, as the Crusaders will then demand payment for their high upkeep in exchange for their services. These troops will have a mercenary character without actually being so, nor will they automatically disband when you run out of funds; they have a low recruitment cost but a high maintenance cost in exchange for good quality military units and good morale.

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.

  • 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.

  • Mercenary

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

  • Knight

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

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

Stats

Men
24 · riding Early Heavy Horse
Melee
attack 6, charge 11 (spear)
Defence
armour 9, skill 5, shield 5
Morale
13 · Impetuous · Highly trained
Cost
676 florins, 1541 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

Crusader Foot Knights

Crusader troops

Where to hire

PoolCostMaxTurns per unitXPLimits
North-CentralBritish Isles 776225–504 1132–1291Crusade armies only
North-CentralBritish Isles 77626–141 1132–1199Crusade armies only
North-CentralBritish Isles 77624–113 1200–1299Crusade armies only
North-CentralBritish Isles 77628–330 1300–1449Crusade armies only
SouthBritish Isles 776225–504 1132–1291Crusade armies only
SouthBritish Isles 77626–141 1132–1199Crusade armies only
SouthBritish Isles 77624–113 1200–1299Crusade armies only
SouthBritish Isles 77628–330 1300–1449Crusade armies only
NorwayScandinavia 77626–141 1132–1199Crusade armies onlyAfter The Sawmill
NorwayScandinavia 77624–113 1200–1299Crusade armies onlyAfter The Sawmill
NorwayScandinavia 77628–330 1300–1449Crusade armies onlyAfter The Sawmill
DenmarkScandinavia 77626–141 1132–1199Crusade armies onlyAfter The Sawmill
DenmarkScandinavia 77624–113 1200–1299Crusade armies onlyAfter The Sawmill
DenmarkScandinavia 77628–330 1300–1449Crusade armies onlyAfter The Sawmill
SwedenScandinavia 77626–141 1132–1199Crusade armies onlyAfter The Sawmill
SwedenScandinavia 77624–113 1200–1299Crusade armies onlyAfter The Sawmill
SwedenScandinavia 77628–330 1300–1449Crusade armies onlyAfter The Sawmill
North BalticPoland & the Baltics 77626–141 1132–1199Crusade armies onlyAfter The Sawmill
North BalticPoland & the Baltics 77624–113 1200–1299Crusade armies onlyAfter The Sawmill
North BalticPoland & the Baltics 77628–330 1300–1449Crusade armies onlyAfter The Sawmill
BalticsPoland & the Baltics 77626–141 1132–1199Crusade armies onlyAfter The Sawmill
BalticsPoland & the Baltics 77624–113 1200–1299Crusade armies onlyAfter The Sawmill
BalticsPoland & the Baltics 77628–330 1300–1449Crusade armies onlyAfter The Sawmill
Western PolandPoland & the Baltics 77626–141 1132–1199Crusade armies onlyAfter The Sawmill
Western PolandPoland & the Baltics 77624–113 1200–1299Crusade armies onlyAfter The Sawmill
Western PolandPoland & the Baltics 77628–330 1300–1449Crusade armies onlyAfter The Sawmill
Eastern PolandPoland & the Baltics 77626–141 1132–1199Crusade armies onlyAfter The Sawmill
Eastern PolandPoland & the Baltics 77624–113 1200–1299Crusade armies onlyAfter The Sawmill
Eastern PolandPoland & the Baltics 77628–330 1300–1449Crusade armies onlyAfter The Sawmill
Northern GermanyGermany 776225–504 1132–1291Crusade armies only
Northern GermanyGermany 77626–141 1132–1199Crusade armies only
Northern GermanyGermany 77626–143 1200–1299Crusade armies only
Northern GermanyGermany 776217–330 1300–1449Crusade armies only
Low CountriesGermany 776225–504 1132–1291Crusade armies only
Low CountriesGermany 77626–141 1132–1199Crusade armies only
Low CountriesGermany 77624–113 1200–1299Crusade armies only
Low CountriesGermany 77628–330 1300–1449Crusade armies only
RheinlandGermany 776225–504 1132–1291Crusade armies only
RheinlandGermany 77626–141 1132–1199Crusade armies only
RheinlandGermany 77626–143 1200–1299Crusade armies only
RheinlandGermany 776217–330 1300–1449Crusade armies only
Ulm SwabiansGermany 776225–504 1132–1291Crusade armies only
Ulm SwabiansGermany 77626–141 1132–1199Crusade armies only
Ulm SwabiansGermany 77626–143 1200–1299Crusade armies only
Ulm SwabiansGermany 776217–330 1300–1449Crusade armies only
Southern GermanyGermany 776225–504 1132–1291Crusade armies only
Southern GermanyGermany 77626–141 1132–1199Crusade armies only
Southern GermanyGermany 77626–143 1200–1299Crusade armies only
Southern GermanyGermany 776217–330 1300–1449Crusade armies only
Bohemia AustriaGermany 776225–504 1132–1291Crusade armies only
Bohemia AustriaGermany 77626–141 1132–1199Crusade armies only
Bohemia AustriaGermany 77626–143 1200–1299Crusade armies only
Bohemia AustriaGermany 776217–330 1300–1449Crusade armies only
Western FranceFrance 776225–504 1132–1291Crusade armies only
Western FranceFrance 77626–141 1132–1199Crusade armies only
Western FranceFrance 77626–143 1200–1299Crusade armies only
Western FranceFrance 776217–330 1300–1449Crusade armies only
Northern FranceFrance 776225–504 1132–1291Crusade armies only
Northern FranceFrance 77626–141 1132–1199Crusade armies only
Northern FranceFrance 77626–143 1200–1299Crusade armies only
Northern FranceFrance 776217–330 1300–1449Crusade armies only
Southern FranceFrance 776225–504 1132–1291Crusade armies only
Southern FranceFrance 77626–141 1132–1199Crusade armies only
Southern FranceFrance 77626–143 1200–1299Crusade armies only
Southern FranceFrance 776217–330 1300–1449Crusade armies only
BurgundyFrance 776225–504 1132–1291Crusade armies only
BurgundyFrance 77626–141 1132–1199Crusade armies only
BurgundyFrance 77626–143 1200–1299Crusade armies only
BurgundyFrance 776217–330 1300–1449Crusade armies only
PyreneesIberia 776225–504 1132–1291Crusade armies only
PyreneesIberia 776212–250 1132–1199Crusade armies only
PyreneesIberia 776212–251 1200–1299Crusade armies only
PyreneesIberia 776225–500 1300–1449Crusade armies only
LevanteIberia 776225–504 1132–1291Crusade armies only
LevanteIberia 776212–250 1132–1199Crusade armies only
LevanteIberia 776212–251 1200–1299Crusade armies only
LevanteIberia 776225–500 1300–1449Crusade armies only
Castilla-PortugalIberia 776225–504 1132–1291Crusade armies only
Castilla-PortugalIberia 776212–250 1132–1199Crusade armies only
Castilla-PortugalIberia 776212–251 1200–1299Crusade armies only
Castilla-PortugalIberia 776225–500 1300–1449Crusade armies only
Al AndalusIberia 125526–143 Crusade armies only
Northern ItalyItaly 776225–504 1132–1291Crusade armies only
Northern ItalyItaly 776212–250 1132–1199Crusade armies only
Northern ItalyItaly 776212–251 1200–1299Crusade armies only
Northern ItalyItaly 776225–500 1300–1449Crusade armies only
Central ItalyItaly 776225–504 1132–1291Crusade armies only
Central ItalyItaly 776212–250 1132–1199Crusade armies only
Central ItalyItaly 776212–251 1200–1299Crusade armies only
Central ItalyItaly 776225–500 1300–1449Crusade armies only
SicilyItaly 776225–504 1132–1291Crusade armies only
SicilyItaly 776212–250 1132–1199Crusade armies only
SicilyItaly 776212–251 1200–1299Crusade armies only
SicilyItaly 776225–500 1300–1449Crusade armies only
PannoniaBalkans 77626–141 1132–1199Crusade armies onlyAfter The Sawmill
PannoniaBalkans 77624–113 1200–1299Crusade armies onlyAfter The Sawmill
PannoniaBalkans 77628–330 1300–1449Crusade armies onlyAfter The Sawmill
IllyricumBalkans 77626–141 1132–1199Crusade armies onlyAfter The Sawmill
IllyricumBalkans 77624–113 1200–1299Crusade armies onlyAfter The Sawmill
IllyricumBalkans 77628–330 1300–1449Crusade armies onlyAfter The Sawmill
Anatolia West 2Balkans 77626–141 1132–1199Crusade armies onlyAfter The Sawmill
Anatolia West 2Balkans 77624–113 1200–1299Crusade armies onlyAfter The Sawmill
Anatolia West 2Balkans 77628–330 1300–1449Crusade armies onlyAfter The Sawmill
Constantinople And SurroundingsBalkans 77626–141 1132–1199Crusade armies onlyAfter The Sawmill
Constantinople And SurroundingsBalkans 77624–113 1200–1299Crusade armies onlyAfter The Sawmill
Constantinople And SurroundingsBalkans 77628–330 1300–1449Crusade armies onlyAfter The Sawmill

CRUSADER TROOPS/ MORALE 12/ IMPETUOUS/ HIGHLY TRAINED Many knights on crusade were forced to fight on foot, after losing their steeds in battle. Good horses were often hard to come by so far from home. Even without their mount, these well armed and equipped warriors, are formidable troops in any melee.Crusader warriors of all classes and nations joined the Pope's call to recover the Holy Places; many knights were part of it, and well-trained, they made a magnificent heavy infantry. GAMEPLAY NOTES:Crusader troops can be recruited when a Crusade is called by the Pope. Their recruitment cost is usually low, given the high benefits they offer upon joining an army. However, their upkeep is high, though free during the Crusade itself due to their faith and desire to conquer infidel lands. Be careful, though, when the Crusade ends. You'll most likely have to disband these expensive units if you don't want to run into a rapid financial deficit, as the Crusaders will then demand payment for their high upkeep in exchange for their services. These troops will have a mercenary character without actually being so, nor will they automatically disband when you run out of funds; they have a low recruitment cost but a high maintenance cost in exchange for good quality military units and good morale.

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.

  • Mercenary

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

  • 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 7, charge 4 (sword)
Defence
armour 7, skill 8, shield 6
Morale
12 · Impetuous · Highly trained
Cost
776 florins, 1317 upkeep, 1 turn to train
Terrain
-2 in sand, +2 in forest, -1 in snow
Heat
+5 fatigue in hot climates

Norse Bóndi

AOR unit

Where to hire

PoolCostMaxTurns per unitXPLimits
NorwayScandinavia 604217–331
DenmarkScandinavia 604217–331
SwedenScandinavia 604217–331

REGIONAL TROOPS/ MORALE 4/ LOW DISCIPLINE/ UNTRAINED/ FREE UPKEEP UNIT/ IS PEASANT/ AOR UNIT. Bóndi (also húsbóndi, bændr in Old Norse) were the core of Norse society, consisting of farmers and craftsmen in Viking Age Scandinavia, and constituted a widespread middle class. They were free men and enjoyed rights such as the use of weapons and the privilege of joining the Thing as landed farm owners.These Local Scandinavian peasants are levied to fight for the king or Jarl. GAMEPLAY NOTES:These northern peasants are untrained and have low discipline but are brave men forged in the harshness of the Northern climate, so despite their limited equipment and training they will be decent local infantry to defend their homes. They fight with little axes and shields with hardly any protection or armor. They are recruited only in Scandinavian lands and are among the cheapest troops in the game.

Abilities

  • Hardy

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

  • Peasant

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

  • Free upkeep

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

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

Stats

Men
56
Missile
Javelin: attack 11, range 55, 4 ammo
Melee
attack 3, charge 2 (axe)
Defence
armour 1, skill 2, shield 4
Morale
4 · Low discipline · Untrained
Cost
152 florins, 152 upkeep, 1 turn to train
Terrain
+1 in scrub, -1 in sand, +3 in forest, +2 in snow
Heat
+1 fatigue in hot climates

Landevaernmenn

AOR Unit, Militia

Where to hire

PoolCostMaxTurns per unitXPLimits
NorwayScandinavia 165039–171
DenmarkScandinavia 165039–171
SwedenScandinavia 165039–171

REGIONAL TROOPS/ MORALE 5/ NORMAL DISCIPLINE/ TRAINED/ FREE UPKEEP UNIT/ AOR UNIT Meaning Land defence, local army consisting of local townfolk and farmers levied into the army and with some training in shield wall and defense. They are the backbone of Norse armies as professional troops were scarse and seldom needed thus the quality of landvarnarmenn is better than an average European levy. Landvarnarmenn are equipped with a spear and shield and wear aventail and padded armour. Thanks to their ancient Viking-Nordic tradition, these militiamen know how to form a defensive shield wall if necessary.

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.

  • Free upkeep

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

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

Stats

Men
60
Melee
attack 2, charge 3 (spear)
Defence
armour 2, skill 4, shield 5
Morale
5 · Normal discipline · Trained
Cost
703 florins, 503 upkeep, 1 turn to train
Mount effect
+4 vs Horse, +4 vs Camel
Terrain
+1 in scrub, -1 in sand, +3 in forest, +1 in snow
Heat
+3 fatigue in hot climates

Mercenary Pavise Crossbowmen

mercenary unit (true merc)

Where to hire

PoolCostMaxTurns per unitXPLimits
NorwayScandinavia 2013112–252 1400–1560
DenmarkScandinavia 2013112–252 1350–1560
SwedenScandinavia 2013112–252 1350–1560
Rus Mikra Rhossia 4Russia 801112–251 1350–1439
Rus Mikra Rhossia 4Russia 60118–172 1440–1560
Rus Novgorod 4Russia 801112–251 1350–1439
Rus Novgorod 4Russia 60118–172 1440–1560
Rus Kiev 3Russia 801112–251 1350–1439
Rus Kiev 3Russia 60118–172 1440–1560
Rus Zalesiye 3Russia 2013112–251 1350–1439
Rus Zalesiye 3Russia 201318–172 1440–1560
Northern GermanyGermany 2013125–500 1320–1349
Northern GermanyGermany 2013217–330 1350–1399
Northern GermanyGermany 201326–171 1400–1499
Northern GermanyGermany 201337–203 1500–1560
Low CountriesGermany 2013125–500 1320–1349
Low CountriesGermany 2013217–330 1350–1399
Low CountriesGermany 201326–171 1400–1499
Low CountriesGermany 201337–203 1500–1560
RheinlandGermany 2013117–332 1350–1560
Ulm SwabiansGermany 2013125–500 1320–1349
Ulm SwabiansGermany 2013217–330 1350–1399
Ulm SwabiansGermany 201326–171 1400–1499
Ulm SwabiansGermany 201337–203 1500–1560
Southern GermanyGermany 2013125–500 1320–1349
Southern GermanyGermany 2013217–330 1350–1399
Southern GermanyGermany 201326–171 1400–1499
Southern GermanyGermany 201337–203 1500–1560
Bohemia AustriaGermany 2013125–500 1320–1349
Bohemia AustriaGermany 2013217–330 1350–1399
Bohemia AustriaGermany 201326–171 1400–1499
Bohemia AustriaGermany 201337–203 1500–1560
SwitzerlandGermany 2013125–500 1320–1349
SwitzerlandGermany 2013217–330 1350–1399
SwitzerlandGermany 201326–171 1400–1499
SwitzerlandGermany 201337–203 1500–1560
Western FranceFrance 2013125–500 1320–1349
Western FranceFrance 2013217–330 1350–1399
Western FranceFrance 201326–171 1400–1499
Western FranceFrance 201337–203 1500–1560
Northern FranceFrance 2013125–500 1320–1349
Northern FranceFrance 2013217–330 1350–1399
Northern FranceFrance 201326–171 1400–1499
Northern FranceFrance 201337–203 1500–1560
Southern FranceFrance 2013125–500 1320–1349
Southern FranceFrance 2013217–330 1350–1399
Southern FranceFrance 201326–171 1400–1499
Southern FranceFrance 201337–203 1500–1560
BurgundyFrance 2013125–500 1320–1349
BurgundyFrance 2013217–330 1350–1399
BurgundyFrance 201326–171 1400–1499
BurgundyFrance 201337–203 1500–1560
PyreneesIberia 2013125–500 1320–1349
PyreneesIberia 2013217–330 1350–1399
PyreneesIberia 201326–171 1400–1499
PyreneesIberia 201337–203 1500–1560
LevanteIberia 2013125–500 1320–1349
LevanteIberia 2013217–330 1350–1399
LevanteIberia 201326–171 1400–1499
LevanteIberia 201337–203 1500–1560
Castilla-PortugalIberia 2013125–500 1320–1349
Castilla-PortugalIberia 2013217–330 1350–1399
Castilla-PortugalIberia 201326–171 1400–1499
Castilla-PortugalIberia 201337–203 1500–1560
Al AndalusIberia 2013117–332 1350–1560
Northern ItalyItaly 2013125–500 1320–1349
Northern ItalyItaly 2013217–330 1350–1399
Northern ItalyItaly 201326–171 1400–1499
Northern ItalyItaly 201337–203 1500–1560
Central ItalyItaly 2013125–500 1320–1349
Central ItalyItaly 2013217–330 1350–1399
Central ItalyItaly 201326–171 1400–1499
Central ItalyItaly 201337–203 1500–1560
SicilyItaly 2013125–500 1320–1349
SicilyItaly 2013217–330 1350–1399
SicilyItaly 201326–171 1400–1499
SicilyItaly 201337–203 1500–1560
SardiniaItaly 2013125–500 1320–1349
SardiniaItaly 2013217–330 1350–1399
SardiniaItaly 201326–171 1400–1499
SardiniaItaly 201337–203 1500–1560
IllyricumBalkans 2013117–334 1350–1560
Constantinople And SurroundingsBalkans 2013125–500 1320–1349
Constantinople And SurroundingsBalkans 2013217–330 1350–1399
Constantinople And SurroundingsBalkans 201326–171 1400–1499
Constantinople And SurroundingsBalkans 201337–203 1500–1560
Holy LandLevant 2013117–331 1350–1560

Quality: Average. Type: Mercenary (low recruitment and replenishment costs, often reduced morale and high upkeep). While the crossbow is relatively easy to use and quite powerful, it leaves the user quite vulnerable during the slow reload process. Therefore it makes sense to give the crossbowmen a large shield. These men wear a large pavise shield on their backs, which they turn to the enemy so that they're protected while reloading.

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.

  • Mercenary

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

  • Mercenary disband

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

  • 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
52
Missile
Heavy Crossbow Bolt: attack 8, range 200, 30 ammo
Melee
attack 3, charge 1 (sword)
Defence
armour 8, skill 3, shield 8
Morale
7 · Normal discipline · Trained
Cost
2013 florins, 795 upkeep, 3 turns to train
Terrain
-2 in sand, +2 in forest, -1 in snow
Heat
+9 fatigue in hot climates

Woodsmen

Melee infantry

Where to hire

PoolCostMaxTurns per unitXPLimits
NorwayScandinavia 995225–501 1132–1159
NorwayScandinavia 995217–331 1160–1219
DenmarkScandinavia 995225–501 1132–1159
DenmarkScandinavia 995217–331 1160–1219
SwedenScandinavia 995225–501 1132–1159
SwedenScandinavia 995217–331 1160–1219
North BalticPoland & the Baltics 995125–500 1132–1159
North BalticPoland & the Baltics 995217–331 1160–1219
BalticsPoland & the Baltics 995125–500 1132–1159
BalticsPoland & the Baltics 995217–331 1160–1219
Western PolandPoland & the Baltics 995125–500 1132–1159
Western PolandPoland & the Baltics 995217–331 1160–1219
Eastern PolandPoland & the Baltics 995125–500 1132–1159
Eastern PolandPoland & the Baltics 995217–331 1160–1219
Rus Mikra Rhossia 4Russia 995212–253 1132–1199
Rus Mikra Rhossia 4Russia 995117–331 1200–1399
Rus Novgorod 4Russia 995212–253 1132–1199
Rus Novgorod 4Russia 995117–331 1200–1399
Rus Kiev 3Russia 995212–253 1132–1199
Rus Kiev 3Russia 995117–331 1200–1399
Rus Zalesiye 3Russia 995212–253 1132–1199
Rus Zalesiye 3Russia 995117–331 1200–1399

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

Abilities

  • Armour piercing

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

  • Hardy

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

  • Peasant

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

  • Free upkeep

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

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

Stats

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

Mercenary Macemen

Mercenary unit (true)

Where to hire

PoolCostMaxTurns per unitXPLimits
NorwayScandinavia 1781212–252 1220–1299
NorwayScandinavia 1781217–331 1300–1399
DenmarkScandinavia 1781212–252 1220–1299
DenmarkScandinavia 1781217–331 1300–1399
SwedenScandinavia 1781212–252 1220–1299
SwedenScandinavia 1781217–331 1300–1399
North BalticPoland & the Baltics 1781112–252 1220–1299
North BalticPoland & the Baltics 1781217–331 1300–1399
BalticsPoland & the Baltics 1781212–252 1220–1299
BalticsPoland & the Baltics 1781217–331 1300–1399
Western PolandPoland & the Baltics 1781212–252 1220–1299
Western PolandPoland & the Baltics 1781217–331 1300–1399
Eastern PolandPoland & the Baltics 1781212–252 1220–1299
Eastern PolandPoland & the Baltics 1781217–331 1300–1399
Northern GermanyGermany 1781125–500 1132–1159
Northern GermanyGermany 1781217–331 1160–1219
Northern GermanyGermany 1781212–254 1220–1299
Northern GermanyGermany 1781217–331 1300–1399
Low CountriesGermany 1781125–500 1132–1159
Low CountriesGermany 1781217–331 1160–1219
Low CountriesGermany 1781212–254 1220–1299
Low CountriesGermany 1781217–331 1300–1399
RheinlandGermany 1781125–500 1132–1159
RheinlandGermany 1781217–331 1160–1219
RheinlandGermany 1781212–254 1220–1299
RheinlandGermany 1781217–331 1300–1399
Ulm SwabiansGermany 1781125–500 1132–1159
Ulm SwabiansGermany 1781217–331 1160–1219
Ulm SwabiansGermany 1781212–254 1220–1299
Ulm SwabiansGermany 1781217–331 1300–1399
Southern GermanyGermany 1781125–500 1132–1159
Southern GermanyGermany 1781217–331 1160–1219
Southern GermanyGermany 1781212–254 1220–1299
Southern GermanyGermany 1781217–331 1300–1399
Bohemia AustriaGermany 1781125–500 1132–1159
Bohemia AustriaGermany 1781217–331 1160–1219
Bohemia AustriaGermany 1781212–254 1220–1299
Bohemia AustriaGermany 1781217–331 1300–1399
Northern ItalyItaly 1781125–500 1132–1159
Northern ItalyItaly 1781217–331 1160–1219
Northern ItalyItaly 1781212–254 1220–1299
Northern ItalyItaly 1781217–331 1300–1399
Central ItalyItaly 1781117–330 1132–1330
SicilyItaly 1781117–330 1132–1330
IllyricumBalkans 1781117–330 1200–1430
Constantinople And SurroundingsBalkans 1781125–501 1132–1159
Constantinople And SurroundingsBalkans 1781217–332 1160–1219
Constantinople And SurroundingsBalkans 1781212–254 1220–1299
Constantinople And SurroundingsBalkans 1781217–331 1300–1399

MERCENARIES / MORALE 8/ NORMAL DISCIPLINE/ TRAINED Composed of commoners, these men prefer to fight on foot. Protected in their mailed armour, and armed with maces, they are a tough fighters, more useful for breaking enemy formations than for withstanding the enemy's push. Although quite effective, they nevertheless don't quite have the elan of true knights. GAMEPLAY NOTES: Mercenaries are used to quickly create an army or reinforce your own. They usually have high hiring and maintenance costs in exchange for being able to have them instantly and with military experience without needing military infrastructure. If you don't pay them their salary or you go bankrupt, they will disappear from your army. After all, they are mercenaries who fight for money for any faction or religion.

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.

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
48
Melee
attack 4, charge 4 (mace)
Defence
armour 4, skill 4, shield 3
Morale
8 · Normal discipline · Trained
Cost
1780 florins, 768 upkeep, 1 turn to train
Terrain
+1 in scrub, -1 in sand, +3 in forest
Heat
+6 fatigue in hot climates

Mercenary Slavic Spearmen

Mercenary unit

Where to hire

PoolCostMaxTurns per unitXPLimits
DenmarkScandinavia 1445317–331 1132–1229
North BalticPoland & the Baltics 1445217–332
Western PolandPoland & the Baltics 1445212–251 1132–1229
Eastern PolandPoland & the Baltics 1445217–330 1132–1199
Eastern PolandPoland & the Baltics 144527–251 1200–1250After The Sawmill
Eastern PolandPoland & the Baltics 144527–254 1200–1299
Eastern PolandPoland & the Baltics 1445217–330 1300–1399
Rus Mikra Rhossia 4Russia 1445117–330 1132–1249
Rus Mikra Rhossia 4Russia 1445112–251 1250–1399
Rus Novgorod 4Russia 1445217–330 1132–1249
Rus Novgorod 4Russia 1445312–251 1250–1399
Rus Kiev 3Russia 1445217–330 1132–1249
Rus Kiev 3Russia 1445212–251 1250–1399
Rus Zalesiye 3Russia 1445217–330 1132–1249
Rus Zalesiye 3Russia 1445212–251 1250–1399
Northern GermanyGermany 144526–174 1132–1169
Northern GermanyGermany 144517–203 1170–1239
Northern GermanyGermany 1445117–330 1240–1299
Southern GermanyGermany 144526–174 1132–1169
Southern GermanyGermany 144517–203 1170–1239
Southern GermanyGermany 1445117–330 1240–1299
Bohemia AustriaGermany 144526–174 1132–1169
Bohemia AustriaGermany 144517–203 1170–1239
Bohemia AustriaGermany 1445117–330 1240–1299

MERCENARIES / MORALE 7/ NORMAL DISCIPLINE/ TRAINED Hired spearmen from various Slavic peoples living throughout Eastern Europe and the Balkans, these mercenary troops are capable to fight in line against militias and light cavalry, otherwise they are best used in a supporting role. GAMEPLAY NOTES: Mercenaries are used to quickly create an army or reinforce your own. They usually have high hiring and maintenance costs in exchange for being able to have them instantly and with military experience without needing military infrastructure. If you don't pay them their salary or you go bankrupt, they will disappear from your army. After all, they are mercenaries who fight for money for any faction or religion.

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.

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
60
Melee
attack 3, charge 2 (spear)
Defence
armour 2, skill 3, shield 3
Morale
7 · Normal discipline · Trained
Cost
1445 florins, 542 upkeep, 1 turn to train
Mount effect
+4 vs Horse, +4 vs Camel
Terrain
+1 in scrub, -1 in sand, +2 in forest, +2 in snow
Heat
+4 fatigue in hot climates

Mercenary German Foot Knights

mercenary unit (true)

Where to hire

PoolCostMaxTurns per unitXPLimits
DenmarkScandinavia 1522112–254 1280–1560
SwedenScandinavia 1522112–254 1280–1560
North BalticPoland & the Baltics 680125–501 1350–1560
BalticsPoland & the Baltics 680125–501 1350–1560
Western PolandPoland & the Baltics 3248112–251 1330–1560
Eastern PolandPoland & the Baltics 3248125–501 1350–1560
Northern GermanyGermany 3248214–500 1280–1374
Northern GermanyGermany 324826–171 1375–1474
Northern GermanyGermany 324826–143 1475–1560
Low CountriesGermany 3248214–500 1280–1374
Low CountriesGermany 324826–171 1375–1474
Low CountriesGermany 324826–143 1475–1560
RheinlandGermany 3248214–500 1280–1374
RheinlandGermany 324826–171 1375–1474
RheinlandGermany 324826–143 1475–1560
Ulm SwabiansGermany 3248214–500 1280–1374
Ulm SwabiansGermany 324826–171 1375–1474
Ulm SwabiansGermany 324826–143 1475–1560
Southern GermanyGermany 3248214–500 1280–1374
Southern GermanyGermany 324826–171 1375–1474
Southern GermanyGermany 324826–143 1475–1560
Bohemia AustriaGermany 3248214–500 1280–1374
Bohemia AustriaGermany 324826–171 1375–1474
Bohemia AustriaGermany 324826–143 1475–1560

Quality: Superior. Type: Mercenary. These are knights from the Holy Roman Empire that have chosen to fight for money. Wearing plate armour, and equipped with maces, those who choose to fight on foot, make tough infantry.

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.

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
48
Melee
attack 6, charge 3 (mace)
Defence
armour 14, skill 7, shield 4
Morale
9 · Normal discipline · Trained
Cost
3248 florins, 1218 upkeep, 1 turn to train
Terrain
-1 in scrub, -3 in sand, +1 in forest, -1 in snow
Heat
+14 fatigue in hot climates

Mercenary Frankish Knights

Mercenary unit (true)

Where to hire

PoolCostMaxTurns per unitXPLimits
DenmarkScandinavia 3250225–500 1132–1179
DenmarkScandinavia 3250217–331 1180–1264
DenmarkScandinavia 3250214–250 1265–1364
SwedenScandinavia 3250225–500 1132–1179
SwedenScandinavia 3250217–331 1180–1264
SwedenScandinavia 3250214–250 1265–1364
North BalticPoland & the Baltics 3250225–500 1150–1179
North BalticPoland & the Baltics 3250217–331 1180–1264
North BalticPoland & the Baltics 3250214–252 1265–1364
BalticsPoland & the Baltics 3250225–500 1132–1179
BalticsPoland & the Baltics 3250217–331 1180–1264
BalticsPoland & the Baltics 3250214–250 1265–1364
Western PolandPoland & the Baltics 3250225–500 1132–1179
Western PolandPoland & the Baltics 3250217–331 1180–1264
Western PolandPoland & the Baltics 3250214–250 1265–1364
Eastern PolandPoland & the Baltics 3250225–500 1132–1179
Eastern PolandPoland & the Baltics 3250217–331 1180–1264
Eastern PolandPoland & the Baltics 3250214–250 1265–1364
Rus Mikra Rhossia 4Russia 3250225–500 1132–1179
Rus Mikra Rhossia 4Russia 3250217–331 1180–1264
Rus Mikra Rhossia 4Russia 3250214–250 1265–1364
Northern GermanyGermany 3250217–330 1132–1179Catholic & Orthodox factions only
Northern GermanyGermany 325026–171 1180–1264Catholic & Orthodox factions only
Northern GermanyGermany 325027–250 1265–1364Catholic & Orthodox factions only
Low CountriesGermany 3250217–330 1132–1179Catholic & Orthodox factions only
Low CountriesGermany 325026–171 1180–1264Catholic & Orthodox factions only
Low CountriesGermany 325027–250 1265–1364Catholic & Orthodox factions only
RheinlandGermany 3250217–330 1132–1179Catholic & Orthodox factions only
RheinlandGermany 325026–171 1180–1264Catholic & Orthodox factions only
RheinlandGermany 325027–250 1265–1364Catholic & Orthodox factions only
Southern GermanyGermany 3250217–330 1132–1179Catholic & Orthodox factions only
Southern GermanyGermany 325026–171 1180–1264Catholic & Orthodox factions only
Southern GermanyGermany 325027–250 1265–1364Catholic & Orthodox factions only
Bohemia AustriaGermany 3250217–330 1132–1179Catholic & Orthodox factions only
Bohemia AustriaGermany 325026–171 1180–1264Catholic & Orthodox factions only
Bohemia AustriaGermany 325027–250 1265–1364Catholic & Orthodox factions only
Western FranceFrance 3250217–330 1132–1179Catholic & Orthodox factions only
Western FranceFrance 325026–171 1180–1264Catholic & Orthodox factions only
Western FranceFrance 325027–250 1265–1364Catholic & Orthodox factions only
Northern FranceFrance 3250217–330 1132–1179
Northern FranceFrance 325026–171 1180–1264
Northern FranceFrance 325027–250 1265–1364
Southern FranceFrance 3250217–330 1132–1179
Southern FranceFrance 325026–171 1180–1264
Southern FranceFrance 325027–250 1265–1364
BurgundyFrance 3250217–330 1132–1179
BurgundyFrance 325026–171 1180–1264
BurgundyFrance 325027–250 1265–1364
PyreneesIberia 3250317–333 1132–1199
PyreneesIberia 325026–171 1200–1299
PyreneesIberia 325027–250 1300–1399
LevanteIberia 3250317–333 1132–1199
LevanteIberia 325026–171 1200–1299
LevanteIberia 325027–250 1300–1399
Castilla-PortugalIberia 325018–333 1210–1300Catholic & Orthodox factions only
Northern ItalyItaly 3250217–330 1132–1179
Northern ItalyItaly 325026–171 1180–1264
Northern ItalyItaly 325027–250 1265–1364
Central ItalyItaly 3250225–500 1132–1179
Central ItalyItaly 3250217–331 1180–1264
Central ItalyItaly 3250214–250 1265–1364
SicilyItaly 3250325–504 1132–1179
SicilyItaly 3250217–333 1180–1264
SicilyItaly 3250214–251 1265–1364
PannoniaBalkans 325024–122 1350–1560
CarpathiaBalkans 3250217–330 1132–1179
CarpathiaBalkans 325026–171 1180–1264
CarpathiaBalkans 325027–250 1265–1364
IllyricumBalkans 3250225–500 1132–1179Catholic & Orthodox factions only
IllyricumBalkans 3250217–331 1180–1264Catholic & Orthodox factions only
IllyricumBalkans 3250214–250 1265–1364Catholic & Orthodox factions only
SerbiaBalkans 3250217–330 1132–1179
SerbiaBalkans 325026–171 1180–1264
SerbiaBalkans 325027–250 1265–1364
BulgariaBalkans 3250217–330 1132–1179
BulgariaBalkans 325026–171 1180–1264
BulgariaBalkans 325027–250 1265–1364
Anatolia West 2Balkans 3250217–330 1132–1179
Anatolia West 2Balkans 325026–171 1180–1264
Anatolia West 2Balkans 325027–250 1265–1364
Constantinople And SurroundingsBalkans 3250217–333 1132–1179
Constantinople And SurroundingsBalkans 325026–171 1180–1264
Constantinople And SurroundingsBalkans 325027–250 1265–1364

MERCENARIES / MORALE 10/ IMPETUOUS/ HIGHLY TRAINED The term 'Frank' is a collective term used in medieval times for western Europeans. Many of these knights were from differents nations as germans, english, hungarians or the famous Norman knights that have turned war into a profitable career by becoming mercenaries, being hired throughout Europe and the Levant for their great reputation as heavy cavalry. Well trained, clad in heavy mail and using a lance, these formidable troops are invaluable to whomever can afford them, they are very useful and effective with their heavy cavalry charge. GAMEPLAY NOTES: Mercenaries are used to quickly create an army or reinforce your own. They usually have high hiring and maintenance costs in exchange for being able to have them instantly and with military experience without needing military infrastructure. If you don't pay them their salary or you go bankrupt, they will disappear from your army. After all, they are mercenaries who fight for money for any faction or religion.

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.

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
24 · riding Barded Horse Marka
Melee
attack 6, charge 12 (spear)
Defence
armour 10, skill 4, shield 6
Morale
10 · Impetuous · Highly trained
Cost
3250 florins, 1419 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest
Heat
+8 fatigue in hot climates

Mercenary German Knights

mercenary unit (true)

Where to hire

PoolCostMaxTurns per unitXPLimits
DenmarkScandinavia 2744217–330 1365–1464
DenmarkScandinavia 2744225–501 1464–1560
SwedenScandinavia 2744217–330 1365–1464
SwedenScandinavia 2744225–501 1464–1560
BalticsPoland & the Baltics 2744217–330 1365–1464
BalticsPoland & the Baltics 2744225–501 1464–1560
Western PolandPoland & the Baltics 2744217–330 1365–1464
Western PolandPoland & the Baltics 2744225–501 1464–1560
Eastern PolandPoland & the Baltics 2744217–330 1365–1464
Eastern PolandPoland & the Baltics 2744225–501 1464–1560
Northern GermanyGermany 274427–250 1365–1464Catholic & Orthodox factions only
Northern GermanyGermany 274426–171 1464–1560Catholic & Orthodox factions only
Low CountriesGermany 274427–250 1365–1464Catholic & Orthodox factions only
Low CountriesGermany 274426–171 1464–1560Catholic & Orthodox factions only
RheinlandGermany 274427–250 1365–1464Catholic & Orthodox factions only
RheinlandGermany 274426–171 1464–1560Catholic & Orthodox factions only
Southern GermanyGermany 274427–250 1365–1464Catholic & Orthodox factions only
Southern GermanyGermany 274426–171 1464–1560Catholic & Orthodox factions only
Bohemia AustriaGermany 274427–250 1365–1464Catholic & Orthodox factions only
Bohemia AustriaGermany 274426–171 1464–1560Catholic & Orthodox factions only
Northern FranceFrance 274427–250 1365–1464
Northern FranceFrance 274426–171 1464–1560
BurgundyFrance 274427–250 1365–1464
BurgundyFrance 274426–171 1464–1560
Northern ItalyItaly 274427–250 1365–1464
Northern ItalyItaly 274426–171 1464–1560
Central ItalyItaly 2744217–330 1365–1464
Central ItalyItaly 2744225–501 1464–1560
IllyricumBalkans 2744217–330 1365–1464Catholic & Orthodox factions only
IllyricumBalkans 2744225–501 1464–1560Catholic & Orthodox factions only

Quality: Superior. Type: Mercenary (low recruitment and replenishment costs, often reduced morale and high upkeep). These are knights from the Holy Roman Empire that have chosen to fight for money. Wearing plate armour, and equipped with maces, as well as lances, these trained and experienced knights are a good choice for taking on other heavily armoured units. Although excellent shock troops, they do have a strong interest in personal survival.

Abilities

  • Wedge

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

  • Armour piercing

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

  • 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.

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
24 · riding Barded Horse Marka
Melee
attack 7, charge 13 (spear)
Defence
armour 16, skill 4, shield 5
Morale
8 · Normal discipline · Trained
Cost
2744 florins, 1029 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-2 in scrub, -3 in sand, -4 in forest, -1 in snow
Heat
+11 fatigue in hot climates

Forest Archers

AOR unit

Where to hire

PoolCostMaxTurns per unitXPLimits
North BalticPoland & the Baltics 87428–202
BalticsPoland & the Baltics 87428–202
Rus Mikra Rhossia 4Russia 874217–331 1180–1299
Rus Mikra Rhossia 4Russia 874125–501 1300–1560

Local militia. Morale 8. These lowland hunters are recruited for their fine skills in shooting the large and small game. It is very handy on the battlefield. They are poorly armoured but have large shields.

Abilities

  • Area attack

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

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

Stats

Men
48
Missile
War Arrow: attack 4, range 145, 30 ammo
Melee
attack 2, charge 2 (sword)
Defence
armour 0, skill 4, shield 3
Morale
8 · Low discipline · Trained
Cost
594 florins, 494 upkeep, 2 turns to train
Terrain
+1 in scrub, -1 in sand, +3 in forest, +1 in snow
Heat
+1 fatigue in hot climates

Morass Scouts

tribal unit, regional, AOR unit

Where to hire

PoolCostMaxTurns per unitXPLimits
North BalticPoland & the Baltics 997217–331 1132–1300
BalticsPoland & the Baltics 997217–331 1132–1300
Eastern PolandPoland & the Baltics 997217–331 1132–1400

Local militia. Morale 6. These warriors are recruited from poor wood-dwellers. They have javelins and short swords, but neither armour, nor shields. They are excellent ambushers but should not engage in melee.

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • Peasant

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

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

Stats

Men
52
Missile
Militia Javelin: attack 10, range 50, 4 ammo
Melee
attack 3, charge 2 (sword)
Defence
armour 0, skill 5, shield 0
Morale
6 · Low discipline · Trained
Cost
374 florins, 374 upkeep, 1 turn to train
Mount effect
+6 vs Elephant
Terrain
+1 in scrub, -1 in sand, +3 in forest, +1 in snow
Heat
+1 fatigue in hot climates

Mercenary Slavic Axemen

mercenary unit (true)

Where to hire

PoolCostMaxTurns per unitXPLimits
North BalticPoland & the Baltics 1973112–250 1132–1299
North BalticPoland & the Baltics 197329–173 1300–1439
North BalticPoland & the Baltics 1973125–501 1440–1560
Rus Mikra Rhossia 4Russia 1973112–250 1190–1299
Rus Mikra Rhossia 4Russia 197329–173 1300–1439
Rus Mikra Rhossia 4Russia 1973125–501 1440–1560
Rus Novgorod 4Russia 1973112–250 1190–1299
Rus Novgorod 4Russia 197329–173 1300–1439
Rus Novgorod 4Russia 1973125–501 1440–1560
Rus Kiev 3Russia 1973112–250 1132–1299
Rus Kiev 3Russia 197329–173 1300–1439
Rus Kiev 3Russia 1973125–501 1440–1560
Rus Zalesiye 3Russia 1973112–250 1190–1299
Rus Zalesiye 3Russia 197329–173 1300–1439
Rus Zalesiye 3Russia 1973125–501 1440–1560

Type: Axemen Mercenaries These Slavic warriors, recruited from prosperous households of merchants, artisans, and smiths, emulate their Scandinavian neighbours by wielding heavy two-handed axes. Serving as mercenaries in the harsh lands of Rus, they can afford enhanced protection with light mailed armour. While effective as offensive infantry, relying on them to hold a line may be less advisable.

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.

  • Mercenary

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

  • Mercenary disband

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

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

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

Stats

Men
48
Melee
attack 6, charge 4 (axe)
Defence
armour 6, skill 6, shield 0
Morale
9 · Normal discipline · Trained
Cost
1912 florins, 717 upkeep, 2 turns to train
Mount effect
+1 vs Horse, +1 vs Camel
Terrain
+1 in scrub, -1 in sand, +2 in forest, +1 in snow
Heat
+6 fatigue in hot climates

Men at Arms

mercenary unit (true)

Where to hire

PoolCostMaxTurns per unitXPLimits
North BalticPoland & the Baltics 300326–170 1400–1560
BalticsPoland & the Baltics 300326–170 1400–1560
Western PolandPoland & the Baltics 300326–170 1400–1560
Eastern PolandPoland & the Baltics 300326–170 1400–1560
Northern GermanyGermany 3003217–330 1338–1399
Northern GermanyGermany 300326–173 1400–1489
Northern GermanyGermany 300327–201 1490–1560
Low CountriesGermany 3003217–330 1338–1399
Low CountriesGermany 300326–173 1400–1489
Low CountriesGermany 300327–201 1490–1560
RheinlandGermany 3003217–330 1338–1399
RheinlandGermany 300326–173 1400–1489
RheinlandGermany 300327–201 1490–1560
Ulm SwabiansGermany 3003217–330 1338–1399
Ulm SwabiansGermany 300326–173 1400–1489
Ulm SwabiansGermany 300327–201 1490–1560
Southern GermanyGermany 3003217–330 1338–1399
Southern GermanyGermany 300326–173 1400–1489
Southern GermanyGermany 300327–201 1490–1560
Bohemia AustriaGermany 3003217–330 1338–1399
Bohemia AustriaGermany 300326–173 1400–1489
Bohemia AustriaGermany 300327–201 1490–1560
SwitzerlandGermany 300324–124 1338–1560
Western FranceFrance 300326–170 1300–1399
Western FranceFrance 300324–121 1400–1560
Northern FranceFrance 300326–170 1300–1399
Northern FranceFrance 300324–121 1400–1560
Southern FranceFrance 300326–170 1300–1399
Southern FranceFrance 300324–121 1400–1560
BurgundyFrance 300326–170 1300–1399
BurgundyFrance 300324–121 1400–1560
Northern ItalyItaly 300334–124 1338–1560
Central ItalyItaly 300334–124 1338–1560
Constantinople And SurroundingsBalkans 300334–124 1338–1560

Quality: Superior. Type: Mercenary. Armies are expensive to maintain, so when peace falls, Sovereigns dispense with the services of many of their troops. Some however, enjoy the military life and form themselves into large bands often known as 'free units'. Often supporting themselves by brigandage, they are equally happy to sell their services to anyone who can pay. These men are well armoured and armed with poleaxes.

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.

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
48
Melee
attack 8, charge 7 (axe)
Defence
armour 14, skill 6, shield 0
Morale
9 · Normal discipline · Trained
Cost
649 florins, 1126 upkeep, 1 turn to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
-1 in scrub, -3 in sand, -2 in snow
Heat
+14 fatigue in hot climates

Prussian Spearmen

mercenary unit (false DM+EDB)

Where to hire

PoolCostMaxTurns per unitXPLimits
BalticsPoland & the Baltics 230426–123 1230–1350
BalticsPoland & the Baltics 230428–173 1350–1450
Western PolandPoland & the Baltics 230428–171 1230–1350
Western PolandPoland & the Baltics 230428–173 1350–1420
Eastern PolandPoland & the Baltics 230428–171 1230–1350
Eastern PolandPoland & the Baltics 230428–173 1350–1450
Northern GermanyGermany 2304217–330 1240–1289
Northern GermanyGermany 230426–171 1290–1349
Northern GermanyGermany 230427–203 1350–1419
Northern GermanyGermany 2304214–501 1420–1560
Low CountriesGermany 2304217–330 1240–1289
Low CountriesGermany 230426–171 1290–1349
Low CountriesGermany 230427–203 1350–1419
Low CountriesGermany 2304214–501 1420–1560
RheinlandGermany 2304217–330 1240–1289
RheinlandGermany 230426–171 1290–1349
RheinlandGermany 230427–203 1350–1419
RheinlandGermany 2304214–501 1420–1560
Ulm SwabiansGermany 2304217–330 1240–1289
Ulm SwabiansGermany 230426–171 1290–1349
Ulm SwabiansGermany 230427–203 1350–1419
Ulm SwabiansGermany 2304214–501 1420–1560
Southern GermanyGermany 2304217–330 1240–1289
Southern GermanyGermany 230426–171 1290–1349
Southern GermanyGermany 230427–203 1350–1419
Southern GermanyGermany 2304214–501 1420–1560
Bohemia AustriaGermany 2304217–330 1240–1289
Bohemia AustriaGermany 230426–171 1290–1349
Bohemia AustriaGermany 230427–203 1350–1419
Bohemia AustriaGermany 2304214–501 1420–1560
SwitzerlandGermany 2304217–330 1240–1289
SwitzerlandGermany 230426–171 1290–1349
SwitzerlandGermany 230427–203 1350–1419
SwitzerlandGermany 2304214–501 1420–1560

Quality: Superior. Type: Mercenary. Prussian Spearmen are professional mercenaries, 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.

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
60
Melee
attack 4, charge 3 (spear)
Defence
armour 6, skill 4, shield 7
Morale
8 · Normal discipline · Trained
Cost
2299 florins, 864 upkeep, 2 turns to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
-2 in sand, +2 in forest, +2 in snow
Heat
+7 fatigue in hot climates

Landsknecht Pikemen

mercenary unit (true)

Where to hire

PoolCostMaxTurns per unitXPLimits
BalticsPoland & the Baltics 1824112–251 1420–1560Catholic & Orthodox factions only
Western PolandPoland & the Baltics 1824112–250 1421–1560Catholic & Orthodox factions only
Eastern PolandPoland & the Baltics 1824112–251 1420–1560Catholic & Orthodox factions only
Northern GermanyGermany 1824217–330 1420–1469
Northern GermanyGermany 182437–201 1470–1519
Northern GermanyGermany 182436–113 1520–1560
Low CountriesGermany 794217–330 1280–1359
Low CountriesGermany 79436–111 1360–1459
Low CountriesGermany 794312–253 1460–1560
Low CountriesGermany 1824217–330 1420–1469
Low CountriesGermany 182437–201 1470–1519
Low CountriesGermany 182436–113 1520–1560
RheinlandGermany 1824217–330 1420–1469
RheinlandGermany 182437–201 1470–1519
RheinlandGermany 182436–113 1520–1560
Ulm SwabiansGermany 1824217–330 1420–1469
Ulm SwabiansGermany 182437–201 1470–1519
Ulm SwabiansGermany 182436–113 1520–1560
Southern GermanyGermany 1824217–330 1420–1469
Southern GermanyGermany 182437–201 1470–1519
Southern GermanyGermany 182436–113 1520–1560
Bohemia AustriaGermany 1824217–330 1420–1469
Bohemia AustriaGermany 182437–201 1470–1519
Bohemia AustriaGermany 182436–113 1520–1560
BurgundyFrance 1824212–254 1470–1560Catholic & Orthodox factions only
IllyricumBalkans 182434–124 1420–1560Catholic & Orthodox factions only

Quality: Elite. Type: Mercenary (low recruitment and replenishment costs, often reduced morale and high upkeep). First created by the reforms of Maximilian I, the Landsknechts were his answer to the threat of the Swiss pikemen, and have earned an excellent reputation. Bitter rivals of the Swiss, no quarter is asked or given when they encounter one another. These elite mercenaries are equipped with long pikes and wear their distinctive and elaborate slash and puffed shirts and hose.

Abilities

  • Pike phalanx

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

  • Long spear

    Bonus when fighting cavalry, penalty against infantry.

  • Long pike

    Very long pikes, used in phalanx formation.

  • Hardy

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

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
80
Melee
attack 4, charge 4 (spear)
Defence
armour 4, skill 3, shield 0
Morale
7 · Normal discipline · Trained
Cost
1824 florins, 684 upkeep, 3 turns to train
Mount effect
+6 vs Horse, +6 vs Camel
Terrain
-1 in sand, +1 in forest, +1 in snow
Heat
+4 fatigue in hot climates

Prussian Axemen

mercenary unit

Where to hire

PoolCostMaxTurns per unitXPLimits
BalticsPoland & the Baltics 1593212–250 1190–1299After Heavy Mail
BalticsPoland & the Baltics 1593210–201 1300–1399
BalticsPoland & the Baltics 159328–173 1400–1560
Western PolandPoland & the Baltics 1593214–330 1190–1299After Heavy Mail
Western PolandPoland & the Baltics 1593211–251 1300–1399
Western PolandPoland & the Baltics 1593210–203 1400–1560
Eastern PolandPoland & the Baltics 1593214–330 1190–1299After Heavy Mail
Eastern PolandPoland & the Baltics 1593211–251 1300–1399
Eastern PolandPoland & the Baltics 1593210–203 1400–1560
Northern GermanyGermany 1593214–330 1190–1299After Heavy Mail
Northern GermanyGermany 1593211–251 1300–1399
Northern GermanyGermany 1593210–203 1400–1560

Mercenaries. Morale 7. Protected by mail armour and wielding axes, these warriors are excel at attack other lightly armed troops.

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.

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
48
Melee
attack 4, charge 3 (axe)
Defence
armour 5, skill 3, shield 5
Morale
7 · Normal discipline · Trained
Cost
1593 florins, 599 upkeep, 2 turns to train
Terrain
-2 in sand, +2 in forest, +2 in snow
Heat
+6 fatigue in hot climates

Mercenary Swordsmen

Mercenary unit (true)

Where to hire

PoolCostMaxTurns per unitXPLimits
Western PolandPoland & the Baltics 1987117–330
Northern GermanyGermany 1987117–330 1132–1189
Northern GermanyGermany 198727–201 1190–1279
Northern GermanyGermany 198726–173 1280–1379
Northern GermanyGermany 198727–201 1380–1449
Low CountriesGermany 1987117–330 1132–1189
Low CountriesGermany 198727–201 1190–1279
Low CountriesGermany 198726–173 1280–1379
Low CountriesGermany 198727–201 1380–1449
RheinlandGermany 1987117–330 1132–1189
RheinlandGermany 198727–201 1190–1279
RheinlandGermany 198726–173 1280–1379
RheinlandGermany 198727–201 1380–1449
Bohemia AustriaGermany 1987117–330 1132–1189
Bohemia AustriaGermany 198727–201 1190–1279
Bohemia AustriaGermany 198726–173 1280–1379
Bohemia AustriaGermany 198727–201 1380–1449
Southern FranceFrance 1987117–330 1132–1189
Southern FranceFrance 198727–201 1190–1279
Southern FranceFrance 198726–173 1280–1379
Southern FranceFrance 198727–201 1380–1449
BurgundyFrance 1987117–330 1132–1189
BurgundyFrance 198727–201 1190–1279
BurgundyFrance 198726–173 1280–1379
BurgundyFrance 198727–201 1380–1449
PyreneesIberia 1987117–330 1132–1189
PyreneesIberia 198727–201 1190–1279
PyreneesIberia 198726–173 1280–1379
PyreneesIberia 198727–201 1380–1449
Northern ItalyItaly 1987117–331 1132–1189
Northern ItalyItaly 198727–202 1190–1279
Northern ItalyItaly 198726–173 1280–1379
Northern ItalyItaly 198727–201 1380–1449
Central ItalyItaly 1987117–331 1132–1189
Central ItalyItaly 198727–202 1190–1279
Central ItalyItaly 198726–173 1280–1379
Central ItalyItaly 198727–201 1380–1449
SicilyItaly 1987117–331 1132–1189
SicilyItaly 198727–202 1190–1279
SicilyItaly 198726–173 1280–1379
SicilyItaly 198727–201 1380–1449
Constantinople And SurroundingsBalkans 1987117–331 1132–1189
Constantinople And SurroundingsBalkans 198727–202 1190–1279
Constantinople And SurroundingsBalkans 198726–173 1280–1379
Constantinople And SurroundingsBalkans 198727–201 1380–1449

MERCENARIES / MORALE 9/ NORMAL DISCIPLINE/ TRAINED Swords in the Middle Ages were expensive, so only noble or wealthy people could have them. These mercenary swordsmen are professional warriors who have good chain mail armor and are skilled in fighting with their swords and shields, versatile troops. offensively or defensively to fight against both infantry and archers. GAMEPLAY NOTES: Mercenaries are used to quickly create an army or reinforce your own. They usually have high hiring and maintenance costs in exchange for being able to have them instantly and with military experience without needing military infrastructure. If you don't pay them their salary or you go bankrupt, they will disappear from your army. After all, they are mercenaries who fight for money for any faction or religion.

Abilities

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
48
Melee
attack 5, charge 4 (sword)
Defence
armour 6, skill 6, shield 4
Morale
9 · Normal discipline · Trained
Cost
1987 florins, 845 upkeep, 1 turn to train
Terrain
+1 in scrub, -1 in sand, +3 in forest
Heat
+6 fatigue in hot climates

Serbian Hussars

mercenary unit (true)

Where to hire

PoolCostMaxTurns per unitXPLimits
Western PolandPoland & the Baltics 185334–171 1460–1560
Eastern PolandPoland & the Baltics 185334–171 1460–1560
PannoniaBalkans 185326–173 1440–1560
CarpathiaBalkans 185326–173 1440–1560
IllyricumBalkans 185334–173 1440–1560
SerbiaBalkans 185326–173 1440–1560
BulgariaBalkans 185326–173 1440–1560

Quality: Elite. Type: Mercenary. The first Hussars are thought to have been Serbian nobles seeking refuge in Hungary. Well renowned as elite light cavalry, those that remained in their native land prefer to take lucrative work as mercenaries, since they are much in demand. Hussars are equipped with light mail, shield and armed with lance and sword.

Abilities

  • Hardy

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

  • Formed charge

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

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
24 · riding Medium Horse
Melee
attack 7, charge 11 (spear)
Defence
armour 3, skill 4, shield 3
Morale
8 · Normal discipline · Trained
Cost
1853 florins, 695 upkeep, 3 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
+2 fatigue in hot climates

Mercenary Pechenegs

mercenary unit (true)

Where to hire

PoolCostMaxTurns per unitXPLimits
Rus Mikra Rhossia 4Russia 1326225–503 1132–1200
Rus Kiev 3Russia 1326225–503 1132–1200
Rus Zalesiye 3Russia 1326225–501 1132–1200
Steppes Ukraine 3Steppes 1326317–333 1132–1200
Steppes Pontuseuxinus 2Steppes 1326317–331 1132–1200
Steppes Volga 3Steppes 1326317–332 1132–1200
CarpathiaBalkans 1326325–503 1132–1200

MERCENARIES / MORALE 7/ LOW DISCIPLINE/ TRAINED/ IS PEASANT A long time ago all the steppes belonged to the Pechenegs. They were subjugated, however, after a long and bloody conflict with the Cumans. They now serve the to whoever pays for their services, hardy steppe horse archers in search of a home server as poorly armed mercenaries or, indeed, indentured men. Useful light troops against infantry or heavy warriors that they cannot reach them but with almost without armour and low discipline. They were widely used in the Roman armies as mercenaries, as well as by the Rus after the destruction of their homeland by their former rivals, the Kypchaks or Cumans. GAMEPLAY NOTES: Mercenaries are used to quickly create an army or reinforce your own. They usually have high hiring and maintenance costs in exchange for being able to have them instantly and with military experience without needing military infrastructure. If you don't pay them their salary or you go bankrupt, they will disappear from your army. After all, they are mercenaries who fight for money for any faction or religion.

Abilities

  • Horde

    Loose, unordered mass instead of neat ranks. Used by tribal and irregular troops. The unit fights as a crowd rather than in ranks.

  • Hardy

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

  • Cantabrian circle

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

  • Mercenary

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

  • Mercenary disband

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

  • Peasant

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

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

Stats

Men
40 · riding Fast Pony
Missile
Cav Composite Arrow: attack 4, range 100, 18 ammo
Melee
attack 4, charge 2 (sword)
Defence
armour 0, skill 2, shield 3
Morale
7 · Low discipline · Trained
Cost
1326 florins, 535 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in sand, -2 in forest, +1 in snow
Heat
+1 fatigue in hot climates

Slavic Javelinmen

feudal levy, AOR unit

Where to hire

PoolCostMaxTurns per unitXPLimits
Rus Mikra Rhossia 4Russia 969312–252 1132–1300
Rus Novgorod 4Russia 969312–252 1132–1300
Rus Kiev 3Russia 969312–252 1132–1300
Rus Zalesiye 3Russia 969312–252 1132–1300
PannoniaBalkans 96924–122 1132–1300
CarpathiaBalkans 96924–122 1132–1300
IllyricumBalkans 969312–252 1132–1300
SerbiaBalkans 96924–122 1132–1300
BulgariaBalkans 96924–122 1132–1300

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

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • Peasant

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

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

Stats

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

Steppe Infantry

AOR unit, tribal unit

Where to hire

PoolCostMaxTurns per unitXPLimits
Rus Mikra Rhossia 4Russia 72929–333
Rus Novgorod 4Russia 72929–333
Rus Kiev 3Russia 72929–333
Rus Zalesiye 3Russia 72929–333
Steppes Ukraine 3Steppes 72939–333
Steppes Pontuseuxinus 2Steppes 72929–333
Steppes Volga 3Steppes 72939–333
Steppes Centralasia 3Steppes 72929–333
CarpathiaBalkans 72919–333

REGIONAL TROOPS/ MORALE 4/ LOW DISCIPLINE/ UNTRAINED/ FREE UPKEEP UNIT/ IS PEASANT In the Eurasian steppes, numerous steppe tribes coexist, including Alans, Cumans, Kazakhs, and Pechenegs. While the majority fight on horseback, others cannot afford it and fight on foot. This steppe infantry serves as support and goes to war armed with nothing but ax and shield. They are poor militiamen defending their settlements, and although lacking experience, their courage and fierce dedication to protecting their homeland make them formidable foes nonetheless. These steppe tribal warriors can be found in many steppe lands or with proximity to them so they will be in many armies from turkish and cumans culture.

Abilities

  • Free upkeep

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

  • Peasant

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

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

Stats

Men
60
Melee
attack 4, charge 1 (axe)
Defence
armour 0, skill 4, shield 4
Morale
4 · Low discipline · Untrained
Cost
258 florins, 158 upkeep, 1 turn to train
Terrain
+4 in scrub, +2 in forest, +3 in snow
Heat
+1 fatigue in hot climates

Mercenary Ribault

artillery

Where to hire

PoolCostMaxTurns per unitXPLimits
Rus Mikra Rhossia 4Russia 2857125–500 1260–1309
Rus Mikra Rhossia 4Russia 1857125–500 1310–1359
Rus Mikra Rhossia 4Russia 1857117–331 1360–1560
Rus Novgorod 4Russia 2857125–500 1260–1309
Rus Novgorod 4Russia 1857125–500 1310–1359
Rus Novgorod 4Russia 1857117–331 1360–1560
Rus Kiev 3Russia 2857125–500 1260–1309
Rus Kiev 3Russia 1857125–500 1310–1359
Rus Kiev 3Russia 1857117–331 1360–1560
Rus Zalesiye 3Russia 2857125–500 1260–1309
Rus Zalesiye 3Russia 1857125–500 1310–1359
Rus Zalesiye 3Russia 1857117–331 1360–1560
Northern GermanyGermany 2857125–500 1260–1359
Northern GermanyGermany 2357125–500 1360–1459
Northern GermanyGermany 1857125–500 1460–1560
Low CountriesGermany 2857125–500 1260–1359
Low CountriesGermany 2357125–500 1360–1459
Low CountriesGermany 1857125–500 1460–1560
RheinlandGermany 2857125–500 1260–1359
RheinlandGermany 2357125–500 1360–1459
RheinlandGermany 1857125–500 1460–1560
Ulm SwabiansGermany 2857125–500 1260–1359
Ulm SwabiansGermany 2357125–500 1360–1459
Ulm SwabiansGermany 1857125–500 1460–1560
Southern GermanyGermany 2857125–500 1260–1359
Southern GermanyGermany 2357125–500 1360–1459
Southern GermanyGermany 1857125–500 1460–1560
Bohemia AustriaGermany 2857125–500 1260–1359
Bohemia AustriaGermany 2357125–500 1360–1459
Bohemia AustriaGermany 1857125–500 1460–1560
Western FranceFrance 2857125–500 1260–1359
Western FranceFrance 2357125–500 1360–1459
Western FranceFrance 1857125–500 1460–1560
Northern FranceFrance 2857125–500 1260–1359
Northern FranceFrance 2357125–500 1360–1459
Northern FranceFrance 1857125–500 1460–1560
Southern FranceFrance 2857125–500 1260–1359
Southern FranceFrance 2357125–500 1360–1459
Southern FranceFrance 1857125–500 1460–1560
BurgundyFrance 2857125–500 1260–1359
BurgundyFrance 2357125–500 1360–1459
BurgundyFrance 1857125–500 1460–1560
Northern ItalyItaly 2857225–500 1260–1359
Northern ItalyItaly 2357225–500 1360–1399
Central ItalyItaly 2857225–500 1260–1359
Central ItalyItaly 2357225–500 1360–1399
SicilyItaly 2857225–500 1260–1359
SicilyItaly 2357225–500 1360–1399
Constantinople And SurroundingsBalkans 2857225–500 1260–1359
Constantinople And SurroundingsBalkans 2357225–500 1360–1399

The Ribault, also known as the organ gun due to its many pipes, is a fearsome spectacle on the battlefield. Armed with six short-ranged barrels, it is often used in the defence of other longer-ranged artillery. Able to fire all six 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.

  • Mercenary

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

  • Mercenary disband

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

Also: Sea-faring, 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, 419 upkeep, 5 turns to train
Heat
+1 fatigue in hot climates

Mercenary Rocket Launcher

artillery

Where to hire

PoolCostMaxTurns per unitXPLimits
Rus Mikra Rhossia 4Russia 3200117–331 After A Deadly New Weapon!After A New Threat!
Rus Novgorod 4Russia 3200117–331 After A Deadly New Weapon!After A New Threat!
Rus Kiev 3Russia 3200117–331 After A Deadly New Weapon!After A New Threat!
Rus Zalesiye 3Russia 3200117–331 After A Deadly New Weapon!After A New Threat!
Steppes Ukraine 3Steppes 3200120–1001 After A Deadly New Weapon!After A New Threat!
Steppes Pontuseuxinus 2Steppes 3200120–1001 After A Deadly New Weapon!After A New Threat!
Steppes Volga 3Steppes 3200125–501 After A Deadly New Weapon!After A New Threat!
Steppes Centralasia 3Steppes 3200125–501 After A Deadly New Weapon!After A New Threat!

Available for those that can afford it. The Mongolian rocket launcher resembles a wooden, fire-spitting demon-wagon. Inspired by the rockets fired at them during the invasion of China, the Mongols have fiendishly mounted 36 of them on one frame. Although very inaccurate, the rockets are fired in a great barrage capable of hitting multiple units simultaneously.

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.

  • Gunpowder unit

    Uses gunpowder weapons.

  • Mercenary

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

  • Mercenary disband

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

Also: Sea-faring, Can withdraw

Stats

Men
6
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

Ruthenian Archers

feudal levy, AOR unit

Where to hire

PoolCostMaxTurns per unitXPLimits
Rus Novgorod 4Russia 874217–331 1180–1299
Rus Novgorod 4Russia 874125–501 1300–1560
Rus Kiev 3Russia 874217–331 1180–1299
Rus Kiev 3Russia 874125–501 1300–1560
Rus Zalesiye 3Russia 874217–331 1180–1299
Rus Zalesiye 3Russia 874125–501 1300–1560

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

Abilities

  • Area attack

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

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

Stats

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

Chude Militia

Tribal unit

Where to hire

PoolCostMaxTurns per unitXPLimits
Rus Novgorod 4Russia 90426–174 1132–1299
Rus Novgorod 4Russia 90427–201 1300–1499
Rus Novgorod 4Russia 904217–330 1500–1560
Rus Zalesiye 3Russia 90426–174 1132–1299
Rus Zalesiye 3Russia 90427–201 1300–1499
Rus Zalesiye 3Russia 904217–330 1500–1560

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

Abilities

  • Braced spear

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

  • Peasant

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

  • Free upkeep

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

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

Stats

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

Cuman Warriors

AOR unit, tribal unit

Where to hire

PoolCostMaxTurns per unitXPLimits
Rus Kiev 3Russia 122929–333
Rus Zalesiye 3Russia 122919–333
Steppes Ukraine 3Steppes 122939–333
Steppes Pontuseuxinus 2Steppes 122929–333
Steppes Volga 3Steppes 122939–333
CarpathiaBalkans 122919–333

REGIONAL TROOPS/ MORALE 8/ LOW DISCIPLINE/ TRAINED/ FREE UPKEEP UNIT/ IS PEASANT The Cumans were a Turkic nomadic people of Central Asia comprising the western branch of the Cuman-Kipchak confederacy who spoke the Cuman language. They are known as Polovtsians in Russia, Cumans in Western sources, and Kipchaks in Eastern sources. Related to the Pechenegs, the Cumans inhabited a shifting area north of the Black Sea and along the Volga River known as Cumania. From there, the Cuman-Kipchaks interfered in the politics of the Caucasus and the Khwarazmian Empire. Many Cumans eventually settled west of the Black Sea, influencing the politics of Kievan Rus', the Byzantine Empire, and several Latin nations. The Cumans were formidable nomadic warriors of the Eurasian steppe, leaving a lasting impact on the region and the medieval Balkans. Known for their cultural sophistication and military prowess, they initially fought as light cavalry and later developed into heavy cavalry.Equipped with weapons like the recurved bow and later the compound bow (carried on the hip using a quiver), a javelin, a slightly curved saber, mace, and a heavy spear for spearing, the Cumans employed tactical versatility. When dismounted, these Cuman warriors transition into light infantry or foot archers. While they struggle against heavier foes in close combat, their strength lies in unleashing a relentless rain of arrows upon the enemy.

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.

  • Free upkeep

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

  • Peasant

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

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

Stats

Men
56
Missile
Composite Arrow: attack 4, range 145, 18 ammo
Melee
attack 3, charge 1 (sword)
Defence
armour 0, skill 5, shield 3
Morale
8 · Low discipline · Trained
Cost
554 florins, 554 upkeep, 2 turns to train
Terrain
+3 in scrub, -1 in sand, +4 in forest, +3 in snow

Mercenary Steppe Polovtsy

mercenary unit (true)

Where to hire

PoolCostMaxTurns per unitXPLimits
Rus Kiev 3Russia 929312–253 1132–1249
Rus Kiev 3Russia 92938–173 1250–1400
Rus Kiev 3Russia 929225–503 1401–1560
Rus Zalesiye 3Russia 929312–253 1132–1249
Rus Zalesiye 3Russia 92938–173 1250–1400
Rus Zalesiye 3Russia 929225–503 1401–1560
Steppes Ukraine 3Steppes 92939–333
Steppes Pontuseuxinus 2Steppes 92939–333
Steppes Volga 3Steppes 929312–253
Steppes Centralasia 3Steppes 929312–253
Caucasus 4Caucasus 92939–333 1132–1200

Type: Mercenary. The Polovtsy or Cumans–known as Cumans in the West, Kipchaks in the East, and Kangli in Asia–were a nomadic Turkic-speaking tribal confederation. They originated from eastern Mongolia around 1017 or 1018 and eventually occupied a vast region from Kazakhstan to the Danube by 1055. Politically disorganized, they lacked a unified policy in their relations with Kievan Rus'. Various Polovtsian tribes engaged in conflicts between princely Russians, sometimes as allies and occasionally as enemies. Dynastic intermarriages played a role in forming Polovtsy-Rus political unions. Russian sources distinguish between 'savages' (enemies of Kievan Rus') and 'non-savages' (allies of Kievan Rus') among the Polovtsians. The clashes between the Rus and the Polovtsy stemmed primarily from their differing economies. The Rus, being farmers, sought to convert the steppe into cultivated land, while the Polovtsian nomads relied on the steppe for grazing animals. This economic disparity led to inevitable conflicts, with Polovtsian raids on Rus-colonized lands and subsequent counterattacks by Kievan Rus'. Despite these conflicts, political disunity on both sides prevented the establishment of permanent peace. Ultimately, by the 1230s and 1240s, both the Rus and the Polovtsy were conquered and absorbed into the Mongol Empire.These steppe mercenaries are available to the highest bidder and are willing to fight alongside the Horde, their steppe compatriots, or even the Rus and other settled peoples. They excel in raids and harassing the enemy from a distance, but their lack of protection and armour makes it advisable for them to avoid direct confrontation with better-protected adversaries.

Abilities

  • Horde

    Loose, unordered mass instead of neat ranks. Used by tribal and irregular troops. The unit fights as a crowd rather than in ranks.

  • 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.

  • 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.

  • Mercenary

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

  • Mercenary disband

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

  • Peasant

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

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

Stats

Men
40 · riding Fast Pony
Missile
Quality Cav Composite Arrow: attack 3, range 100, 18 ammo
Melee
attack 3, charge 5 (sword)
Defence
armour 2, skill 2, shield 0
Morale
7 · Normal discipline · Untrained
Cost
1429 florins, 536 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in sand, -2 in forest, +1 in snow
Heat
+2 fatigue in hot climates

Mercenary Alan Horse Archers

Mercenaries

Where to hire

PoolCostMaxTurns per unitXPLimits
Steppes Ukraine 3Steppes 1408114–504
Steppes Pontuseuxinus 2Steppes 1408314–504
Steppes Volga 3Steppes 1408117–334
Anatolia North 2Anatolia 1408117–334
Anatolia Central 2Anatolia 1408117–334
Anatolia East 2Anatolia 1408117–334
Anatolia South 2Anatolia 1408117–334
Caucasus 4Caucasus 1408317–334
Armenia 4Caucasus 1408117–334

MERCENARIES / MORALE 8/ NORMAL DISCIPLINE/ TRAINED The Alans make their initial appearance in Roman writings in the 1st century and are later described as a warlike people specializing in horse breeding. In the 4th and 5th centuries, the Alans underwent partial Christianization through the efforts of Byzantine missionaries affiliated with the Arian church. The Alan kings frequently allied themselves with the Byzantines and with various Georgian rulers seeking protection against raids by steppe peoples such as the Pechenegs and Cumans (Polovtsians). In the 13th century, the recently arrived Mongols invaded the region, forcibly pushing the Eastern Alans much further south into the Caucasus. There, they integrated with the native population and eventually established territorial entities with distinct developments. Around 1395, Tamerlane's army invaded the North Caucasus and massacred the majority of the Alan population. They are tough riders, acclimatized to the plains and steppes of Eastern Europe, the Black Sea region, and some parts of Anatolia. Having fought against the Eastern Roman Empire and other steppe tribes numerous times in the past, ironically, they are now highly valued as mercenaries among their former enemies. These steppe warriors are hard men in harder armour, with their composite bow and saber, accustomed to seeing a lot of action on the field of battle and adept at shooting their arrows to keep enemies at a distance. GAMEPLAY NOTES: Mercenaries are used to quickly create an army or reinforce your own. They usually have high hiring and maintenance costs in exchange for being able to have them instantly and with military experience without needing military infrastructure. If you don't pay them their salary or you go bankrupt, they will disappear from your army. After all, they are mercenaries who fight for money for any faction or religion.

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.

  • 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.

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
32 · riding Eastern Horse
Missile
Elite Cav Composite Arrow: attack 4, range 110, 30 ammo
Melee
attack 5, charge 5 (mace)
Defence
armour 7, skill 3, shield 3
Morale
8 · Normal discipline · Trained
Cost
1408 florins, 528 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in sand, -3 in forest
Heat
+6 fatigue in hot climates

Mercenary Aldari Lancers

Mercenaries

Where to hire

PoolCostMaxTurns per unitXPLimits
Steppes Ukraine 3Steppes 2013210–203
Steppes Pontuseuxinus 2Steppes 2013310–204
Steppes Volga 3Steppes 201328–173
Steppes Centralasia 3Steppes 201318–173
Anatolia North 2Anatolia 201328–173
Anatolia Central 2Anatolia 201328–173
Anatolia East 2Anatolia 201328–173
Anatolia South 2Anatolia 201328–173
Caucasus 4Caucasus 201338–174
Armenia 4Caucasus 201328–173

MERCENARIES / MORALE 8/ NORMAL DISCIPLINE/ TRAINED The Alans make their initial appearance in Roman writings in the 1st century and are later described as a warlike people specializing in horse breeding. In the 4th and 5th centuries, the Alans underwent partial Christianization through the efforts of Byzantine missionaries affiliated with the Arian church. The Alan kings frequently allied themselves with the Byzantines and with various Georgian rulers seeking protection against raids by steppe peoples such as the Pechenegs and Cumans (Polovtsians). In the 13th century, the recently arrived Mongols invaded the region, forcibly pushing the Eastern Alans much further south into the Caucasus. There, they integrated with the native population and eventually established territorial entities with distinct developments. Around 1395, Tamerlane's army invaded the North Caucasus and massacred the majority of the Alan population. These Alan Lancers form an excellent cavalry unit that combines a spear charge with high maneuverability. They are armoured in good armour, shield and helmet despite being steppe units. With deft handling of their spears, these horsemen make an unstoppable chase unit. GAMEPLAY NOTES: Mercenaries are used to quickly create an army or reinforce your own. They usually have high hiring and maintenance costs in exchange for being able to have them instantly and with military experience without needing military infrastructure. If you don't pay them their salary or you go bankrupt, they will disappear from your army. After all, they are mercenaries who fight for money for any faction or religion.

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.

  • 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.

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
24 · riding Early Heavy Horse
Melee
attack 5, charge 10 (spear)
Defence
armour 8, skill 4, shield 3
Morale
8 · Normal discipline · Trained
Cost
2120 florins, 795 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -4 in forest, -1 in snow
Heat
+6 fatigue in hot climates

Mercenary Steppe Alans

mercenary unit

Where to hire

PoolCostMaxTurns per unitXPLimits
Steppes Ukraine 3Steppes 199639–333
Steppes Pontuseuxinus 2Steppes 199639–333
Steppes Volga 3Steppes 199639–333
Caucasus 4Caucasus 199639–333

Quality: Average. Type: Local (lacks formal military training, typically low discipline and less morale). The Cuman steppes are not exclusively nomads: a few small towns are spread across the steppes peopled by farmers and artisans. The alans — settlers from lands of Tmutarakan — also live in and serve as militia of these towns. Armed with shield, axe and helm to protect their towns against enemy raids.

Abilities

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
48
Missile
Composite Arrow: attack 4, range 165, 18 ammo
Melee
attack 3, charge 2 (axe)
Defence
armour 1, skill 4, shield 3
Morale
8 · Normal discipline · Trained
Cost
1306 florins, 490 upkeep, 1 turn to train
Terrain
+1 in scrub, -1 in sand, +3 in forest, +1 in snow
Heat
+1 fatigue in hot climates

Mercenary Khwarezmiyya

mercenary unit, (false EDB+DM both)

Where to hire

PoolCostMaxTurns per unitXPLimits
Steppes Centralasia 3Steppes 132931–332 1132–1400After A New Threat!
Syria East 3Mesopotamia 132934–124 1132–1400After A New Threat!
Iraq 3Mesopotamia 132934–124 1132–1400After A New Threat!
Alamut HashishimPersia 132926–174 1132–1400After A New Threat!
Persia North 3Persia 132926–174 1132–1400After A New Threat!
Khurasan 3Persia 132926–174 1132–1400After A New Threat!
Persia Trade IndiaPersia 1329110–504 1132–1400After A New Threat!
Persia South 3Persia 1329110–504 1132–1400After A New Threat!

Quality: Superior. Type: Mercenary (low recruitment and replenishment costs, often reduced morale and high upkeep). The Khwarezmi had a sizable realm until defeated by the Mongols in 1231. Fleeing westwards after this defeat, Khwarizmian troops have since served as mercenaries in the Middle East. These Khwarizmi are well equipped and well protected troops and make formidable heavy cavalry, ready and able to fight for whichever eastern power can afford 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.

  • 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.

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
24 · riding Eastern Armoured Horse
Melee
attack 6, charge 8 (spear)
Defence
armour 14, skill 4, shield 4
Morale
8 · Normal discipline · Trained
Cost
624 florins, 946 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-2 in scrub, -1 in sand, -6 in forest, -3 in snow
Heat
+10 fatigue in hot climates

Oghuz Horse Archers

tribal unit, standard

Where to hire

PoolCostMaxTurns per unitXPLimits
Steppes Centralasia 3Steppes 118125–121
Anatolia West 2Balkans 118125–121
Constantinople And SurroundingsBalkans 118125–121

Quality: Average. Type: Local (lacks formal military training, typically low discipline and less morale). Accustomed to life in the saddle these hardy bowmen come from the poorer level of nomad society and make excellent horse archers. Wearing little or no armour these highly manoeuvrable troops pepper the enemy with arrows, and use their speed to stay out of harm's way.

Abilities

  • Horde

    Loose, unordered mass instead of neat ranks. Used by tribal and irregular troops. The unit fights as a crowd rather than in ranks.

  • 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.

  • 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.

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
32 · riding Fast Pony
Missile
Cav Composite Arrow: attack 2, range 100, 18 ammo
Melee
attack 3, charge 5 (sword)
Defence
armour 1, skill 1, shield 0
Morale
7 · Low discipline · Trained
Cost
420 florins, 420 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
+1 in sand, -4 in forest, -1 in snow
Heat
+1 fatigue in hot climates

Mercenary Bedouin Cavalry

mercenary unit, regional, islam only (DM+EDB)

Where to hire

PoolCostMaxTurns per unitXPLimits
Steppes Centralasia 3Steppes 1432212–252
Holy LandLevant 1432212–252 Muslim factions only
Arabia DesertaLevant 1432312–252 Muslim factions only
Arabia NabateaLevant 1432312–253 Muslim factions only
Syria West 3Mesopotamia 1432212–253 Muslim factions only
Syria East 3Mesopotamia 1432312–252 Muslim factions only
Iraq 3Mesopotamia 1432312–252 Muslim factions only
EgyptEgypt 1432312–253 Muslim factions only
NubiaEgypt 1432212–251 Muslim factions only
IfrikiyaMaghreb 1432212–252
AlgieriaMaghreb 1432210–252
SaharaMaghreb 1432212–252
MaroccoMaghreb 1432217–330 1132–1236
MaroccoMaghreb 1432212–251 1237–1390
MaroccoMaghreb 1432210–204 1391–1560

Quality: Average. Type: Mercenary (low recruitment and replenishment costs, often reduced morale and high upkeep). A nomadic desert people, Bedouin are hardy but unruly troops. Lightly equipped and well suited to desert fighting, they are useful for harassing archers and annoying enemy flanks. Although good for skirmishing, these warriors are not suited to prolonged melees.

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.

  • Mercenary

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

  • Mercenary disband

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

  • Peasant

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

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

Stats

Men
28 · riding Eastern Horse
Melee
attack 4, charge 8 (spear)
Defence
armour 2, skill 3, shield 2
Morale
7 · Normal discipline · Trained
Cost
1432 florins, 537 upkeep, 2 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, +3 in sand, -4 in forest, -3 in snow
Heat
+2 fatigue in hot climates

Mercenary Bedouin Camel Riders

mercenary unit, regional (true)

Where to hire

PoolCostMaxTurns per unitXPLimits
Steppes Centralasia 3Steppes 1192112–253
Arabia DesertaLevant 1192212–253
Arabia NabateaLevant 1192112–253
Syria East 3Mesopotamia 1192112–253 Muslim factions only
Iraq 3Mesopotamia 1192212–253 Muslim factions only
EgyptEgypt 1192312–253
NubiaEgypt 1192412–253
IfrikiyaMaghreb 1192212–253
AlgieriaMaghreb 1192212–253
SaharaMaghreb 119247–144
MaroccoMaghreb 1192217–330 1132–1236
MaroccoMaghreb 1192212–251 1237–1390
MaroccoMaghreb 1192210–204 1391–1560

Quality: Average. Type: Mercenary (low recruitment and replenishment costs, often reduced morale and high upkeep). A nomadic desert people, Bedouin are hardy but unruly troops. Lightly equipped but well suited to desert fighting, these warriors annoy enemies with their arrows, while letting the heat of the desert sap the strength of those that pursue them. Although best kept out of close combat, these warriors can be useful against lighter cavalry units, as horses dislike the smell and appearance of camels.

Abilities

  • Horde

    Loose, unordered mass instead of neat ranks. Used by tribal and irregular troops. The unit fights as a crowd rather than in ranks.

  • Area attack

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

  • Very hardy

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

  • Frightens cavalry

    Lowers the morale of enemy cavalry nearby.

  • Mercenary

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

  • Mercenary disband

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

  • Peasant

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

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

Stats

Men
28 · riding Camel
Missile
Cav Arrow: attack 2, range 100, 30 ammo
Melee
attack 2, charge 4 (sword)
Defence
armour 1, skill 2, shield 2
Morale
7 · Normal discipline · Trained
Cost
1192 florins, 447 upkeep, 2 turns to train
Mount effect
-4 vs Elephant
Terrain
-1 in scrub, +5 in sand, -4 in forest, -3 in snow

Persian Archers

AOR unit

Where to hire

PoolCostMaxTurns per unitXPLimits
Steppes Centralasia 3Steppes 201033–73 1132–1400
Syria East 3Mesopotamia 201023–71 1132–1400
Iraq 3Mesopotamia 201033–73 1132–1400
Alamut HashishimPersia 201033–63 1132–1400
Persia North 3Persia 201033–63 1132–1400
Khurasan 3Persia 201033–63 1132–1400
Persia Trade IndiaPersia 201023–61 1132–1400
Persia South 3Persia 201033–61 1132–1400

REGIONAL TROOPS/ MORALE 8/ DISCIPLINED/ TRAINED/ AOR UNIT Equipped with a composite bow and a conical shield, these excellent persian warriors are professional archers from Persia, who have left their homelands and now fight in the armies many lords and Sultans.Since the time of the Sasanian Persians, the use of archers has been very common in Persian lands. Following this custom, these high-quality archers will break through enemy lines and then clash with them. They have good armor and equipped with powerful bows, can maintain their position in close combat, making them very useful when combined with their brothers-in-arms, the Persian spearmen.

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.

  • 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
Quality Mass Composite Arrow: attack 6, range 200, 30 ammo
Melee
attack 4, charge 1 (sword)
Defence
armour 8, skill 4, shield 4
Morale
8 · Disciplined · Trained
Cost
1570 florins, 789 upkeep, 3 turns to train
Terrain
+1 in sand, -2 in snow
Heat
+8 fatigue in hot climates

Ghazis

religious Fanatics

Where to hire

PoolCostMaxTurns per unitXPLimits
Steppes Centralasia 3Steppes 47042–64 Jihad armies only
PannoniaBalkans 47042–62 Jihad armies only
CarpathiaBalkans 47042–62 Jihad armies only
IllyricumBalkans 47036–172 Jihad armies only
SerbiaBalkans 47042–62 Jihad armies only
BulgariaBalkans 47042–62 Jihad armies only
HellasBalkans 47042–62 Jihad armies only
Anatolia West 2Balkans 47042–62 Jihad armies only
Constantinople And SurroundingsBalkans 47042–62 Jihad armies only
Anatolia North 2Anatolia 47042–62 Jihad armies only
Anatolia Central 2Anatolia 47042–62 Jihad armies only
Anatolia East 2Anatolia 47042–62 Jihad armies only
Cyprus IslandAnatolia 47042–62 Jihad armies only
Anatolia South 2Anatolia 47042–62 Jihad armies only
Caucasus 4Caucasus 47042–64 Jihad armies only
Armenia 4Caucasus 47042–64 Jihad armies only
Holy LandLevant 47042–63 Jihad armies only
Arabia DesertaLevant 47042–64 Jihad armies only
Arabia NabateaLevant 47042–63 Jihad armies only
Syria West 3Mesopotamia 47042–63 Jihad armies only
Syria East 3Mesopotamia 47042–64 Jihad armies only
Iraq 3Mesopotamia 47042–64 Jihad armies only
Alamut HashishimPersia 47042–64 Jihad armies only
Persia North 3Persia 47042–64 Jihad armies only
Khurasan 3Persia 47042–64 Jihad armies only
Persia Trade IndiaPersia 470312–252 Jihad armies only
Persia South 3Persia 470312–252 Jihad armies only
EgyptEgypt 47042–63 Jihad armies only
NubiaEgypt 47042–62 Jihad armies only
IfrikiyaMaghreb 47028–172 Jihad armies only
AlgieriaMaghreb 47028–172 Jihad armies only
SaharaMaghreb 47028–172 Jihad armies only
MaroccoMaghreb 47028–172 Jihad armies only

RELIGIOUS FANATICS/ MORALE 16/ IMPETUOUS/UNTRAINED/ IS PEASANT Ghazis are wild religious warriors from low class people seeking to find paradise through combat. Armed with a fiery fanaticism, these troops recklessly throw themselves into combat no matter the odds, caring little about their commander's orders. Armed with a one-handed axe, these troops will try to hack and slash their way through anything. GAMEPLAY NOTES: These religious peasant fanatics are low-class warriors with no much armour and an axe and little shield, they have a excellent moral due to their religious fanaticism.Pretty cheaper and loyal troops,they can be useful troops as cannon fodder who will fight with tireless ferocity and fanaticism. They can be found available to Muslim factions after calling a Jihad in the mercenary panel, and in unique buildings in Mecca, Jerusalem, and Baghdad, but only after having a high degree of Muslim conversion.

Abilities

  • Peasant

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

  • Mercenary

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

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

Stats

Men
80
Melee
attack 4, charge 2 (axe)
Defence
armour 1, skill 4, shield 2
Morale
16 · Impetuous · Untrained
Cost
470 florins, 479 upkeep, 1 turn to train
Terrain
+1 in sand, +1 in forest, -2 in snow
Heat
+5 fatigue in hot climates

Mutatawwi'a Warriors

Religious Fanatics

Where to hire

PoolCostMaxTurns per unitXPLimits
Steppes Centralasia 3Steppes 79622–62 Jihad armies only
Anatolia North 2Anatolia 79622–62 Jihad armies only
Anatolia Central 2Anatolia 79622–62 Jihad armies only
Anatolia East 2Anatolia 79622–62 Jihad armies only
Cyprus IslandAnatolia 79622–62 Jihad armies only
Anatolia South 2Anatolia 79622–62 Jihad armies only
Holy LandLevant 79622–62 Jihad armies only
Arabia NabateaLevant 79622–62 Jihad armies only
Syria West 3Mesopotamia 79622–62 Jihad armies only
Syria East 3Mesopotamia 79622–62 Jihad armies only
Iraq 3Mesopotamia 79622–62 Jihad armies only
Alamut HashishimPersia 79622–62 Jihad armies only
EgyptEgypt 79622–62 Jihad armies only

RELIGIOUS FANATICS/ MORALE 16/ IMPETUOUS/TRAINED/ LOCK MORALE While many religious volunteers come bursting of faith but with little discipline and tools from which to achieve God's desires, the ranks of the Mutatawwi'a swell with veterans of battling infidel, heretic, or even fellow Muslim. Those who can afford mail, lamellar and quilted armour, who come into possession of stout iron-skinned shield and sturdy spear, form brotherhoods which ply their service for any pious Muslim ruler. Valuable men these are, motivated as well as their are adorned and armed, willing to pursue the will of the Almighty nothing short of victory or their own demise. GAMEPLAY NOTES: These muslim religious fanatics are excellent warriors with medium armour and good spear and shield, they will fight to the death to defend their faith and the sacred sites they defend. Useful against enemy cavalry, though they can also be employed against any enemy due to their combat resilience. They can be found available to Muslim factions after calling for and participating in a Jihad in their respective mosques,during a Jihad in the mercenary panel, and in unique buildings in Mecca, Jerusalem, and Baghdad, but only after having a high degree of Muslim conversion.

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.

  • Mercenary

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

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

Stats

Men
80
Melee
attack 3, charge 5 (spear)
Defence
armour 6, skill 5, shield 4
Morale
16 · Impetuous · Trained · never routs
Cost
796 florins, 896 upkeep, 1 turn to train
Mount effect
+5 vs Horse, +5 vs Camel
Terrain
-1 in sand, -1 in forest, -2 in snow
Heat
+6 fatigue in hot climates

Türkmen Cavalry

AOR unit, tribal unit

Where to hire

PoolCostMaxTurns per unitXPLimits
Steppes Centralasia 3Steppes 118126–171
Anatolia North 2Anatolia 118136–173
Anatolia Central 2Anatolia 118136–174
Anatolia East 2Anatolia 118136–173
Caucasus 4Caucasus 118126–171
Armenia 4Caucasus 118126–171
Holy LandLevant 118126–171
Syria West 3Mesopotamia 118126–171
Syria East 3Mesopotamia 118126–171
Iraq 3Mesopotamia 118126–171
Alamut HashishimPersia 118126–173
Persia North 3Persia 118126–173
Khurasan 3Persia 118136–171
Persia Trade IndiaPersia 118126–171
Persia South 3Persia 118126–171

REGIONAL TROOPS/ MORALE 9/ LOW DISCIPLINE/ TRAINED/IS PEASANT/ AOR UNIT Turkmen horse archers, Turkic tribal warriors accustomed to life in the saddle. These hardy bowmen have a fierce and unruly reputation. Although their composite bow is their main weapon, these fearsome warriors are happy to engage in melee if the odds are with them, especially after they have weakened and broken the enemy's formation with missile fire. GAMEPLAY NOTES: Tribal Horse archers that are resilient and have good morale, although they are poorly equipped and lack discipline on the battlefield, furthemore they are not useful for maintaining order in settlements. They are useful in open terrain for harassing the enemy and retreating, but they cannot engage heavier units in close combat. They can be found in their native lands of the Middle East, Persia, and Anatolia, as well as in the nomadic camps of those factions that control them. They are very common mounted troops in Turkish and Muslim armies.

Abilities

  • Horde

    Loose, unordered mass instead of neat ranks. Used by tribal and irregular troops. The unit fights as a crowd rather than in ranks.

  • 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.

  • 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.

  • Peasant

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

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

Stats

Men
32 · riding Fast Pony
Missile
Quality Cav Composite Arrow: attack 4, range 110, 30 ammo
Melee
attack 4, charge 5 (sword)
Defence
armour 1, skill 3, shield 2
Morale
9 · Low discipline · Trained
Cost
662 florins, 462 upkeep, 2 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
+1 in scrub, +3 in sand, -3 in forest, -1 in snow
Heat
+1 fatigue in hot climates

Mercenary Persian Horse Archers

Mercenary unit

Where to hire

PoolCostMaxTurns per unitXPLimits
Steppes Centralasia 3Steppes 198336–173
Iraq 3Mesopotamia 198336–173
Persia North 3Persia 198325–121
Khurasan 3Persia 198335–121
Persia Trade IndiaPersia 1983225–503
Persia South 3Persia 1983225–503

MERCENARIES / MORALE 9/ DISCIPLINED/ TRAINED These Persian horse archers are highly valued mercenaries in lands like Iran or Iraq. With much better armor and equipment than their Turkish and Turkmen counterparts, they offer a valuable asset to Middle Eastern armies. They can also engage in melee combat if the situation demands it, all if you are willing to pay a substantial sum of money for their services. GAMEPLAY NOTES: Mercenaries are used to quickly create an army or reinforce your own. They usually have high hiring and maintenance costs in exchange for being able to have them instantly and with military experience without needing military infrastructure. If you don't pay them their salary or you go bankrupt, they will disappear from your army. After all, they are mercenaries who fight for money for any faction or religion.

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.

  • Formed charge

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

  • Cantabrian circle

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

  • Mercenary

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

  • Mercenary disband

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

Also: Sea-faring, Can withdraw

Stats

Men
32 · riding Eastern Horse
Missile
Elite Cav Mass Composite Arrow: attack 5, range 110, 42 ammo
Melee
attack 4, charge 6 (sword)
Defence
armour 8, skill 4, shield 2
Morale
9 · Disciplined · Trained
Cost
1983 florins, 938 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
+1 in sand, -4 in forest, -1 in snow
Heat
+7 fatigue in hot climates

Elephants

mercenary unit, regional (true)

Where to hire

PoolCostMaxTurns per unitXPLimits
Steppes Centralasia 3Steppes 5533125–502 After Gothic Plate Armor
Khurasan 3Persia 5533112–252 After Gothic Plate Armor
Persia Trade IndiaPersia 5533112–252 After Gothic Plate Armor

Armed with deadly arquebuses these riders fire from atop these fearsome beasts, which can trample men and horses into the dust. Elephants occasionally go berserk in battle, trampling over friend and foe alike, therefore their riders have a special hammer and chisel they can use on their mount's head to kill it should they need to.

Abilities

  • Horde

    Loose, unordered mass instead of neat ranks. Used by tribal and irregular troops. The unit fights as a crowd rather than in ranks.

  • Armour piercing

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

  • Pre-charge volley

    Throws or fires only just before charging into melee.

  • 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.

  • Can run amok

    Animals may go out of control and attack anyone nearby.

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

  • Frightens cavalry

    Lowers the morale of enemy cavalry nearby.

  • Gunpowder unit

    Uses gunpowder weapons.

  • Mercenary

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

  • Mercenary disband

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

Also: Sea-faring, Can withdraw

Stats

Men
24 · riding Elephant
Missile
Early Arquebus Bullet: attack 12, range 120, 18 ammo
Melee
attack 11, charge 1
Defence
armour 7, skill 3, shield 0
Morale
7 · Normal discipline · Trained
Cost
1954 florins, 733 upkeep, 4 turns to train
Mount effect
+4 vs Horse, +2 vs Camel
Terrain
-3 in scrub, -1 in sand, -6 in forest, -4 in snow
Heat
+5 fatigue in hot climates

Daylami Infantry

AOR unit

Where to hire

PoolCostMaxTurns per unitXPLimits
Steppes Centralasia 3Steppes 264637–203 1132–1199
Steppes Centralasia 3Steppes 264628–251 1200–1399
Steppes Centralasia 3Steppes 2646117–330 1400–1560
Iraq 3Mesopotamia 264637–203 1132–1199
Iraq 3Mesopotamia 264628–251 1200–1399
Iraq 3Mesopotamia 2646117–330 1400–1560
Alamut HashishimPersia 264646–174 1132–1199
Alamut HashishimPersia 264637–203 1200–1399
Alamut HashishimPersia 264618–251 1400–1560
Persia North 3Persia 264646–174 1132–1199
Persia North 3Persia 264637–203 1200–1399
Persia North 3Persia 264618–251 1400–1560
Khurasan 3Persia 264636–174 1132–1199
Khurasan 3Persia 264627–203 1200–1399
Khurasan 3Persia 264618–251 1400–1560
Persia Trade IndiaPersia 264626–173 1132–1199
Persia Trade IndiaPersia 264627–201 1200–1399
Persia Trade IndiaPersia 264618–250 1400–1560
Persia South 3Persia 264626–173 1132–1199
Persia South 3Persia 264627–201 1200–1399
Persia South 3Persia 264618–250 1400–1560

REGIONAL TROOPS/ MORALE 8/ DISCIPLINED/ TRAINED/ AOR UNIT The Daylami Infantry hold the name of a prominent military group in the Muslim world, that ruled many regions of Persia between 7th and 11th centuries. They are recruited from various people inhabiting these vast highlands, a people originating from the mountainous north of Iran, they were a warlike people, skilled in hand-to-hand combat. They were sometimes used as elite infantry during the Sasanian era and later by the Arab empires, though they often clashed with them.. Equipped with a shield,sword or spears they serve as the mainstay infantry in the armies that are otherwise predominantly mounted. GAMEPLAY NOTES:With a strong martial culture, these Daylami warriors are highly resilient in battle and arid climates. They possess combat prowess and unwavering discipline, forming the backbone of many Persian and Seljuk armies and constituting a key component of their infantry. While recruitment is expensive, their harsh and austere lifestyle results in very low maintenance costs. They can be recruited from and around the Persian lands of Iraq and Iran.

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.

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

Stats

Men
48
Melee
attack 6, charge 4 (sword)
Defence
armour 2, skill 7, shield 4
Morale
8 · Disciplined · Trained
Cost
1446 florins, 250 upkeep, 2 turns to train
Terrain
+1 in scrub, +3 in sand, +1 in forest, -1 in snow
Heat
+3 fatigue in hot climates

Persian Spearmen

AOR units

Where to hire

PoolCostMaxTurns per unitXPLimits
Steppes Centralasia 3Steppes 211333–74 1132–1400
Syria East 3Mesopotamia 211323–72 1132–1400
Iraq 3Mesopotamia 211333–74 1132–1400
Alamut HashishimPersia 211333–74 1132–1400
Persia North 3Persia 211333–74 1132–1400
Khurasan 3Persia 211333–74 1132–1400
Persia Trade IndiaPersia 211323–72 1132–1400
Persia South 3Persia 211313–72 1132–1400

REGIONAL TROOPS/ MORALE 8/ DISCIPLINED/ TRAINED/ AOR UNIT Equipped with a spear and a conical shield, these excellent, though quite unruly warriors, are professional spearmen from Persia, who have left their homelands and now fight in the armies of many lords and Sultans.Reasonably armoured and continuing the famous Persian legacy in heavy spearmen, they will be a great addition to any army able to hold the line.

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 2 (spear)
Defence
armour 9, skill 5, shield 5
Morale
8 · Disciplined · Trained
Cost
1850 florins, 994 upkeep, 3 turns to train
Mount effect
+5 vs Horse, +5 vs Camel
Terrain
+1 in sand, -2 in snow
Heat
+10 fatigue in hot climates

Doppelsöldner

mercenary unit(true)

Where to hire

PoolCostMaxTurns per unitXPLimits
Northern GermanyGermany 548217–330 1420–1459
Northern GermanyGermany 54826–173 1460–1560
Low CountriesGermany 548217–330 1420–1459
Low CountriesGermany 54826–173 1460–1560
RheinlandGermany 548217–330 1420–1459
RheinlandGermany 54826–173 1460–1560
Ulm SwabiansGermany 548217–330 1420–1459
Ulm SwabiansGermany 54826–173 1460–1560
Southern GermanyGermany 548217–330 1420–1459
Southern GermanyGermany 54826–173 1460–1560
Bohemia AustriaGermany 548217–330 1420–1459
Bohemia AustriaGermany 54826–173 1460–1560
SwitzerlandGermany 548212–253 1460–1560
BurgundyFrance 54826–173 1460–1560

Quality: Elite. Type: Mercenary. Doppelsöldner are Landsknechts who are prepared to fight in the front line, taking an extra risk, in exchange for double payment. The stated ratio was that one Landsknecht in four would be a Doppelsöldner. Likewise, Landsknechts schooled in the use of the Zweihander, a massive two-handed sword, were entitled to double pay and thus qualified as Doppelsöldner.

Abilities

  • Hardy

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

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
48
Melee
attack 12, charge 7 (sword)
Defence
armour 10, skill 9, shield 0
Morale
10 · Normal discipline · Trained
Cost
2789 florins, 1046 upkeep, 1 turn to train
Mount effect
+1 vs Horse, +1 vs Camel
Terrain
-2 in sand, +1 in forest, -1 in snow
Heat
+9 fatigue in hot climates

Swiss Halberdiers

mercenary unit (true)

Where to hire

PoolCostMaxTurns per unitXPLimits
RheinlandGermany 3224112–254 1350–1560
SwitzerlandGermany 322436–144 1325–1560
Southern FranceFrance 3224112–254 1350–1560
BurgundyFrance 322427–204 1325–1560
Northern ItalyItaly 322427–204 1325–1560
Central ItalyItaly 3224112–254 1350–1560

Quality: Exceptional. Type: Mercenary (low recruitment and replenishment costs, often reduced morale and high upkeep). The Swiss are noted for their exceptional ferocity, fortitude and skill, and armed with the halberd they are the equal of any troops on the battlefield, and the master of most. The Swiss are the most renowned mercenaries of their age.

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.

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
48
Melee
attack 11, charge 6 (axe)
Defence
armour 13, skill 10, shield 0
Morale
10 · Normal discipline · Trained · never routs
Cost
3224 florins, 1209 upkeep, 2 turns to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
-2 in sand, +1 in forest
Heat
+12 fatigue in hot climates

Swiss Pikemen

mercenary unit (true)

Where to hire

PoolCostMaxTurns per unitXPLimits
RheinlandGermany 241626–173 1325–1560
SwitzerlandGermany 241637–143 1325–1560
Southern FranceFrance 2416112–253 1350–1560
BurgundyFrance 2416212–253 1350–1560
Northern ItalyItaly 241626–173 1350–1560
Central ItalyItaly 241626–173 1350–1560

Quality: Exceptional. Type: Mercenary (low recruitment and replenishment costs, often reduced morale and high upkeep). Although pikemen are often regarded as defensive troops, the Swiss have mastered its use as an offensive weapon. Despite having light equipment, their exceptional ferocity, fortitude and skill make them the equal of any troops on the battlefield, and the master of most. The Swiss are the most renowned mercenaries of their age.

Abilities

  • Pike phalanx

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

  • Long spear

    Bonus when fighting cavalry, penalty against infantry.

  • Long pike

    Very long pikes, used in phalanx formation.

  • Very hardy

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

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
80
Melee
attack 5, charge 4 (spear)
Defence
armour 6, skill 2, shield 0
Morale
7 · Normal discipline · Trained · never routs
Cost
2416 florins, 906 upkeep, 2 turns to train
Mount effect
+6 vs Horse, +6 vs Camel
Terrain
-1 in sand, +1 in forest, +1 in snow
Heat
+7 fatigue in hot climates

Arbalesters

mercenary unit (false DM+EDB)

Where to hire

PoolCostMaxTurns per unitXPLimits
RheinlandGermany 444117–333 1380–1560
Ulm SwabiansGermany 444117–333 1380–1560
Southern GermanyGermany 444117–333 1380–1560
Bohemia AustriaGermany 444117–333 1380–1560
Western FranceFrance 444112–254 1380–1560
Northern FranceFrance 444112–254 1380–1560
Southern FranceFrance 444112–254 1380–1560
BurgundyFrance 444112–254 1380–1560
PyreneesIberia 444117–333 1380–1560
LevanteIberia 444117–333 1380–1560
Northern ItalyItaly 444117–333 1380–1560
Central ItalyItaly 444117–333 1380–1560
Constantinople And SurroundingsBalkans 444117–333 1380–1560

Quality: Average. Type: Mercenary (low recruitment and replenishment costs, often reduced morale and high upkeep). The arbalest is a dangerous weapon and are sometimes considered inhumane or unfair weapons, since an inexperienced crossbowman can use one to kill a knight who had a lifetime of training. It is slow to reload and lacks the distance of drawn bows but makes up for it in power. Mercenary arbalest units are popular throughout the known world as they provide ranged punch for those that need it.

Abilities

  • Area attack

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

  • Mercenary

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

  • Mercenary disband

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

  • 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
Steel Crossbow Bolt: attack 12, range 200, 30 ammo
Melee
attack 1, charge 1 (knife)
Defence
armour 6, skill 3, shield 0
Morale
7 · Normal discipline · Trained
Cost
1743 florins, 654 upkeep, 1 turn to train
Terrain
-2 in sand, +2 in forest, -1 in snow
Heat
+6 fatigue in hot climates

Mercenary Hillmen

Mercenaries ; Hillmen model from kostic , ready for add to eurpean mountains and Anatolia

Where to hire

PoolCostMaxTurns per unitXPLimits
Ulm SwabiansGermany 807212–251
SwitzerlandGermany 807212–254
Southern FranceFrance 807212–251
PyreneesIberia 807212–251
Northern ItalyItaly 807212–251
CarpathiaBalkans 807212–253
IllyricumBalkans 807212–251
SerbiaBalkans 807212–253
BulgariaBalkans 807212–251
HellasBalkans 807212–251
Anatolia West 2Balkans 807212–251
Anatolia North 2Anatolia 807212–253
Anatolia East 2Anatolia 807212–251
Cyprus IslandAnatolia 807212–251
Anatolia South 2Anatolia 807212–251
Armenia 4Caucasus 807212–251

MERCENARIES / MORALE 7/ LOW DISCIPLINE/ UNTRAINED / IS PEASANT These Hillmen are composed of inhabitants of the high European mountains or even Anatolia, accustomed to living in extreme conditions of both cold and hardship, and possess great resilience. They have poor weaponry and armor, and are not good at maintaining discipline within an army, but they are useful for their ferocity on the battlefield; they are brave and cheap mercenaries, ready for battle. GAMEPLAY NOTES: Mercenaries are used to quickly create an army or reinforce your own. They usually have high hiring and maintenance costs in exchange for being able to have them instantly and with military experience without needing military infrastructure. If you don't pay them their salary or you go bankrupt, they will disappear from your army. After all, they are mercenaries who fight for money for any faction or religion.

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.

  • Peasant

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

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
52
Melee
attack 3, charge 6 (axe)
Defence
armour 1, skill 5, shield 2
Morale
7 · Low discipline · Untrained
Cost
807 florins, 407 upkeep, 1 turn to train
Terrain
+4 in scrub, -2 in sand, +3 in forest, +3 in snow
Heat
+1 fatigue in hot climates

Germanic Heavy Infantry

AOR unit

Where to hire

PoolCostMaxTurns per unitXPLimits
Ulm SwabiansGermany 207636–174 1132–1204
Ulm SwabiansGermany 207636–174 1205–1324
Ulm SwabiansGermany 207646–174 1325–1560
Southern GermanyGermany 207618–251 1132–1204
Southern GermanyGermany 207628–251 1205–1324
Southern GermanyGermany 207638–253 1325–1560
SwitzerlandGermany 207618–250 1132–1204
SwitzerlandGermany 207618–251 1205–1324
SwitzerlandGermany 207628–251 1325–1560

REGIONAL TROOPS/ MORALE 10/ NORMAL DISCIPLINE/ TRAINED/ AOR UNIT Although recruited from various regions of the Holy Roman Empire, many of these heavy infantrymen came from the southern lands, especially Swabia and the surrounding areas, where the tradition of swordsmanship on foot was widespread. Armed with large two-handed swords, axes and heavy maces and good chain mail, they formed the core of the Germanic heavy infantry, serving both local lords and the Emperor himself in campaigns within and beyond the Empire.They were famous in the battle of Civitate against the Normans in the year 1053. GAMEPLAY NOTES:This powerful Germanic heavy infantry can only be recruited in Germanic regions and also as mercenaries in Swabia and the surrounding areas. They provide a formidable shock infantry force to any army, and although expensive, they are worth their weight in gold due to their weaponry and high level of military training.Because they are professional and expensive troops, they are scarce in number within Germanic populations and will take a long time to be recruited. Being Germanic, they typically possess great physical strength and endurance in combat.

Abilities

  • Hardy

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

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

Stats

Men
48
Melee
attack 8, charge 6 (sword)
Defence
armour 8, skill 7, shield 0
Morale
10 · Normal discipline · Highly trained
Cost
1476 florins, 891 upkeep, 3 turns to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
+1 in scrub, -1 in sand, +2 in forest, +3 in snow
Heat
+7 fatigue in hot climates

Mercenary Monster Bombard

artillery

Where to hire

PoolCostMaxTurns per unitXPLimits
Ulm SwabiansGermany 936217–331 1400–1560After A Deadly New Weapon!
Southern GermanyGermany 936217–331 1400–1560After A Deadly New Weapon!
Bohemia AustriaGermany 936217–331 1400–1560After A Deadly New Weapon!
PannoniaBalkans 936117–331 1400–1560After A Deadly New Weapon!
CarpathiaBalkans 936117–331 1400–1560After A Deadly New Weapon!
IllyricumBalkans 936217–331 1400–1560After A Deadly New Weapon!
SerbiaBalkans 936117–331 1400–1560After A Deadly New Weapon!
BulgariaBalkans 936117–331 1400–1560After A Deadly New Weapon!
HellasBalkans 936117–331 1420–1560After A Deadly New Weapon!
Anatolia West 2Balkans 936125–501 1400–1560After A Deadly New Weapon!
Constantinople And SurroundingsBalkans 936125–501 1400–1560After A Deadly New Weapon!

The Gun to end all Guns. The Monster Bombard is made for one purpose only, the utter destruction of enemy defences. This massive Bombard fires a stone ball weighing well over half a ton, obliterating any but the most massive walls in one shot. Unfortunately the down side of all this firepower is that it takes an eternity to reload.

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.

  • Mercenary

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

  • Mercenary disband

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

Also: Sea-faring, Can withdraw

Stats

Men
8
Melee
attack 1, charge 1 (knife)
Defence
armour 1, skill 3, shield 0
Morale
11 · Normal discipline · Trained
Cost
749 florins, 410 upkeep, 5 turns to train
Heat
+1 fatigue in hot climates

Swiss Armoured Pikemen

mercenary unit (true)

Where to hire

PoolCostMaxTurns per unitXPLimits
SwitzerlandGermany 2576112–255 1460–1560
BurgundyFrance 2576112–255 1500–1560
Northern ItalyItaly 2576212–255 1500–1560
Central ItalyItaly 2576212–255 1500–1560

Quality: Exceptional. Type: Mercenary (low recruitment and replenishment costs, often reduced morale and high upkeep). Although pikemen are often regarded as defensive troops, the Swiss have mastered its use as an offensive weapon. Now more heavily armoured, their exceptional ferocity, fortitude and skill make them the equal of any troops on the battlefield, and the master of most. The Swiss are the most renowned mercenaries of their age.

Abilities

  • Pike phalanx

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

  • Long spear

    Bonus when fighting cavalry, penalty against infantry.

  • Long pike

    Very long pikes, used in phalanx formation.

  • Very hardy

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

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
48
Melee
attack 5, charge 4 (spear)
Defence
armour 11, skill 5, shield 0
Morale
8 · Normal discipline · Trained · never routs
Cost
2576 florins, 966 upkeep, 2 turns to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
-1 in scrub, -2 in sand
Heat
+11 fatigue in hot climates

Breton Cavalry

mercenary unit (true)

Where to hire

PoolCostMaxTurns per unitXPLimits
Western FranceFrance 167426–173 1132–1199
Western FranceFrance 167427–201 1200–1399
Western FranceFrance 1674117–330 1400–1560
Northern FranceFrance 167426–173 1132–1199
Northern FranceFrance 167427–201 1200–1399
Northern FranceFrance 1674117–330 1400–1560
Southern FranceFrance 167426–173 1132–1199
Southern FranceFrance 167427–201 1200–1399
Southern FranceFrance 1674117–330 1400–1560
BurgundyFrance 167426–173 1132–1199
BurgundyFrance 167427–201 1200–1399
BurgundyFrance 1674117–330 1400–1560

Local militia. Morale 7. Secondary weapon: 4 (spear). Although largely a French vassal, the Bretons remained semi-independent for much of the middle ages by transferring loyalties between the Normans, English and French depending on the situation. These men hurl javelins but once the missiles are exhausted, they engage also with spears in melee.

Abilities

  • Thrown

    The missile is thrown rather than shot.

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
32 · riding Scout Horse
Missile
Cav Javelin: attack 11, range 55, 8 ammo
Melee
attack 4, charge 6 (spear)
Defence
armour 5, skill 2, shield 2
Morale
7 · Normal discipline · Trained
Cost
1674 florins, 628 upkeep, 2 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
+2 in snow
Heat
+4 fatigue in hot climates

Basque Archers

AOR unit

Where to hire

PoolCostMaxTurns per unitXPLimits
Southern FranceFrance 211336–173 1132–1199
Southern FranceFrance 211327–201 1200–1399
Southern FranceFrance 2113117–330 1400–1560
PyreneesIberia 211336–173 1132–1199
PyreneesIberia 211327–201 1200–1399
PyreneesIberia 2113117–330 1400–1560

REGIONAL TROOPS/ MORALE 9/ IMPETUOUS/ TRAINED/ AOR UNIT The Basque country is situated on both sides of the Pyrenees. After the Muslim invasion of the Iberian Peninsula at the beginning of the 8th century, which led to the dissolution of Visigothic Hispania and the partial withdrawal of the Frankish governors to the north of Aquitaine, the descendants of the Basques, who had adopted Christianity during the Late Empire, reorganised themselves around the 9th century around the feudal entities of the Duchy of Vasconia, in the area of ​​Gascony and that of the Kingdom of Pamplona. This last entity, together with the Taifa of Tudela, would give rise to the Kingdom of Navarre during the Middle Ages. It is known as the home of notoriously tough and unruly people. The Basque were primarily mercenaries fighting for the highest bidder and were never truly conquered. GAMEPLAY NOTES:These impetuous basque archers have been trained in the Basque mountainous lands so can be recruited in North Iberia as AOR unit in archerys and some Alcazar and as mercenaries In Pyrenees, south France and North Iberia.They have great resistance to fatigue and know how to ambush their enemies by transforming into light infantry. As archers they are moderately skilled, but what they lack in accuracy they can certainly make up with brawn as they can take the role of light infantry as well. Furthemore they can deploy stakes against cavalry.

Abilities

  • Area attack

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

  • Hides anywhere

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

  • Hardy

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

  • 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
Composite Arrow: attack 4, range 165, 30 ammo
Melee
attack 4, charge 4 (sword)
Defence
armour 4, skill 5, shield 0
Morale
9 · Impetuous · Trained
Cost
1122 florins, 622 upkeep, 2 turns to train
Terrain
+1 in scrub, +2 in forest, +2 in snow
Heat
+3 fatigue in hot climates

Mercenary Galley

ship

Where to hire

PoolCostMaxTurns per unitXPLimits
PyreneesIberia 67511–33 Jihad armies only
PyreneesIberia 67521–30 Crusade armies only
LevanteIberia 67511–33 Jihad armies only
LevanteIberia 67521–30 Crusade armies only
Castilla-PortugalIberia 67511–33 Jihad armies only
Castilla-PortugalIberia 67521–30 Crusade armies only
Al AndalusIberia 67511–33 Crusade armies only
Al AndalusIberia 67511–33 Jihad armies only
Northern ItalyItaly 535025–253
Northern ItalyItaly 67521–30 Crusade armies only
Central ItalyItaly 535025–253
Central ItalyItaly 67521–30 Crusade armies only
SicilyItaly 5350210–503
SicilyItaly 67521–30 Crusade armies only
SardiniaItaly 5350110–503
PannoniaBalkans 67511–33 Jihad armies only
PannoniaBalkans 67511–30 Crusade armies only
CarpathiaBalkans 67511–33 Crusade armies only
CarpathiaBalkans 67511–33 Jihad armies only
IllyricumBalkans 67511–33 Jihad armies only
IllyricumBalkans 67511–30 Crusade armies only
SerbiaBalkans 67511–33 Crusade armies only
SerbiaBalkans 67511–33 Jihad armies only
BulgariaBalkans 67511–33 Crusade armies only
BulgariaBalkans 67511–33 Jihad armies only
HellasBalkans 67511–33 Crusade armies only
HellasBalkans 67511–33 Jihad armies only
Anatolia West 2Balkans 67511–33 Crusade armies only
Anatolia West 2Balkans 67511–33 Jihad armies only
Anatolia West 2Balkans 1350110–503
Constantinople And SurroundingsBalkans 67511–33 Crusade armies only
Constantinople And SurroundingsBalkans 67511–33 Jihad armies only
Constantinople And SurroundingsBalkans 1350210–503
Anatolia North 2Anatolia 67521–33 Jihad armies only
Anatolia Central 2Anatolia 67521–33 Jihad armies only
Anatolia East 2Anatolia 67521–33 Jihad armies only
Cyprus IslandAnatolia 67521–33 Jihad armies only
Anatolia South 2Anatolia 67521–33 Jihad armies only
Arabia NabateaLevant 67521–33 Jihad armies only
Syria West 3Mesopotamia 67521–33 Jihad armies only
Khurasan 3Persia 67521–32 Jihad armies only
EgyptEgypt 67521–33 Jihad armies only
IfrikiyaMaghreb 67511–33 Jihad armies only
AlgieriaMaghreb 67511–33 Jihad armies only
MaroccoMaghreb 67511–33 Jihad armies only

MERCENARIES / MORALE 13/NORMAL DISCIPLINE/ TRAINED 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.Normally this mercenaary ships can be founded in the italian coast lands famous for their maritime traditions as pisans,venetians or genoese maritime republics. GAMEPLAY NOTES: Mercenaries are used to quickly create an army or reinforce your own. They usually have high hiring and maintenance costs in exchange for being able to have them instantly and with military experience without needing military infrastructure. If you don't pay them their salary or you go bankrupt, they will disappear from your army. After all, they are mercenaries who fight for money for any faction or religion. Mercenaries galleys serve as "fast" ships that you can hire for move your troops or agents across the sea, you hire ships and sailors without maritime infrastructure but paying at high cost and upkeep.

Abilities

  • Mercenary

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

Also: Sea-faring, Can withdraw

Stats

Men
20
Melee
attack 8, charge 0
Defence
armour 0, skill 8, shield 0
Morale
13 · Normal discipline · Trained
Cost
956 florins, 1332 upkeep, 1 turn to train

Catalans

mercenary unit (true)

Where to hire

PoolCostMaxTurns per unitXPLimits
PyreneesIberia 159226–176 1300–1560
LevanteIberia 159236–176 1300–1560
SicilyItaly 159226–256 1300–1560
SardiniaItaly 1592212–256 1300–1560
HellasBalkans 159228–336 1300–1560
Anatolia West 2Balkans 159228–336 1300–1560
Constantinople And SurroundingsBalkans 159228–336 1300–1560

Quality: Elite. Type: Mercenary (low recruitment and replenishment costs, often reduced morale and high upkeep). These warriors from the north east of Spain have a fearsome reputation, and are sought after as mercenaries throughout the Mediterranean. Their fiercely flung javelins can pierce right through a mailed man, and despite their light equipment, these men are not shy about getting stuck in with their spears, when their missiles are exhausted.

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • 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.

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
48
Missile
Elite Javelin: attack 11, range 65, 4 ammo
Melee
attack 4, charge 3 (spear)
Defence
armour 2, skill 4, shield 3
Morale
8 · Normal discipline · Trained
Cost
1592 florins, 597 upkeep, 1 turn to train
Mount effect
+6 vs Elephant
Terrain
+2 in scrub, +3 in forest, -1 in snow
Heat
+2 fatigue in hot climates

Mercenary Iberic Javelinmen

mercenary unit (true)

Where to hire

PoolCostMaxTurns per unitXPLimits
PyreneesIberia 147116–143
LevanteIberia 147116–143
Castilla-PortugalIberia 147136–113
Al AndalusIberia 147126–143

MERCENARIES/ MORALE 8/ NORMAL DISCIPLINE/ TRAINED. Since the days of the Lusitani tribes in ancient times, the Iberians have had a long tradition of fighting with the javelin. These lightly armoured skirmishers, drawn from the peasantry,but mercenary acts of war in these continually hostile lands, are armed with javelins which they hurl at their foes to weaken their enemies and break up formations. These Iberian mercenaries can be found throughout the Iberian Peninsula, but their recruitment is more focused on the borders of Al-Andalus, where for centuries Christians and Moors have found themselves in continuous "guerrilla" warfare and skirmishes.Despite their humble origins these iberian mercenaries are excellent skirmishes expert in "guerrilla" style with a decent combat morale. GAMEPLAY NOTES: Mercenaries are used to quickly create an army or reinforce your own. They usually have high hiring and maintenance costs in exchange for being able to have them instantly and with military experience without needing military infrastructure. If you don't pay them their salary or you go bankrupt, they will disappear from your army. After all, they are mercenaries who fight for money for any faction or religion.

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
52
Missile
Quality Javelin: attack 10, range 60, 4 ammo
Melee
attack 4, charge 2 (sword)
Defence
armour 2, skill 5, shield 3
Morale
8 · Normal discipline · Trained
Cost
1471 florins, 552 upkeep, 1 turn to train
Mount effect
+6 vs Elephant
Terrain
+2 in scrub, +2 in forest, -1 in snow
Heat
+2 fatigue in hot climates

Jinetes

AOR unit

Where to hire

PoolCostMaxTurns per unitXPLimits
PyreneesIberia 161328–170 1132–1199
PyreneesIberia 1613210–201 1200–1399
PyreneesIberia 1613117–333 1400–1560
LevanteIberia 161328–170 1132–1199
LevanteIberia 1613210–201 1200–1399
LevanteIberia 1613117–333 1400–1560
Castilla-PortugalIberia 161328–170 1132–1199
Castilla-PortugalIberia 1613210–201 1200–1399
Castilla-PortugalIberia 1613117–333 1400–1560
Al AndalusIberia 161328–170 1132–1199
Al AndalusIberia 1613210–201 1200–1399
Al AndalusIberia 1613117–333 1400–1560

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

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • Anti-cavalry bonus +6

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

  • Hardy

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

  • Cantabrian circle

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

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

Stats

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

Great Crusader Standard

religious order, (false merc DM+EDB)

Where to hire

PoolCostMaxTurns per unitXPLimits
PyreneesIberia 528117–333 1132–1199Crusade armies only
PyreneesIberia 528125–504 1200–1249Crusade armies only
LevanteIberia 528117–333 1132–1199Crusade armies only
LevanteIberia 528125–504 1200–1249Crusade armies only
Castilla-PortugalIberia 528117–333 1132–1199Crusade armies only
Castilla-PortugalIberia 528125–504 1200–1249Crusade armies only
Northern ItalyItaly 528117–330 1132–1199Crusade armies only
Northern ItalyItaly 528125–501 1200–1249Crusade armies only
Central ItalyItaly 528117–330 1132–1199Crusade armies only
Central ItalyItaly 528125–501 1200–1249Crusade armies only
SicilyItaly 528117–330 1132–1199Crusade armies only
SicilyItaly 528125–501 1200–1249Crusade armies only
Holy LandLevant 528117–334 1132–1199Crusade armies only
Holy LandLevant 528125–505 1200–1249Crusade armies only
Syria West 3Mesopotamia 528117–334 1132–1199Crusade armies only
Syria West 3Mesopotamia 528125–505 1200–1249Crusade armies only

CRUSADER TROOPS/ MORALE 15/ DISCIPLINED/ TRAINED /LOCK MORALE The Great Cross sits on a wagon, and acts as a beacon of inspiration to the army, and a reminder that they are on God's mission. The cross is guarded by an elite unit of infantry, who would rather die than let it fall into enemy hands.Christian troops will have a banner in the shape of the Holy Cross to be able to regroup or defend themselves against the enemy; it is common to see it in the Holy Land as well as in areas where war against infidels is continuous. GAMEPLAY NOTES:Crusader troops can be recruited when a Crusade is called by the Pope. Their recruitment cost is usually low, given the high benefits they offer upon joining an army. However, their upkeep is high, though free during the Crusade itself due to their faith and desire to conquer infidel lands. Be careful, though, when the Crusade ends. You'll most likely have to disband these expensive units if you don't want to run into a rapid financial deficit, as the Crusaders will then demand payment for their high upkeep in exchange for their services. These troops will have a mercenary character without actually being so, nor will they automatically disband when you run out of funds; they have a low recruitment cost but a high maintenance cost in exchange for good quality military units and good morale. This inspiring Christian Standard for armies that have elite troops can be found in Northern Iberia due to the continuous Iberian Reconquista, the Holy Lands (Levant) and Italy.This unit can only be used by crusading armies after the call of a Crusade.

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.

  • 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.

  • Mercenary

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

  • 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
Melee
attack 4, charge 3 (spear)
Defence
armour 7, skill 8, shield 6
Morale
15 · Disciplined · Trained · never routs
Cost
528 florins, 1249 upkeep, 1 turn to train
Mount effect
+6 vs Horse, +6 vs Camel
Terrain
-2 in sand, +2 in forest, -1 in snow
Heat
+1 fatigue in hot climates

Pilgrim Levies

Religious Fanatics

Where to hire

PoolCostMaxTurns per unitXPLimits
PyreneesIberia 257225–504 1132–1291Crusade armies only
PyreneesIberia 25726–140 1132–1199Crusade armies only
PyreneesIberia 25726–141 1200–1299Crusade armies only
PyreneesIberia 257217–330 1300–1449Crusade armies only
LevanteIberia 257225–504 1132–1291Crusade armies only
LevanteIberia 25726–140 1132–1199Crusade armies only
LevanteIberia 25726–141 1200–1299Crusade armies only
LevanteIberia 257217–330 1300–1449Crusade armies only
Castilla-PortugalIberia 257225–504 1132–1291Crusade armies only
Castilla-PortugalIberia 25726–140 1132–1199Crusade armies only
Castilla-PortugalIberia 25726–141 1200–1299Crusade armies only
Castilla-PortugalIberia 257217–330 1300–1449Crusade armies only
Northern ItalyItaly 257225–504 1132–1291Crusade armies only
Northern ItalyItaly 25726–140 1132–1199Crusade armies only
Northern ItalyItaly 25726–141 1200–1299Crusade armies only
Northern ItalyItaly 257217–330 1300–1449Crusade armies only
Central ItalyItaly 257225–504 1132–1291Crusade armies only
Central ItalyItaly 25726–140 1132–1199Crusade armies only
Central ItalyItaly 25726–141 1200–1299Crusade armies only
Central ItalyItaly 257217–330 1300–1449Crusade armies only
SicilyItaly 257225–504 1132–1291Crusade armies only
SicilyItaly 25726–140 1132–1199Crusade armies only
SicilyItaly 25726–141 1200–1299Crusade armies only
SicilyItaly 257217–330 1300–1449Crusade armies only
Holy LandLevant 25733–82 Crusade armies only
Syria West 3Mesopotamia 25733–82 Crusade armies only

RELIGIOUS FANATICS/ MORALE 14/ IMPETUOUS/ UNTRAINED/ IS PEASANT Pilgrim Levies are Christian religious fanatics that are a motley assortment of zealots and maniacs from amongst the common folk of Europe. Banding together with other like-minded militant pilgrims, armed with little axes , spears and other simple weapons, these undisciplined and unruly mobs flock to the Holy Lands, often tagging along behind armies. GAMEPLAY NOTES:These pilgrims are fanatical religious troops with very high morale but little military equipment. They will fight with blind faith but won't last long in combat, and they don't even maintain public order in settlements. Use them as cheap troops or cannon fodder to wear down your enemy so you can counterattack with heavier troops.

Abilities

  • Mercenary

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

  • Peasant

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

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

Stats

Men
80
Melee
attack 3, charge 3 (mace)
Defence
armour 1, skill 1, shield 2
Morale
14 · Impetuous · Untrained
Cost
257 florins, 353 upkeep, 1 turn to train
Terrain
+1 in scrub, -1 in sand, +2 in forest

Berber Masmuda Archers

AOR Unit, tribal unit

Where to hire

PoolCostMaxTurns per unitXPLimits
Al AndalusIberia 1245225–500 1132–1236
Al AndalusIberia 1245217–331 1237–1390
Al AndalusIberia 1245225–504 1391–1560
SicilyItaly 1245225–500 1132–1236
SicilyItaly 1245217–331 1237–1390
SicilyItaly 1245225–504 1391–1560
IfrikiyaMaghreb 1245125–500
AlgieriaMaghreb 1245325–500
MaroccoMaghreb 1245312–250 1132–1236
MaroccoMaghreb 1245210–201 1237–1390
MaroccoMaghreb 124528–174 1391–1560

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

Andalusian Crossbowmen

AOR unit

Where to hire

PoolCostMaxTurns per unitXPLimits
Al AndalusIberia 177137–143 1132–1212
Al AndalusIberia 177128–171 1213–1491
Al AndalusIberia 1771110–200 1492–1560

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

Abilities

  • Area attack

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

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

Stats

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

Berber Lamtuna Spearmen

AOR Unit, tribal unit

Where to hire

PoolCostMaxTurns per unitXPLimits
Al AndalusIberia 2075225–500 1132–1236
Al AndalusIberia 2075217–331 1237–1390
Al AndalusIberia 2075225–504 1391–1560
SicilyItaly 2075225–500 1132–1236
SicilyItaly 2075217–331 1237–1390
SicilyItaly 2075225–504 1391–1560
IfrikiyaMaghreb 207528–173
AlgieriaMaghreb 207538–173
MaroccoMaghreb 2075312–250 1132–1236
MaroccoMaghreb 2075210–201 1237–1390
MaroccoMaghreb 207528–174 1391–1560

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

Abilities

  • Schiltrom

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

  • Braced spear

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

  • Very hardy

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

  • Peasant

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

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

Stats

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

Andalusian Spearmen

AOR unit

Where to hire

PoolCostMaxTurns per unitXPLimits
Al AndalusIberia 216037–143 1132–1212
Al AndalusIberia 216028–171 1213–1491
Al AndalusIberia 2160110–200 1492–1560

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

Abilities

  • Schiltrom

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

  • Braced spear

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

  • Hardy

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

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

Stats

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

Andalusian Mudéjar Jinetes

AOR unit

Where to hire

PoolCostMaxTurns per unitXPLimits
Al AndalusIberia 266037–143 1132–1212
Al AndalusIberia 266028–171 1213–1491
Al AndalusIberia 2660110–200 1492–1560

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

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • Hardy

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

  • Cantabrian circle

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

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

Stats

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

Mercenary Condottieri

mercenary unit (true)

Where to hire

PoolCostMaxTurns per unitXPLimits
Northern ItalyItaly 140326–175 1400–1560Catholic & Orthodox factions only
Central ItalyItaly 140326–175 1400–1560Catholic & Orthodox factions only
SicilyItaly 1403212–254 1400–1560Catholic & Orthodox factions only
Constantinople And SurroundingsBalkans 140326–175 1400–1560

Quality: Superior. Type: Mercenary (low recruitment and replenishment costs, often reduced morale and high upkeep). Enriched by trade, but with only a few small armies, Italian city states have resorted to hiring units of mercenaries known as Condottieri. Very well equipped with a lance and plate armour, these trained and experienced troops are known for their capricious behaviour, such as avoiding combat, and swapping sides for better pay before or even during battle!

Abilities

  • Wedge

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

  • Hardy

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

  • 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.

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
24 · riding Barded Horse Marka
Melee
attack 6, charge 13 (spear)
Defence
armour 15, skill 6, shield 0
Morale
9 · Normal discipline · Trained
Cost
2648 florins, 993 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
+10 fatigue in hot climates

Black Band Arquebusiers

mercenary unit (true)

Where to hire

PoolCostMaxTurns per unitXPLimits
Northern ItalyItaly 232318–334 1510–1560
Central ItalyItaly 232318–334 1510–1560
PannoniaBalkans 232318–334 1510–1560
CarpathiaBalkans 232318–334 1510–1560
IllyricumBalkans 232318–334 1510–1560
SerbiaBalkans 232318–334 1510–1560
BulgariaBalkans 232318–334 1510–1560

Quality: Exceptional (Combination). Type: Mercenary (low recruitment and replenishment costs, often reduced morale and high upkeep). The Black Bands (Italian: Bande Nere), sometimes referred to as the Black Bands of Giovanni, was a unit of Italian mercenaries formed and commanded by Giovanni de' Medici during the Italian Wars; their name came from their black mourning colours for the death of Pope Leo X. Composed primarily of arquebusiers the unit was, by the Italian War of 1521, considered to be the finest Italian troops available.

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.

  • Hardy

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

  • Mercenary

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

  • Mercenary disband

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

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

Men
48
Missile
Elite Arquebus Bullet: attack 14, range 120, 12 ammo
Melee
attack 10, charge 1 (sword)
Defence
armour 5, skill 9, shield 0
Morale
10 · Normal discipline · Trained
Cost
653 florins, 871 upkeep, 1 turn to train
Terrain
-2 in sand, +2 in forest, -1 in snow
Heat
+4 fatigue in hot climates

Mercenary Monster Ribault

artillery

Where to hire

PoolCostMaxTurns per unitXPLimits
Northern ItalyItaly 1872217–330 1400–1560
Central ItalyItaly 1872217–330 1400–1560
SicilyItaly 1872217–330 1400–1560

Italian inventors have been experimenting with mounting large numbers of gun barrels in one frame. This example features 36 mounted on a wagon much like the standard ribault. It is capable of firing in 6 shot volleys or a titanic 36 shot barrage, thus truly deserving the title of monster.

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.

  • Mercenary

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

  • Mercenary disband

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

Also: Sea-faring, Can withdraw

Stats

Men
8
Melee
attack 1, charge 1 (knife)
Defence
armour 1, skill 3, shield 0
Morale
11 · Normal discipline · Trained
Cost
1498 florins, 426 upkeep, 5 turns to train
Heat
+1 fatigue in hot climates

Mercenary Balkan Archers

Mercenary unit

Where to hire

PoolCostMaxTurns per unitXPLimits
PannoniaBalkans 576225–503
CarpathiaBalkans 576225–503
IllyricumBalkans 576210–252
SerbiaBalkans 576325–503
BulgariaBalkans 576225–503
HellasBalkans 576212–252

MERCENARIES / MORALE 7/ NORMAL DISCIPLINE/ UNTRAINED These archers come from various regions of the Balkans. The harsh life make them good soldiers with good morale but they dont have a good equipment. They have hardly any armor, they only offer their skills as archers, but they won't demand much payment for their services since they are quite cheap troops, useful for harassing the enemy or shooting from the walls, but they will succumb to any enemy infantry or cavalry. GAMEPLAY NOTES: Mercenaries are used to quickly create an army or reinforce your own. They usually have high hiring and maintenance costs in exchange for being able to have them instantly and with military experience without needing military infrastructure. If you don't pay them their salary or you go bankrupt, they will disappear from your army. After all, they are mercenaries who fight for money for any faction or religion.

Abilities

  • Area attack

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

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
48
Missile
Composite Arrow: attack 4, range 165, 18 ammo
Melee
attack 1, charge 1 (knife)
Defence
armour 0, skill 4, shield 0
Morale
7 · Normal discipline · Untrained
Cost
576 florins, 291 upkeep, 1 turn to train
Terrain
+1 in scrub, -1 in sand, +3 in forest, +2 in snow
Heat
+1 fatigue in hot climates

Vlach Axemen

mercenary unit (false-EDB), regional

Where to hire

PoolCostMaxTurns per unitXPLimits
PannoniaBalkans 115728–170 1132–1199
PannoniaBalkans 1157210–201 1200–1399
PannoniaBalkans 1157117–333 1400–1560
CarpathiaBalkans 115728–170 1132–1199
CarpathiaBalkans 1157210–201 1200–1399
CarpathiaBalkans 1157117–333 1400–1560
IllyricumBalkans 115728–170 1132–1199
IllyricumBalkans 1157210–201 1200–1399
IllyricumBalkans 1157117–333 1400–1560
SerbiaBalkans 115728–170 1132–1199
SerbiaBalkans 1157210–201 1200–1399
SerbiaBalkans 1157117–333 1400–1560
BulgariaBalkans 115728–170 1132–1199
BulgariaBalkans 1157210–201 1200–1399
BulgariaBalkans 1157117–333 1400–1560
HellasBalkans 115728–170 1132–1199
HellasBalkans 1157210–201 1200–1399
HellasBalkans 1157117–333 1400–1560

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

Abilities

  • Hides well in forest

    Hides in forest and is harder to spot there.

  • 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.

  • Mercenary

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

  • Mercenary disband

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

  • Warcry

    Can shout a warcry that briefly boosts their attack.

Also: Sea-faring, Can withdraw

Stats

Men
48
Melee
attack 3, charge 3 (axe)
Defence
armour 1, skill 4, shield 4
Morale
7 · Normal discipline · Trained
Cost
1133 florins, 425 upkeep, 1 turn to train
Terrain
+1 in scrub, -1 in sand, +3 in forest, +2 in snow
Heat
+2 fatigue in hot climates

Mercenary Bulgarian Archers

mercenary unit (true)

Where to hire

PoolCostMaxTurns per unitXPLimits
CarpathiaBalkans 191626–172
IllyricumBalkans 191616–171
SerbiaBalkans 191626–172
BulgariaBalkans 191636–173

MERCENARIES / MORALE 10/ NORMAL DISCIPLINE/ TRAINED The Bulgarians were a semi-nomadic people of Turkic origin who settled in the steppes north of the Black Sea. They expanded rapidly, coming to control large territories north of the Danube River and frequently clashing with the Byzantine Empire. They adopted Christianity in 864, which spurred the construction of churches and monasteries and the creation of the Cyrillic alphabet. They were the center of Slavic Europe, exerting a great literary and cultural influence.A Second Bulgarian Empire (c. 1185-1396) was restored in 1185 by the nobles Asen and Peter after an uprising against Byzantine rule. It reached renewed power under monarchs such as Ivan Asen II, although this period did not last long due to internal and external conflicts. GAMEPLAY NOTES: These Bulgarian mercenaries represent the numerous warriors of Bulgarian origin who served in the Roman armies or other Balkan factions. Experts in the use of the composite bow and skilled at ambushing their enemies, they deploy wooden stakes against enemy cavalry and can be used as light infantry when using their hand swords. However, they will offer their mercenary services at a high cost.

Abilities

  • Area attack

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

  • Very hardy

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

  • Stakes

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

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
48
Missile
Composite Arrow: attack 6, range 165, 30 ammo
Melee
attack 4, charge 1 (sword)
Defence
armour 4, skill 5, shield 2
Morale
10 · Normal discipline · Trained
Cost
1916 florins, 994 upkeep, 1 turn to train
Terrain
+1 in scrub, +1 in sand, +1 in forest, -1 in snow
Heat
+4 fatigue in hot climates

Mercenary Albanian Cavalry

mercenary unit (true)

Where to hire

PoolCostMaxTurns per unitXPLimits
IllyricumBalkans 46326–174 1468–1560Catholic & Orthodox & Muslim factions only
HellasBalkans 463212–254 1428–1560Catholic & Orthodox & Muslim factions only
Constantinople And SurroundingsBalkans 463212–253 1428–1560

Quality: Average. Type: Mercenary (low recruitment and replenishment costs, often reduced morale and high upkeep). Equipped with spear and mace, and protected by armour, these light cavalrymen have earned a fierce reputation while resisting the Turkish invasion of Albania. Initially these hardy fighters first came to Italy to help the Crown of Aragon defend its Empire in Southern Italy, although following the Turkish conquest of Albania, more cavalrymen fled to Italy and found work as mercenaries.

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.

  • 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.

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
24 · riding Fast Pony
Melee
attack 4, charge 9 (spear)
Defence
armour 2, skill 2, shield 0
Morale
7 · Normal discipline · Trained
Cost
1613 florins, 605 upkeep, 2 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in sand, -2 in forest
Heat
+2 fatigue in hot climates

Mercenary Symmachika Infantry

mercenary unit

Where to hire

PoolCostMaxTurns per unitXPLimits
IllyricumBalkans 2270210–253
SerbiaBalkans 227026–123
BulgariaBalkans 227028–252
HellasBalkans 227038–253
Anatolia West 2Balkans 227026–123
Constantinople And SurroundingsBalkans 227036–123
Anatolia North 2Anatolia 227026–122
Anatolia Central 2Anatolia 227028–253
Anatolia East 2Anatolia 227028–252
Cyprus IslandAnatolia 227028–252
Anatolia South 2Anatolia 227026–122
Caucasus 4Caucasus 227026–122
Armenia 4Caucasus 227038–253

MERCENARIES / MORALE 9/ NORMAL DISCIPLINE/ TRAINED Symachika (or auxiliary) were units formed from men of various Orthodox nations such as Bulgarians, Serbs, Armenians, Georgians, Greeks... that were obligated to Romans or were allies of them. Now they fight as mercenaries in their various regions where they live. This heavy infantry included mostly men from Serbia, Bulgaria, Georgia, Greeks, people from Anatolia, and Armenia. Just like the various ethnicities that fought for the Romans in the Komnenian period, they primarily used their own equipment with some Roman elements added during their time of service. Due to this Byzantine influence, they often fight in the Roman style and are well-equipped; therefore, they are often good mercenary infantry in lands where light cavalry sometimes predominates. GAMEPLAY NOTES: Mercenaries are used to quickly create an army or reinforce your own. They usually have high hiring and maintenance costs in exchange for being able to have them instantly and with military experience without needing military infrastructure. If you don't pay them their salary or you go bankrupt, they will disappear from your army. After all, they are mercenaries who fight for money for any faction or religion.

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.

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
48
Melee
attack 7, charge 3 (sword)
Defence
armour 8, skill 6, shield 6
Morale
9 · Normal discipline · Trained
Cost
2270 florins, 964 upkeep, 1 turn to train
Terrain
-1 in scrub, -1 in sand, -4 in forest, -2 in snow
Heat
+9 fatigue in hot climates

Mercenary Anatolian Skirmishers

mercenary unit (true)

Where to hire

PoolCostMaxTurns per unitXPLimits
Anatolia West 2Balkans 181336–253
Anatolia North 2Anatolia 181336–253
Anatolia Central 2Anatolia 181336–253
Anatolia East 2Anatolia 181336–253
Anatolia South 2Anatolia 181336–253
Armenia 4Caucasus 181336–253

MERCENARIES / MORALE 7/ NORMAL DISCIPLINE/ TRAINED These light horsemen are excellent for screening the enemy lines and harassing oncoming enemies with a hail of javelins. Settlers and villagers raised from the lands and towns of all Anatolia, they are hardy and swift, and are excellent for running down lighter foes but do not expect them to hold up much of a fight against heavier cavalry or infantry.

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • Anti-cavalry bonus +6

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

  • Hardy

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

  • 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.

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
30 · riding Fast Pony
Missile
Javelin: attack 11, range 55, 5 ammo
Melee
attack 5, charge 4 (spear)
Defence
armour 3, skill 3, shield 3
Morale
7 · Normal discipline · Trained
Cost
1813 florins, 630 upkeep, 2 turns to train
Mount effect
+6 vs Elephant
Terrain
+3 in scrub, +1 in sand, +3 in forest
Heat
+2 fatigue in hot climates

Mercenary Turkopole Archers

Mercenary unit

Where to hire

PoolCostMaxTurns per unitXPLimits
Constantinople And SurroundingsBalkans 151023–71 1132–1400
Anatolia East 2Anatolia 151023–71 1132–1400
Cyprus IslandAnatolia 151023–71 1132–1400
Anatolia South 2Anatolia 151023–71 1132–1400
Caucasus 4Caucasus 151023–71 1132–1400
Armenia 4Caucasus 151023–71 1132–1400
Holy LandLevant 151033–73 1132–1400
Arabia NabateaLevant 151023–73 1132–1400
Syria West 3Mesopotamia 151023–72 1132–1400
EgyptEgypt 151023–71 1132–1400

MERCENARIES / MORALE 8/ NORMAL DISCIPLINE/ TRAINED During the Crusades, the Turcopoles (from the Greek: τουρκόπουλοι, "sons of Turks") were mounted archers and light cavalry recruited locally by the Byzantine Empire and the Crusader states of the eastern Mediterranean. The Crusaders' first contact with the Turcopoles was during the First Crusade, in the Byzantine army. These auxiliary troops were of mixed Byzantine and Turkic origins, and were at least nominally Christian, although some may have been Muslim in practice. They typically served as horse archers and foot archers. These Turcopole mercenaries offer their services as skilled foot archers. They are usually composed of Christians of Turkic origin, but as mercenaries, their only concern is being paid; faith is relegated to a secondary position. They are powerful archers, useful for unleashing a barrage of arrows on the enemy or defeating the feared mounted archers found in the Levant or Arabia. GAMEPLAY NOTES: Mercenaries are used to quickly create an army or reinforce your own. They usually have high hiring and maintenance costs in exchange for being able to have them instantly and with military experience without needing military infrastructure. If you don't pay them their salary or you go bankrupt, they will disappear from your army. After all, they are mercenaries who fight for money for any faction or religion.

Abilities

  • Area attack

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

  • Hardy

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

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
48
Missile
Quality Mass Composite Arrow: attack 6, range 200, 30 ammo
Melee
attack 4, charge 1 (sword)
Defence
armour 1, skill 4, shield 3
Morale
8 · Normal discipline · Trained
Cost
1510 florins, 754 upkeep, 1 turn to train
Terrain
-1 in scrub, -2 in sand, -3 in forest, -1 in snow
Heat
+1 fatigue in hot climates

Mercenary Armenian Cavalry

Mercenary unit ( TRUE)

Where to hire

PoolCostMaxTurns per unitXPLimits
Anatolia North 2Anatolia 3046117–333
Anatolia Central 2Anatolia 3046117–333
Anatolia East 2Anatolia 304617–143
Caucasus 4Caucasus 304627–143
Armenia 4Caucasus 304636–113
Syria West 3Mesopotamia 3046210–204
Syria East 3Mesopotamia 3046110–203

MERCENARIES / MORALE 10/ DISCIPLINED/ TRAINED After the Seljuk Turks invaded Armenia, many Christians fled south, where they formed the Christian Kingdom of Cilicia. Many Armenian troops from there serve as mercenaries fighting for anyone who can pay them. This unit formed by heavy cavalry and minor nobles, fights in the style of Western Knights, and is equipped with lance and heavy mail.

Abilities

  • Wedge

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

  • Armour piercing

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

  • Hardy

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

  • 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.

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
24 · riding Mamluk Horse
Melee
attack 5, charge 12 (spear)
Defence
armour 10, skill 4, shield 4
Morale
10 · Disciplined · Trained
Cost
3046 florins, 880 upkeep, 3 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
+1 in sand, -4 in forest, -1 in snow
Heat
+7 fatigue in hot climates

Mercenary Kurdish Footmen

mercenary unit

Where to hire

PoolCostMaxTurns per unitXPLimits
Anatolia East 2Anatolia 168028–172
Cyprus IslandAnatolia 168018–172
Anatolia South 2Anatolia 168018–172
Syria West 3Mesopotamia 168038–173
Syria East 3Mesopotamia 168038–172
EgyptEgypt 168018–171 1132–1170
EgyptEgypt 168038–173 1171–1560

MERCENARIES / MORALE 9/ NORMAL DISCIPLINE/ TRAINED Historically, the Kurds were a semi-nomadic people who settled in the valleys and mountains of Upper Mesopotamia.During the Middle Ages, the Kurds enjoyed a degree of autonomy and experienced a period of prosperity, notably under the leadership of Saladin (a Kurdish sultan who founded the Ayyubid dynasty). They lived with relative freedom under Islamic rule, and in some areas, Kurdish fiefdoms maintained considerable autonomy until the consolidation of the Ottoman and Persian empires.These wild and fierce kurdish mercenaries are well armoured and equipped with a scimitar and round metal shields. Can be found in Syrian lands, East Anatolia and in Egyptian regions after the Ayyubid reign. GAMEPLAY NOTES: Mercenaries are used to quickly create an army or reinforce your own. They usually have high hiring and maintenance costs in exchange for being able to have them instantly and with military experience without needing military infrastructure. If you don't pay them their salary or you go bankrupt, they will disappear from your army. After all, they are mercenaries who fight for money for any faction or religion.

Abilities

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
48
Melee
attack 7, charge 4 (sword)
Defence
armour 6, skill 5, shield 4
Morale
9 · Normal discipline · Trained
Cost
1680 florins, 830 upkeep, 1 turn to train
Terrain
-2 in scrub, -1 in sand, -1 in forest, -4 in snow
Heat
+4 fatigue in hot climates

Armenian Archers

AOR unit

Where to hire

PoolCostMaxTurns per unitXPLimits
Anatolia East 2Anatolia 200225–81
Caucasus 4Caucasus 200225–81
Armenia 4Caucasus 200234–71
Syria East 3Mesopotamia 200227–101

REGIONAL TROOPS/ MORALE 8/ NORMAL DISCIPLINE/ TRAINED /AOR UNIT \ After the Seljuk Turks invaded Armenia, many Christians fled south, where they formed the Christian Kingdom of Cilicia. They served as archers in these harsh Armenian lands, always surrounded by enemies, whether Byzantine, Turkish, or Crusader. Many of them would also join the ranks of these armies as mercenaries from there earn their living as mercenaries fighting for anyone who can pay them. Feisty men from the mountains, they are lightly armed, but still a good quality archers.

Abilities

  • Area attack

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

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

Stats

Men
48
Missile
Composite Arrow: attack 4, range 165, 30 ammo
Melee
attack 3, charge 1 (sword)
Defence
armour 4, skill 5, shield 1
Morale
8 · Normal discipline · Trained
Cost
1502 florins, 586 upkeep, 2 turns to train
Terrain
+1 in scrub, +1 in sand, +1 in forest, -1 in snow
Heat
+4 fatigue in hot climates

Armenian Azat Infantry

AOR unit

Where to hire

PoolCostMaxTurns per unitXPLimits
Anatolia East 2Anatolia 258026–122
Anatolia South 2Anatolia 258026–122
Caucasus 4Caucasus 258026–122
Armenia 4Caucasus 258036–122
Syria West 3Mesopotamia 258026–122

REGIONAL TROOPS/ MORALE 9/ NORMAL DISCIPLINE/ TRAINED/AOR UNIT This armenian infantry unit "made up of peoples from all lands", are equipped with a sword and shield and wear heavy mail armour for protection. Composed of free professional warriors and minor nobility, they are a solid infantry that serve as support in many foreign armies as Romans, Georgians or even in Rum turks 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 8, charge 3 (sword)
Defence
armour 7, skill 6, shield 4
Morale
9 · Normal discipline · Trained
Cost
1677 florins, 854 upkeep, 2 turns to train
Terrain
-2 in snow
Heat
+8 fatigue in hot climates

Turkopole Horse Archers

mercenary unit, (false DM+EDB)

Where to hire

PoolCostMaxTurns per unitXPLimits
Anatolia South 2Anatolia 118125–121
Caucasus 4Caucasus 118125–121
Armenia 4Caucasus 118125–121
Holy LandLevant 118136–173
Arabia NabateaLevant 1181112–253
Syria West 3Mesopotamia 118116–173

Quality: Average. Type: Mercenary. Turkopoles are mercenaries hired by Christian forces in the Holy Lands for light cavalry duties. Composed of Christianised Turks and Eastern Orthodox Christians, these Turkopoles are armed with a bow and sword, and are capable of adopting a shooting circle formation, which provides constant fire against the enemy.

Abilities

  • Area attack

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

  • Mercenary

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

  • Mercenary disband

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

  • Cantabrian circle

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

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

Stats

Men
32 · riding Fast Pony
Missile
Cav Composite Arrow: attack 3, range 100, 30 ammo
Melee
attack 2, charge 4 (sword)
Defence
armour 3, skill 2, shield 3
Morale
7 · Normal discipline · Trained
Cost
1181 florins, 443 upkeep, 3 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
+1 in sand, -4 in forest, -1 in snow
Heat
+3 fatigue in hot climates

Armenian Heavy Javelinmen

AOR unit

Where to hire

PoolCostMaxTurns per unitXPLimits
Armenia 4Caucasus 263336–122
Holy LandLevant 263318–171 1135–1560
Syria West 3Mesopotamia 263317–142

REGIONAL TROOPS/ MORALE 9/ NORMAL DISCIPLINE/ TRAINED/AOR UNIT Armenians are arguably the most numerous native Christians in Outremer, and therefore the most important to the soldier starved Crusader States. Often fighting under their own chieftains and lords, Armenian warriors have a fierce reputation in Outremer, making them excellent warriors. These heavy javelinmen are protected by good armour and wield a heavy javelin and a sword ready for kill mounted enemies.

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • Anti-cavalry bonus +4

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

  • Hardy

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

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

Stats

Men
40
Missile
Javelin: attack 11, range 55, 4 ammo
Melee
attack 5, charge 3 (sword)
Defence
armour 9, skill 5, shield 3
Morale
9 · Normal discipline · Trained
Cost
2033 florins, 775 upkeep, 2 turns to train
Mount effect
+6 vs Elephant
Terrain
+1 in scrub, +2 in forest
Heat
+8 fatigue in hot climates

Armenian Mounted Javelinmen

AOR unit

Where to hire

PoolCostMaxTurns per unitXPLimits
Armenia 4Caucasus 280234–72
Holy LandLevant 280214–73
Syria West 3Mesopotamia 280224–72
Syria East 3Mesopotamia 280224–71

REGIONAL TROOPS/ MORALE 7/ NORMAL DISCIPLINE/ TRAINED/ AOR UNIT The javelin is a favorite weapon in Armenian folklore, being one of Davit of Sasun's main weapons in his fight against Melik of Musr. Regularly employed by Basil II Bulgaroctonus and John Tzimisces, these men now owe allegiance to the Armenian Kings of Cilicia.These mounted Armenian javelin-shooters are very useful for harassing enemy heavy cavalry as well as unloading a cloud of javelins at the enemy. They have been able to adapt to warfare in Armenia, Anatolia and the Levant to fight against the feared horse archers. Use them wisely before they run out of ammunition.

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • Anti-cavalry bonus +6

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

  • Hardy

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

  • 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
30 · riding Fast Pony
Missile
Javelin: attack 11, range 55, 5 ammo
Melee
attack 5, charge 4 (spear)
Defence
armour 8, skill 3, shield 3
Morale
7 · Normal discipline · Trained
Cost
2190 florins, 1009 upkeep, 2 turns to train
Mount effect
+6 vs Elephant
Terrain
+1 in scrub, +1 in sand, +2 in forest
Heat
+6 fatigue in hot climates

Syrian Auxilliaries

AOR unit

Where to hire

PoolCostMaxTurns per unitXPLimits
Holy LandLevant 1268317–333
Arabia DesertaLevant 1268317–331
Arabia NabateaLevant 1268317–331
Syria West 3Mesopotamia 1268317–333
Syria East 3Mesopotamia 1268317–333

REGIONAL TROOPS/ MORALE 5/ NORMAL DISCIPLINE/ UNTRAINED/IS PEASANT/ AOR UNIT/ FREE UPKEEP UNIT These men are levied from Syrian Christians of various confessions.They serve both Christian and Muslim lords, whoever rules their homelands; they have hardly any armor and use a mix of weapons such as small axes, maces, and cheap swords and little shields, they can be a useful addition to the professional armies operating in the Outremer and Syrian lands.

Abilities

  • Peasant

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

  • Free upkeep

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

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

Stats

Men
60
Melee
attack 4, charge 1 (axe)
Defence
armour 1, skill 3, shield 2
Morale
5 · Normal discipline · Untrained
Cost
768 florins, 389 upkeep, 1 turn to train
Terrain
+1 in scrub, +2 in sand, +1 in forest, -1 in snow
Heat
+1 fatigue in hot climates

Sūdān Warriors

AOR unit

Where to hire

PoolCostMaxTurns per unitXPLimits
Arabia NabateaLevant 148336–174
EgyptEgypt 148336–172
NubiaEgypt 148337–103
IfrikiyaMaghreb 1483112–253
SaharaMaghreb 148318–173

Tribal unit. Morale 9. These African warrior fight in a loose formation, hurling javelins and getting into melee with swords. Although lightly armed, they are fierce in battle.

Abilities

  • Thrown

    The missile is thrown rather than shot.

  • Hardy

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

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

Stats

Men
56
Missile
Javelin: attack 10, range 60, 3 ammo
Melee
attack 5, charge 1 (sword)
Defence
armour 1, skill 6, shield 3
Morale
9 · Normal discipline · Trained
Cost
1483 florins, 556 upkeep, 1 turn to train
Mount effect
+6 vs Elephant
Terrain
+1 in sand, +1 in forest, -2 in snow
Heat
+1 fatigue in hot climates

Kurdish Javelinmen

AOR unit

Where to hire

PoolCostMaxTurns per unitXPLimits
Syria West 3Mesopotamia 105723–72 1132–1400
Syria East 3Mesopotamia 105723–72 1132–1400
Iraq 3Mesopotamia 105723–72 1132–1400
Alamut HashishimPersia 105723–72 1132–1400
Persia North 3Persia 105723–72 1132–1400

Local milita. Kurdish troops are well respected in the east, and often entire tribes would be hired to maintain and guard borders around Syria. These troops are tough mountain men found fighting throughout the Middle East. They soften an enemy with their javelins, then finish them with the sword.

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • Peasant

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

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

Stats

Men
52
Missile
Javelin: attack 11, range 55, 4 ammo
Melee
attack 5, charge 1 (sword)
Defence
armour 0, skill 4, shield 2
Morale
8 · Normal discipline · Trained
Cost
1057 florins, 397 upkeep, 1 turn to train
Mount effect
+6 vs Elephant
Terrain
+1 in scrub, +1 in sand, +1 in forest, -1 in snow

Mercenary Hashshashins

mercenary unit, regional (true)

Where to hire

PoolCostMaxTurns per unitXPLimits
Alamut HashishimPersia 2444417–333

MERCENARIES/ MORALE 13/ DISCIPLINED/ HIGHLY TRAINED /LOCK MORALE The Fedayeen come from a semi-religious sect thought to have originated somewhere in Persia. Highly disciplined and trained, these troops fear little and are masters of ambushes.Although few in number, they are among the most feared warriors in existence, usually located in the fortress of Alamut, very skilled in combat even though they do not have much armor.

Abilities

  • Hides well in forest

    Hides in forest and is harder to spot there.

  • Very hardy

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

  • Hides anywhere

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

  • Mercenary

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

  • Mercenary disband

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

Also: Sea-faring, Can withdraw

Stats

Men
48
Melee
attack 13, charge 5 (sword)
Defence
armour 6, skill 13, shield 3
Morale
13 · Disciplined · Highly trained
Cost
2444 florins, 917 upkeep, 1 turn to train
Terrain
-2 in snow
Heat
+5 fatigue in hot climates

Mercenary Hindustani Elephant Archers

Mercenaries

Where to hire

PoolCostMaxTurns per unitXPLimits
Persia Trade IndiaPersia 5054225–504

MERCENARIES / MORALE 12/ DISCIPLINED/ HIGHLY TRAINED / 6 HITPOINTS These mighty war elephants come from the distant lands of India, where the art of elephant warfare has been perfected over centuries. Trained for battle and guided by skilled mahouts, these colossal beasts carry heavily armoured archers mounted in wooden towers upon their backs, allowing them to fire arrows over the heads of the infantry below.In the courts of the great eastern empires, such creatures were symbols of immense wealth and royal power. Only the richest rulers – such as the Shahs of Persia or the mighty Seljuk sultans – could afford to hire and maintain these rare mercenary beasts brought from the lands beyond the Indus.On the battlefield they are terrifying engines of war, capable of trampling men and horses alike while their archers unleash volleys from above. Yet elephants are living creatures, and in the chaos of battle they may panic or become enraged. For this reason the mahout carries a hammer and chisel, a grim tool used to end the life of the beast should it run amok among friend and foe alike. GAMEPLAY NOTES:These ancient war machines are the medieval tanks of their time: war elephants from Hindustan, available as mercenaries on the Persian borders of the map, specifically in the Kerman and Nishapur regions.These areas historically had trade relations with the Ghaznavids and Gurids, as well as direct contact with Sindh and Balochistan, which regularly traded exotic animals and troops and brought elephants to Persia. Use them wisely; they are very expensive to hire and maintain, their numbers are limited, and they don't appear frequently. However, they are formidable troops for crushing masses of infantry and terrifying your enemies.Due to their armor and thick, tough skin, elephants are extremely resilient, making them the unit with the most "Hitpoints" (how much damage they can take before dying). If you have the funds, hire these exotic troops and unleash them to crush the enemy. They also have heavy archers to fire from their mounts.

Abilities

  • Horde

    Loose, unordered mass instead of neat ranks. Used by tribal and irregular troops. The unit fights as a crowd rather than in ranks.

  • Area attack

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

  • Launching

    Hits may throw men into the air.

  • Armour piercing

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

  • Very hardy

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

  • Can run amok

    Animals may go out of control and attack anyone nearby.

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

  • Frightens cavalry

    Lowers the morale of enemy cavalry nearby.

  • Mercenary

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

  • Mercenary disband

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

Also: Sea-faring, Can withdraw

Stats

Men
24 · riding Elephant Archers
Missile
Quality Mass Composite Arrow: attack 7, range 200, 30 ammo
Melee
attack 25, charge 1
Defence
armour 20, skill 4, shield 5
Morale
12 · Disciplined · Highly trained
Cost
5054 florins, 3733 upkeep, 4 turns to train
Mount effect
+8 vs Horse, +6 vs Camel
Terrain
-2 in scrub, -1 in sand, -5 in forest, -4 in snow
Heat
+5 fatigue in hot climates

Sūdān Spearmen

mercenary unit

Where to hire

PoolCostMaxTurns per unitXPLimits
NubiaEgypt 180435–70 1132–1347
NubiaEgypt 180437–81 1348–1409
NubiaEgypt 180435–74 1410–1560
SaharaMaghreb 1804212–250 1132–1347
SaharaMaghreb 1804225–501 1348–1409
SaharaMaghreb 1804212–254 1410–1560
MaroccoMaghreb 180435–74 1132–1147
MaroccoMaghreb 180437–83 1148–1250
MaroccoMaghreb 180435–71 1251–1560

Mercenaries. Morale 9 Recruited From Nubia, Ghana, Sūdān or other parts of the northern African continent, those slave warriors are trained and formed into standing military units. They are brave and resilient, but lightly armed with short spears, shields, and lacking armour. While useful at defending flanks and dealing with light cavalry, these troops won't hold up in a prolonged melee.

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.

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
60
Melee
attack 4, charge 3 (spear)
Defence
armour 2, skill 5, shield 3
Morale
9 · Normal discipline · Trained
Cost
1804 florins, 677 upkeep, 2 turns to train
Terrain
+1 in sand, +1 in forest, -2 in snow

Sūdān Bowmen

mercenary unit, regional (false- no DM)

Where to hire

PoolCostMaxTurns per unitXPLimits
NubiaEgypt 1502212–250 1132–1347
NubiaEgypt 1502225–501 1348–1409
NubiaEgypt 1502212–254 1410–1560
SaharaMaghreb 1502212–250 1132–1347
SaharaMaghreb 1502225–501 1348–1409
SaharaMaghreb 1502212–254 1410–1560
MaroccoMaghreb 1502212–254 1132–1147
MaroccoMaghreb 1502225–503 1148–1250
MaroccoMaghreb 1502212–251 1251–1560

Mercenaries. Morale 8 Recruited From Nubia, Ghana, Sūdān or other parts of the northern African continent, most of these soldiers are slaves, but some are free troops serving for pay. They wear little or no armour but are armed with a powerful bow and a mace as a hand weapon. 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.

  • 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.

  • Mercenary

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

  • Mercenary disband

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

  • Peasant

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

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

Stats

Men
48
Missile
Quality Mass Composite Arrow: attack 4, range 160, 18 ammo
Melee
attack 1, charge 1 (mace)
Defence
armour 0, skill 3, shield 0
Morale
8 · Normal discipline · Trained
Cost
1045 florins, 392 upkeep, 2 turns to train
Terrain
+1 in sand, +1 in forest, -2 in snow

Berber Sanhaja Skirmishers

AOR unit, tribal unit

Where to hire

PoolCostMaxTurns per unitXPLimits
IfrikiyaMaghreb 1034212–251
AlgieriaMaghreb 1034212–251
SaharaMaghreb 1034212–251
MaroccoMaghreb 1034312–250 1132–1236
MaroccoMaghreb 1034217–331 1237–1390
MaroccoMaghreb 1034225–504 1391–1560

REGIONAL TROOPS/ MORALE 8 / NORMAL DISCIPLINE/ TRAINED/IS PEASANT/ AOR UNIT The Sanhaja (Ṣanhaja or Znaga; Berber languages: Aẓnag,) were once one of the largest Berber tribal confederations, along with the Zanata and Masmuda confederations. The Sanhaja dynasties of the Zirids and the Hammadids controlled Ifriqiya until the 12th century and established their rule in all the countries of the Maghreb region. In the mid-11th century, a group of Sanhaja chiefs returning from the Hajj (pilgrimage to Mecca) invited the theologian Ibn Yasin to preach among their tribes. Ibn Yasin united the tribes in the Almoravid alliance in the mid-11th century. This confederation subsequently established Morocco and conquered western Algeria and Al-Andalus (part of present-day Spain). The Almoravids and Almohads used many of those men from the Berber tribes of northern Africa. They are good with the javelin, but lack the equipment for close combat. A wise General will use this unit behind a spear or pike phalanx, devastating enemy lines.

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • Hardy

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

  • Peasant

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

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

Stats

Men
52
Missile
Militia Javelin: attack 9, range 50, 4 ammo
Melee
attack 2, charge 1 (sword)
Defence
armour 2, skill 2, shield 1
Morale
8 · Normal discipline · Trained
Cost
734 florins, 388 upkeep, 1 turn to train
Mount effect
+6 vs Elephant
Terrain
+3 in sand, +1 in forest, -3 in snow

Berber Zenata Riders

AOR unit, tribal unit

Where to hire

PoolCostMaxTurns per unitXPLimits
IfrikiyaMaghreb 1981212–250
AlgieriaMaghreb 1981212–250
MaroccoMaghreb 1981317–330 1132–1236
MaroccoMaghreb 1981212–251 1237–1390
MaroccoMaghreb 1981210–204 1391–1560

REGIONAL TROOPS/ MORALE 8/ NORMAL DISCIPLINE/ TRAINED/IS PEASANT/ AOR UNIT Zenata (in Berber: Iznaten) are the variations of the name given to a group of Berber peoples during the medieval period, from which several current ethnic groups descend. The historian and traveller Ibn Khaldun relates that they were, together with the Masmuda and the Sanhaya, one of the three great Muslim Berber confederations of the Middle Ages. He added that these tribes, which were both nomadic and sedentary, as well as city builders, were concentrated in the Maghreb (in the Kingdom of Morocco): this is why he called the "Maghreb" the home of the Zenata. Already Islamised and allied with the Arabs, the Berbers marched on Hispania in 711, which caused numerous Zenatas to settle in al-Andalus. Leaving some cultural traits in the Iberian Peninsula (as an example of their equestrian skill the currently Castilian word caballero derives precisely from the Berber Zenetas). Despite everything, the Zenatas maintained a major political importance in the Maghreb and al-Andalus until the 13th century AD when new dynasties emerged, such as that of the Abdalwadíes in the Maghreb or the Benimerines in the Maghreb el Aqsa' (territory of present-day Morocco). The Zenatas also dominated areas of Morocco until the rise of the Wattásid dynasty in the 15th century. The Zenata Riders is a pretty important Berber tribe serving al-murabitun, mostly living in the arid and desert regions of North Africa and the Middle East. The heat of the desert makes armour unpopular with these men, but their loose-fitting robes give them protection both from the sun, and spent missiles or light blows. Armed with javelins these fast moving units are best against other light troops, or harassing enemy flanks where can stay out of harm's way.

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • 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.

  • Cantabrian circle

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

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

Stats

Men
32 · riding Fast Pony
Missile
Militia Cav Javelin: attack 10, range 50, 6 ammo
Melee
attack 3, charge 5 (sword)
Defence
armour 2, skill 4, shield 1
Morale
8 · Normal discipline · Trained
Cost
1581 florins, 643 upkeep, 2 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, +3 in sand, -1 in forest, -3 in snow
Heat
+2 fatigue in hot climates