SSHIM Guide

Regional units

Local troops you can raise once you hold certain provinces, whatever your faction (some are limited to a few factions; it says so on the unit). Pick an area to see what you can recruit there.

British Isles

Cavalry

Spear & pike infantry

Melee infantry

Missile infantry

Naval

Scandinavia

Cavalry

Spear & pike infantry

Melee infantry

Missile infantry

Naval

Poland & the Baltics

Cavalry

Missile cavalry

Spear & pike infantry

Melee infantry

Missile infantry

Naval

Russia

Cavalry

Missile cavalry

Spear & pike infantry

Melee infantry

Missile infantry

Naval

Steppes

Cavalry

Missile cavalry

Spear & pike infantry

Melee infantry

Missile infantry

Siege & artillery

Germany

Cavalry

Missile cavalry

Spear & pike infantry

Melee infantry

Missile infantry

Naval

France

Cavalry

Missile cavalry

Spear & pike infantry

Melee infantry

Missile infantry

Iberia

Cavalry

Missile cavalry

Spear & pike infantry

Melee infantry

Missile infantry

Italy

Cavalry

Missile cavalry

Spear & pike infantry

Melee infantry

Missile infantry

Siege & artillery

Balkans

Cavalry

Missile cavalry

Spear & pike infantry

Melee infantry

Missile infantry

Siege & artillery

Anatolia

Cavalry

Missile cavalry

Spear & pike infantry

Melee infantry

Missile infantry

Siege & artillery

Caucasus

Cavalry

Missile cavalry

Spear & pike infantry

Melee infantry

Missile infantry

Siege & artillery

Mesopotamia

Cavalry

Missile cavalry

Spear & pike infantry

Melee infantry

Missile infantry

Siege & artillery

Levant

Cavalry

Missile cavalry

Spear & pike infantry

Melee infantry

Missile infantry

Siege & artillery

Persia

Cavalry

Missile cavalry

Spear & pike infantry

Melee infantry

Missile infantry

Egypt

Cavalry

Spear & pike infantry

Melee infantry

Missile infantry

Maghreb

Cavalry

Missile cavalry

Spear & pike infantry

Melee infantry

Missile infantry

Druzhina Cavalry

feudal knight, factional

Who
Kievan Rus, Novgorod
Provinces

Russia: Kyev

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

Abilities

  • Wedge

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

  • Very hardy

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

  • Formed charge

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

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

Stats

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

Where & when to recruit

Always needs: After Faction Turn Orthodox Kievan Rus regions Capital Orthodox ≥ 50% in region

Building From start
Small Zoloti Vorota Zoloti Vorota · city only Needs Carpenters' Workshops or better +20t
Large Zoloti Vorota Zoloti Vorota · city only Needs Quarries or better +20t
Great Zoloti Vorota Zoloti Vorota · city only Needs Stonemasons or better +20t

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

Mounted Senior Militia

urban militia, factional

Who
Kievan Rus, Novgorod
Provinces

Russia: Kyev

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

Abilities

  • Wedge

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Always needs: After Faction Turn Orthodox Kievan Rus regions Capital

Building From start Euphrosyne~turn 143
Small Zoloti Vorota Zoloti Vorota · city only Needs Carpenters' Workshops or better 214t 210t
Large Zoloti Vorota Zoloti Vorota · city only Needs Quarries or better 214t 210t
Great Zoloti Vorota Zoloti Vorota · city only Needs Stonemasons or better 214t 210t

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

Mailed Knights

Nobles, factional

Who
Denmark, Hungary, Pisa, Venice
Provinces

British Isles: Ireland (Duibhlinn), Scottish Highlands (Obar Dheathain), Scottish Lowlands (Dùn Èideann)

Scandinavia: Borgarthingslog (Ánslo), Gulathingslog (Bergvin), Gutland (Visby), Gøtland (Skara), Iutland (Ribe), Sialand (Roskilde), Skane (Lund), Smaland (Kalmar), Swerike (Sigtuna)

Poland & the Baltics: Austrland (Turku), Curonia (Riga), Lietuva (Kernavé), Livonia (Kolyvan), Malopolska (Kraków), Masovia (Płock), Pomerania (Stetin), Pomerania Gedanensis (Gdańsk), Silesia (Wrezław), Wielkopolska (Poznań)

Russia: Novgorod, Pleskov, Polotsk, Rostov, Ruthenia (Goroden), Smolenesk, Suzdal

Germany: Holstein-Mecklenburg (Liubice), Moravia (Olomóc)

Italy: Veneto (Venèzsia), Western Tuscany (Pisa)

Balkans: Croatia (Zagreb), Dalmatia (Zara)

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

Abilities

  • Wedge

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

  • Knight

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

  • Command

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

  • Hardy

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

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

Stats

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

Where & when to recruit

Building From start Hanseatic League Beginnings~turn 81 Ostsiedlung~turn 111 Heavy Mail~turn 141 Golden Bull~turn 193
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better Catholic ≥ 50% in region Norway regions or Denmark regions or Russia regions or Lithuania regions or Poland regions or Scotland regions Only Denmark · 233t 233t 233t 233t
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better Hungary regions Slavic Serbia regions or Venice regions Only Hungary 225t 225t +33t +33t ·
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better Catholic ≥ 50% in region Norway regions or Denmark regions or Russia regions or Lithuania regions or Poland regions or Scotland regions Only Denmark · 225t 225t 225t 225t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better Hungary regions Slavic Serbia regions or Venice regions Only Hungary 218t 218t +25t +25t ·
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better Catholic ≥ 50% in region Norway regions or Denmark regions or Russia regions or Lithuania regions or Poland regions or Scotland regions Only Denmark · 218t 218t 225t 225t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better Hungary regions Slavic Serbia regions or Venice regions Only Hungary 213t 213t +18t +18t ·
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better Catholic ≥ 50% in region Norway regions or Denmark regions or Russia regions or Lithuania regions or Poland regions or Scotland regions Only Denmark · 213t 213t 118t 118t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better Hungary regions Slavic Serbia regions or Venice regions Only Hungary 29t 29t +13t +13t ·
Basilica di San Marco St. Mark's Basilica · city only Catholic ≥ 50% in region Venice regions Capital After Faction Turn Catholic or After Faction Turn Orthodox Only Venice +20t +20t +20t · ·
Cappella di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Catholic Needs Carpenters' Workshops or better Pisa regions Capital Only Pisa +20t +20t +20t · ·
Nava di Chiesa di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Capital Only Pisa +20t +20t +20t · ·
Chiesa di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Capital Only Pisa +20t +20t +20t · ·
Chiesa e Battistero Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Capital Only Pisa +20t +20t +20t · ·
Chiesa, Battistero e Campanile Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Capital Only Pisa +20t +20t +20t · ·
Duomo di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Capital Only Pisa +20t +20t +20t · ·
Duomo e Battistero Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Capital Only Pisa +20t +20t +20t · ·
Duomo, Battistero e Campanile Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Capital Only Pisa +20t +20t +20t · ·
Campo dei Miracoli Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Capital Only Pisa +20t +20t +20t · ·

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

Norman Milites

feudal knight, factional

Who
England, Kingdom of Jerusalem, Sicily
Provinces

British Isles: Essex (London)

Italy: Apulia (Bari), Calabria (Regium), Campania (Napoli), Trinacria (Balermus)

Caucasus: Cilicia (Sision)

Mesopotamia: Antioch, Diyar Mudar (Édessa)

Levant: Asqalān, Galilee (Acre), Jerusalem, Oultrejordain (Aqaba), Tripoli

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

Abilities

  • Wedge

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

  • Hardy

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

  • Command

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

  • Formed charge

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 50% in region

Building From start Notre Dame~turn 53 Heavy Mail~turn 141
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better Levant (Jerusalem) Only Kingdom of Jerusalem 125t 125t ·
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better Levant (Jerusalem) Only Kingdom of Jerusalem 125t 125t ·
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better Levant (Jerusalem) Only Kingdom of Jerusalem 125t 125t ·
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better Levant (Jerusalem) Only Kingdom of Jerusalem 125t 125t ·
Norman Stronghold Castelli Normanni Without Alcazar Building Sicily regions After Faction Turn Catholic Without Alcazar Building Only England, Sicily 133t 133t 133t
Castìdde du Monte Castelli Normanni Sicily regions Unique1 regions Only England, Sicily 233t 233t 233t
Palazzo dei Normanni Castelli Normanni Sicily regions Capital After Faction Turn Catholic Only England, Sicily 233t★1 233t★1 233t★1
The Site Tower of London · city only England regions Capital Only England +25t +25t ·
The Keep Tower of London · city only Needs Carpenters' Workshops or better England regions Capital Only England +25t +25t ·
The White Tower Tower of London · city only Needs Quarries or better England regions Capital Only England +25t +25t ·
The Tower of London Tower of London · city only Needs Stonemasons or better England regions Capital Only England · +25t ·

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

Also recruitable in some campaigns, depending on the order events happen: Castel, Maschio Angioino.

Italian Cavalry Militia

urban militia, factional

Who
Papal States, Pisa, Sicily, Venice
Provinces

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

Balkans: Dalmatia (Zara), Ragusa

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

Abilities

  • Free upkeep

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

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

Stats

Men
32 · riding Scout Horse
Melee
attack 5, charge 7 (spear)
Defence
armour 8, skill 3, shield 4
Morale
7 · Normal discipline · Trained
Cost
971 florins, 971 upkeep, 2 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest, -1 in snow
Heat
+6 fatigue in hot climates

Where & when to recruit

Building From start Dante Alighieri is born~turn 267
Palazzo Ducale Palazzo Without South Italy Building Needs Stonemasons or better Pisa regions or Venice regions or Papal States regions or Sicily regions Catholic ≥ 25% in region Only Papal States, Pisa, Venice · +33t
Pałaso Dogal Palazzo Without South Italy Building Needs Quarries or better Venice regions Capital Catholic ≥ 25% in region Only Papal States, Pisa, Venice · +33t
Grande Pałaso Dogal Palazzo Without South Italy Building Needs Stonemasons or better Venice regions Capital Catholic ≥ 25% in region Only Papal States, Pisa, Venice · +33t
Palazzo Reale Palazzo Without South Italy Building Needs Stonemasons or better Pisa regions or Venice regions or Papal States regions or Sicily regions Catholic ≥ 25% in region Only Papal States, Pisa, Venice · +33t
Castello Sforzesco Palazzo Without South Italy Building Needs Stonemasons or better Venice regions Pisa regions Catholic ≥ 25% in region Only Papal States, Pisa, Venice · +33t
Basilica di San Marco St. Mark's Basilica · city only Catholic ≥ 50% in region Venice regions Capital After Faction Turn Catholic or After Faction Turn Orthodox Only Venice +7t +7t
Chiesa di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Capital Only Pisa +20t +20t
Chiesa e Battistero Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Capital +10t +10t
Chiesa, Battistero e Campanile Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Capital +7t +7t
Duomo di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Capital Only Pisa +10t +10t
Duomo e Battistero Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Capital Only Pisa +7t +7t
Duomo, Battistero e Campanile Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Capital Only Pisa +7t +7t
Campo dei Miracoli Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Capital Only Pisa +7t +7t

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

Santiago Knights

Religious order

Who
Aragon, Denmark, England, France, Holy Roman Empire, Hungary, Kingdom of Jerusalem, Norway, Papal States, Pisa, Poland, Portugal, Scotland, Sicily, Spain, Venice
Provinces

Iberia: Algarve (Šilb), Castile-LaMancha (Toledo), Extremadura (Batalyaws), Galicia (Santiago de Compostela), León y Asturias (León), Tajo (Al-Ušbuna)

RELIGIOUS ORDERS/ MORALE 16/ DISCIPLINED/ HIGHLY TRAINED /LOCK MORALE Based in Spain, the Knights of Santiago, formally the Order of Saint James of Compostela, are charged with fighting in the Reconquista to drive the Moors from Iberia. Well trained, armed with lances and well armoured, this order of elite knights are more than a match for most on the battlefield.

Abilities

  • Wedge

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

  • Hardy

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

  • Command

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

  • Formed charge

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

  • Knight

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

  • Military order

    Belongs to a religious military order.

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

Stats

Men
24 · riding Santiago Horse Marka
Melee
attack 7, charge 12 (spear)
Defence
armour 8, skill 6, shield 6
Morale
16 · Disciplined · Highly trained · never routs
Cost
994 florins, 994 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-2 in scrub, -2 in sand, -5 in forest, -3 in snow
Heat
+6 fatigue in hot climates

Where & when to recruit

Always needs: After Faction Turn Catholic After Is The Ai or After Military Orders Buildings Allowed Templars Chapter House regions or St Johns Chapter House regions or Teutonic Knights Chapter House regions or Knights Of Santiago Chapter House regions After Order Recruitment Enabled After Santiago Knights Recruitment Enabled Knights Of Santiago Chapter House regions

Building From start
Military Orders' Outposts Military Orders 133t
Military Orders' Chapter Houses Military Orders 133t
Military Orders' Provincial Houses Military Orders 225t
Seat of the Great Masters Military Orders 320t

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

Scouts

Regional troops, AOR unit

Who
All factions
Provinces

British Isles: East Anglia (Norwich), Essex (London), Mercia (Lincoln), Northumbria (York), Wales (Kaerenarvon), Wessex (Bristol)

Scandinavia: Gutland (Visby), Iutland (Ribe), Sialand (Roskilde), Skane (Lund), Smaland (Kalmar)

Poland & the Baltics: Austrland (Turku), Malopolska (Kraków), Masovia (Płock), Pomerania (Stetin), Pomerania Gedanensis (Gdańsk), Silesia (Wrezław), Wielkopolska (Poznań)

Russia: Chernigov, Halychyna (Halych), Kyev, Novgorod, Pleskov, Polotsk, Rostov, Smolenesk, Suzdal, The Marshes (Turov), Volhynia (Volodymyr)

Germany: Bayern (Regensburg), Bohemia (Praha), Brabant (Loven), Brannenborg (Brennaburg), Flandre (Gand), Friesland (Utrecht), Holstein-Mecklenburg (Liubice), Kärnten (Freiberg), Moravia (Olomóc), Niederlothrigen (Coellen), Nordfranken (Frankfurt), Oberlothringen (Trier), Ostfalen (Magideberc), Ostfranken (Nuorenberc), Ostmark (Wien), Schwaben (Ulm), Südfranken (Speyer), Westfalen (Bremen), Westschwaben (Basel)

France: Anjou (Angers), Aquitaine (Bordeaux), Auvergne (Clermont), Bourgogne (Dijon), Bretagne (Roazhon), Champagne du Nord (Rheims), Champagne du Sud (Troyes), Dauphiné (Lyon), Languedoc (Toulouse), Normandie (Rouen), Orleanáis (Orléans), Poitou (Poitiers), Provence (Arles), Île-de-France (Paris)

Iberia: Algarve (Šilb), Aragon (Zaragoza), Balearic Islands (Medina Mayurqa), Beira (Coimbra), Castile-LaMancha (Toledo), Castilla La Vieja (Burgos), Cathalaunia (Barxiluna), Central Andalusia (Qurtubah), Galicia (Santiago de Compostela), León y Asturias (León), Murcia (Mursiyah), Navarre (Pamplona), Salamanca, Tajo (Al-Ušbuna), Valencia (Balansiyya)

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

Balkans: Alföld (Várad), Bosnia (Vrhbosna), Croatia (Zagreb), Dalmatia (Zara), Dioclea (Skadar), Felföld (Eger), Lower Serbia (Belograd), Moldavia (Siret), Pannónia (Székesfehérvár), Ragusa, Transylvania (Gyulafehérvár), Upper Serbia (Ras), Wallachia (Târgovişte)

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

Abilities

  • Armour piercing

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

  • Peasant

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Building From start New Crossbow Mechanics Developed~turn 211 Partial Plate Armor~turn 441
Town Watch Barracks · city only Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions 220t 225t★1 233t★3
Town Guard Barracks · city only Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions 220t 225t★1 233t★3
City Watch Barracks · city only Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions 220t 225t★1 233t★3
Militia Drill Square Barracks · city only Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions 220t 225t★1 233t★3
Militia Barracks Barracks · city only Needs Quarries or better Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions 220t 225t★1 233t★3
Army Barracks Barracks · city only Needs Stonemasons or better Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions Only 29 factions 220t 225t★1 233t★3
Royal Barracks Barracks · city only Needs Stonemasons or better Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions Only 20 factions 220t 225t★1 233t★3
Stables Stables · castle only Denmark regions or Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions 220t 225t★1 233t★3
Stables Stables · castle only Not in France regions Not in Pisa regions Aragon regions or Spain regions or Portugal regions Only 13 factions 220t 225t★1 233t★3
Stables Stables · castle only Not in Lithuania regions Not in Poland regions Not in Tartar steppe Kievan Rus regions or Russia regions Only 16 factions 220t 225t★1 233t★3
Stables Stables · castle only Not in France regions Not in Hre regions Not in Serbia regions Pisa regions or Venice regions or Sicily regions or Papal States regions Only 13 factions 220t 225t★1 233t★3
Knight's Stables Stables · castle only Denmark regions or Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions 220t 225t★1 233t★3
Knight's Stables Stables · castle only Not in France regions Not in Pisa regions Aragon regions or Spain regions or Portugal regions Only 13 factions 220t 225t★1 233t★3
Knight's Stables Stables · castle only Not in Lithuania regions Not in Poland regions Not in Tartar steppe Kievan Rus regions or Russia regions Only 16 factions 220t 225t★1 233t★3
Knight's Stables Stables · castle only Not in France regions Not in Hre regions Not in Serbia regions Pisa regions or Venice regions or Sicily regions or Papal States regions Only 13 factions 220t 225t★1 233t★3
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Denmark regions or Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions 220t 225t★1 233t★3
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Not in France regions Not in Pisa regions Aragon regions or Spain regions or Portugal regions Only 13 factions 220t 225t★1 233t★3
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Not in Lithuania regions Not in Poland regions Not in Tartar steppe Kievan Rus regions or Russia regions Only 16 factions 220t 225t★1 233t★3
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Not in France regions Not in Hre regions Not in Serbia regions Pisa regions or Venice regions or Sicily regions or Papal States regions Only 13 factions 220t 225t★1 233t★3
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Denmark regions or Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions 220t 225t★1 233t★3
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Not in France regions Not in Pisa regions Aragon regions or Spain regions or Portugal regions Only 13 factions 220t 225t★1 233t★3
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Not in Lithuania regions Not in Poland regions Not in Tartar steppe Kievan Rus regions or Russia regions Only 16 factions 220t 225t★1 233t★3
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Not in France regions Not in Hre regions Not in Serbia regions Pisa regions or Venice regions or Sicily regions or Papal States regions Only 13 factions 220t 225t★1 233t★3
King's Stables Stables · castle only Needs Quarries or better Denmark regions or Hre regions or France regions or England regions or Poland regions or Hungary regions or Serbia regions 220t 225t★1 233t★3
King's Stables Stables · castle only Needs Quarries or better Not in France regions Not in Pisa regions Aragon regions or Spain regions or Portugal regions Only 13 factions 220t 225t★1 233t★3
King's Stables Stables · castle only Needs Quarries or better Not in Lithuania regions Not in Poland regions Not in Tartar steppe Kievan Rus regions or Russia regions Only 16 factions 220t 225t★1 233t★3
King's Stables Stables · castle only Needs Quarries or better Not in France regions Not in Hre regions Not in Serbia regions Pisa regions or Venice regions or Sicily regions or Papal States regions Only 13 factions 220t 225t★1 233t★3

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

Hospitaller Knights

Religious order

Who
Aragon, Denmark, England, France, Holy Roman Empire, Hungary, Kingdom of Jerusalem, Norway, Papal States, Pisa, Poland, Portugal, Scotland, Sicily, Spain, Venice
Provinces

British Isles: Essex (London)

Scandinavia: Sialand (Roskilde)

Poland & the Baltics: Silesia (Wrezław)

Germany: Bohemia (Praha), Moravia (Olomóc), Oberlothringen (Trier), Südfranken (Speyer), Westschwaben (Basel)

France: Provence (Arles), Île-de-France (Paris)

Iberia: Navarre (Pamplona), Tajo (Al-Ušbuna), Valencia (Balansiyya)

Italy: Apulia (Bari), Calabria (Regium), Campania (Napoli), Lazio (Roma), Liguria (Genova), Veneto (Venèzsia), Western Tuscany (Pisa)

Balkans: Croatia (Zagreb), Felföld (Eger), Hellas (Kórinthos), Kretē (Chándakas), Pannónia (Székesfehérvár)

Mesopotamia: Antioch, Diyar Mudar (Édessa)

Levant: Galilee (Acre), Jerusalem, Tripoli

RELIGIOUS ORDERS/ MORALE 16/ DISCIPLINED/ HIGHLY TRAINED /LOCK MORALE The Knights Hospitaller, also known as the Knights of St. John, were established following the first Crusade to protect and treat Christian pilgrims to the Holy Land. They are recognisable by their black surcoat with a white cross. An elite and powerful fighting order of well trained knights wearing heavy mail or plate armour and armed with a lance.

Abilities

  • Wedge

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

  • Hardy

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

  • Command

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

  • Formed charge

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

  • Knight

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

  • Military order

    Belongs to a religious military order.

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

Stats

Men
24 · riding Hospital Horse Marka
Melee
attack 6, charge 12 (spear)
Defence
armour 9, skill 6, shield 6
Morale
16 · Disciplined · Highly trained · never routs
Cost
1092 florins, 1092 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
+6 fatigue in hot climates

Where & when to recruit

Always needs: After Faction Turn Catholic After Is The Ai or After Military Orders Buildings Allowed Templars Chapter House regions or St Johns Chapter House regions or Teutonic Knights Chapter House regions or Knights Of Santiago Chapter House regions After Order Recruitment Enabled After Hospitallers Recruitment Enabled St Johns Chapter House regions

Building From start
Military Orders' Outposts Military Orders Only Kingdom of Jerusalem 225t
Military Orders' Outposts Military Orders Only 15 factions 133t
Military Orders' Chapter Houses Military Orders Only Kingdom of Jerusalem 225t
Military Orders' Chapter Houses Military Orders Only 15 factions 150t
Military Orders' Provincial Houses Military Orders Only Kingdom of Jerusalem 320t
Military Orders' Provincial Houses Military Orders Only 15 factions 225t
Seat of the Great Masters Military Orders Only Kingdom of Jerusalem 317t★1
Seat of the Great Masters Military Orders Only 15 factions 320t

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

Ritterbrüder

Religious order

Who
Aragon, Denmark, England, France, Holy Roman Empire, Hungary, Kingdom of Jerusalem, Norway, Papal States, Pisa, Poland, Portugal, Scotland, Sicily, Spain, Venice
Provinces

Poland & the Baltics: Curonia (Riga), Masovia (Płock), Pomerania Gedanensis (Gdańsk), Prussia (Twangste)

Germany: Bohemia (Praha), Brabant (Loven), Holstein-Mecklenburg (Liubice), Niederlothrigen (Coellen), Nordfranken (Frankfurt), Ostfalen (Magideberc), Südfranken (Speyer)

Italy: Lazio (Roma), Spoleto (Ancona), Trinacria (Balermus), Veneto (Venèzsia), Verona

Balkans: Transylvania (Gyulafehérvár)

Levant: Galilee (Acre), Jerusalem

RELIGIOUS ORDERS/ MORALE 16/ DISCIPLINED/ HIGHLY TRAINED /LOCK MORALE Rarely does one so holy appear so terrifying on the field of battle, yet these elite teutonic knights, some with horned helmets, cast an almost demonic visage. From a combatant's perspective there is no holiness about them, as any who move close enough to admire their exquisite weaponry and armour, feel an unnatural dread rising inside them.

Abilities

  • Wedge

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

  • Hardy

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

  • Command

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

  • Formed charge

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

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

  • Military order

    Belongs to a religious military order.

  • 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 13 (spear)
Defence
armour 10, skill 5, shield 5
Morale
16 · Disciplined · Highly trained · never routs
Cost
1173 florins, 1173 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

Where & when to recruit

Always needs: After Faction Turn Catholic After Is The Ai or After Military Orders Buildings Allowed Templars Chapter House regions or St Johns Chapter House regions or Teutonic Knights Chapter House regions or Knights Of Santiago Chapter House regions After Order Recruitment Enabled After Teutonic Knights Recruitment Enabled Teutonic Knights Chapter House regions

Building From start
Military Orders' Outposts Military Orders Only Kingdom of Jerusalem 225t
Military Orders' Outposts Military Orders Only 15 factions 133t
Military Orders' Chapter Houses Military Orders Only Kingdom of Jerusalem 225t
Military Orders' Chapter Houses Military Orders Only 15 factions 150t
Military Orders' Provincial Houses Military Orders Only Kingdom of Jerusalem 320t
Military Orders' Provincial Houses Military Orders Only 15 factions 225t
Seat of the Great Masters Military Orders Only Kingdom of Jerusalem 317t★1
Seat of the Great Masters Military Orders Only 15 factions 320t

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

Templar Knights

Religious order

Who
Aragon, Denmark, England, France, Holy Roman Empire, Hungary, Kingdom of Jerusalem, Norway, Papal States, Pisa, Poland, Portugal, Scotland, Sicily, Spain, Venice
Provinces

British Isles: East Anglia (Norwich), Essex (London), Ireland (Duibhlinn), Mercia (Lincoln), Northumbria (York)

France: Anjou (Angers), Aquitaine (Bordeaux), Auvergne (Clermont), Bourgogne (Dijon), Champagne du Sud (Troyes), Dauphiné (Lyon), Languedoc (Toulouse), Normandie (Rouen), Poitou (Poitiers), Île-de-France (Paris)

Iberia: Aragon (Zaragoza), Beira (Coimbra), Castile-LaMancha (Toledo), Cathalaunia (Barxiluna), Extremadura (Batalyaws), León y Asturias (León), Salamanca

Italy: Campania (Napoli), Lazio (Roma)

Anatolia: Kýpros (Lefkosia)

Mesopotamia: Antioch, Diyar Mudar (Édessa)

Levant: Galilee (Acre), Jerusalem

RELIGIOUS ORDERS/ MORALE 16/ DISCIPLINED/ HIGHLY TRAINED /LOCK MORALE The Knights Templar, a fearsome and uncompromising order, were formed shortly after the First Crusade to protect pilgrims. Despite their origins, the order became hugely wealthy and operated the first banking system in Europe. They were disbanded in 1307, after hundreds of Templars were simultaneously arrested and tortured in France on orders from the Pope and the King of France. Heresy being the main charge. Politics aside, they were famed warriors.

Abilities

  • Wedge

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

  • Very hardy

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

  • Command

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

  • Formed charge

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

  • Knight

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

  • Military order

    Belongs to a religious military order.

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

Stats

Men
24 · riding Templar Horse Marka
Melee
attack 6, charge 13 (spear)
Defence
armour 8, skill 5, shield 6
Morale
16 · Disciplined · Highly trained · never routs
Cost
1216 florins, 1216 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
+6 fatigue in hot climates

Where & when to recruit

Always needs: After Faction Turn Catholic After Is The Ai or After Military Orders Buildings Allowed Templars Chapter House regions or St Johns Chapter House regions or Teutonic Knights Chapter House regions or Knights Of Santiago Chapter House regions After Order Recruitment Enabled Templars Chapter House regions

Building From start The Second Lateran Council~turn 17
Military Orders' Outposts Military Orders Levant (Jerusalem) 225t 225t
Military Orders' Outposts Military Orders Only 15 factions · 133t
Military Orders' Chapter Houses Military Orders Levant (Jerusalem) 220t 220t
Military Orders' Chapter Houses Military Orders Only 15 factions · 150t
Military Orders' Provincial Houses Military Orders Levant (Jerusalem) 320t 320t
Military Orders' Provincial Houses Military Orders Only 15 factions · 233t
Seat of the Great Masters Military Orders Levant (Jerusalem) 317t★1 317t★1
Seat of the Great Masters Military Orders Only 15 factions · 320t

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

Sergeant Alforrats

Sergeants, factional

Who
Aragon, Portugal, Spain
Provinces

France: Languedoc (Toulouse)

Iberia: Aragon (Zaragoza), Balearic Islands (Medina Mayurqa), Castilla La Vieja (Burgos), Cathalaunia (Barxiluna), Murcia (Mursiyah), Navarre (Pamplona), Valencia (Balansiyya)

SERGEANTS/ MORALE 7/ NORMAL DISCIPLINE/ TRAINED/ This cavalry of "covered" or "alforrados" sergeants are originally from Aragonese lands.The Alforrats are light cavalry primarily used as an armed scouting force. As their name indicates, they are the "covered" cavalry, meaning covered in studded leather and light mail as their main armour. They are well trained, swift and determined. Although lacking the massive mounts of heavy cavalry they can still overwhelm lesser infantry due to the speed of their light horses. They are ideal for an ambush, outflanking engaged units and taking light infantry head on.

Abilities

  • Hardy

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

  • Formed charge

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

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

Stats

Men
24 · riding Scout Horse
Melee
attack 4, charge 9 (spear)
Defence
armour 3, skill 3, shield 3
Morale
7 · Normal discipline · Trained
Cost
1218 florins, 462 upkeep, 2 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-3 in forest, -1 in snow
Heat
+2 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 35% in region Aragon regions

Building From start English Archers~turn 303
Stables Stables · castle only 19t 114t
Stables Stables · castle only Only Aragon +33t +20t
Knight's Stables Stables · castle only 28t 211t
Knight's Stables Stables · castle only Only Aragon +33t +20t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better 37t 38t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Only Aragon +33t +20t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better 35t★1 36t★1
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Only Aragon +33t +20t
King's Stables Stables · castle only Needs Quarries or better 33t★3 36t★3
King's Stables Stables · castle only Needs Quarries or better Only Aragon +33t +20t
Palacio de la Aljafería Alcazar Without South Italy Building Needs Stonemasons or better Capital 29t 29t

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

St.Lazarus Knights

religious order

Who
Aragon, Denmark, England, France, Holy Roman Empire, Hungary, Kingdom of Jerusalem, Norway, Papal States, Pisa, Poland, Portugal, Scotland, Sicily, Spain, Venice
Provinces

Mesopotamia: Antioch, Diyar Mudar (Édessa)

Levant: Galilee (Acre), Jerusalem, Tripoli

RELIGIOUS ORDERS/ MORALE 14/ IMPETUOUS/ HIGHLY TRAINED lMilitary Order of Saint Lazarus has it's roots in a few hospitals run by Knights of St.John, where they treated those unfortunate ones stricken with leprosy. Their patients were knights and commoners alike, and when Christian lands in the Outremer became threatened by their enemies, both patients and caretakers took up arms under the patronage of Saint Lazarus. It was a common practice that diseased knights and nobles from other military orders find refuge within their ranks. These knights are brandishing the green cross on white surcoats, well protected by heavy mail and wielding heavy lances and axes.

Abilities

  • Wedge

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

  • Hardy

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

  • Formed charge

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

  • Knight

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

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

  • Frightens cavalry

    Lowers the morale of enemy cavalry nearby.

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

Stats

Men
24 · riding Early Heavy Horse
Melee
attack 6, charge 12 (spear)
Defence
armour 10, skill 4, shield 4
Morale
14 · Impetuous · Highly trained
Cost
1231 florins, 962 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
+7 fatigue in hot climates

Where & when to recruit

Always needs: After Faction Turn Catholic After Is The Ai or After Military Orders Buildings Allowed Templars Chapter House regions or St Johns Chapter House regions or Teutonic Knights Chapter House regions or Knights Of Santiago Chapter House regions After Order Recruitment Enabled Levant (Jerusalem)

Building From start
Military Orders' Chapter Houses Military Orders Only Kingdom of Jerusalem 120t
Military Orders' Chapter Houses Military Orders Only 15 factions 133t
Military Orders' Provincial Houses Military Orders Only Kingdom of Jerusalem 225t
Military Orders' Provincial Houses Military Orders Only 15 factions 233t
Seat of the Great Masters Military Orders Only Kingdom of Jerusalem 320t
Seat of the Great Masters Military Orders Only 15 factions 325t

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

Mercenary Bedouin Cavalry

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

Who
All factions
Provinces

Steppes: Kara Kum (Konjikala), Khwarezm (Gorganch), Merv

Caucasus: Derbent (Bāb al-Abwāb)

Mesopotamia: Basra (Al-Basra), Sauad al-Irak (Baghdad), Wasit (Al-Wasit), Ġarb al-Ġezīra (Ar-Raqqah)

Levant: Al-Heġāz (Makkah), Asqalān, Aš-Šām (Dimašqu), Bahrain (Al-Ahsa), Nefud (Tayma), Oultrejordain (Aqaba)

Persia: Carmania (Kerman), Dasht-e Kavir (Yazd), Esfahān, Khorasan (Nīshāpūr), Media (Hamadān), Ray, Āzarbayjan (Tabrīz)

Egypt: A'alī Ard Misr (Qūs), Asāfil Ard Misr (Al-Qāhira), Bilād al-Iskanderia (Al-Iskandariyya)

Maghreb: Al-Maghrib al-Adna (Tarābulus), Ganūb Maġreb al-Aksa (Murrākus), Northern Ifriqiya (Tūnis), Sahara (Sigilmāsa), Southern Ifriqiya (Al-Mahdiya), Tilimsān

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

Where & when to recruit

Always needs: Moors regions or Egypt regions or Zengid regions or Abbasid regions or Turks regions or Persian

Building From start
Caravanersary Caravans · city only Caravan regions or Silk Road Not in Desert Only 7 factions 214t
Silk Road Stop Caravans · city only Silk Road Not in Desert Only 7 factions 210t★1
caravanersary Caravans · castle only Caravan regions or Silk Road Not in Desert Only 7 factions 110t
Oasis Oasis Desert Faction leader policy: Protector (trait) 125t
Oasis with Granary Oasis Desert 125t
Desert Village Oasis Desert 114t
Irrigated Oasis Oasis Desert 211t
Extensively Irrigated Oasis Oasis Desert 29t★1

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

Mounted Sergeants

Sergeants, factional

Who
Denmark, England, France, Holy Roman Empire, Hungary, Kingdom of Jerusalem, Norway, Papal States, Pisa, Poland, Sicily, Venice
Provinces

British Isles: Essex (London)

Germany: Bayern (Regensburg), Bohemia (Praha), Brabant (Loven), Brannenborg (Brennaburg), Flandre (Gand), Friesland (Utrecht), Holstein-Mecklenburg (Liubice), Kärnten (Freiberg), Niederlothrigen (Coellen), Nordfranken (Frankfurt), Oberlothringen (Trier), Ostfalen (Magideberc), Ostfranken (Nuorenberc), Ostmark (Wien), Schwaben (Ulm), Südfranken (Speyer), Westfalen (Bremen), Westschwaben (Basel)

France: Anjou (Angers), Aquitaine (Bordeaux), Auvergne (Clermont), Bourgogne (Dijon), Bretagne (Roazhon), Champagne du Nord (Rheims), Champagne du Sud (Troyes), Dauphiné (Lyon), Languedoc (Toulouse), Normandie (Rouen), Orleanáis (Orléans), Poitou (Poitiers), Provence (Arles), Île-de-France (Paris)

Italy: Apulia (Bari), Calabria (Regium), Campania (Napoli), Trinacria (Balermus)

Balkans: Alföld (Várad), Bosnia (Vrhbosna), Croatia (Zagreb), Dalmatia (Zara), Dioclea (Skadar), Felföld (Eger), Lower Serbia (Belograd), Moldavia (Siret), Pannónia (Székesfehérvár), Ragusa, Transylvania (Gyulafehérvár), Upper Serbia (Ras), Wallachia (Târgovişte)

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

Abilities

  • Formed charge

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

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

Stats

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

Where & when to recruit

Building From start Notre Dame~turn 53 Thomas Becket~turn 73 The Fourth Lateran Council~turn 169 Golden Bull~turn 193 Mongols Invade Zalesye~turn 237 Concentric Castles~turn 277 Partial Plate Armor~turn 441
Norman Stronghold Castelli Normanni Without Alcazar Building Sicily regions After Faction Turn Catholic Without Alcazar Building Catholic ≥ 35% in region Only 6 factions 125t 125t 125t 125t 125t 125t · ·
Castìdde du Monte Castelli Normanni Sicily regions Unique1 regions Catholic ≥ 35% in region Only 6 factions 225t 225t 225t 225t 225t 225t 225t 225t
Castel Castelli Normanni Without Alcazar Building Sicily regions After Faction Turn Catholic Without Alcazar Building Catholic ≥ 35% in region Only 6 factions · · · · · · 225t 225t
Palazzo dei Normanni Castelli Normanni Sicily regions Capital After Faction Turn Catholic Catholic ≥ 35% in region Only 6 factions 325t★1 325t★1 325t★1 325t★1 325t★1 325t★1 325t★1 325t★1
Maschio Angioino Castelli Normanni Without Alcazar Building Sicily regions Unique2 regions After Faction Turn Catholic Catholic ≥ 35% in region Only 4 factions · · · 325t★1 325t★1 325t★1 325t★1 325t★1
Aachener Kaiserpfalz Königspfalz Without Var Building Without Autonomy Hre regions Hanseatic River Unique2 regions Only Holy Roman Empire 214t★4 214t★4 214t★4 214t★4 214t★4 214t★4 214t★4 214t★4
Ingelheimer Kaiserpfalz Königspfalz Without Var Building Without Autonomy Hre regions Capital Only Holy Roman Empire 214t★4 214t★4 214t★4 214t★4 214t★4 214t★4 214t★4 214t★4
Pfalzfestung Königspfalz Without Var Building Without Autonomy Hre regions or France regions Only Holy Roman Empire 214t★1 214t★1 214t★1 214t★1 214t★1 214t★1 214t★1 214t★1
Wood Tower Vár · city only Without Palazzo Building After Hungarian Nobility Without Palazzo Building Hungary regions or Serbia regions Only 11 factions · 225t 225t 225t 225t 225t 225t 225t
Stronghold Vár · city only Without Palazzo Building After Hungarian Nobility Without Palazzo Building Hungary regions or Serbia regions Only 11 factions · 220t 220t 220t 220t 220t 220t 220t
Fortified House Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions Only 11 factions · · · · · 220t 220t 220t
Stone Tower Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions Only 11 factions · · · · · 217t 217t 217t
Knightly Castle Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions Only 11 factions · · · · · 212t 212t 212t
Baronial Castle Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions Only 11 factions · · · · · 210t 210t 210t
Royal Castle Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions Only 11 factions · · · · · 28t 28t 28t
Visegrad Vár · city only Hungary regions Capital Only Hungary · · · · 28t 28t 28t 28t
The Site Tower of London · city only England regions Capital Only England 225t 225t 214t 214t 214t 214t 214t 225t
The Keep Tower of London · city only Needs Carpenters' Workshops or better England regions Capital Only England 225t 225t 214t 214t 214t 214t 214t 225t
The White Tower Tower of London · city only Needs Quarries or better England regions Capital Only England 217t★1 217t★1 211t★1 211t★1 211t★1 211t★1 211t★1 217t★1
The Tower of London Tower of London · city only Needs Stonemasons or better England regions Capital Only England · 212t★3 29t★3 29t★3 29t★3 29t★3 29t★3 212t★3

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

Tawashi Cavalry

slave professional, standard

Who
Abbasids, Egypt, Great Seljuks, Moors, Sultanate of Rum, Zengids
Provinces

Iberia: Algarve (Šilb), Central Andalusia (Qurtubah), Eastern Andalusia (Garnāta), Extremadura (Batalyaws), Murcia (Mursiyah), Western Andalusia (Išbīliyyah)

Caucasus: Armenia Minor (Malatya)

Mesopotamia: Basra (Al-Basra), Diyar Bakr (Hisn Kayfa), Diyar Mudar (Édessa), Halab, Sauad al-Irak (Baghdad), Wasit (Al-Wasit), Ġarb al-Ġezīra (Ar-Raqqah), Šark al-Ġezīra (Al-Mawsil)

Levant: Al-Heġāz (Makkah), Asqalān, Aš-Šām (Dimašqu), Bahrain (Al-Ahsa), Nefud (Tayma), Oultrejordain (Aqaba)

Egypt: A'alī Ard Misr (Qūs), Asāfil Ard Misr (Al-Qāhira), Bilād al-Dumyāt (Dumyāt), Bilād al-Iskanderia (Al-Iskandariyya)

Maghreb: Al-Maghrib al-Adna (Tarābulus), Ganūb Maġreb al-Aksa (Murrākus), Maġreb al-Ausat (Al-Jazā’er), Northern Ifriqiya (Tūnis), Sahara (Sigilmāsa), Southern Ifriqiya (Al-Mahdiya), Tilimsān, Šemāl Maġreb al-Aksa (Fās)

Quality: Elite. Type: Late Professional. These Light Cavalrymen are disciplined and professional warriors. They are well trained and equipped with Swords, shields, a lance and light armour. They're very solid aggressive units, able to cut down enemy infantry or archers. They won't fare well against heavy cavalry though.

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.

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

Stats

Men
32 · riding Arab Heavy Horse
Melee
attack 6, charge 8 (spear)
Defence
armour 6, skill 3, shield 3
Morale
10 · Normal discipline · Trained
Cost
1600 florins, 600 upkeep, 3 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
+1 in sand, -4 in forest, -1 in snow

Where & when to recruit

Always needs: Moors regions or Zengid regions or Egypt regions or Abbasid regions

Building From start
Stables Stables · castle only Islam ≥ 25% in region Only Egypt 214t
Stables Stables · castle only Islam ≥ 25% in region Only Zengids 214t
Stables Stables · castle only Islam ≥ 25% in region Only Abbasids 214t
Stables Stables · castle only Islam ≥ 35% in region Only Moors 214t
Knight's Stables Stables · castle only Only Great Seljuks, Sultanate of Rum 210t
Knight's Stables Stables · castle only Islam ≥ 25% in region Only Egypt 210t
Knight's Stables Stables · castle only Islam ≥ 25% in region Only Zengids 210t
Knight's Stables Stables · castle only Islam ≥ 25% in region Only Abbasids 210t
Knight's Stables Stables · castle only Islam ≥ 35% in region Only Moors 211t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Only Great Seljuks, Sultanate of Rum 28t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Islam ≥ 25% in region Only Egypt 28t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Islam ≥ 25% in region Only Zengids 28t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Islam ≥ 25% in region Only Abbasids 28t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Islam ≥ 35% in region Only Moors 29t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Only Great Seljuks, Sultanate of Rum 27t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Only Zengids 36t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Only Abbasids 36t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Only Moors 28t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Islam ≥ 25% in region Only Egypt 36t
King's Stables Stables · castle only Needs Quarries or better Only Great Seljuks, Sultanate of Rum 26t
King's Stables Stables · castle only Needs Quarries or better Only Zengids 35t
King's Stables Stables · castle only Needs Quarries or better Only Abbasids 35t
King's Stables Stables · castle only Needs Quarries or better Islam ≥ 25% in region Only Zengids 35t
King's Stables Stables · castle only Needs Quarries or better Islam ≥ 25% in region Only Abbasids 35t
King's Stables Stables · castle only Needs Quarries or better Islam ≥ 35% in region Only Moors 27t

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

Mounted Order Sergeants

Religious Order

Who
Aragon, Denmark, England, France, Holy Roman Empire, Hungary, Kingdom of Jerusalem, Norway, Papal States, Pisa, Poland, Portugal, Scotland, Sicily, Spain, Venice
Provinces

British Isles: East Anglia (Norwich), Essex (London), Ireland (Duibhlinn), Mercia (Lincoln), Northumbria (York)

Scandinavia: Sialand (Roskilde)

Poland & the Baltics: Curonia (Riga), Masovia (Płock), Pomerania Gedanensis (Gdańsk), Prussia (Twangste), Silesia (Wrezław)

Germany: Bohemia (Praha), Brabant (Loven), Holstein-Mecklenburg (Liubice), Moravia (Olomóc), Niederlothrigen (Coellen), Nordfranken (Frankfurt), Oberlothringen (Trier), Ostfalen (Magideberc), Südfranken (Speyer), Westschwaben (Basel)

France: Anjou (Angers), Aquitaine (Bordeaux), Auvergne (Clermont), Bourgogne (Dijon), Champagne du Sud (Troyes), Dauphiné (Lyon), Languedoc (Toulouse), Normandie (Rouen), Poitou (Poitiers), Provence (Arles), Île-de-France (Paris)

Iberia: Algarve (Šilb), Aragon (Zaragoza), Beira (Coimbra), Castile-LaMancha (Toledo), Cathalaunia (Barxiluna), Extremadura (Batalyaws), Galicia (Santiago de Compostela), León y Asturias (León), Navarre (Pamplona), Salamanca, Tajo (Al-Ušbuna), Valencia (Balansiyya)

Italy: Apulia (Bari), Calabria (Regium), Campania (Napoli), Lazio (Roma), Liguria (Genova), Spoleto (Ancona), Trinacria (Balermus), Veneto (Venèzsia), Verona, Western Tuscany (Pisa)

Balkans: Croatia (Zagreb), Felföld (Eger), Hellas (Kórinthos), Kretē (Chándakas), Pannónia (Székesfehérvár), Transylvania (Gyulafehérvár)

Anatolia: Kýpros (Lefkosia)

Mesopotamia: Antioch, Diyar Mudar (Édessa)

Levant: Galilee (Acre), Jerusalem, Tripoli

RELIGIOUS ORDERS/ MORALE 10/ DISCIPLINED/ TRAINED. Mounted Order Sergeants were fighters on horseback, whose social level was lower than that of the knightly nobility, therefore he was a bourgeois or a city or country dweller subject to the control of the man of the Order. As a man-at-arms he was equipped with lighter weapons and older than those of the brother Knights, but superior to those of the simple infantryman, he was also different from a squire due to the fact that he was not of noble origin destined to be educated to become a knight. He was a sergeant and could not rise higher. It is evident that this typology of man-at-arms was also present in other monastic orders, such as the Hospitallers and the Templars. They are distinguished on the battlefield by having black or brown clothing and surcoats with red or white crosses, unlike most knights who wear white surcoats (except for the Hospitallers). While equipped with a lighter lance than their lifetime serving brethren, these excellent heavy cavalry troops are no less fearsome in battle.

Abilities

  • Wedge

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

  • 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.

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

Stats

Men
24 · riding Early Heavy Horse
Melee
attack 5, charge 10 (spear)
Defence
armour 6, skill 2, shield 6
Morale
10 · Disciplined · Trained
Cost
1887 florins, 652 upkeep, 2 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest, -1 in snow
Heat
+5 fatigue in hot climates

Where & when to recruit

Always needs: After Faction Turn Catholic After Is The Ai or After Military Orders Buildings Allowed Templars Chapter House regions or St Johns Chapter House regions or Teutonic Knights Chapter House regions or Knights Of Santiago Chapter House regions After Order Recruitment Enabled

Building From start
Military Orders' Outposts Military Orders Levant (Jerusalem) Only Kingdom of Jerusalem 210t
Military Orders' Outposts Military Orders Not in Levant (Jerusalem) Only Kingdom of Jerusalem 214t
Military Orders' Outposts Military Orders Levant (Jerusalem) Only 15 factions 114t
Military Orders' Outposts Military Orders Not in Levant (Jerusalem) Only 15 factions 120t
Military Orders' Chapter Houses Military Orders Levant (Jerusalem) Only Kingdom of Jerusalem 210t
Military Orders' Chapter Houses Military Orders Not in Levant (Jerusalem) Only Kingdom of Jerusalem 214t
Military Orders' Chapter Houses Military Orders Levant (Jerusalem) Only 15 factions 114t
Military Orders' Chapter Houses Military Orders Not in Levant (Jerusalem) Only 15 factions 120t
Military Orders' Provincial Houses Military Orders Levant (Jerusalem) Only Kingdom of Jerusalem 210t★1
Military Orders' Provincial Houses Military Orders Not in Levant (Jerusalem) Only Kingdom of Jerusalem 214t★1
Military Orders' Provincial Houses Military Orders Levant (Jerusalem) Only 15 factions 214t
Military Orders' Provincial Houses Military Orders Not in Levant (Jerusalem) Only 15 factions 220t
Seat of the Great Masters Military Orders Levant (Jerusalem) Only Kingdom of Jerusalem 39t★1
Seat of the Great Masters Military Orders Not in Levant (Jerusalem) Only Kingdom of Jerusalem 314t★1
Seat of the Great Masters Military Orders Levant (Jerusalem) Only 15 factions 314t
Seat of the Great Masters Military Orders Not in Levant (Jerusalem) Only 15 factions 317t

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

Msakhureuli Cavalry

feudal levy, factional

Who
All factions
Provinces

Caucasus: Arminiya (Ani), Derbent (Bāb al-Abwāb), Egrisi (Kutatïssi), Kartli (T'pilisi), Shirvan (Baku)

Feudal Levy. Morale 8. These sergeant cavalrymen were chosen warriors whose main purpose was to always be ready for military action. They could be promoted and endued for their good service by their suzerain called Mokme. “Kargi (a good) Mokme” was a synonym for the best warrior.

Abilities

  • Wedge

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

  • Very hardy

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

  • Formed charge

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

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

Stats

Men
32 · riding Georgian Horse
Melee
attack 6, charge 11 (spear)
Defence
armour 6, skill 3, shield 3
Morale
8 · Normal discipline · Trained
Cost
1995 florins, 750 upkeep, 2 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -4 in forest, -1 in snow
Heat
+3 fatigue in hot climates

Where & when to recruit

Always needs: Georgian homeland

Building From start Golden Age~turn 105 Georgian Revival~turn 325
Stables Stables · castle only Only 29 factions 225t 225t 225t
Stables Stables · castle only Orthodox ≥ 35% in region Only Georgia 220t 214t 211t
Knight's Stables Stables · castle only Only 29 factions 225t 225t 225t
Knight's Stables Stables · castle only Orthodox ≥ 35% in region Only Georgia 214t 211t 214t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Only 29 factions 225t 225t 225t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Orthodox ≥ 35% in region Only Georgia 211t★1 29t★1 211t★1
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Orthodox ≥ 35% in region Only Georgia 29t★1 28t★1 29t★1
King's Stables Stables · castle only Needs Quarries or better Orthodox ≥ 35% in region Only Georgia 28t★2 27t★2 28t★2
Shuris Hill Narikala Capital Only 4 factions 225t 225t 225t
Shuris-Tsiche Narikala Capital Before Mongols Reach Caucasus Only 4 factions 225t 225t 225t
Reinforced Shuris-Tsiche Narikala Capital Before Mongols Reach Caucasus Only 4 factions 225t 225t 225t
Narikala Narikala Capital After Mongols Reach Caucasus Only 4 factions 225t 225t 225t

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

Feudal Knights

feudal knight, standard

Who
Pisa, Poland, Venice
Provinces

Poland & the Baltics: Wielkopolska (Poznań)

Italy: Veneto (Venèzsia), Western Tuscany (Pisa)

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

Abilities

  • Wedge

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

  • Formed charge

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

  • Knight

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

  • Command

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

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

Stats

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

Where & when to recruit

Building Heavy Mail~turn 141 Council of Łęczyca~turn 337 Coat of Plates~turn 341 United Kingdom~turn 437 Partial Plate Armor~turn 441 Matchlock Developed~turn 597
Basilica di San Marco St. Mark's Basilica · city only Catholic ≥ 50% in region Venice regions Capital After Faction Turn Catholic or After Faction Turn Orthodox Only Venice +20t +20t · · · ·
Cappella di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Catholic Needs Carpenters' Workshops or better Pisa regions Capital Only Pisa +20t +20t · · · ·
Nava di Chiesa di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Capital Only Pisa +20t +20t · · · ·
Chiesa di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Capital Only Pisa +20t +20t · · · ·
Chiesa e Battistero Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Capital Only Pisa +20t +20t · · · ·
Chiesa, Battistero e Campanile Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Capital Only Pisa +20t +20t · · · ·
Duomo di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Capital Only Pisa +20t +20t · · · ·
Duomo e Battistero Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Capital Only Pisa +20t +20t · · · ·
Duomo, Battistero e Campanile Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Capital Only Pisa +20t +20t · · · ·
Campo dei Miracoli Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Capital Only Pisa +20t +20t · · · ·
St. Adalbert Cathedral Saint Adalbertus After Faction Turn Catholic Poland regions Unique1 regions Needs Quarries or better Catholic ≥ 50% in region Only Poland · +33t +33t · · ·
St. Adalbert Gothic Cathedral Saint Adalbertus After Faction Turn Catholic Poland regions Unique1 regions Needs Stonemasons or better Catholic ≥ 50% in region Only Poland · +33t +33t +33t +25t +14t

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

Also recruitable in some campaigns, depending on the order events happen: St. Adalbert Cathedral.

Norman Knights

feudal knight, factional

Who
England, France, Holy Roman Empire, Kingdom of Jerusalem, Papal States, Sicily
Provinces

British Isles: Essex (London)

Italy: Apulia (Bari), Calabria (Regium), Campania (Napoli), Trinacria (Balermus)

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

Abilities

  • Wedge

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

  • Formed charge

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

  • Knight

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

  • Command

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

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

Stats

Men
24 · riding Early Heavy Horse
Melee
attack 7, charge 14 (spear)
Defence
armour 12, skill 6, shield 6
Morale
14 · Impetuous · Highly trained
Cost
875 florins, 1550 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -1 in sand, -4 in forest, -2 in snow
Heat
+8 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 50% in region

Building Heavy Mail~turn 141 Battle of Hattin~turn 143 The Fourth Lateran Council~turn 169 Concentric Castles~turn 277 Coat of Plates~turn 341 Partial Plate Armor~turn 441
Norman Stronghold Castelli Normanni Without Alcazar Building Sicily regions After Faction Turn Catholic Without Alcazar Building · 120t 120t · · ·
Castìdde du Monte Castelli Normanni Sicily regions Unique1 regions · 220t 220t 220t · ·
Castel Castelli Normanni Without Alcazar Building Sicily regions After Faction Turn Catholic Without Alcazar Building · · · 220t · ·
Palazzo dei Normanni Castelli Normanni Sicily regions Capital After Faction Turn Catholic · 220t★1 220t★1 220t★1 · ·
Maschio Angioino Castelli Normanni Without Alcazar Building Sicily regions Unique2 regions After Faction Turn Catholic Only 4 factions · · 220t 220t · ·
The Site Tower of London · city only England regions Capital Only England +33t +33t +33t +33t +25t +33t
The Keep Tower of London · city only Needs Carpenters' Workshops or better England regions Capital Only England +33t +33t +33t +33t +25t +33t
The White Tower Tower of London · city only Needs Quarries or better England regions Capital Only England +33t +33t +33t +33t +25t +33t
The Tower of London Tower of London · city only Needs Stonemasons or better England regions Capital Only England +33t +33t +33t +33t +25t +33t

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

Constable of Jerusalem

feudal knight, factional

Who
Aragon, Denmark, England, France, Holy Roman Empire, Hungary, Kingdom of Jerusalem, Norway, Papal States, Pisa, Poland, Portugal, Scotland, Sicily, Spain, Venice
Provinces

Levant: Jerusalem

EXCEPTIONAL UNIT / MORALE 16/ IMPETUOUS/ HIGHLY TRAINED/ LOCK MORALE The Constable of Jerusalem is responsible for justice, payment and the command of mercenaries in battle, both the King's and those of Feudal Lords. In battle the Constable and his double strength, (he had first choice of men after the King), unit of elite knights rode in the vanguard of the army. This is one of the most formidable units in all Outremer. GAMEPLAY NOTES:This formidable military unit can only be recruited in the Holy Sepulchre of Jerusalem, and only by Catholic factions. A very powerful but also expensive cavalry, it is unlocked after the HEAVY MAIL event. Use this excellent Jerusalem cavalry to command your troops and sweep away the enemy with its powerful charge.

Abilities

  • Wedge

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

  • Very hardy

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

  • Command

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

  • Formed charge

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

  • Knight

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

  • 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
20 · riding Barded Horse Marka
Melee
attack 7, charge 14 (spear)
Defence
armour 10, skill 5, shield 6
Morale
16 · Impetuous · Highly trained · never routs
Cost
1505 florins, 1210 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-2 in scrub, -3 in sand, -4 in forest, -2 in snow
Heat
+8 fatigue in hot climates

Where & when to recruit

Always needs: Needs Carpenters' Workshops or better Levant (Jerusalem) Capital After Faction Turn Catholic or After Faction Turn Orthodox Catholic ≥ 50% in region

Building Heavy Mail~turn 141
Holy Sepulchre Chapel Holy Sepulchre · city only 125t
Holy Sepulchre Holy Sepulchre · city only 125t★1

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

Turkish Ghulam Cavalry

slave professional, factional

Who
Abbasids, Zengids
Provinces

Steppes: Kara Kum (Konjikala), Khwarezm (Gorganch), Merv

Anatolia: Galatia (Angora), Lykaonia (Konya), Northern Capadoccia (Sivas), Southern Cappadocia (Kayseri)

Caucasus: Armenia Minor (Malatya), Armenian Highland (Qālīqalā), Derbent (Bāb al-Abwāb), Shirvan (Baku)

Mesopotamia: Diyar Bakr (Hisn Kayfa), Sauad al-Irak (Baghdad)

Persia: Alborz (Alamūt), Carmania (Kerman), Dasht-e Kavir (Yazd), Esfahān, Fars (Shirāz), Khorasan (Nīshāpūr), Media (Hamadān), Ray, Āzarbayjan (Tabrīz)

Quality: Superior. Type: Late Professional. The Ghulams are troops largely drawn from captured slaves. Trained and kept at their "master's" expense, Ghulams are given their freedom once they reach a certain standard and are then kept on as their "master's" personal guard. These troops are well trained heavy cavalry, protected by heavy mail and equipped with a lance and a mace.

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.

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

Stats

Men
24 · riding Barded Horse
Melee
attack 6, charge 9 (spear)
Defence
armour 12, skill 4, shield 5
Morale
10 · Disciplined · Highly trained
Cost
3404 florins, 1222 upkeep, 5 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-2 in scrub, -1 in sand, -6 in forest, -3 in snow
Heat
+9 fatigue in hot climates

Where & when to recruit

Always needs: Turks regions or Rum regions

Building Heavy Mail~turn 141
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Only Abbasids 1–★2
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Only Zengids 1–★2
King's Stables Stables · castle only Needs Quarries or better Only Abbasids 1–★4
King's Stables Stables · castle only Needs Quarries or better Only Zengids 1–★4

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

Boyars

feudal knight, factional

Who
Kievan Rus, Novgorod
Provinces

Russia: Kyev

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

Abilities

  • Wedge

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

  • Armour piercing

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

  • Hardy

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

  • Command

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

  • Formed charge

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

  • Knight

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

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

Stats

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

Where & when to recruit

Always needs: After Faction Turn Orthodox Kievan Rus regions Capital Orthodox ≥ 50% in region

Building Euphrosyne~turn 143
Small Zoloti Vorota Zoloti Vorota · city only Needs Carpenters' Workshops or better +12t
Large Zoloti Vorota Zoloti Vorota · city only Needs Quarries or better +12t
Great Zoloti Vorota Zoloti Vorota · city only Needs Stonemasons or better +12t

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

Tatar Lancers

mercenary unit (false -EDB)

Who
All factions
Provinces

Russia: Chernigov, Halychyna (Halych), Kyev, Pereyaslavl', Ryazan', The Marshes (Turov), Volhynia (Volodymyr)

Steppes: Circassia (Tmutarakan), Kara Kum (Konjikala), Kazak Steppes (Kiçi-Saray), Khazaria (Sharukan), Khwarezm (Gorganch), Kypchak Steppes (Azaq), Merv, Scythia (Sharkil), Taurike (Chersonesos), Volga Bulgaria (Bolghar), Volga Delta (Saqsin)

Balkans: Alföld (Várad), Moldavia (Siret), Wallachia (Târgovişte)

Caucasus: Armenia Minor (Malatya), Arminiya (Ani), Derbent (Bāb al-Abwāb), Egrisi (Kutatïssi), Kartli (T'pilisi), Shirvan (Baku)

Mesopotamia: Diyar Bakr (Hisn Kayfa), Sauad al-Irak (Baghdad)

Persia: Alborz (Alamūt), Carmania (Kerman), Dasht-e Kavir (Yazd), Esfahān, Fars (Shirāz), Khorasan (Nīshāpūr), Media (Hamadān), Ray, Āzarbayjan (Tabrīz)

Having lost their homelands to the Mongol Horde, these Volga Tatars have made their way to Lithuania, where they now look to establish a new society. When called on to defend their lands, they ride into battle dressed in lamellar armour and with a sharpened sword in hand, determined to succeed at the task they have once failed before.

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.

  • 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
Melee
attack 4, charge 9 (spear)
Defence
armour 10, skill 2, shield 4
Morale
7 · Normal discipline · Trained
Cost
2789 florins, 1046 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in sand, -2 in forest, +1 in snow
Heat
+7 fatigue in hot climates

Where & when to recruit

Building A New Threat!~turn 165
Knight's Stables Stables · castle only Tartar steppe Only 28 factions 114t
Knight's Stables Stables · castle only Tartar steppe Only Cumans 114t
Knight's Stables Stables · castle only Turks regions or Georgian homeland or Kievan Rus regions Not in Tartar steppe Only Cumans 120t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Tartar steppe Only Cumans 211t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Turks regions or Georgian homeland or Kievan Rus regions Not in Tartar steppe Only Cumans 214t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Tartar steppe Only 27 factions 114t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Tartar steppe Only Cumans 29t★1
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Turks regions or Georgian homeland or Kievan Rus regions Not in Tartar steppe Only Cumans 211t★1
King's Stables Stables · castle only Needs Quarries or better Tartar steppe Only 28 factions 114t
King's Stables Stables · castle only Needs Quarries or better Tartar steppe Only Cumans 38t★1
King's Stables Stables · castle only Needs Quarries or better Turks regions or Georgian homeland or Kievan Rus regions Not in Tartar steppe Only Cumans 39t★1

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

Men At Arms

mercenary unit (false EDB)

Who
Aragon, Denmark, England, France, Hungary, Norway, Poland, Portugal, Scotland, Spain
Provinces

British Isles: East Anglia (Norwich), Essex (London), Mercia (Lincoln), Northumbria (York), Wales (Kaerenarvon), Wessex (Bristol)

Scandinavia: Borgarthingslog (Ánslo), Gulathingslog (Bergvin), Gutland (Visby), Gøtland (Skara), Iutland (Ribe), Sialand (Roskilde), Skane (Lund), Smaland (Kalmar), Swerike (Sigtuna)

Poland & the Baltics: Austrland (Turku), Malopolska (Kraków), Masovia (Płock), Pomerania (Stetin), Pomerania Gedanensis (Gdańsk), Silesia (Wrezław), Wielkopolska (Poznań)

Germany: Flandre (Gand), Holstein-Mecklenburg (Liubice), Moravia (Olomóc)

France: Anjou (Angers), Aquitaine (Bordeaux), Auvergne (Clermont), Bourgogne (Dijon), Bretagne (Roazhon), Champagne du Nord (Rheims), Champagne du Sud (Troyes), Dauphiné (Lyon), Languedoc (Toulouse), Normandie (Rouen), Orleanáis (Orléans), Poitou (Poitiers), Provence (Arles), Île-de-France (Paris)

Iberia: Algarve (Šilb), Aragon (Zaragoza), Balearic Islands (Medina Mayurqa), Beira (Coimbra), Castile-LaMancha (Toledo), Castilla La Vieja (Burgos), Cathalaunia (Barxiluna), Central Andalusia (Qurtubah), Galicia (Santiago de Compostela), León y Asturias (León), Murcia (Mursiyah), Navarre (Pamplona), Salamanca, Tajo (Al-Ušbuna), Valencia (Balansiyya)

Balkans: Alföld (Várad), Croatia (Zagreb), Dalmatia (Zara), Felföld (Eger), Moldavia (Siret), Pannónia (Székesfehérvár), Transylvania (Gyulafehérvár), Wallachia (Târgovişte)

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

Abilities

  • Wedge

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

  • Hardy

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

  • Formed charge

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

  • Knight

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

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

Stats

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

Where & when to recruit

Building A New Era Begins~turn 337 Partial Plate Armor~turn 441 Pike and Shot~turn 797 The Rise of Shot~turn 841
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Catholic ≥ 50% in region Aragon regions Only Aragon · 18t★1 · ·
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Aragon regions or France regions or Denmark regions or Spain regions or Norway regions or England regions or Hungary regions or Poland regions or Portugal regions Only England, Portugal, Spain 18t 18t · ·
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Aragon regions or France regions or Denmark regions or Spain regions or Norway regions or England regions or Hungary regions or Poland regions or Portugal regions Only Hungary, Poland 16t 16t · ·
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Aragon regions or France regions or Denmark regions or Spain regions or Norway regions or England regions or Hungary regions or Poland regions or Portugal regions Only Denmark, Norway, Scotland 112t 112t · ·
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Aragon regions or France regions or Denmark regions or Spain regions or Norway regions or England regions or Hungary regions or Poland regions or Portugal regions Only France 16t 16t · ·
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Catholic ≥ 50% in region Aragon regions Only Aragon · 26t 28t ·
King's Stables Stables · castle only Needs Quarries or better Aragon regions or France regions or Denmark regions or Spain regions or Norway regions or England regions or Hungary regions or Poland regions or Portugal regions Only France 24t 24t 16t ·
King's Stables Stables · castle only Needs Quarries or better Aragon regions Only Aragon · 34t 26t 18t
King's Stables Stables · castle only Needs Quarries or better Aragon regions or France regions or Denmark regions or Spain regions or Norway regions or England regions or Hungary regions or Poland regions or Portugal regions Only Spain · · 18t ·
King's Stables Stables · castle only Needs Quarries or better Aragon regions or France regions or Denmark regions or Spain regions or Norway regions or England regions or Hungary regions or Poland regions or Portugal regions Only Portugal, Spain 26t 26t · ·
King's Stables Stables · castle only Needs Quarries or better Aragon regions or France regions or Denmark regions or Spain regions or Norway regions or England regions or Hungary regions or Poland regions or Portugal regions Only Portugal · · 18t 18t
King's Stables Stables · castle only Needs Quarries or better Catholic ≥ 50% in region Aragon regions or France regions or Denmark regions or Spain regions or Norway regions or England regions or Hungary regions or Poland regions or Portugal regions Only Scotland · · 112t 112t
King's Stables Stables · castle only Needs Quarries or better Catholic ≥ 50% in region Aragon regions or France regions or Denmark regions or Spain regions or Norway regions or England regions or Hungary regions or Poland regions or Portugal regions Only England 26t 26t 18t 18t

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

Sergeants At Arms

professional free, factional

Who
Holy Roman Empire, Papal States, Pisa, Sicily, Venice
Provinces

Germany: Bayern (Regensburg), Bohemia (Praha), Brabant (Loven), Brannenborg (Brennaburg), Friesland (Utrecht), Holstein-Mecklenburg (Liubice), Kärnten (Freiberg), Niederlothrigen (Coellen), Nordfranken (Frankfurt), Oberlothringen (Trier), Ostfalen (Magideberc), Ostfranken (Nuorenberc), Ostmark (Wien), Schwaben (Ulm), Südfranken (Speyer), Westfalen (Bremen), Westschwaben (Basel)

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

Balkans: Dalmatia (Zara), Ragusa

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

Abilities

  • Wedge

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

  • Formed charge

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

  • Knight

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

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

Stats

Men
28 · riding Barded Horse Marka
Melee
attack 6, charge 12 (spear)
Defence
armour 12, skill 3, shield 4
Morale
5 · Normal discipline · Untrained
Cost
2613 florins, 982 upkeep, 2 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest, -1 in snow
Heat
+8 fatigue in hot climates

Where & when to recruit

Building A New Era Begins~turn 337 Partial Plate Armor~turn 441 Pike and Shot~turn 797 The Rise of Shot~turn 841
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Pisa regions or Venice regions or Papal States regions Only Papal States, Pisa · 18t · ·
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Pisa regions or Venice regions or Papal States regions Only Venice · 112t · ·
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Hre regions Only Holy Roman Empire 18t 18t · ·
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Hre regions Only Sicily 18t 18t · ·
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Pisa regions or Venice regions or Papal States regions Only Papal States, Pisa · 26t 18t ·
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Pisa regions or Venice regions or Papal States regions Only Venice · 28t 112t ·
King's Stables Stables · castle only Needs Quarries or better Hre regions Only Holy Roman Empire 26t 26t 18t 18t
King's Stables Stables · castle only Needs Quarries or better Sicily regions Only Sicily · 26t 18t 18t
King's Stables Stables · castle only Needs Quarries or better Pisa regions or Venice regions or Papal States regions Only Papal States, Pisa · 34t · ·
King's Stables Stables · castle only Needs Quarries or better Pisa regions or Venice regions or Papal States regions Only Venice · 36t · ·

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

Broken Lances

mercenary, factional (false-only EDB)

Who
Pisa, Venice
Provinces

Italy: Veneto (Venèzsia), Western Tuscany (Pisa)

Quality: Superior. Type: Urban Professional (increased training time based on unit type and quality, higher proportion of disciplined units). In medieval Italy, a lance meant a man at arms supported by some lighter troops. The term broken lance, or 'lanze spezzate' refers to men at arms who have been separated from their supporting troops, and hired separately. They are well disciplined professional troops who fight as heavy cavalry with unbroken lances, and are well protected by the finest Italian plate armour.

Abilities

  • Wedge

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

  • Formed charge

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

  • Knight

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

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

Stats

Men
24 · riding Barded Horse Marka
Melee
attack 8, charge 14 (spear)
Defence
armour 15, skill 4, shield 0
Morale
8 · Normal discipline · Trained
Cost
605 florins, 974 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

Where & when to recruit

Always needs: Capital

Building Coat of Plates~turn 341
Basilica di San Marco St. Mark's Basilica · city only Catholic ≥ 50% in region Venice regions After Faction Turn Catholic or After Faction Turn Orthodox Only Venice +20t
Cappella di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Catholic Needs Carpenters' Workshops or better Pisa regions Only Pisa +20t
Nava di Chiesa di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Only Pisa +20t
Chiesa di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Only Pisa +20t
Chiesa e Battistero Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Only Pisa +20t
Chiesa, Battistero e Campanile Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Only Pisa +20t
Duomo di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +20t
Duomo e Battistero Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +20t
Duomo, Battistero e Campanile Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +20t
Campo dei Miracoli Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +20t

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

Heavy Boyars

feudal knight, factional

Who
Kievan Rus, Novgorod
Provinces

Russia: Kyev

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

Abilities

  • Wedge

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

  • Armour piercing

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

  • Hardy

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

  • Command

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

  • Formed charge

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

  • Knight

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

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

Stats

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

Where & when to recruit

Always needs: After Faction Turn Orthodox Kievan Rus regions Capital Orthodox ≥ 50% in region

Building Coat of Plates~turn 341
Small Zoloti Vorota Zoloti Vorota · city only Needs Carpenters' Workshops or better +12t
Large Zoloti Vorota Zoloti Vorota · city only Needs Quarries or better +12t
Great Zoloti Vorota Zoloti Vorota · city only Needs Stonemasons or better +12t

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

Lithuanian Raiders

tribal unit, factional

Who
Lithuania, Poland
Provinces

Poland & the Baltics: Austrland (Turku), Curonia (Riga), Lietuva (Kernavé), Livonia (Kolyvan)

Russia: Ruthenia (Goroden)

Quality: Average. Type: Tribal unit. Recruited in the forests the ferocious Lithuanian light cavalry is armed with a bow and a sword. Although not well armoured since their country is poor, they often like to fight hand to hand, as the bow is something of a secondary weapon for these men.

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.

  • 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.

  • 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
32 · riding Medium Horse
Missile
Cav Mass War Arrow: attack 2, range 100, 30 ammo
Melee
attack 4, charge 6 (sword)
Defence
armour 0, skill 4, shield 3
Morale
7 · Low discipline · Trained
Cost
387 florins, 387 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in scrub, -2 in sand, -3 in forest
Heat
+2 fatigue in hot climates

Where & when to recruit

Always needs: Lithuania regions

Building From start Ostsiedlung~turn 111 Council of Łęczyca~turn 337
Stables Stables · castle only Only Lithuania 211t 211t 211t
Stables Stables · castle only Only Poland 214t 225t ·
Knight's Stables Stables · castle only Only Lithuania 28t 28t 28t
Knight's Stables Stables · castle only Only Poland 210t 214t ·
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Only Lithuania 26t 26t 26t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Only Poland 28t 210t ·
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Only Lithuania 25t 25t 25t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Only Poland 26t 28t ·
King's Stables Stables · castle only Needs Quarries or better Only Lithuania 34t 34t 34t
King's Stables Stables · castle only Needs Quarries or better Only Poland 36t 38t ·

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

Oghuz Horse Archers

tribal unit, standard

Who
Abbasids, Egypt, Great Seljuks, Sultanate of Rum, Zengids
Provinces

Steppes: Circassia (Tmutarakan), Kara Kum (Konjikala), Kazak Steppes (Kiçi-Saray), Khazaria (Sharukan), Khwarezm (Gorganch), Kypchak Steppes (Azaq), Merv, Scythia (Sharkil), Volga Bulgaria (Bolghar), Volga Delta (Saqsin)

Anatolia: Galatia (Angora), Lykaonia (Konya), Northern Capadoccia (Sivas), Southern Cappadocia (Kayseri)

Caucasus: Armenia Minor (Malatya), Armenian Highland (Qālīqalā), Arminiya (Ani), Derbent (Bāb al-Abwāb), Egrisi (Kutatïssi), Kartli (T'pilisi), Shirvan (Baku)

Mesopotamia: Basra (Al-Basra), Diyar Bakr (Hisn Kayfa), Diyar Mudar (Édessa), Halab, Sauad al-Irak (Baghdad), Wasit (Al-Wasit), Ġarb al-Ġezīra (Ar-Raqqah), Šark al-Ġezīra (Al-Mawsil)

Levant: Aš-Šām (Dimašqu), Bahrain (Al-Ahsa)

Persia: Alborz (Alamūt), Carmania (Kerman), Dasht-e Kavir (Yazd), Esfahān, Fars (Shirāz), Khorasan (Nīshāpūr), Media (Hamadān), Ray, Āzarbayjan (Tabrīz)

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

Where & when to recruit

Building From start Heavy Mail~turn 141 The barid~turn 261 Kankan Musa~turn 401 Full Plate Armor~turn 521
Stables Stables · castle only Turks regions or Abbasid regions or Zengid regions or Rum regions or Cuman steppe or Georgian homeland Only Sultanate of Rum 28t 28t 29t 211t 211t
Stables Stables · castle only Turks regions or Abbasid regions or Zengid regions or Rum regions or Cuman steppe or Georgian homeland Only Great Seljuks 28t 28t 29t 211t 211t
Stables Stables · castle only Turks regions or Abbasid regions or Zengid regions or Rum regions or Cuman steppe or Georgian homeland Only Zengids 211t 211t 214t 220t 220t
Stables Stables · castle only Turks regions or Abbasid regions or Zengid regions or Rum regions or Cuman steppe or Georgian homeland Only Abbasids 211t 211t 214t 220t 220t
Stables Stables · castle only Islam ≥ 25% in region Turks regions or Abbasid regions or Zengid regions or Rum regions or Cuman steppe or Georgian homeland Only Egypt 211t 211t 214t 220t 220t
Knight's Stables Stables · castle only Turks regions or Abbasid regions or Zengid regions or Rum regions or Cuman steppe or Georgian homeland Only Great Seljuks 27t 27t 28t 29t 29t
Knight's Stables Stables · castle only Turks regions or Abbasid regions or Zengid regions or Rum regions or Cuman steppe or Georgian homeland Only Sultanate of Rum 27t 27t 28t 29t 29t
Knight's Stables Stables · castle only Turks regions or Abbasid regions or Zengid regions or Rum regions or Cuman steppe or Georgian homeland Only Zengids 27t 27t 28t 29t 29t
Knight's Stables Stables · castle only Turks regions or Abbasid regions or Zengid regions or Rum regions or Cuman steppe or Georgian homeland Only Abbasids 27t 27t 28t 29t 29t
Knight's Stables Stables · castle only Islam ≥ 25% in region Turks regions or Abbasid regions Only Egypt 37t 214t 214t 214t 125t
Knight's Stables Stables · castle only Islam ≥ 25% in region Zengid regions or Rum regions Only Egypt 320t 220t 220t 220t 133t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Turks regions or Abbasid regions or Zengid regions or Rum regions or Cuman steppe or Georgian homeland Only Sultanate of Rum 26t 26t 27t 28t 28t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Turks regions or Abbasid regions or Zengid regions or Rum regions or Cuman steppe or Georgian homeland Only Great Seljuks 26t 26t 27t 28t 28t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Turks regions or Abbasid regions or Zengid regions or Rum regions or Cuman steppe or Georgian homeland Only Zengids 26t 26t 27t 28t 28t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Turks regions or Abbasid regions or Zengid regions or Rum regions or Cuman steppe or Georgian homeland Only Abbasids 26t 26t 27t 28t 28t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Islam ≥ 25% in region Turks regions or Abbasid regions or Zengid regions or Rum regions or Cuman steppe or Georgian homeland Only Egypt 26t 26t 27t 28t 28t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Turks regions or Abbasid regions or Zengid regions or Rum regions or Cuman steppe or Georgian homeland Only Sultanate of Rum 25t 25t 26t 27t 27t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Turks regions or Abbasid regions or Zengid regions or Rum regions or Cuman steppe or Georgian homeland Only Great Seljuks 25t 25t 26t 27t 27t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Turks regions or Abbasid regions or Zengid regions or Rum regions or Cuman steppe or Georgian homeland Only Zengids 25t 25t 26t 27t 27t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Turks regions or Abbasid regions or Zengid regions or Rum regions or Cuman steppe or Georgian homeland Only Abbasids 25t 25t 26t 27t 27t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Islam ≥ 25% in region Turks regions or Abbasid regions or Zengid regions or Rum regions or Cuman steppe or Georgian homeland Only Egypt 25t 25t 26t 27t 27t
King's Stables Stables · castle only Needs Quarries or better Turks regions or Abbasid regions or Zengid regions or Rum regions or Cuman steppe or Georgian homeland Only Sultanate of Rum 25t★1 25t★1 25t★1 26t★1 26t★1
King's Stables Stables · castle only Needs Quarries or better Turks regions or Abbasid regions or Zengid regions or Rum regions or Cuman steppe or Georgian homeland Only Great Seljuks 25t★1 25t★1 25t★1 26t★1 26t★1
King's Stables Stables · castle only Needs Quarries or better Turks regions or Abbasid regions or Zengid regions or Rum regions or Cuman steppe or Georgian homeland Only Zengids 25t★1 25t★1 25t★1 26t★1 26t★1
King's Stables Stables · castle only Needs Quarries or better Turks regions or Abbasid regions or Zengid regions or Rum regions or Cuman steppe or Georgian homeland Only Abbasids 25t★1 25t★1 25t★1 26t★1 26t★1
King's Stables Stables · castle only Needs Quarries or better Islam ≥ 25% in region Turks regions or Abbasid regions or Zengid regions or Rum regions or Cuman steppe or Georgian homeland Only Egypt 25t★1 25t★1 25t★1 26t★1 26t★1

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

Mercenary Mounted Yasi

tribal unit, regional

Who
All factions
Provinces

Russia: Chernigov, Halychyna (Halych), Kyev, Pereyaslavl', Ryazan', The Marshes (Turov), Volhynia (Volodymyr)

Steppes: Circassia (Tmutarakan), Kara Kum (Konjikala), Kazak Steppes (Kiçi-Saray), Khazaria (Sharukan), Khwarezm (Gorganch), Kypchak Steppes (Azaq), Merv, Scythia (Sharkil), Taurike (Chersonesos), Volga Bulgaria (Bolghar), Volga Delta (Saqsin)

Balkans: Alföld (Várad), Moldavia (Siret), Wallachia (Târgovişte)

Caucasus: Armenia Minor (Malatya), Arminiya (Ani), Derbent (Bāb al-Abwāb), Egrisi (Kutatïssi), Kartli (T'pilisi), Shirvan (Baku)

Mesopotamia: Diyar Bakr (Hisn Kayfa), Sauad al-Irak (Baghdad)

Persia: Alborz (Alamūt), Carmania (Kerman), Dasht-e Kavir (Yazd), Esfahān, Fars (Shirāz), Khorasan (Nīshāpūr), Media (Hamadān), Ray, Āzarbayjan (Tabrīz)

Quality: Superior. Type: Local (lacks formal military training, typically low discipline and less morale). The borderlands between the Caucuses mountains and the steppes are inhabited by the Yasi. Their mounted troops are well armed in order to combat the constant Cuman raids on their lands . A fast horse, a bow, a shield and a strong arm to wield them - what more do you need for defence of your home and hearth?

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.

  • 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
32 · riding Fast Pony
Missile
Quality Cav Composite Arrow: attack 3, range 120, 30 ammo
Melee
attack 2, charge 5 (mace)
Defence
armour 8, skill 1, shield 3
Morale
6 · Low discipline · Untrained
Cost
434 florins, 434 upkeep, 1 turn to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
-1 in sand, -2 in forest, +1 in snow
Heat
+5 fatigue in hot climates

Where & when to recruit

Building From start
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Pagan ≥ 25% in region Tartar steppe Only Cumans 111t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Pagan ≥ 25% in region Turks regions or Georgian homeland or Kievan Rus regions Not in Tartar steppe Only Cumans 114t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Pagan ≥ 25% in region Tartar steppe Only Cumans 29t★1
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Pagan ≥ 25% in region Turks regions or Georgian homeland or Kievan Rus regions Not in Tartar steppe Only Cumans 211t★1
King's Stables Stables · castle only Needs Quarries or better Cuman steppe Only 28 factions 114t
King's Stables Stables · castle only Needs Quarries or better Pagan ≥ 25% in region Tartar steppe Only Cumans 38t★2
King's Stables Stables · castle only Needs Quarries or better Pagan ≥ 25% in region Turks regions or Georgian homeland or Kievan Rus regions Not in Tartar steppe Only Cumans 39t★2

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

Cuman Horse Warband

AOR unit, tribal unit

Who
All factions
Provinces

Russia: Chernigov, Halychyna (Halych), Kyev, Pereyaslavl', Ryazan', The Marshes (Turov), Volhynia (Volodymyr)

Steppes: Circassia (Tmutarakan), Kara Kum (Konjikala), Kazak Steppes (Kiçi-Saray), Khazaria (Sharukan), Khwarezm (Gorganch), Kypchak Steppes (Azaq), Merv, Scythia (Sharkil), Taurike (Chersonesos), Volga Bulgaria (Bolghar), Volga Delta (Saqsin)

Balkans: Alföld (Várad), Moldavia (Siret), Wallachia (Târgovişte)

Caucasus: Armenia Minor (Malatya), Arminiya (Ani), Derbent (Bāb al-Abwāb), Egrisi (Kutatïssi), Kartli (T'pilisi), Shirvan (Baku)

Mesopotamia: Diyar Bakr (Hisn Kayfa), Sauad al-Irak (Baghdad)

Persia: Alborz (Alamūt), Carmania (Kerman), Dasht-e Kavir (Yazd), Esfahān, Fars (Shirāz), Khorasan (Nīshāpūr), Media (Hamadān), Ray, Āzarbayjan (Tabrīz)

REGIONAL TROOPS/ MORALE 6/ LOW DISCIPLINE/ TRAINED/ FREE UPKEEP UNIT/ IS PEASANT The Cumans were a Turkic nomadic people of Central Asia, constituting the western branch of the Cuman-Kipchak confederacy and speaking the Cuman language. In Russia, they are known as Polovtsians, while Western sources refer to them as Cumans, and Eastern sources as Kipchaks. 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. They maintained a large number of reserve horses (10-12 mounts) to ensure a fresh horse was always available. An essential accessory was a small whip attached to the rider's wrist. Tactically, the Cumans followed typical steppe nomad strategies, utilizing repeated charges by horse archers to wear down and confuse the enemy, employing feigned retreats, and setting up ambushes. These Cuman horse archers are the core of any Cuman or Esteparian army. Clad in light armour, they are highly agile in combat, employing hit-and-run tactics—shooting arrows at the enemy and then swiftly retreating to avoid retaliation.

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.

  • 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.

  • 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
32 · riding Fast Pony
Missile
Cav Arrow: attack 4, range 120, 18 ammo
Melee
attack 3, charge 4 (sword)
Defence
armour 1, skill 2, shield 3
Morale
6 · Low discipline · Trained
Cost
550 florins, 850 upkeep, 2 turns to train
Mount effect
-4 vs Elephant, -4 vs Camel
Terrain
+4 in scrub, -1 in sand, -2 in forest, +1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Building From start Cumans settle~turn 221 Late era begins~turn 517
Grazing Lands Grazing Lands Without Farms and Estates or better Tartar steppe or Cuman steppe Only Cumans 214t 214t 214t
Grazing Lands Grazing Lands Without Farms and Estates or better Tartar steppe or Cuman steppe Cuman steppe Only Great Seljuks, Mongols, Sultanate of Rum 120t 120t 120t
Grazing Lands Grazing Lands Without Farms and Estates or better Tartar steppe or Cuman steppe Tartar steppe Only Cumans +50t +50t +50t
Grazing Lands Grazing Lands Without Farms and Estates or better Tartar steppe or Cuman steppe Cuman steppe Only Cumans +50t +50t +50t
Nomad Encampment Grazing Lands Without Communal Farming or better Tartar steppe or Cuman steppe Only Cumans 29t 29t 29t
Nomad Encampment Grazing Lands Without Communal Farming or better Tartar steppe or Cuman steppe Cuman steppe Only Great Seljuks, Mongols 220t 220t 220t
Nomad Encampment Grazing Lands Without Communal Farming or better Tartar steppe or Cuman steppe Tartar steppe Only Cumans +50t +50t +50t
Nomad Encampment Grazing Lands Without Communal Farming or better Tartar steppe or Cuman steppe Cuman steppe Only Cumans +50t +50t +50t
Nomad Headquarters Grazing Lands Without Farms in Cleared Land or better Tartar steppe or Cuman steppe Only Cumans 37t 37t 37t
Nomad Headquarters Grazing Lands Without Farms in Cleared Land or better Tartar steppe or Cuman steppe Cuman steppe Only Great Seljuks, Mongols 320t 320t 320t
Nomad Headquarters Grazing Lands Without Farms in Cleared Land or better Tartar steppe or Cuman steppe Tartar steppe Only Cumans +50t +50t +50t
Nomad Headquarters Grazing Lands Without Farms in Cleared Land or better Tartar steppe or Cuman steppe Cuman steppe Only Cumans +50t +50t +50t
Stables Stables · castle only Cuman steppe Only 29 factions 220t 220t 220t
Stables Stables · castle only Cuman steppe Only Cumans +50t +50t +50t
Stables Stables · castle only Tartar steppe Only Cumans 114t 114t 114t
Stables Stables · castle only Hungary regions Tartar steppe Only Hungary · 214t ·
Stables Stables · castle only Turks regions or Georgian homeland or Kievan Rus regions Not in Tartar steppe Only Cumans 120t 120t 120t
Knight's Stables Stables · castle only Cuman steppe Only 29 factions 220t 220t 220t
Knight's Stables Stables · castle only Cuman steppe Only Cumans +50t +50t +50t
Knight's Stables Stables · castle only Tartar steppe Only Cumans 211t 211t 211t
Knight's Stables Stables · castle only Hungary regions Tartar steppe Only Hungary · 210t ·
Knight's Stables Stables · castle only Turks regions or Georgian homeland or Kievan Rus regions Not in Tartar steppe Only Cumans 214t 214t 214t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Cuman steppe Only 29 factions 220t 220t 220t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Cuman steppe Only Cumans +50t +50t +50t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Tartar steppe Only Cumans 39t 39t 39t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Hungary regions Tartar steppe Only Hungary · 28t ·
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Turks regions or Georgian homeland or Kievan Rus regions Not in Tartar steppe Only Cumans 311t 311t 311t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Tartar steppe Only Cumans 38t★1 38t★1 38t★1
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Hungary regions Tartar steppe Only Hungary · 36t ·
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Turks regions or Georgian homeland or Kievan Rus regions Not in Tartar steppe Only Cumans 39t★1 39t★1 39t★1
King's Stables Stables · castle only Needs Quarries or better Tartar steppe Only Cumans 37t★3 37t★3 37t★3
King's Stables Stables · castle only Needs Quarries or better Hungary regions Tartar steppe Only Hungary · 35t ·
King's Stables Stables · castle only Needs Quarries or better Turks regions or Georgian homeland or Kievan Rus regions Not in Tartar steppe Only Cumans 38t★3 38t★3 38t★3

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

Caballeros Hidalgos

Nobles, factional

Who
Aragon, Portugal, Spain
Provinces

France: Languedoc (Toulouse)

Iberia: Algarve (Šilb), Aragon (Zaragoza), Balearic Islands (Medina Mayurqa), Beira (Coimbra), Castile-LaMancha (Toledo), Castilla La Vieja (Burgos), Cathalaunia (Barxiluna), Central Andalusia (Qurtubah), Eastern Andalusia (Garnāta), Extremadura (Batalyaws), Galicia (Santiago de Compostela), León y Asturias (León), Murcia (Mursiyah), Navarre (Pamplona), Salamanca, Tajo (Al-Ušbuna), Valencia (Balansiyya), Western Andalusia (Išbīliyyah)

NOBLES / MORALE 11/ IMPETUOUS/ HIGHLY TRAINED Hidalgo, hijodalgo, fidalgo (from Old Castilian, and common in literature), or infanzón is a nobleman, although colloquially the term is used to refer to untitled nobility, especially in Spain and Portugal. It is the lowest title in the hierarchy of noble titles, immediately below the title of lord. Medieval hidalgo knights were low-ranking nobles in Spain, with lineage but often little wealth, distinguished by their hereditary status rather than military wealth. While a knight was defined by his military and economic standing to maintain a horse and war equipment, a hidalgo based his nobility on inheritance, with privileges such as tax exemption and the right to bear arms. Over time, the two figures partially merged, as hidalgos could become knights and lesser knights could attain hidalgo status. GAMEPLAY NOTES:Those men were the minor noblemen in the battles of medieval Spain. They wear medium armour, and carry the traditional javelin as well as a longsword and a shield. Getting the best training amongst the soldiers in Iberia, those men are a force to be reckoned with. Although well-equipped and fighting in the Iberian style, being of lower or lesser noble lineage means they have somewhat less morale than their more noble compatriots, such as true high knights. However, they are cheaper and far more versatile than typical European shock cavalry. They can be recruited from Landowners in Iberia and some buildings like the Alcázar.

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.

  • Knight

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

  • Command

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

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

Stats

Men
24 · riding Early Heavy Horse
Missile
Cav Javelin: attack 13, range 55, 5 ammo
Melee
attack 6, charge 8 (sword)
Defence
armour 8, skill 6, shield 6
Morale
11 · Impetuous · Highly trained
Cost
586 florins, 872 upkeep, 1 turn to train
Mount effect
+6 vs Elephant
Terrain
-3 in forest, -1 in snow
Heat
+5 fatigue in hot climates

Where & when to recruit

Always needs: Aragon regions or Spain regions or Portugal regions or Andalusian

Building From start Heavy Mail~turn 141
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better Catholic ≥ 50% in region 125t 133t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better Catholic ≥ 50% in region 218t 225t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better Catholic ≥ 50% in region 313t 318t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better Catholic ≥ 50% in region 39t ·
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better Catholic ≥ 25% in region · 313t
Alcazar Alcazar Without South Italy Building Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions Catholic ≥ 50% in region 125t 133t
Gardens of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Andalusian Unique1 regions Catholic ≥ 50% in region 217t 220t
Alcazar of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Andalusian Unique1 regions Catholic ≥ 50% in region 214t★1 212t★1
Alcazar of Fes Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Berber Unique2 regions Catholic ≥ 50% in region 217t 220t
Alcazar of Tunis Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Berber Unique1 regions Catholic ≥ 50% in region 225t 233t

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

Caballeros Villanos

Urban Militia

Who
Aragon, Portugal, Spain
Provinces

France: Languedoc (Toulouse)

Iberia: Algarve (Šilb), Aragon (Zaragoza), Balearic Islands (Medina Mayurqa), Beira (Coimbra), Castile-LaMancha (Toledo), Castilla La Vieja (Burgos), Cathalaunia (Barxiluna), Central Andalusia (Qurtubah), Eastern Andalusia (Garnāta), Extremadura (Batalyaws), Galicia (Santiago de Compostela), León y Asturias (León), Murcia (Mursiyah), Navarre (Pamplona), Salamanca, Tajo (Al-Ušbuna), Valencia (Balansiyya), Western Andalusia (Išbīliyyah)

Italy: Campania (Napoli)

URBAN MILITIA/ MORALE 6/ NORMAL DISCIPLINE/ TRAINED/ FREE UPKEEP UNIT The "Caballeria Villana" is a typically Hispanic military institution that developed during the Middle Ages in the kingdoms of Castile and León, and to a lesser extent, in Portugal. It experienced significant growth in the Castilian Extremadura (the land between the Duero River and the Central System mountain range) during the 10th and 11th centuries, particularly with the repopulation efforts undertaken by Alfonso VI. This process established a social and political model based on extensive municipal councils founded under various charters granted by the Castilian kings to encourage repopulation. These charters included provisions for the creation of popular militias for the defense of the town and its surrounding territory. The oldest known charter, that of Castrojeriz in 974, already includes this institution. In general, this was a town militia made up of foot soldiers, crossbowmen, and cavalrymen whom the towns were obligated to provide to the king when he needed them, according to the duty of aid (auxilium) that the towns assumed in their charters. All members of the militia were required to keep their weapons complete and in good condition. The specific value of this commoner cavalry lay in the fact that to hold the rank of knight, one was not required to have noble birth, only to have sufficient resources to maintain at least one horse and the complete weaponry necessary for combat, in addition, of course, to reside within the town limits. They were commonly known as the "brown knights" because of the color of their clothing. GAMEPLAY NOTES:Almost unique in medieval Europe, those men were commoners riding into battle. They wear light armour, and carry the traditional javelin as well as a sword and a shield. They are not very expensive troops and serve as urban militia in Iberian settlements, useful against enemy cavalry, they can be recruited in the stables and have free maintenance in settlements that can afford it.

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).

  • 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
28 · riding Scout Horse
Missile
Cav Javelin: attack 10, range 55, 8 ammo
Melee
attack 4, charge 6 (sword)
Defence
armour 3, skill 3, shield 3
Morale
6 · Normal discipline · Trained
Cost
619 florins, 696 upkeep, 2 turns to train
Mount effect
+6 vs Elephant
Terrain
-3 in forest, -1 in snow
Heat
+2 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 25% in region

Building From start The Fourth Lateran Council~turn 169 English Archers~turn 303
Stables Stables · castle only Spain regions or Portugal regions or Andalusian or Aragon regions 19t 19t ·
Knight's Stables Stables · castle only Spain regions or Portugal regions or Andalusian or Aragon regions 27t 27t ·
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Spain regions or Portugal regions or Aragon regions or Andalusian 34t 34t ·
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Spain regions or Portugal regions or Aragon regions or Andalusian 34t★1 34t★1 ·
King's Stables Stables · castle only Needs Quarries or better Spain regions or Portugal regions or Andalusian or Aragon regions 33t★3 33t★3 ·
Maschio Angioino Castelli Normanni Without Alcazar Building Sicily regions Unique2 regions After Faction Turn Catholic · 314t★1 314t★1

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

Türkmen Cavalry

AOR unit, tribal unit

Who
All factions
Provinces

Steppes: Kara Kum (Konjikala), Khwarezm (Gorganch), Merv

Anatolia: Galatia (Angora), Lykaonia (Konya), Northern Capadoccia (Sivas), Southern Cappadocia (Kayseri)

Caucasus: Armenia Minor (Malatya), Armenian Highland (Qālīqalā), Derbent (Bāb al-Abwāb), Shirvan (Baku)

Mesopotamia: Basra (Al-Basra), Diyar Bakr (Hisn Kayfa), Diyar Mudar (Édessa), Halab, Sauad al-Irak (Baghdad), Wasit (Al-Wasit), Ġarb al-Ġezīra (Ar-Raqqah), Šark al-Ġezīra (Al-Mawsil)

Levant: Aš-Šām (Dimašqu), Bahrain (Al-Ahsa)

Persia: Alborz (Alamūt), Carmania (Kerman), Dasht-e Kavir (Yazd), Esfahān, Fars (Shirāz), Khorasan (Nīshāpūr), Media (Hamadān), Ray, Āzarbayjan (Tabrīz)

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

Where & when to recruit

Always needs: Rum regions or Zengid regions or Abbasid regions or Turks regions

Building From start The Timurids Invade!~turn 521
Grazing Lands Grazing Lands Without Farms and Estates or better Tartar steppe or Cuman steppe Only 4 factions 211t 211t
Nomad Encampment Grazing Lands Without Communal Farming or better Tartar steppe or Cuman steppe Only Cumans, Great Seljuks, Mongols 211t 211t
Nomad Headquarters Grazing Lands Without Farms in Cleared Land or better Tartar steppe or Cuman steppe Only Cumans, Great Seljuks, Mongols 211t 211t
Stables Stables · castle only Before The Mongols Invade! 217t 217t
Stables Stables · castle only After The Mongols Invade! 233t ·
Stables Stables · castle only Before The Mongols Invade! Only 7 factions +33t +33t
Stables Stables · castle only After The Mongols Invade! Only 7 factions +67t ·
Knight's Stables Stables · castle only Before The Mongols Invade! 225t 225t
Knight's Stables Stables · castle only Before The Mongols Invade! Only 7 factions +27t +27t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Before The Mongols Invade! 225t 225t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Before The Mongols Invade! Only 7 factions +27t +27t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Before The Mongols Invade! 225t 225t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Before The Mongols Invade! Only 7 factions +27t +27t
King's Stables Stables · castle only Needs Quarries or better Before The Mongols Invade! 225t 225t
King's Stables Stables · castle only Needs Quarries or better Before The Mongols Invade! Only 7 factions +27t +27t

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

Jinetes

AOR unit

Who
All factions
Provinces

France: Languedoc (Toulouse)

Iberia: Algarve (Šilb), Aragon (Zaragoza), Balearic Islands (Medina Mayurqa), Beira (Coimbra), Castile-LaMancha (Toledo), Castilla La Vieja (Burgos), Cathalaunia (Barxiluna), Central Andalusia (Qurtubah), Eastern Andalusia (Garnāta), Extremadura (Batalyaws), Galicia (Santiago de Compostela), León y Asturias (León), Murcia (Mursiyah), Navarre (Pamplona), Salamanca, Tajo (Al-Ušbuna), Valencia (Balansiyya), Western Andalusia (Išbīliyyah)

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

Where & when to recruit

Building From start
Stables Stables · castle only Spain regions or Portugal regions or Aragon regions or Andalusian 225t
Stables Stables · castle only Spain regions or Portugal regions or Aragon regions or Andalusian Only Aragon, Portugal, Spain +25t
Knight's Stables Stables · castle only Spain regions or Portugal regions or Aragon regions or Andalusian 225t
Knight's Stables Stables · castle only Spain regions or Portugal regions or Aragon regions or Andalusian Only Aragon, Portugal, Spain +17t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Spain regions or Portugal regions or Aragon regions or Andalusian 225t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Spain regions or Portugal regions or Aragon regions or Andalusian Only Aragon, Portugal, Spain +17t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Spain regions or Portugal regions or Aragon regions or Andalusian 225t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Spain regions or Portugal regions or Aragon regions or Andalusian Only Aragon, Portugal, Spain +12t
King's Stables Stables · castle only Needs Quarries or better Spain regions or Portugal regions or Aragon regions or Andalusian 225t
King's Stables Stables · castle only Needs Quarries or better Spain regions or Portugal regions or Aragon regions or Andalusian Only Aragon, Portugal, Spain +10t
Alcazar of Toledo Alcazar Without South Italy Building Needs Stonemasons or better Spain regions Unique1 regions Only 10 factions 214t
Alcazar of Lisbon Alcazar Without South Italy Building Needs Stonemasons or better Portugal regions Unique1 regions Only 10 factions 214t

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

Mercenary Bedouin Camel Riders

mercenary unit, regional (true)

Who
All factions
Provinces

Steppes: Kara Kum (Konjikala)

Levant: Al-Heġāz (Makkah), Asqalān, Bahrain (Al-Ahsa), Nefud (Tayma), Oultrejordain (Aqaba)

Persia: Carmania (Kerman)

Maghreb: Al-Maghrib al-Adna (Tarābulus), Sahara (Sigilmāsa)

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

Where & when to recruit

Always needs: Desert Moors regions or Egypt regions or Zengid regions or Abbasid regions or Turks regions or Persian

Building From start
Desert Village Oasis 114t
Irrigated Oasis Oasis 214t
Extensively Irrigated Oasis Oasis 214t★1

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

Andalusian Mudéjar Jinetes

AOR unit

Who
All factions
Provinces

Iberia: Algarve (Šilb), Central Andalusia (Qurtubah), Eastern Andalusia (Garnāta), Extremadura (Batalyaws), Murcia (Mursiyah), Western Andalusia (Išbīliyyah)

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

Where & when to recruit

Always needs: Andalusian

Building From start
Stables Stables · castle only 220t
Knight's Stables Stables · castle only 220t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better 220t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better 220t
King's Stables Stables · castle only Needs Quarries or better 220t
Alcazar Alcazar Without South Italy Building Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions Only 9 factions 133t
Gardens of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Unique1 regions Only 10 factions 220t
Alcazar of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Unique1 regions Only 10 factions 220t★1

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

Berber Zenata Riders

AOR unit, tribal unit

Who
All factions
Provinces

Maghreb: Al-Maghrib al-Adna (Tarābulus), Ganūb Maġreb al-Aksa (Murrākus), Maġreb al-Ausat (Al-Jazā’er), Northern Ifriqiya (Tūnis), Sahara (Sigilmāsa), Southern Ifriqiya (Al-Mahdiya), Tilimsān, Šemāl Maġreb al-Aksa (Fās)

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

Where & when to recruit

Always needs: Berber

Building From start
Stables Stables · castle only +25t
Stables Stables · castle only Only Moors +100t
Knight's Stables Stables · castle only +25t
Knight's Stables Stables · castle only Only Moors +33t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better +25t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Only Moors +20t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better +25t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Only Moors +14t
King's Stables Stables · castle only Needs Quarries or better +25t
King's Stables Stables · castle only Needs Quarries or better Only Moors +11t
Ksar Ksar 120t
Khettara Ksar 214t
Khettara System Ksar 312t★1
Alcazar Alcazar Without South Italy Building Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions Only 6 factions 125t
Alcazar of Fes Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Unique2 regions Only 7 factions 225t
Alcazar of Tunis Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Unique1 regions Only 7 factions 225t

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

Breton Cavalry

mercenary unit (true)

Who
All factions
Provinces

Germany: Flandre (Gand)

France: Anjou (Angers), Aquitaine (Bordeaux), Auvergne (Clermont), Bourgogne (Dijon), Bretagne (Roazhon), Champagne du Nord (Rheims), Champagne du Sud (Troyes), Dauphiné (Lyon), Languedoc (Toulouse), Normandie (Rouen), Orleanáis (Orléans), Poitou (Poitiers), Provence (Arles), Île-de-France (Paris)

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

Where & when to recruit

Always needs: France regions

Building From start
Town Watch Barracks · city only Not in River 220t
Town Guard Barracks · city only Not in River 220t
City Watch Barracks · city only Not in River 220t
Militia Drill Square Barracks · city only Not in River 220t
Militia Barracks Barracks · city only Needs Quarries or better Not in River 220t
Army Barracks Barracks · city only Needs Stonemasons or better Not in River Only 29 factions 220t
Royal Barracks Barracks · city only Needs Stonemasons or better Not in River Only 20 factions 220t
Stables Stables · castle only Not in River 220t
Stables Stables · castle only Not in River Only France +10t
Stables Stables · castle only River Only France 220t
Knight's Stables Stables · castle only Not in River 220t
Knight's Stables Stables · castle only Not in River Only France +8t
Knight's Stables Stables · castle only River Only France 214t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Not in River 220t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Not in River Only France +7t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better River Only France 211t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Not in River 220t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Not in River Only France +6t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better River Only France 29t
King's Stables Stables · castle only Needs Quarries or better Not in River 220t
King's Stables Stables · castle only Needs Quarries or better Not in River Only France +6t
King's Stables Stables · castle only Needs Quarries or better River Only France 28t

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

Armenian Mounted Javelinmen

AOR unit

Who
All factions
Provinces

Anatolia: Chaldia (Trapezous), Northern Capadoccia (Sivas), Southern Cappadocia (Kayseri)

Caucasus: Armenia Minor (Malatya), Armenian Highland (Qālīqalā), Arminiya (Ani), Cilicia (Sision)

Mesopotamia: Antioch, Diyar Bakr (Hisn Kayfa), Diyar Mudar (Édessa)

Persia: Āzarbayjan (Tabrīz)

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

Where & when to recruit

Always needs: Armenian

Building From start
Stables Stables · castle only 225t
Stables Stables · castle only Only 20 factions +27t
Knight's Stables Stables · castle only 225t
Knight's Stables Stables · castle only Only 20 factions +27t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better 225t
Baron's Stables Stables · castle only Needs Carpenters' Workshops or better Only 20 factions +27t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better 225t
Earl's Stables Stables · castle only Needs Carpenters' Workshops or better Only 20 factions +27t
King's Stables Stables · castle only Needs Quarries or better 225t
King's Stables Stables · castle only Needs Quarries or better Only 20 factions +27t

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

Tysyatskies

feudal levy, factional

Who
Kievan Rus, Novgorod
Provinces

Poland & the Baltics: Austrland (Turku)

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

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

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • Hardy

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

  • Command

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

  • Formed charge

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

  • Cantabrian circle

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

  • Knight

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

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

Stats

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

Where & when to recruit

Always needs: Russia regions or Kievan Rus regions

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

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

Mercenary Granadine Crossbow Cavalry

feudal levy, regional

Who
Abbasids, Egypt, Great Seljuks, Mongols, Moors, Sultanate of Rum, Zengids
Provinces

France: Languedoc (Toulouse)

Iberia: Algarve (Šilb), Aragon (Zaragoza), Balearic Islands (Medina Mayurqa), Beira (Coimbra), Castile-LaMancha (Toledo), Castilla La Vieja (Burgos), Cathalaunia (Barxiluna), Central Andalusia (Qurtubah), Eastern Andalusia (Garnāta), Extremadura (Batalyaws), Galicia (Santiago de Compostela), León y Asturias (León), Murcia (Mursiyah), Navarre (Pamplona), Salamanca, Tajo (Al-Ušbuna), Valencia (Balansiyya), Western Andalusia (Išbīliyyah)

Quality: Average. Type: Local (lacks formal military training, typically low discipline and less morale). The crossbow is a favourite weapon of the men of Granada, being both easy to use, and effective against the armour of their Christian foes. These units combine it with the Eastern tradition of mobile warfare. Their mobility allows them to stay out of trouble while they reload.

Abilities

  • Area attack

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

  • Cantabrian circle

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

  • 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
28 · riding Fast Pony
Missile
Cav Light Crossbow Bolt: attack 7, range 100, 30 ammo
Melee
attack 4, charge 6 (sword)
Defence
armour 7, skill 3, shield 0
Morale
5 · Normal discipline · Untrained
Cost
1330 florins, 500 upkeep, 3 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
+4 fatigue in hot climates

Where & when to recruit

Always needs: Without South Italy Building Islam ≥ 25% in region Aragon regions or Spain regions or Portugal regions or Andalusian

Building New Crossbow Mechanics Developed~turn 211
Alcazar Alcazar Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions Only 6 factions 125t
Gardens of Alhambra Alcazar Needs Stonemasons or better Moors regions Andalusian Unique1 regions 220t
Alcazar of Alhambra Alcazar Needs Stonemasons or better Moors regions Andalusian Unique1 regions 220t★1
Alcazar of Toledo Alcazar Needs Stonemasons or better Spain regions Unique1 regions 220t★1
Palacio de la Aljafería Alcazar Needs Stonemasons or better Aragon regions Capital 220t★1
Alcazar of Lisbon Alcazar Needs Stonemasons or better Portugal regions Unique1 regions 220t★1

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

Levy Spearmen

peasant levies : factional

Who
Denmark, England, Norway, Scotland
Provinces

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

Scandinavia: Borgarthingslog (Ánslo), Gulathingslog (Bergvin), Gutland (Visby), Gøtland (Skara), Iutland (Ribe), Sialand (Roskilde), Skane (Lund), Smaland (Kalmar), Swerike (Sigtuna)

Poland & the Baltics: Austrland (Turku)

France: Normandie (Rouen)

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

Abilities

  • Braced spear

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

  • Free upkeep

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

  • Peasant

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

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

Stats

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

Where & when to recruit

Building From start Thomas Becket~turn 73 Magna Carta~turn 163 Die Kogge~turn 325 Coat of Plates~turn 341 The Wars of Scottish Independence~turn 401
Town Watch Barracks · city only Catholic ≥ 25% in region England regions Only England · 19t 19t 19t · ·
Town Guard Barracks · city only Catholic ≥ 25% in region England regions Only England · 28t 28t 28t · ·
City Watch Barracks · city only Catholic ≥ 25% in region England regions Only England · 37t 37t 37t · ·
Militia Drill Square Barracks · city only Catholic ≥ 25% in region England regions Only England · 36t★1 36t★1 36t★1 · ·
Militia Barracks Barracks · city only Needs Quarries or better Catholic ≥ 25% in region England regions Only England · 36t★2 36t★2 36t★2 · ·
Army Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 25% in region England regions Only England · 35t★3 35t★3 35t★3 · ·
Royal Barracks Barracks · city only Needs Stonemasons or better Catholic ≥ 25% in region England regions Only England · 35t★3 35t★3 35t★3 · ·
Mustering Hall Barracks · castle only Scotland regions Only Scotland 214t 214t 214t 214t 214t ·
Mustering Hall Barracks · castle only England regions Only England · 220t 28t 28t 28t 28t
Mustering Hall Barracks · castle only Catholic ≥ 25% in region Norway regions or Denmark regions Only Denmark, Norway 111t 111t 111t · · ·
Garrison Quarters Barracks · castle only Scotland regions Only Scotland 311t 311t 311t 311t 311t ·
Garrison Quarters Barracks · castle only England regions Only England · 214t 27t 27t 27t 27t
Garrison Quarters Barracks · castle only Catholic ≥ 25% in region Norway regions or Denmark regions Only Denmark, Norway 211t 211t 211t · · ·
Drill Square Barracks · castle only Scotland regions Only Scotland 48t 48t 48t 48t 48t ·
Drill Square Barracks · castle only England regions Only England · 211t 26t 26t 26t 26t
Barracks Barracks · castle only Scotland regions Only Scotland 46t 46t 46t 46t 46t ·
Barracks Barracks · castle only England regions Only England · 39t 36t 36t 36t 36t
Armoury Barracks · castle only Scotland regions Only Scotland 45t 45t 45t 45t 45t ·
Armoury Barracks · castle only England regions Only England · 39t★1 36t★1 36t★1 36t★1 36t★1

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

Såksen

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

Who
All factions
Provinces

Balkans: Felföld (Eger), Pannónia (Székesfehérvár), Transylvania (Gyulafehérvár)

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

Abilities

  • Braced spear

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

  • Free upkeep

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

  • Mercenary

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

  • Mercenary disband

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

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

Stats

Men
56
Melee
attack 3, charge 3 (spear)
Defence
armour 2, skill 2, shield 3
Morale
6 · Normal discipline · Untrained
Cost
387 florins, 387 upkeep, 1 turn to train
Mount effect
+4 vs Horse, +4 vs Camel
Terrain
+1 in scrub, -1 in sand, +2 in forest, +1 in snow

Where & when to recruit

Always needs: Hungary regions

Building From start Saxons arrive~turn 31 Notre Dame~turn 53 Ostsiedlung~turn 111 Golden Bull~turn 193 Diploma Andreanum~turn 193 Mongols Invade Zalesye~turn 237
Opencast Pits Mines Needs Logging Camps or better Region has Silver or Region has Gold or Region has Iron Not in Serbia regions Not in Venice regions Not in Tartar steppe · 233t 233t 225t 225t 225t 225t
Opencast Pits Mines Needs Logging Camps or better Region has Silver or Region has Gold or Region has Iron Not in Serbia regions Not in Venice regions Not in Tartar steppe Only 4 factions +100t +100t +100t +100t +100t +100t +100t
Opencast Mines Mines Needs Carpenters' Workshops or better Region has Silver or Region has Gold or Region has Iron Not in Serbia regions Not in Venice regions Not in Tartar steppe · 233t 233t 225t 225t 225t 225t
Opencast Mines Mines Needs Carpenters' Workshops or better Region has Silver or Region has Gold or Region has Iron Not in Serbia regions Not in Venice regions Not in Tartar steppe Only 4 factions +50t +50t +50t +50t +50t +50t +50t
Shaft Mines Mines Needs Quarries or better Needs Water Mills or better Region has Silver or Region has Gold or Region has Iron Not in Serbia regions Not in Venice regions Not in Tartar steppe · 233t 233t 225t 225t 220t 220t
Shaft Mines Mines Needs Quarries or better Needs Water Mills or better Region has Silver or Region has Gold or Region has Iron Not in Serbia regions Not in Venice regions Not in Tartar steppe Only 4 factions +33t +33t +33t +33t +33t +33t +33t
Deep Mines Mines Needs Stonemasons or better Needs Water Mills or better Region has Silver or Region has Gold or Region has Iron Not in Serbia regions Not in Venice regions Not in Tartar steppe · 233t 233t 225t 225t 220t 220t
Deep Mines Mines Needs Stonemasons or better Needs Water Mills or better Region has Silver or Region has Gold or Region has Iron Not in Serbia regions Not in Venice regions Not in Tartar steppe Only 4 factions +25t +25t +25t +25t +25t +25t +25t
Mining Complex Mines Needs Stonemasons or better Needs Water Mills or better Region has Silver or Region has Gold or Region has Iron Teutonic Knights Chapter House regions Only 4 factions +20t +20t +20t +20t +20t +20t +20t
Mining Complex Mines Needs Stonemasons or better Needs Water Mills or better Region has Silver or Region has Gold or Region has Iron Not in Serbia regions Not in Venice regions Not in Tartar steppe · 233t 233t 225t 225t 220t 220t
Wood Tower Vár · city only Without Palazzo Building After Hungarian Nobility Without Palazzo Building Hungary regions or Serbia regions Not in Serbia regions Not in Venice regions Not in Tartar steppe Only 16 factions · · · +50t +50t +50t +50t
Stronghold Vár · city only Without Palazzo Building After Hungarian Nobility Without Palazzo Building Hungary regions or Serbia regions Not in Serbia regions Not in Venice regions Not in Tartar steppe Only 16 factions · · · +33t +33t +33t +33t
Fortified House Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions Not in Serbia regions Not in Venice regions Not in Tartar steppe Only 16 factions · · · · · · +33t
Stone Tower Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions Not in Serbia regions Not in Venice regions Not in Tartar steppe Only 16 factions · · · · · · +25t
Knightly Castle Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions Not in Serbia regions Not in Venice regions Not in Tartar steppe Only 16 factions · · · · · · +25t
Baronial Castle Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions Not in Serbia regions Not in Venice regions Not in Tartar steppe Only 16 factions · · · · · · +25t
Royal Castle Vár · city only Without Palazzo Building Without Palazzo Building Hungary regions or Serbia regions Not in Serbia regions Not in Venice regions Not in Tartar steppe Only 16 factions · · · · · · +25t

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

Halberd Militia

urban militia, standard

Who
Kievan Rus, Lithuania, Novgorod, Papal States, Sicily
Provinces

Poland & the Baltics: Austrland (Turku), Lietuva (Kernavé)

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

Italy: Veneto (Venèzsia), Western Tuscany (Pisa)

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

Abilities

  • Pike phalanx

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

  • Armour piercing

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

  • Braced spear

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Building From start Ostsiedlung~turn 111 A New Era Begins~turn 337 Andrey Rublyov~turn 443 Matchlock Developed~turn 597
Drill Square Barracks · castle only Orthodox ≥ 25% in region Kievan Rus regions or Russia regions Only Kievan Rus, Novgorod · · · 233t★1 233t★1
Barracks Barracks · castle only Orthodox ≥ 25% in region Kievan Rus regions or Russia regions Only Kievan Rus, Novgorod · · · 325t★1 325t★1
Armoury Barracks · castle only Orthodox ≥ 25% in region Kievan Rus regions or Russia regions Only Kievan Rus, Novgorod · · · 220t★3 220t★3
Basilica di San Marco St. Mark's Basilica · city only Catholic ≥ 50% in region Venice regions Capital After Faction Turn Catholic or After Faction Turn Orthodox Only Papal States, Sicily +7t +7t +7t +7t +7t
Chiesa di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Capital Only Papal States, Sicily +20t +20t +20t +20t +20t
Chiesa e Battistero Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Capital Only Papal States, Sicily +10t +10t +10t +10t +10t
Chiesa, Battistero e Campanile Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Capital Only Papal States, Sicily +7t +7t +7t +7t +7t
Gedimino Hill Vilnius Lithuania regions Capital Only Lithuania · · · · +20t
Lizdeika Pilis Vilnius Lithuania regions Capital Only Lithuania · · · · +14t
Gedimino Tower Vilnius Lithuania regions Capital Only Lithuania · · · · +11t
Gedimino Pilis Vilnius Lithuania regions Capital Only Lithuania · · · · +9t

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

Ahdath Spear Militia

urban militia, factional

Who
Abbasids, Egypt, Great Seljuks, Mongols, Moors, Sultanate of Rum, Zengids
Provinces

France: Languedoc (Toulouse)

Iberia: Algarve (Šilb), Aragon (Zaragoza), Balearic Islands (Medina Mayurqa), Beira (Coimbra), Castile-LaMancha (Toledo), Castilla La Vieja (Burgos), Cathalaunia (Barxiluna), Central Andalusia (Qurtubah), Eastern Andalusia (Garnāta), Extremadura (Batalyaws), Galicia (Santiago de Compostela), León y Asturias (León), Murcia (Mursiyah), Navarre (Pamplona), Salamanca, Tajo (Al-Ušbuna), Valencia (Balansiyya), Western Andalusia (Išbīliyyah)

URBAN MILITIA/ MORALE 5/ NORMAL DISCIPLINE/ TRAINED/ FREE UPKEEP UNIT Ahdath Militias are richer townsfolk who have been levied into militia to guard their settlements. Better trained and equipped than most militias, these troops are armed with a spear and protected by mail. These are townsfolk who can look after themselves on any battlefield, useful for bolstering armies, with good defence against cavalry.

Abilities

  • Braced spear

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Always needs: Without South Italy Building Not in Berber

Building From start
Walls of Alcazar Alcazar Needs Carpenters' Workshops or better Aragon regions or Spain regions or Portugal regions or Moors regions Only 6 factions +20t
Alcazar Alcazar Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions Islam ≥ 25% in region Only 6 factions 120t
Gardens of Alhambra Alcazar Needs Stonemasons or better Moors regions Andalusian Unique1 regions Islam ≥ 25% in region 211t
Alcazar of Alhambra Alcazar Needs Stonemasons or better Moors regions Andalusian Unique1 regions Islam ≥ 25% in region 211t★1
Alcazar of Toledo Alcazar Needs Stonemasons or better Spain regions Unique1 regions Islam ≥ 25% in region 211t★1
Palacio de la Aljafería Alcazar Needs Stonemasons or better Aragon regions Capital Islam ≥ 25% in region 211t★1
Alcazar of Lisbon Alcazar Needs Stonemasons or better Portugal regions Unique1 regions Islam ≥ 25% in region 211t★1

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

Urban Spear Militia

urban militia, factional

Who
Papal States, Pisa, Sicily, Venice
Provinces

Italy: Veneto (Venèzsia), Western Tuscany (Pisa)

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

Abilities

  • Braced spear

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Always needs: Capital

Building From start
Basilica di San Marco St. Mark's Basilica · city only Catholic ≥ 50% in region Venice regions After Faction Turn Catholic or After Faction Turn Orthodox Only Venice +7t
Chiesa di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Only Pisa +20t
Chiesa e Battistero Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions +10t
Chiesa, Battistero e Campanile Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions +7t
Duomo di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +10t
Duomo e Battistero Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +7t
Duomo, Battistero e Campanile Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +7t
Campo dei Miracoli Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +7t

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

Rus Senior Militia

urban militia, factional

Who
Kievan Rus, Novgorod
Provinces

Poland & the Baltics: Austrland (Turku)

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

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

Abilities

  • Schiltrom

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

  • Braced spear

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

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

Building From start
City Watch Barracks · city only 114t
Militia Drill Square Barracks · city only 214t
Militia Barracks Barracks · city only Needs Quarries or better 214t★1
Army Barracks Barracks · city only Needs Stonemasons or better 314t★2
Royal Barracks Barracks · city only Needs Stonemasons or better Only Novgorod 314t★3
Barracks Barracks · castle only 28t★1
Armoury Barracks · castle only 37t★3

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

Pavise Spear Militia

urban militia, factional

Who
Papal States, Pisa, Sicily, Venice
Provinces

Italy: Veneto (Venèzsia), Western Tuscany (Pisa)

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

Abilities

  • Schiltrom

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

  • Braced spear

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Always needs: Capital

Building From start
Basilica di San Marco St. Mark's Basilica · city only Catholic ≥ 50% in region Venice regions After Faction Turn Catholic or After Faction Turn Orthodox +7t
Chiesa di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions +20t
Chiesa e Battistero Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions +10t
Chiesa, Battistero e Campanile Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions +7t
Duomo di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +10t
Duomo e Battistero Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +7t
Duomo, Battistero e Campanile Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +7t
Campo dei Miracoli Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +7t

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

Slav Levies

peasant levies, AOR unit

Who
All factions
Provinces

Poland & the Baltics: Austrland (Turku), Malopolska (Kraków), Masovia (Płock), Pomerania (Stetin), Pomerania Gedanensis (Gdańsk), Silesia (Wrezław), Wielkopolska (Poznań)

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

Germany: Bayern (Regensburg), Bohemia (Praha), Brannenborg (Brennaburg), Holstein-Mecklenburg (Liubice), Kärnten (Freiberg), Moravia (Olomóc), Ostfalen (Magideberc), Ostfranken (Nuorenberc), Ostmark (Wien)

Balkans: Albania (Dyrrachion), Bosnia (Vrhbosna), Croatia (Zagreb), Dalmatia (Zara), Dioclea (Skadar), Felföld (Eger), Lower Serbia (Belograd), Northern Bulgaria (Tarnovgrad), Ragusa, Southern Bulgaria (Triadica), Transylvania (Gyulafehérvár), Upper Serbia (Ras)

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

Abilities

  • Braced spear

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

  • Peasant

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Building From start Ostsiedlung~turn 111 Pronoia~turn 181 Golden Bull~turn 193 Saint Sava~turn 205 Handgun Developed~turn 461
Town Watch Barracks · city only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t 214t 214t ·
Town Watch Barracks · city only Slavic Only Hungary +25t +25t +25t · · ·
Town Watch Barracks · city only Slavic Serbia regions Only Serbia +25t +25t +25t +25t · ·
Town Watch Barracks · city only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · · · ·
Town Watch Barracks · city only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · · · ·
Town Guard Barracks · city only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t 214t 214t ·
Town Guard Barracks · city only Slavic Only Hungary +25t +25t +25t · · ·
Town Guard Barracks · city only Slavic Serbia regions Only Serbia +25t +25t +25t +25t · ·
Town Guard Barracks · city only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · · · ·
Town Guard Barracks · city only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · · · ·
City Watch Barracks · city only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t 214t 214t ·
City Watch Barracks · city only Slavic Only Hungary +25t +25t +25t · · ·
City Watch Barracks · city only Slavic Serbia regions Only Serbia +25t +25t +25t +25t · ·
City Watch Barracks · city only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · · · ·
City Watch Barracks · city only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · · · ·
Militia Drill Square Barracks · city only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t 214t 214t ·
Militia Drill Square Barracks · city only Slavic Only Hungary +25t +25t +25t · · ·
Militia Drill Square Barracks · city only Slavic Serbia regions Only Serbia +25t +25t +25t +25t · ·
Militia Drill Square Barracks · city only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · · · ·
Militia Drill Square Barracks · city only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · · · ·
Militia Barracks Barracks · city only Needs Quarries or better Slavic or Russia regions or Kievan Rus regions 214t 214t 214t 214t 214t ·
Militia Barracks Barracks · city only Needs Quarries or better Slavic Only Hungary +25t +25t +25t · · ·
Militia Barracks Barracks · city only Needs Quarries or better Slavic Serbia regions Only Serbia +25t +25t +25t +25t · ·
Militia Barracks Barracks · city only Needs Quarries or better Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · · · ·
Militia Barracks Barracks · city only Needs Quarries or better Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · · · ·
Army Barracks Barracks · city only Needs Stonemasons or better Slavic or Russia regions or Kievan Rus regions Only 29 factions 214t 214t 214t 214t 214t ·
Army Barracks Barracks · city only Needs Stonemasons or better Slavic Only Hungary +25t +25t +25t · · ·
Army Barracks Barracks · city only Needs Stonemasons or better Slavic Serbia regions Only Serbia +25t +25t +25t +25t · ·
Army Barracks Barracks · city only Needs Stonemasons or better Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions Only 29 factions 220t · · · · ·
Army Barracks Barracks · city only Needs Stonemasons or better Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions Only 29 factions 220t 220t · · · ·
Royal Barracks Barracks · city only Needs Stonemasons or better Slavic or Russia regions or Kievan Rus regions Only 20 factions 214t 214t 214t 214t 214t ·
Royal Barracks Barracks · city only Needs Stonemasons or better Slavic Only Hungary +25t +25t +25t · · ·
Royal Barracks Barracks · city only Needs Stonemasons or better Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions Only 20 factions 220t · · · · ·
Royal Barracks Barracks · city only Needs Stonemasons or better Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions Only 20 factions 220t 220t · · · ·
Mustering Hall Barracks · castle only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t 214t 214t ·
Mustering Hall Barracks · castle only Slavic Only Kievan Rus, Novgorod +25t +25t +25t +25t +25t +25t
Mustering Hall Barracks · castle only Slavic Only Hungary +25t +25t +25t +25t +25t +25t
Mustering Hall Barracks · castle only Slavic Serbia regions Only Serbia +25t +25t +25t +25t · ·
Mustering Hall Barracks · castle only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · · · ·
Mustering Hall Barracks · castle only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · · · ·
Garrison Quarters Barracks · castle only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t 214t 214t ·
Garrison Quarters Barracks · castle only Slavic Only Kievan Rus, Novgorod +25t +25t +25t +25t +25t +25t
Garrison Quarters Barracks · castle only Slavic Only Hungary +25t +25t +25t +25t +25t +25t
Garrison Quarters Barracks · castle only Slavic Serbia regions Only Serbia +25t +25t +25t +25t · ·
Garrison Quarters Barracks · castle only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · · · ·
Garrison Quarters Barracks · castle only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · · · ·
Drill Square Barracks · castle only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t 214t 214t ·
Drill Square Barracks · castle only Slavic Only Kievan Rus, Novgorod +25t +25t +25t +25t +25t +25t
Drill Square Barracks · castle only Slavic Only Hungary +25t +25t +25t +25t +25t +25t
Drill Square Barracks · castle only Slavic Serbia regions Only Serbia +25t +25t +25t +25t · ·
Drill Square Barracks · castle only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · · · ·
Drill Square Barracks · castle only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · · · ·
Barracks Barracks · castle only Slavic or Russia regions or Kievan Rus regions 214t 214t 214t 214t 214t ·
Barracks Barracks · castle only Slavic Only Kievan Rus, Novgorod +25t +25t +25t +25t +25t +25t
Barracks Barracks · castle only Slavic Only Hungary +25t +25t +25t +25t +25t +25t
Barracks Barracks · castle only Slavic Serbia regions Only Serbia +25t +25t +25t +25t · ·
Barracks Barracks · castle only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions 220t · · · · ·
Barracks Barracks · castle only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions 220t 220t · · · ·
Armoury Barracks · castle only Slavic or Russia regions or Kievan Rus regions Only 29 factions 214t 214t 214t 214t 214t ·
Armoury Barracks · castle only Slavic Only Kievan Rus, Novgorod +25t +25t +25t +25t +25t +25t
Armoury Barracks · castle only Slavic Only Hungary +25t +25t +25t +25t +25t +25t
Armoury Barracks · castle only Slavic Serbia regions Only Serbia +25t +25t +25t +25t · ·
Armoury Barracks · castle only Not in Tartar steppe Slavic Not in Serbia regions Not in Byzantium regions Hre regions or Hungary regions or Poland regions Only 29 factions 220t · · · · ·
Armoury Barracks · castle only Not in Tartar steppe Slavic Not in Hre regions Not in Hungary regions Not in Poland regions Serbia regions or Byzantium regions Only 29 factions 220t 220t · · · ·

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

Landevaernmenn

AOR Unit, Militia

Who
Denmark, Norway
Provinces

Scandinavia: Borgarthingslog (Ánslo), Gulathingslog (Bergvin), Gutland (Visby), Gøtland (Skara), Iutland (Ribe), Sialand (Roskilde), Skane (Lund), Smaland (Kalmar), Swerike (Sigtuna)

Poland & the Baltics: Austrland (Turku)

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

Where & when to recruit

Always needs: Denmark regions or Norway regions

Building From start
Town Watch Barracks · city only 28t
Town Guard Barracks · city only 28t
City Watch Barracks · city only 28t
Militia Drill Square Barracks · city only 28t
Militia Barracks Barracks · city only Needs Quarries or better 28t
Army Barracks Barracks · city only Needs Stonemasons or better 28t
Royal Barracks Barracks · city only Needs Stonemasons or better 28t
Mustering Hall Barracks · castle only 28t
Garrison Quarters Barracks · castle only 28t
Drill Square Barracks · castle only 28t
Barracks Barracks · castle only 28t
Armoury Barracks · castle only 28t

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

Mutatawwi'a Warriors

Religious Fanatics

Who
Abbasids, Egypt, Great Seljuks, Moors, Sultanate of Rum, Zengids
Provinces

Mesopotamia: Sauad al-Irak (Baghdad)

Levant: Jerusalem

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

Where & when to recruit

Always needs: Capital Islam ≥ 70% in region

Building From start
Bayt al-Hikma Education · city only Needs Stonemasons or better Needs Jama (for Muslim factions) or better Abbasid regions Turks regions 312t
Kubbat as-Sakhra Holy Place · city only After Faction Turn Islam Levant (Jerusalem) 212t
Glorious Kubbat as-Sakhra Holy Place · city only After Faction Turn Islam Levant (Jerusalem) 312t

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

Welsh Spearmen

AOR unit ( cymry)

Who
All factions
Provinces

British Isles: Mercia (Lincoln), Northumbria (York), Wales (Kaerenarvon)

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

Where & when to recruit

Always needs: Welsh

Building From start
Town Watch Barracks · city only 225t
Town Guard Barracks · city only 225t
City Watch Barracks · city only 225t
Militia Drill Square Barracks · city only 225t
Militia Barracks Barracks · city only Needs Quarries or better 225t
Army Barracks Barracks · city only Needs Stonemasons or better Only 29 factions 225t
Royal Barracks Barracks · city only Needs Stonemasons or better Only 20 factions 225t
Mustering Hall Barracks · castle only 225t
Garrison Quarters Barracks · castle only 225t
Drill Square Barracks · castle only 225t
Barracks Barracks · castle only 225t
Armoury Barracks · castle only Only 29 factions 225t

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

Norman Serjeants

AOR unit

Who
All factions
Provinces

British Isles: East Anglia (Norwich), Essex (London), Mercia (Lincoln), Northumbria (York), Wales (Kaerenarvon), Wessex (Bristol)

Germany: Brabant (Loven), Flandre (Gand), Friesland (Utrecht)

France: Anjou (Angers), Aquitaine (Bordeaux), Auvergne (Clermont), Bourgogne (Dijon), Bretagne (Roazhon), Champagne du Nord (Rheims), Champagne du Sud (Troyes), Dauphiné (Lyon), Languedoc (Toulouse), Normandie (Rouen), Orleanáis (Orléans), Poitou (Poitiers), Provence (Arles), Île-de-France (Paris)

Italy: Apulia (Bari), Calabria (Regium), Campania (Napoli), Trinacria (Balermus)

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

Abilities

  • Shield wall

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

  • Braced spear

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

  • Hardy

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

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

Stats

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

Where & when to recruit

Building From start Notre Dame~turn 53 Thomas Becket~turn 73 Heavy Mail~turn 141 Magna Carta~turn 163 The Fourth Lateran Council~turn 169 Concentric Castles~turn 277 Coat of Plates~turn 341
Town Watch Barracks · city only Flemish 220t 220t 220t · · · · ·
Town Watch Barracks · city only France regions England regions 220t 220t 220t · · · · ·
Town Guard Barracks · city only Flemish 220t 220t 220t · · · · ·
Town Guard Barracks · city only France regions England regions 220t 220t 220t · · · · ·
City Watch Barracks · city only Flemish 220t 220t 220t · · · · ·
City Watch Barracks · city only France regions England regions 220t 220t 220t · · · · ·
Militia Drill Square Barracks · city only Flemish 220t 220t 220t · · · · ·
Militia Drill Square Barracks · city only France regions England regions 220t 220t 220t · · · · ·
Militia Barracks Barracks · city only Needs Quarries or better Flemish 220t 220t 220t · · · · ·
Militia Barracks Barracks · city only Needs Quarries or better France regions England regions 220t 220t 220t · · · · ·
Army Barracks Barracks · city only Needs Stonemasons or better Flemish Only 29 factions 220t 220t 220t · · · · ·
Army Barracks Barracks · city only Needs Stonemasons or better France regions England regions Only 29 factions 220t 220t 220t · · · · ·
Royal Barracks Barracks · city only Needs Stonemasons or better Flemish Only 20 factions 220t 220t 220t · · · · ·
Royal Barracks Barracks · city only Needs Stonemasons or better France regions England regions Only 20 factions 220t 220t 220t · · · · ·
Mustering Hall Barracks · castle only Flemish 220t 220t 220t · · · · ·
Mustering Hall Barracks · castle only France regions England regions 220t 220t 220t · · · · ·
Mustering Hall Barracks · castle only Flemish Only England +50t +50t +50t · · · · ·
Mustering Hall Barracks · castle only France regions England regions Only England +50t +50t +50t · · · · ·
Mustering Hall Barracks · castle only England regions Not in France regions Only England 214t 214t 220t 220t 233t 233t 233t ·
Mustering Hall Barracks · castle only France regions Not in England regions Not in Flemish Only England 214t 214t · · · · · ·
Mustering Hall Barracks · castle only England regions Not in France regions Not in Flemish Only England · · 220t 220t 233t 233t 233t ·
Garrison Quarters Barracks · castle only Flemish 220t 220t 220t · · · · ·
Garrison Quarters Barracks · castle only France regions England regions 220t 220t 220t · · · · ·
Garrison Quarters Barracks · castle only Flemish Only England +50t +50t +50t · · · · ·
Garrison Quarters Barracks · castle only France regions England regions Only England +50t +50t +50t · · · · ·
Garrison Quarters Barracks · castle only England regions Not in France regions Only England 214t 214t 220t 220t 233t 233t 233t ·
Garrison Quarters Barracks · castle only France regions Not in England regions Not in Flemish Only England 214t 214t · · · · · ·
Garrison Quarters Barracks · castle only England regions Not in France regions Not in Flemish Only England · · 220t 220t 233t 233t 233t ·
Drill Square Barracks · castle only Flemish 220t 220t 220t · · · · ·
Drill Square Barracks · castle only France regions England regions 220t 220t 220t · · · · ·
Drill Square Barracks · castle only Flemish Only England +50t +50t +50t · · · · ·
Drill Square Barracks · castle only France regions England regions Only England +50t +50t +50t · · · · ·
Drill Square Barracks · castle only England regions Not in France regions Only England 214t 214t 220t 220t 233t 233t 233t ·
Drill Square Barracks · castle only France regions Not in England regions Not in Flemish Only England 214t 214t · · · · · ·
Drill Square Barracks · castle only England regions Not in France regions Not in Flemish Only England · · 220t 220t 233t 233t 233t ·
Barracks Barracks · castle only Flemish 220t 220t 220t · · · · ·
Barracks Barracks · castle only France regions England regions 220t 220t 220t · · · · ·
Barracks Barracks · castle only Flemish Only England +50t +50t +50t · · · · ·
Barracks Barracks · castle only France regions England regions Only England +50t +50t +50t · · · · ·
Barracks Barracks · castle only England regions Not in France regions Only England 214t 214t 220t 220t 233t 233t 233t ·
Barracks Barracks · castle only France regions Not in England regions Not in Flemish Only England 214t 214t · · · · · ·
Barracks Barracks · castle only England regions Not in France regions Not in Flemish Only England · · 220t 220t 233t 233t 233t ·
Armoury Barracks · castle only Flemish Only 29 factions 220t 220t 220t · · · · ·
Armoury Barracks · castle only Flemish Only England +50t +50t +50t · · · · ·
Armoury Barracks · castle only France regions England regions Only 29 factions 220t 220t 220t · · · · ·
Armoury Barracks · castle only France regions England regions Only England +50t +50t +50t · · · · ·
Armoury Barracks · castle only England regions Not in France regions Only England 214t 214t 220t 220t 233t 233t 233t ·
Armoury Barracks · castle only France regions Not in England regions Not in Flemish Only England 214t 214t · · · · · ·
Armoury Barracks · castle only England regions Not in France regions Not in Flemish Only England · · 220t 220t 233t 233t 233t ·
Norman Stronghold Castelli Normanni Without Alcazar Building Sicily regions After Faction Turn Catholic Without Alcazar Building Only 6 factions 214t 214t 214t 214t 225t 225t · ·
Castìdde du Monte Castelli Normanni Sicily regions Unique1 regions Only 6 factions 39t 39t 39t 39t 317t 317t 317t ·
Castel Castelli Normanni Without Alcazar Building Sicily regions After Faction Turn Catholic Without Alcazar Building Only 6 factions · · · · · · 317t ·
Palazzo dei Normanni Castelli Normanni Sicily regions Capital After Faction Turn Catholic Only 6 factions 39t★1 39t★1 39t★1 39t★1 317t★1 317t★1 317t★1 ·
Maschio Angioino Castelli Normanni Without Alcazar Building Sicily regions Unique2 regions After Faction Turn Catholic Only 7 factions · · · · · 317t★1 317t★1 ·
Mont Saint Miché Chapel Mont Saint Miché · city only France regions England regions After Faction Turn Catholic Catholic ≥ 25% in region Only 16 factions +20t +20t +20t +20t +20t +20t +20t +20t
Walls of Mont Saint Miché Abbey Mont Saint Miché · city only France regions England regions After Faction Turn Catholic Needs Quarries or better Catholic ≥ 25% in region Only 16 factions · +20t +20t +20t +20t +20t +20t +20t
Nave of Mont Saint Miché Abbey Mont Saint Miché · city only France regions England regions After Faction Turn Catholic Needs Quarries or better Catholic ≥ 25% in region Only 16 factions · +20t +20t +20t +20t +20t +20t +20t
Mont Saint Miché Abbey Mont Saint Miché · city only France regions England regions After Faction Turn Catholic Needs Stonemasons or better Catholic ≥ 25% in region Only 16 factions · +20t +20t +20t +20t +20t +20t +20t

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

Also recruitable in some campaigns, depending on the order events happen: Castel, Maschio Angioino.

Pikemen

free professional, standard

Who
Papal States, Pisa, Sicily, Venice
Provinces

Italy: Veneto (Venèzsia), Western Tuscany (Pisa)

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

Abilities

  • Pike phalanx

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

  • Long spear

    Bonus when fighting cavalry, penalty against infantry.

  • Long pike

    Very long pikes, used in phalanx formation.

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

Stats

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

Where & when to recruit

Always needs: Capital

Building From start
Basilica di San Marco St. Mark's Basilica · city only Catholic ≥ 50% in region Venice regions After Faction Turn Catholic or After Faction Turn Orthodox Only Venice +7t
Chiesa di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Only Pisa +20t
Chiesa e Battistero Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions +10t
Chiesa, Battistero e Campanile Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions +7t
Duomo di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +10t
Duomo e Battistero Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +7t
Duomo, Battistero e Campanile Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +7t
Campo dei Miracoli Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +7t

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

Berber Lamtuna Spearmen

AOR Unit, tribal unit

Who
All factions
Provinces

Maghreb: Al-Maghrib al-Adna (Tarābulus), Ganūb Maġreb al-Aksa (Murrākus), Maġreb al-Ausat (Al-Jazā’er), Northern Ifriqiya (Tūnis), Sahara (Sigilmāsa), Southern Ifriqiya (Al-Mahdiya), Tilimsān, Šemāl Maġreb al-Aksa (Fās)

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

Where & when to recruit

Always needs: Berber

Building From start
Garrison Quarters Barracks · castle only Only Moors +20t
Drill Square Barracks · castle only Only Moors +14t
Barracks Barracks · castle only Only Moors +11t
Armoury Barracks · castle only Only Moors +9t
Agadir Ksar 120t
Ksar Ksar 220t
Khettara Ksar 214t★1
Khettara System Ksar 310t★1
Walls of Alcazar Alcazar Without South Italy Building Needs Carpenters' Workshops or better Aragon regions or Spain regions or Portugal regions or Moors regions Only 9 factions +12t
Alcazar Alcazar Without South Italy Building Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions Only 6 factions 125t
Alcazar Alcazar Without South Italy Building Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions Only 9 factions +14t
Alcazar of Fes Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Unique2 regions Only 7 factions 27t
Alcazar of Tunis Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Unique1 regions Only 7 factions 27t

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

Order Sergeants

Religious Order

Who
Aragon, Denmark, England, France, Holy Roman Empire, Hungary, Kingdom of Jerusalem, Norway, Papal States, Pisa, Poland, Portugal, Scotland, Sicily, Spain, Venice
Provinces

British Isles: East Anglia (Norwich), Essex (London), Ireland (Duibhlinn), Mercia (Lincoln), Northumbria (York)

Scandinavia: Sialand (Roskilde)

Poland & the Baltics: Curonia (Riga), Masovia (Płock), Pomerania Gedanensis (Gdańsk), Prussia (Twangste), Silesia (Wrezław)

Germany: Bohemia (Praha), Brabant (Loven), Holstein-Mecklenburg (Liubice), Moravia (Olomóc), Niederlothrigen (Coellen), Nordfranken (Frankfurt), Oberlothringen (Trier), Ostfalen (Magideberc), Südfranken (Speyer), Westschwaben (Basel)

France: Anjou (Angers), Aquitaine (Bordeaux), Auvergne (Clermont), Bourgogne (Dijon), Champagne du Sud (Troyes), Dauphiné (Lyon), Languedoc (Toulouse), Normandie (Rouen), Poitou (Poitiers), Provence (Arles), Île-de-France (Paris)

Iberia: Algarve (Šilb), Aragon (Zaragoza), Beira (Coimbra), Castile-LaMancha (Toledo), Cathalaunia (Barxiluna), Extremadura (Batalyaws), Galicia (Santiago de Compostela), León y Asturias (León), Navarre (Pamplona), Salamanca, Tajo (Al-Ušbuna), Valencia (Balansiyya)

Italy: Apulia (Bari), Calabria (Regium), Campania (Napoli), Lazio (Roma), Liguria (Genova), Spoleto (Ancona), Trinacria (Balermus), Veneto (Venèzsia), Verona, Western Tuscany (Pisa)

Balkans: Croatia (Zagreb), Felföld (Eger), Hellas (Kórinthos), Kretē (Chándakas), Pannónia (Székesfehérvár), Transylvania (Gyulafehérvár)

Anatolia: Kýpros (Lefkosia)

Mesopotamia: Antioch, Diyar Mudar (Édessa)

Levant: Galilee (Acre), Jerusalem, Tripoli

RELIGIOUS ORDERS/ MORALE 10/ DISCIPLINED/ TRAINED. Order Sergeants were fighters on foot, whose social level was lower than that of the knightly nobility, therefore he was a bourgeois or a city or country dweller subject to the control of the man of the Order. As a man-at-arms he was equipped with lighter weapons and older than those of the brother Knights, but superior to those of the simple infantryman, he was also different from a squire due to the fact that he was not of noble origin destined to be educated to become a knight. He was a sergeant and could not rise higher. It is evident that this typology of man-at-arms was also present in other monastic orders, such as the Hospitallers and the Templars. They are distinguished on the battlefield by having black or brown clothing and surcoats with red or white crosses, unlike most knights who wear white surcoats (except for the Hospitallers). Order Sergeants are professional troops from different military orders ( Santiago, Hospitallers, Templars, Teutonic...) unable to become Knights. Armed with a spear and good armour and kite-shields, these heavy sergeants brethren are very effective against cavalry and no less belligerent on the battlefield than their knightly brothers.

Abilities

  • Shield wall

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

  • Hardy

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

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

Stats

Men
48
Melee
attack 7, charge 4 (sword)
Defence
armour 6, skill 4, shield 6
Morale
8 · Disciplined · Trained
Cost
1607 florins, 604 upkeep, 2 turns to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
-2 in sand, +2 in forest, -1 in snow
Heat
+7 fatigue in hot climates

Where & when to recruit

Always needs: After Faction Turn Catholic After Is The Ai or After Military Orders Buildings Allowed Templars Chapter House regions or St Johns Chapter House regions or Teutonic Knights Chapter House regions or Knights Of Santiago Chapter House regions After Order Recruitment Enabled

Building From start
Military Orders' Outposts Military Orders Levant (Jerusalem) Only Kingdom of Jerusalem 210t
Military Orders' Outposts Military Orders Not in Levant (Jerusalem) Only Kingdom of Jerusalem 214t
Military Orders' Outposts Military Orders Levant (Jerusalem) Only 15 factions 114t
Military Orders' Outposts Military Orders Not in Levant (Jerusalem) Only 15 factions 120t
Military Orders' Chapter Houses Military Orders Levant (Jerusalem) Only Kingdom of Jerusalem 310t
Military Orders' Chapter Houses Military Orders Not in Levant (Jerusalem) Only Kingdom of Jerusalem 314t
Military Orders' Chapter Houses Military Orders Levant (Jerusalem) Only 15 factions 214t
Military Orders' Chapter Houses Military Orders Not in Levant (Jerusalem) Only 15 factions 220t
Military Orders' Provincial Houses Military Orders Levant (Jerusalem) Only Kingdom of Jerusalem 310t★1
Military Orders' Provincial Houses Military Orders Not in Levant (Jerusalem) Only Kingdom of Jerusalem 314t★1
Military Orders' Provincial Houses Military Orders Levant (Jerusalem) Only 15 factions 214t★1
Military Orders' Provincial Houses Military Orders Not in Levant (Jerusalem) Only 15 factions 220t★1
Seat of the Great Masters Military Orders Levant (Jerusalem) Only Kingdom of Jerusalem 48t★1
Seat of the Great Masters Military Orders Not in Levant (Jerusalem) Only Kingdom of Jerusalem 410t★1
Seat of the Great Masters Military Orders Levant (Jerusalem) Only 15 factions 310t★1
Seat of the Great Masters Military Orders Not in Levant (Jerusalem) Only 15 factions 314t★1

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

Andalusian Spearmen

AOR unit

Who
All factions
Provinces

Iberia: Algarve (Šilb), Central Andalusia (Qurtubah), Eastern Andalusia (Garnāta), Extremadura (Batalyaws), Murcia (Mursiyah), Western Andalusia (Išbīliyyah)

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

Where & when to recruit

Always needs: Andalusian

Building From start
Town Watch Barracks · city only 214t
Town Guard Barracks · city only 214t
City Watch Barracks · city only 214t
Militia Drill Square Barracks · city only 214t
Militia Barracks Barracks · city only Needs Quarries or better 214t
Army Barracks Barracks · city only Needs Stonemasons or better Only 29 factions 214t
Royal Barracks Barracks · city only Needs Stonemasons or better Only 20 factions 214t
Mustering Hall Barracks · castle only 214t
Garrison Quarters Barracks · castle only 214t
Drill Square Barracks · castle only 214t
Drill Square Barracks · castle only Only 29 factions 18t
Barracks Barracks · castle only 214t
Barracks Barracks · castle only Only 29 factions 15t
Armoury Barracks · castle only Only 29 factions 214t
Armoury Barracks · castle only Only 28 factions 15t
Alcazar Alcazar Without South Italy Building Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions Only 9 factions 120t
Gardens of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Unique1 regions Only 10 factions 214t
Alcazar of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Unique1 regions Only 10 factions 214t★1

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

Sūdān Spearmen

mercenary unit

Who
All factions
Provinces

Maghreb: Al-Maghrib al-Adna (Tarābulus), Sahara (Sigilmāsa)

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

Where & when to recruit

Always needs: Desert North African

Building From start
Irrigated Oasis Oasis 211t
Extensively Irrigated Oasis Oasis 29t

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

Persian Spearmen

AOR units

Who
Abbasids, Aragon, Byzantium, Cumans, Denmark, Egypt, England, France, Georgia, Great Seljuks, Holy Roman Empire, Hungary, Kievan Rus, Kingdom of Jerusalem, Mongols, Moors, Norway, Novgorod, Pisa, Poland, Portugal, Scotland, Serbia, Sicily, Spain, Sultanate of Rum, Venice, Zengids
Provinces

Steppes: Kara Kum (Konjikala), Khwarezm (Gorganch), Merv

Caucasus: Armenia Minor (Malatya), Arminiya (Ani), Derbent (Bāb al-Abwāb), Egrisi (Kutatïssi), Kartli (T'pilisi), Shirvan (Baku)

Mesopotamia: Basra (Al-Basra), Diyar Bakr (Hisn Kayfa), Diyar Mudar (Édessa), Halab, Sauad al-Irak (Baghdad), Wasit (Al-Wasit), Ġarb al-Ġezīra (Ar-Raqqah), Šark al-Ġezīra (Al-Mawsil)

Levant: Aš-Šām (Dimašqu), Bahrain (Al-Ahsa)

Persia: Alborz (Alamūt), Carmania (Kerman), Dasht-e Kavir (Yazd), Esfahān, Fars (Shirāz), Khorasan (Nīshāpūr), Media (Hamadān), Ray, Āzarbayjan (Tabrīz)

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

Where & when to recruit

Building From start
Town Watch Barracks · city only Persian or Abbasid regions Only 25 factions 225t
Town Watch Barracks · city only Abbasid regions or Zengid regions or Turks regions or Georgian homeland Only Abbasids, Great Seljuks, Zengids 214t
Town Guard Barracks · city only Persian or Abbasid regions Only 25 factions 225t
Town Guard Barracks · city only Abbasid regions or Zengid regions or Turks regions or Georgian homeland Only Abbasids, Great Seljuks, Zengids 214t
City Watch Barracks · city only Persian or Abbasid regions Only 25 factions 225t
City Watch Barracks · city only Abbasid regions or Zengid regions or Turks regions or Georgian homeland Only Abbasids, Great Seljuks, Zengids 214t
Militia Drill Square Barracks · city only Persian or Abbasid regions Only 25 factions 225t
Militia Drill Square Barracks · city only Abbasid regions or Zengid regions or Turks regions or Georgian homeland Only Abbasids, Great Seljuks, Zengids 214t
Militia Barracks Barracks · city only Needs Quarries or better Persian or Abbasid regions Only 25 factions 225t
Militia Barracks Barracks · city only Needs Quarries or better Abbasid regions or Zengid regions or Turks regions or Georgian homeland Only Abbasids, Great Seljuks, Zengids 214t
Army Barracks Barracks · city only Needs Stonemasons or better Persian or Abbasid regions Only 24 factions 225t
Army Barracks Barracks · city only Needs Stonemasons or better Abbasid regions or Zengid regions or Turks regions or Georgian homeland Only Abbasids, Great Seljuks, Zengids 214t
Royal Barracks Barracks · city only Needs Stonemasons or better Persian or Abbasid regions Only 18 factions 225t
Royal Barracks Barracks · city only Needs Stonemasons or better Abbasid regions or Zengid regions or Turks regions or Georgian homeland Only Great Seljuks 214t
Mustering Hall Barracks · castle only Persian or Abbasid regions Only 25 factions 225t
Mustering Hall Barracks · castle only Abbasid regions or Zengid regions or Turks regions or Georgian homeland Only Abbasids, Great Seljuks, Zengids 214t
Mustering Hall Barracks · castle only Abbasid regions or Turks regions or Persian Only Abbasids, Great Seljuks, Zengids +50t
Garrison Quarters Barracks · castle only Persian or Abbasid regions Only 25 factions 225t
Garrison Quarters Barracks · castle only Abbasid regions or Zengid regions or Turks regions or Georgian homeland Only Abbasids, Great Seljuks, Zengids 214t
Garrison Quarters Barracks · castle only Abbasid regions or Turks regions or Persian Only Abbasids, Great Seljuks, Zengids +25t
Drill Square Barracks · castle only Persian or Abbasid regions Only 25 factions 225t
Drill Square Barracks · castle only Abbasid regions or Zengid regions or Turks regions or Georgian homeland Only Abbasids, Great Seljuks, Zengids 214t
Drill Square Barracks · castle only Abbasid regions or Turks regions or Persian Only Abbasids, Great Seljuks, Zengids +17t
Barracks Barracks · castle only Persian or Abbasid regions Only 25 factions 225t
Barracks Barracks · castle only Abbasid regions or Zengid regions or Turks regions or Georgian homeland Only Abbasids, Great Seljuks, Zengids 214t
Barracks Barracks · castle only Abbasid regions or Turks regions or Persian Only Abbasids, Great Seljuks, Zengids +12t
Armoury Barracks · castle only Persian or Abbasid regions Only 24 factions 225t
Armoury Barracks · castle only Abbasid regions or Zengid regions or Turks regions or Georgian homeland Only Abbasids, Great Seljuks, Zengids 214t
Armoury Barracks · castle only Abbasid regions or Turks regions or Persian Only Abbasids, Great Seljuks, Zengids +10t

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

Metsikhovne Spearmen

feudal levy

Who
Byzantium, Georgia, Kievan Rus, Novgorod, Serbia
Provinces

Caucasus: Arminiya (Ani), Derbent (Bāb al-Abwāb), Egrisi (Kutatïssi), Kartli (T'pilisi), Shirvan (Baku)

Professionals. Morale 10. Town (castle) watch. Units that guarded castles and town walls. Coming mostly from humble origin. There were spearmen and archer Metsikhovne units. On the battlefield, Metsikhovne infantry fought in close order formation and used their shields and spears to repel enemy attacks.

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.

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

Stats

Men
48
Melee
attack 4, charge 3 (spear)
Defence
armour 7, skill 6, shield 5
Morale
10 · Disciplined · Trained
Cost
1889 florins, 710 upkeep, 2 turns to train
Mount effect
+4 vs Horse, +4 vs Camel
Terrain
+1 in scrub, -2 in sand
Heat
+6 fatigue in hot climates

Where & when to recruit

Always needs: Georgian homeland

Building From start Golden Age~turn 105 Georgian Revival~turn 325 Last United Kingdom~turn 561
Garrison Quarters Barracks · castle only Orthodox ≥ 35% in region Only Georgia · 217t 28t★1 27t★1
Drill Square Barracks · castle only Orthodox ≥ 35% in region Only Georgia 214t 211t★1 37t★1 36t★1
Barracks Barracks · castle only Orthodox ≥ 35% in region Only Georgia 310t★1 38t★1 35t★1 35t★1
Armoury Barracks · castle only Orthodox ≥ 35% in region Only Georgia 48t★1 45t★1 45t★1 44t★1
Shuris Hill Narikala Capital Only Georgia · 214t 214t 214t
Shuris Hill Narikala Capital Only 4 factions 220t 220t 220t 220t
Shuris-Tsiche Narikala Capital Before Mongols Reach Caucasus Only Georgia · 211t 211t 211t
Shuris-Tsiche Narikala Capital Before Mongols Reach Caucasus Only 4 factions 220t 220t 220t 220t
Reinforced Shuris-Tsiche Narikala Capital Before Mongols Reach Caucasus Only Georgia · 39t 39t 39t
Reinforced Shuris-Tsiche Narikala Capital Before Mongols Reach Caucasus Only 4 factions 220t 220t 220t 220t
Narikala Narikala Capital After Mongols Reach Caucasus Only Georgia · 38t 38t 38t
Narikala Narikala Capital After Mongols Reach Caucasus Only 4 factions 220t 220t 220t 220t

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

Berber Guard

AOR Unit, tribal unit

Who
All factions
Provinces

Maghreb: Al-Maghrib al-Adna (Tarābulus), Ganūb Maġreb al-Aksa (Murrākus), Maġreb al-Ausat (Al-Jazā’er), Northern Ifriqiya (Tūnis), Sahara (Sigilmāsa), Southern Ifriqiya (Al-Mahdiya), Tilimsān, Šemāl Maġreb al-Aksa (Fās)

REGIONAL TROOPS/ MORALE 12 / DISCIPLINED/ TRAINED/IS PEASANT/ AOR UNIT The Berber Guard are the best of the Berber tribes of northern Africa. They use the traditional pike, which makes them slow but deadly to enemy horses. They will fight in close combat against their enemies, accustomed to the heat they have no rival in desert areas but their light armor will make them quite vulnerable to enemy arrows. A wise General will use this unit in front of archers or javelins to protect them.

Abilities

  • 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.

  • 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 4, charge 4 (spear)
Defence
armour 2, skill 3, shield 0
Morale
12 · Disciplined · Trained
Cost
1891 florins, 704 upkeep, 2 turns to train
Mount effect
+4 vs Horse, +4 vs Camel
Terrain
+3 in sand, +1 in forest, -2 in snow

Where & when to recruit

Always needs: Berber

Building From start Late era begins~turn 517
Mustering Hall Barracks · castle only Only Moors · +20t
Garrison Quarters Barracks · castle only Only Moors · +20t
Drill Square Barracks · castle only Only Moors · +14t
Barracks Barracks · castle only Only Moors · +11t
Armoury Barracks · castle only Only Moors · +9t
Khettara Ksar 111t 45t
Khettara System Ksar 211t 55t
Walls of Alcazar Alcazar Without South Italy Building Needs Carpenters' Workshops or better Aragon regions or Spain regions or Portugal regions or Moors regions Only 9 factions · +33t
Alcazar Alcazar Without South Italy Building Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions Only 6 factions 120t 120t
Alcazar Alcazar Without South Italy Building Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions Only 9 factions · +20t
Alcazar of Fes Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Unique2 regions Only 7 factions 220t 26t
Alcazar of Tunis Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Unique1 regions Only 7 factions 220t 26t

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

Mercenary Spearmen

mercenary unit (true)

Who
All factions
Provinces

Steppes: Taurike (Chersonesos)

France: Provence (Arles)

Iberia: Balearic Islands (Medina Mayurqa), Cathalaunia (Barxiluna), Murcia (Mursiyah), Valencia (Balansiyya), Western Andalusia (Išbīliyyah)

Italy: Calabria (Regium), Campania (Napoli), Lazio (Roma), Liguria (Genova), Niza, Sardìgna e Córsica (Calari), Trinacria (Balermus), Veneto (Venèzsia), Western Tuscany (Pisa)

Balkans: Dalmatia (Zara), Dioclea (Skadar), Epirus (Arta), Hellas (Kórinthos), Ionia (Smyrne), Kretē (Chándakas), Makedonia (Thessalonike), Marmara (Kōnstantinoúpolis), Ragusa

Anatolia: Kýpros (Lefkosia)

Mesopotamia: Antioch

Levant: Galilee (Acre), Jerusalem, Tripoli

Egypt: Bilād al-Dumyāt (Dumyāt), Bilād al-Iskanderia (Al-Iskandariyya)

Maghreb: Al-Maghrib al-Adna (Tarābulus), Northern Ifriqiya (Tūnis), Southern Ifriqiya (Al-Mahdiya), Šemāl Maġreb al-Aksa (Fās)

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

Where & when to recruit

Always needs: Needs Great Market or better Needs Docklands or better Italian Traders regions

Building From start
Italian Trader Colony Italian Traders · city only 26t

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

Late Pikemen

free professional, standard

Who
Papal States, Pisa, Sicily, Venice
Provinces

Italy: Veneto (Venèzsia), Western Tuscany (Pisa)

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

Abilities

  • Pike phalanx

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

  • Long spear

    Bonus when fighting cavalry, penalty against infantry.

  • Long pike

    Very long pikes, used in phalanx formation.

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

Stats

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

Where & when to recruit

Always needs: Capital

Building From start
Basilica di San Marco St. Mark's Basilica · city only Catholic ≥ 50% in region Venice regions After Faction Turn Catholic or After Faction Turn Orthodox Only Venice +7t
Chiesa di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Only Pisa +20t
Chiesa e Battistero Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions +10t
Chiesa, Battistero e Campanile Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions +7t
Duomo di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +10t
Duomo e Battistero Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +7t
Duomo, Battistero e Campanile Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +7t
Campo dei Miracoli Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +7t

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

Papal Guard

Exceptional unit, factional for catholics

Who
Aragon, Denmark, England, France, Holy Roman Empire, Hungary, Norway, Papal States, Pisa, Poland, Portugal, Scotland, Sicily, Spain, Venice
Provinces

Italy: Lazio (Roma)

EXCEPTIONAL UNIT / MORALE 16/ DISCIPLINED/ HIGHLY TRAINED/ LOCK MORALE These troops are the Pope's loyal guard, tasked to guard the Holy Father both at home and when the Pope goes to battle. Fiercely loyal these elite troops are armed with spears, good mail armour, and shield, and are able to form a defensive shield wall. This excepcional troops are stationed in the holy city of Rome with an high training and loyalty ready to fight until the dead for the Vicarius of Christ. GAMEPLAY NOTES: Papal Guard is a very powerful unit that only can recruit in ROME for all catholic factions, they are very expensive to hire but they are much warriors than have a very good defense and will fight until the dead to defend the Holy Father. If you want control this excepcional unit you will need control the Holy City of Rome and the famous residence of the Pope, the castle of Sant Angelo.

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.

  • Very hardy

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

  • Command

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

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

Stats

Men
80
Melee
attack 6, charge 4 (spear)
Defence
armour 8, skill 8, shield 6
Morale
16 · Disciplined · Highly trained · never routs
Cost
4591 florins, 891 upkeep, 5 turns to train
Mount effect
+6 vs Horse, +6 vs Camel
Terrain
+1 in scrub, +2 in forest
Heat
+6 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 50% in region Papal States regions Capital After Faction Turn Catholic or After Faction Turn Orthodox Catholic ≥ 70% in region

Building From start The Fourth Lateran Council~turn 169 Concentric Castles~turn 277 A New Era Begins~turn 337 Matchlock Developed~turn 597
Mausoleum Hadriani Castel Sant'Angelo · city only 28t 211t 211t 220t★1 220t★1
Fort Sant'Angelo Castel Sant'Angelo · city only 36t 38t 38t 312t★1 312t★1
Castel Sant'Angelo Castel Sant'Angelo · city only · · 37t★1 39t★1 39t★1
Bastioned Castel Sant'Angelo Castel Sant'Angelo · city only · · · · 37t★3

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

Also recruitable in some campaigns, depending on the order events happen: Castel Sant'Angelo, Bastioned Castel Sant'Angelo.

Heavy Sergeant Spearmen

factional

Who
England, France, Holy Roman Empire, Kingdom of Jerusalem, Papal States, Sicily
Provinces

British Isles: East Anglia (Norwich), Essex (London), Mercia (Lincoln), Northumbria (York), Wales (Kaerenarvon), Wessex (Bristol)

Germany: Bayern (Regensburg), Bohemia (Praha), Brabant (Loven), Brannenborg (Brennaburg), Flandre (Gand), Friesland (Utrecht), Holstein-Mecklenburg (Liubice), Kärnten (Freiberg), Niederlothrigen (Coellen), Nordfranken (Frankfurt), Oberlothringen (Trier), Ostfalen (Magideberc), Ostfranken (Nuorenberc), Ostmark (Wien), Schwaben (Ulm), Südfranken (Speyer), Westfalen (Bremen), Westschwaben (Basel)

France: Anjou (Angers), Aquitaine (Bordeaux), Auvergne (Clermont), Bourgogne (Dijon), Bretagne (Roazhon), Champagne du Nord (Rheims), Champagne du Sud (Troyes), Dauphiné (Lyon), Languedoc (Toulouse), Normandie (Rouen), Orleanáis (Orléans), Poitou (Poitiers), Provence (Arles), Île-de-France (Paris)

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

Balkans: Dalmatia (Zara), Ragusa

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

Abilities

  • Schiltrom

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

  • Braced spear

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

  • Hardy

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

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

Stats

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

Where & when to recruit

Building Heavy Mail~turn 141 The Fourth Lateran Council~turn 169 Concentric Castles~turn 277 Coat of Plates~turn 341 Full Plate Armor~turn 521
Armoury Barracks · castle only France regions or Hre regions or Pisa regions or Venice regions or Papal States regions or Sicily regions or England regions Only England 33t 33t 33t 33t ·
Norman Stronghold Castelli Normanni Without Alcazar Building Sicily regions After Faction Turn Catholic Without Alcazar Building Catholic ≥ 35% in region 117t 117t · · ·
Castìdde du Monte Castelli Normanni Sicily regions Unique1 regions Catholic ≥ 35% in region 212t 212t 212t 46t 212t
Castel Castelli Normanni Without Alcazar Building Sicily regions After Faction Turn Catholic Without Alcazar Building Catholic ≥ 35% in region · · 212t 46t 212t
Palazzo dei Normanni Castelli Normanni Sicily regions Capital After Faction Turn Catholic Catholic ≥ 35% in region 312t★1 312t★1 312t★1 66t★1 312t★1
Maschio Angioino Castelli Normanni Without Alcazar Building Sicily regions Unique2 regions After Faction Turn Catholic Catholic ≥ 35% in region Only 4 factions · 312t★1 312t★1 66t★1 312t★1

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

Also recruitable in some campaigns, depending on the order events happen: Norman Stronghold.

Dismounted Late Ghulam

slave professional, factional

Who
Abbasids, Great Seljuks
Provinces

Steppes: Kara Kum (Konjikala), Khwarezm (Gorganch), Merv

Caucasus: Armenia Minor (Malatya), Derbent (Bāb al-Abwāb), Shirvan (Baku)

Mesopotamia: Basra (Al-Basra), Diyar Bakr (Hisn Kayfa), Sauad al-Irak (Baghdad), Wasit (Al-Wasit), Šark al-Ġezīra (Al-Mawsil)

Levant: Bahrain (Al-Ahsa)

Persia: Alborz (Alamūt), Carmania (Kerman), Dasht-e Kavir (Yazd), Esfahān, Fars (Shirāz), Khorasan (Nīshāpūr), Media (Hamadān), Ray, Āzarbayjan (Tabrīz)

Quality: Superior. Type: Early Professional These Armoured Spearmen from Khwarezm are professional warriors, drawn from the higher classes. They have some skill in combat and are well equipped with long spears, conical shields and excellent armour. They're very solid defensive units, able to resist attacks from both foot and horse, so long as they are well supported. If necessary they can form a defensive circle.

Abilities

  • Schiltrom

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

  • Braced spear

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

  • Hardy

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

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

Stats

Men
48
Melee
attack 5, charge 3 (spear)
Defence
armour 11, skill 8, shield 5
Morale
12 · Disciplined · Highly trained
Cost
3362 florins, 1225 upkeep, 4 turns to train
Mount effect
+3 vs Horse, +3 vs Camel
Terrain
-2 in snow
Heat
+11 fatigue in hot climates

Where & when to recruit

Always needs: Turks regions or Abbasid regions

Building Heavy Mail~turn 141
Garrison Quarters Barracks · castle only Islam ≥ 35% in region Only Abbasids 220t
Drill Square Barracks · castle only Islam ≥ 35% in region Only Abbasids 28t
Barracks Barracks · castle only Only Great Seljuks 18t
Barracks Barracks · castle only Islam ≥ 35% in region Only Abbasids 28t
Armoury Barracks · castle only Only Great Seljuks 26t
Armoury Barracks · castle only Islam ≥ 35% in region Only Abbasids 26t

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

Tartar Foot Lancers

mercenary unit (false - only EDB)

Who
All factions
Provinces

Russia: Pereyaslavl', Ryazan'

Steppes: Circassia (Tmutarakan), Kara Kum (Konjikala), Kazak Steppes (Kiçi-Saray), Khazaria (Sharukan), Khwarezm (Gorganch), Kypchak Steppes (Azaq), Scythia (Sharkil), Taurike (Chersonesos), Volga Bulgaria (Bolghar), Volga Delta (Saqsin)

Balkans: Alföld (Várad), Moldavia (Siret), Wallachia (Târgovişte)

Caucasus: Derbent (Bāb al-Abwāb), Shirvan (Baku)

Persia: Carmania (Kerman)

Quality: Average. Type: Early Professional. Having lost their homelands to the Mongol Horde, these Volga Tartars have made their way to Lithuania, where they now look to establish a new society. When fighting on foot they choose to wield a long spear and equip themselves with their traditional lamellar armour.

Abilities

  • Schiltrom

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

  • Braced spear

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

  • Mercenary

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

  • Mercenary disband

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

  • Hardy

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

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

Stats

Men
48
Melee
attack 3, charge 3 (spear)
Defence
armour 9, skill 5, shield 5
Morale
8 · Normal discipline · Trained
Cost
2405 florins, 902 upkeep, 1 turn to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
-2 in sand, +2 in forest
Heat
+9 fatigue in hot climates

Where & when to recruit

Always needs: Tartar steppe

Building A New Threat!~turn 165
Garrison Quarters Barracks · castle only Only 28 factions 210t
Garrison Quarters Barracks · castle only Only Cumans 27t
Drill Square Barracks · castle only Only 28 factions 110t
Drill Square Barracks · castle only Only Cumans 27t
Barracks Barracks · castle only Only 27 factions 110t
Barracks Barracks · castle only Only Cumans 27t
Armoury Barracks · castle only Only 28 factions 110t

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

Skjöldborgsmenn

Free professionals, factional

Who
Denmark, Norway
Provinces

Scandinavia: Borgarthingslog (Ánslo), Gulathingslog (Bergvin), Gutland (Visby), Gøtland (Skara), Iutland (Ribe), Sialand (Roskilde), Skane (Lund), Smaland (Kalmar), Swerike (Sigtuna)

Poland & the Baltics: Austrland (Turku)

FREE PROFESSIONALS/ MORALE 9/ DISCIPLINED/ TRAINED These Norses are professional spearmen, more reckless than their neighbors's spearmen, they are very effective and well equipped. Renowned ofr their mighty shield wall formation they are a very useful defensive infantry.

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
60
Melee
attack 3, charge 4 (spear)
Defence
armour 2, skill 5, shield 5
Morale
9 · Disciplined · Trained
Cost
1378 florins, 718 upkeep, 2 turns to train
Mount effect
+5 vs Horse, +5 vs Camel
Terrain
-1 in sand, +3 in forest, +2 in snow
Heat
+2 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 35% in region Norway regions or Denmark regions

Building Die Kogge~turn 325
Drill Square Barracks · castle only 16t
Barracks Barracks · castle only 26t
Armoury Barracks · castle only 43t★1

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

Steppe Infantry

AOR unit, tribal unit

Who
All factions
Provinces

Russia: Pereyaslavl', Ryazan'

Steppes: Circassia (Tmutarakan), Kara Kum (Konjikala), Kazak Steppes (Kiçi-Saray), Khazaria (Sharukan), Khwarezm (Gorganch), Kypchak Steppes (Azaq), Scythia (Sharkil), Taurike (Chersonesos), Volga Bulgaria (Bolghar), Volga Delta (Saqsin)

Balkans: Alföld (Várad), Moldavia (Siret), Wallachia (Târgovişte)

Caucasus: Derbent (Bāb al-Abwāb), Shirvan (Baku)

Persia: Carmania (Kerman)

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

Where & when to recruit

Always needs: Tartar steppe

Building From start
Town Watch Barracks · city only Only 4 factions 214t
Town Watch Barracks · city only Only 26 factions 225t
Town Watch Barracks · city only Only Cumans 114t
Town Guard Barracks · city only Only 4 factions 214t
Town Guard Barracks · city only Only 26 factions 225t
Town Guard Barracks · city only Only Cumans 211t
City Watch Barracks · city only Only 4 factions 214t
City Watch Barracks · city only Only 26 factions 225t
City Watch Barracks · city only Only Cumans 39t
Militia Drill Square Barracks · city only Only 4 factions 214t
Militia Drill Square Barracks · city only Only 26 factions 225t
Militia Drill Square Barracks · city only Only Cumans 38t★1
Militia Barracks Barracks · city only Needs Quarries or better Only 4 factions 214t
Militia Barracks Barracks · city only Needs Quarries or better Only 26 factions 225t
Militia Barracks Barracks · city only Needs Quarries or better Only Cumans 37t★2
Army Barracks Barracks · city only Needs Stonemasons or better Only Cumans, Great Seljuks, Sultanate of Rum 214t
Army Barracks Barracks · city only Needs Stonemasons or better Only 26 factions 225t
Army Barracks Barracks · city only Needs Stonemasons or better Only Cumans 36t★3
Royal Barracks Barracks · city only Needs Stonemasons or better Only Great Seljuks, Sultanate of Rum 214t
Royal Barracks Barracks · city only Needs Stonemasons or better Only 18 factions 225t
Mustering Hall Barracks · castle only Only 4 factions 214t
Mustering Hall Barracks · castle only Only 26 factions 225t
Garrison Quarters Barracks · castle only Only 4 factions 214t
Garrison Quarters Barracks · castle only Only 26 factions 225t
Drill Square Barracks · castle only Only 4 factions 214t
Drill Square Barracks · castle only Only 26 factions 225t
Barracks Barracks · castle only Only 4 factions 214t
Barracks Barracks · castle only Only 26 factions 225t
Armoury Barracks · castle only Only Great Seljuks, Mongols, Sultanate of Rum 214t
Armoury Barracks · castle only Only 26 factions 225t

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

Levy Axemen

peasant levies, factional

Who
Denmark, Norway, Scotland
Provinces

British Isles: Ireland (Duibhlinn), Scottish Highlands (Obar Dheathain), Scottish Lowlands (Dùn Èideann)

Scandinavia: Borgarthingslog (Ánslo), Gulathingslog (Bergvin), Gutland (Visby), Gøtland (Skara), Iutland (Ribe), Sialand (Roskilde), Skane (Lund), Smaland (Kalmar), Swerike (Sigtuna)

Poland & the Baltics: Austrland (Turku)

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

Abilities

  • Free upkeep

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

  • Peasant

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

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

Stats

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

Where & when to recruit

Building From start Davidian Revolution~turn 41 Die Kogge~turn 325
Mustering Hall Barracks · castle only Scotland regions Only Scotland · 214t 214t
Mustering Hall Barracks · castle only Catholic ≥ 25% in region Norway regions or Denmark regions Only Denmark, Norway · · 111t
Garrison Quarters Barracks · castle only Scotland regions Only Scotland · 311t 311t
Garrison Quarters Barracks · castle only Catholic ≥ 25% in region Norway regions or Denmark regions Only Denmark, Norway · · 211t
Drill Square Barracks · castle only Scotland regions Only Scotland · 48t 48t
Drill Square Barracks · castle only Catholic ≥ 25% in region Norway regions or Denmark regions Only Denmark, Norway · · 35t★1
Barracks Barracks · castle only Scotland regions Only Scotland · 46t 46t
Barracks Barracks · castle only Catholic ≥ 25% in region Norway regions or Denmark regions Only Denmark, Norway · · 35t★2
Armoury Barracks · castle only Scotland regions Only Scotland · 45t 45t
Armoury Barracks · castle only Catholic ≥ 25% in region Norway regions or Denmark regions Only Denmark, Norway · · 35t★3
Village Kirke Stavkirke Without Rus Monastery Without Rus Monastery Norway regions Not in Norway regions Only Norway +25t +25t +25t
Village Kirke Stavkirke Without Rus Monastery Without Rus Monastery Norway regions Not in Norway regions Only Denmark +33t +33t +33t
Town Kirke Stavkirke Without Rus Monastery Without Rus Monastery Norway regions Not in Norway regions Only Norway +17t +17t +17t
Town Kirke Stavkirke Without Rus Monastery Without Rus Monastery Norway regions Not in Norway regions Only Denmark +25t +25t +25t
Jarl's Kirke Stavkirke Without Monastic Enclosure or better Without Rus Monastery Norway regions Not in Norway regions Only Norway +12t +12t +12t
Jarl's Kirke Stavkirke Without Monastic Enclosure or better Without Rus Monastery Norway regions Not in Norway regions Only Denmark +20t +20t +20t
Konungr's Kirke Stavkirke Without Rus Monastery Norway regions Capital or River Not in Norway regions Only Norway +10t +10t +10t
Konungr's Kirke Stavkirke Without Rus Monastery Norway regions Capital or River Not in Norway regions Only Denmark +14t +14t +14t

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

Rus Junior Levies

Peasant Levies, factional

Who
Kievan Rus, Novgorod
Provinces

Poland & the Baltics: Austrland (Turku)

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

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

Abilities

  • Free upkeep

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

  • Peasant

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

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

Stats

Men
60
Melee
attack 3, charge 1 (axe)
Defence
armour 0, skill 2, shield 3
Morale
3 · Low discipline · Untrained
Cost
368 florins, 368 upkeep, 1 turn to train
Terrain
+1 in scrub, -1 in sand, +3 in forest, +1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

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

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

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

Tribal Axemen

tribal unit, regional

Who
All factions
Provinces

Scandinavia: Borgarthingslog (Ánslo), Gulathingslog (Bergvin), Gutland (Visby), Gøtland (Skara), Iutland (Ribe), Sialand (Roskilde), Skane (Lund), Smaland (Kalmar), Swerike (Sigtuna)

Poland & the Baltics: Austrland (Turku), Curonia (Riga), Lietuva (Kernavé), Livonia (Kolyvan), Malopolska (Kraków), Masovia (Płock), Pomerania (Stetin), Pomerania Gedanensis (Gdańsk), Prussia (Twangste), Silesia (Wrezław), Wielkopolska (Poznań)

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

Germany: Holstein-Mecklenburg (Liubice), Moravia (Olomóc)

Quality: Militia. Type: Local (lacks formal military training, typically low discipline and less morale). Brave Lithuanian light infantry with poor defence and simple armour, but with a powerful attack. They fight with axe and shield.

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.

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

Where & when to recruit

Building From start Ostsiedlung~turn 111 A New Era Begins~turn 337 Lithuanian Empire~turn 405 Handgun Developed~turn 461 Matchlock Developed~turn 597
Town Guard Barracks · city only Pagan ≥ 25% in region Lithuania regions or Poland regions or Russia regions or Kievan Rus regions or Denmark regions or Norway regions Only Lithuania 211t 211t 211t 211t 211t 211t
City Watch Barracks · city only Pagan ≥ 25% in region Lithuania regions or Poland regions or Russia regions or Kievan Rus regions or Denmark regions or Norway regions Only Lithuania 29t 29t 29t 29t 29t 29t
Militia Drill Square Barracks · city only Pagan ≥ 25% in region Lithuania regions or Poland regions or Russia regions or Kievan Rus regions or Denmark regions or Norway regions Only Lithuania 38t 38t 38t 38t 38t 38t
Militia Barracks Barracks · city only Needs Quarries or better Lithuania regions or Poland regions or Russia regions or Kievan Rus regions or Denmark regions or Norway regions Only Lithuania 37t 37t 37t 37t 37t 37t
Army Barracks Barracks · city only Needs Stonemasons or better Lithuania regions or Poland regions or Russia regions or Kievan Rus regions or Denmark regions or Norway regions Only Lithuania 36t 36t 36t 36t 36t 36t
Mustering Hall Barracks · castle only Lithuania regions or Prussia regions 214t 220t 220t 220t 233t ·
Mustering Hall Barracks · castle only Pagan ≥ 25% in region Lithuania regions or Prussia regions Only Lithuania +11t +11t +11t +17t +17t +17t
Garrison Quarters Barracks · castle only Pagan ≥ 25% in region Lithuania regions or Prussia regions Only Lithuania +8t +8t +8t +11t +11t +11t
Drill Square Barracks · castle only Pagan ≥ 25% in region Lithuania regions or Prussia regions Only Lithuania +7t +7t +7t +8t +8t +8t
Barracks Barracks · castle only Pagan ≥ 25% in region Lithuania regions or Prussia regions Only Lithuania +6t +6t +6t +7t +7t +7t
Armoury Barracks · castle only Pagan ≥ 25% in region Lithuania regions or Prussia regions Only Lithuania +5t +5t +5t +6t +6t +6t
Gedimino Hill Vilnius Lithuania regions Capital Only Lithuania +20t +20t +20t +20t +20t ·
Lizdeika Pilis Vilnius Lithuania regions Capital Only Lithuania +14t +14t +14t +14t +14t ·
Gedimino Tower Vilnius Lithuania regions Capital Only Lithuania · +11t +11t +11t +11t ·
Gedimino Pilis Vilnius Lithuania regions Capital Only Lithuania · · +9t +9t +9t ·

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

Caucasus Hillmen

tribal unit, regional, AOR unit

Who
All factions
Provinces

Caucasus: Arminiya (Ani), Derbent (Bāb al-Abwāb), Egrisi (Kutatïssi), Kartli (T'pilisi), Shirvan (Baku)

Within the cataclysmic swirl of the Near East's history Empires have risen and fell, faiths and cultures have seen flowerings and descents into sin and desolace, and entire peoples have been swallowed up by others or cast into the wind. Deserts spread, fertility was granted by the grace of irrigation or blessed climate change, with only the distant heavens and stoic mountains possessing of that transient quality of eternity./n/nSentinels to that virtue of savage continuity, rugged endurance have stood long beyond civilized memory and stretch back far in the oral traditions of their countrymen. Hillmen who know only the lightest of touches from foreign yoke - casting off the bane and boon of domestication with a wild animal's ferocity. They do not live in savagery, but a rugged civilization etched from raw mountain stone and not rotted wood or soiled clay; building kingdoms to stand eye to eye with the great empires that come and go. Some have seen success, the Kingdoms of Armenia and Georgia standing as strong as any lowlands nation ever has, yet others struggle in division and tribal conflict: Their sovereignty shall linger past the rise and fall of kingdoms, but shall be consigned to be as distant stars in the night and hold not the ephermal ambition to challenge the sun./n/nThe Caucasus house a plethoria of people for whom history books and courtly intrigue hold no notice. Those of a particular family, a particular village, a settled valley...the rugged mountains breed division in blood as much as in land, and hold no limit to rugged individuals willing to ply their experience as bandits and raiders to greater powers. Georgians, Albanians, Türkmens, Kurds, Armenians, wayward Iranians, Arabs, Syrians and Greeks all find rank in banditry./n/nTraining, discipline, motivation beyond greed do not exist for these most irregular warriors. Their equipment centre on the simple use of javelins to harass enemies from afar and in ambush, and should be used as little more than such guerrilla warriors or cannon fodder. AOR in Georgian core regions

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.

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

Stats

Men
52
Melee
attack 3, charge 6 (axe)
Defence
armour 0, skill 4, shield 2
Morale
8 · Low discipline · Trained
Cost
407 florins, 407 upkeep, 1 turn to train
Terrain
+4 in scrub, -2 in sand, +3 in forest, +1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Always needs: Georgian homeland

Building From start Golden Age~turn 105
Town Watch Barracks · city only 220t 220t
Town Watch Barracks · city only Only Georgia +25t ·
Town Guard Barracks · city only 220t 220t
Town Guard Barracks · city only Only Georgia +25t ·
City Watch Barracks · city only 220t 220t
City Watch Barracks · city only Only Georgia +25t ·
Militia Drill Square Barracks · city only 220t 220t
Militia Drill Square Barracks · city only Only Georgia +25t ·
Militia Barracks Barracks · city only Needs Quarries or better 220t 220t
Militia Barracks Barracks · city only Needs Quarries or better Only Georgia +25t ·
Army Barracks Barracks · city only Needs Stonemasons or better Only 29 factions 220t 220t
Army Barracks Barracks · city only Needs Stonemasons or better Only Georgia +25t ·
Royal Barracks Barracks · city only Needs Stonemasons or better Only 20 factions 220t 220t
Royal Barracks Barracks · city only Needs Stonemasons or better Only Georgia +25t ·
Mustering Hall Barracks · castle only 220t 220t
Mustering Hall Barracks · castle only Only Georgia +25t ·
Garrison Quarters Barracks · castle only 220t 220t
Garrison Quarters Barracks · castle only Only Georgia +17t ·
Drill Square Barracks · castle only 220t 220t
Drill Square Barracks · castle only Only Georgia +12t ·
Barracks Barracks · castle only 220t 220t
Barracks Barracks · castle only Only Georgia +10t ·
Armoury Barracks · castle only Only 29 factions 220t 220t
Armoury Barracks · castle only Only Georgia +8t ·
Shuris Hill Narikala Capital Faction has 1–3 settlements Only Georgia +10t +10t
Shuris-Tsiche Narikala Capital Before Mongols Reach Caucasus Faction has 1–3 settlements Only Georgia +10t +10t
Reinforced Shuris-Tsiche Narikala Capital Before Mongols Reach Caucasus Faction has 1–3 settlements Only Georgia +10t +10t
Narikala Narikala Capital After Mongols Reach Caucasus Faction has 1–3 settlements Only Georgia +10t +10t

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

Ghazis

religious Fanatics

Who
Abbasids, Egypt, Great Seljuks, Moors, Sultanate of Rum, Zengids
Provinces

Mesopotamia: Sauad al-Irak (Baghdad)

Levant: Jerusalem

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

Where & when to recruit

Always needs: Capital Islam ≥ 50% in region

Building From start
Bayt al-Hikma Education · city only Needs Stonemasons or better Needs Jama (for Muslim factions) or better Abbasid regions Turks regions 312t
Kubbat as-Sakhra Holy Place · city only After Faction Turn Islam Levant (Jerusalem) 212t
Glorious Kubbat as-Sakhra Holy Place · city only After Faction Turn Islam Levant (Jerusalem) 312t

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

Axe Mailed Foot Knights

feudal knight, standard

Who
Aragon, Denmark, Hungary, Portugal, Scotland, Spain
Provinces

British Isles: Ireland (Duibhlinn), Scottish Highlands (Obar Dheathain), Scottish Lowlands (Dùn Èideann)

Scandinavia: Borgarthingslog (Ánslo), Gulathingslog (Bergvin), Gutland (Visby), Gøtland (Skara), Iutland (Ribe), Sialand (Roskilde), Skane (Lund), Smaland (Kalmar), Swerike (Sigtuna)

Poland & the Baltics: Austrland (Turku), Curonia (Riga), Lietuva (Kernavé), Livonia (Kolyvan), Malopolska (Kraków), Masovia (Płock), Pomerania (Stetin), Pomerania Gedanensis (Gdańsk), Silesia (Wrezław), Wielkopolska (Poznań)

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

Steppes: Circassia (Tmutarakan), Kara Kum (Konjikala), Kazak Steppes (Kiçi-Saray), Khazaria (Sharukan), Khwarezm (Gorganch), Kypchak Steppes (Azaq), Merv, Scythia (Sharkil), Taurike (Chersonesos), Volga Bulgaria (Bolghar), Volga Delta (Saqsin)

Germany: Holstein-Mecklenburg (Liubice), Moravia (Olomóc)

Iberia: Algarve (Šilb), Central Andalusia (Qurtubah), Eastern Andalusia (Garnāta), Extremadura (Batalyaws), Murcia (Mursiyah), Western Andalusia (Išbīliyyah)

Balkans: Albania (Dyrrachion), Bithynia (Níkaia), Bosnia (Vrhbosna), Croatia (Zagreb), Dioclea (Skadar), Epirus (Arta), Hellas (Kórinthos), Ionia (Smyrne), Kretē (Chándakas), Lower Serbia (Belograd), Makedonia (Thessalonike), Marmara (Kōnstantinoúpolis), Northern Bulgaria (Tarnovgrad), Ragusa, Southern Bulgaria (Triadica), Thrake (Adrianoupolis), Upper Serbia (Ras), Wallachia (Târgovişte)

Anatolia: Chaldia (Trapezous), Galatia (Angora), Kýpros (Lefkosia), Lykaonia (Konya), Northern Capadoccia (Sivas), Pamphylia (Attaleia), Paphlagonia (Sinópē), Southern Cappadocia (Kayseri)

Caucasus: Armenia Minor (Malatya), Armenian Highland (Qālīqalā), Arminiya (Ani), Derbent (Bāb al-Abwāb), Egrisi (Kutatïssi), Kartli (T'pilisi), Shirvan (Baku)

Mesopotamia: Basra (Al-Basra), Diyar Bakr (Hisn Kayfa), Diyar Mudar (Édessa), Halab, Sauad al-Irak (Baghdad), Wasit (Al-Wasit), Ġarb al-Ġezīra (Ar-Raqqah), Šark al-Ġezīra (Al-Mawsil)

Levant: Al-Heġāz (Makkah), Asqalān, Aš-Šām (Dimašqu), Bahrain (Al-Ahsa), Nefud (Tayma), Oultrejordain (Aqaba)

Persia: Alborz (Alamūt), Carmania (Kerman), Dasht-e Kavir (Yazd), Esfahān, Fars (Shirāz), Khorasan (Nīshāpūr), Media (Hamadān), Ray, Āzarbayjan (Tabrīz)

Egypt: A'alī Ard Misr (Qūs), Asāfil Ard Misr (Al-Qāhira), Bilād al-Dumyāt (Dumyāt), Bilād al-Iskanderia (Al-Iskandariyya)

Maghreb: Al-Maghrib al-Adna (Tarābulus), Ganūb Maġreb al-Aksa (Murrākus), Maġreb al-Ausat (Al-Jazā’er), Northern Ifriqiya (Tūnis), Sahara (Sigilmāsa), Southern Ifriqiya (Al-Mahdiya), Tilimsān, Šemāl Maġreb al-Aksa (Fās)

NOBLES / MORALE 12/ IMPETUOUS/ HIGHLY TRAINED Knights would often dismount and fight on foot when the situation demanded it. Like any knight of the era, these nobles are among the best warriors Europe has to offer, trained throughout their lives in the art of war. Now they are also skilled in wielding a fearsome great Danish axe, capable of penetrating any armor and terrifying any opponents they face. GAMEPLAY NOTES:Feared knights armed with large Danish axes or two-handed axes are very powerful as shock infantry or for breaking formations in battles or sieges, but lacking shields for protection they are very vulnerable to enemy arrows and projectiles; they are not like their other knightly compatriots who fight with swords and shields and can maintain a good line of defense.Recruitable in landowners.

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.

  • Command

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

  • Knight

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

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

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

Stats

Men
40
Melee
attack 8, charge 8 (axe)
Defence
armour 8, skill 6, shield 0
Morale
12 · Impetuous · Highly trained
Cost
471 florins, 1041 upkeep, 1 turn to train
Mount effect
+2 vs Horse, +2 vs Camel, +2 vs Elephant
Terrain
-2 in sand, -1 in snow
Heat
+6 fatigue in hot climates

Where & when to recruit

Always needs: Without Autonomy of Local Nobility or better

Building From start Hanseatic League Beginnings~turn 81 Ostsiedlung~turn 111 Heavy Mail~turn 141 Golden Bull~turn 193 New Crossbow Mechanics Developed~turn 211 Coat of Plates~turn 341
Landowners' Guards Landowners Needs Farms in Cleared Land or better Not in Hungary regions Serbia regions or Byzantium regions or Georgian homeland or Tartar steppe or Rum regions or Turks regions or Zengid regions or Abbasid regions or Moors regions or Egypt regions Only Hungary 225t 225t 233t 233t 233t 233t 233t
Landowners' Guards Landowners Needs Farms in Cleared Land or better Catholic ≥ 50% in region Norway regions or Denmark regions or Russia regions or Lithuania regions or Poland regions or Scotland regions Only Denmark · 250t 250t 233t 233t 233t ·
Landowners' Guards Landowners Needs Farms in Cleared Land or better Catholic ≥ 50% in region Norway regions or Denmark regions or Russia regions or Lithuania regions or Poland regions Only Scotland 225t 225t 225t 233t 233t 233t 233t
Landowners' Guards Landowners Needs Farms in Cleared Land or better Catholic ≥ 50% in region Norway regions or Denmark regions or Scotland regions or Lithuania regions or Poland regions or Kievan Rus regions or Russia regions or Serbia regions or Georgian homeland Only Aragon, Portugal, Spain 125t 125t 125t 133t 133t 133t ·
Landowners' Guards Landowners Needs Farms in Cleared Land or better Catholic ≥ 50% in region Not in Hungary regions Serbia regions or Byzantium regions or Georgian homeland or Tartar steppe or Rum regions or Turks regions or Zengid regions or Abbasid regions or Moors regions or Egypt regions Only Hungary · · 233t 233t 414t 610t 610t
Provincial Council Landowners Needs Communal Farming or better Not in Hungary regions Serbia regions or Byzantium regions or Georgian homeland or Tartar steppe or Rum regions or Turks regions or Zengid regions or Abbasid regions or Moors regions or Egypt regions Only Hungary 218t 218t 225t 225t 225t 225t 225t
Provincial Council Landowners Needs Communal Farming or better Catholic ≥ 50% in region Norway regions or Denmark regions or Russia regions or Lithuania regions or Poland regions or Scotland regions Only Denmark · 225t 225t 225t 225t 225t ·
Provincial Council Landowners Needs Communal Farming or better Catholic ≥ 50% in region Norway regions or Denmark regions or Russia regions or Lithuania regions or Poland regions Only Scotland 318t 318t 318t 225t 225t 225t 225t
Provincial Council Landowners Needs Communal Farming or better Catholic ≥ 50% in region Norway regions or Denmark regions or Scotland regions or Lithuania regions or Poland regions or Kievan Rus regions or Russia regions or Serbia regions or Georgian homeland Only Aragon, Portugal, Spain 218t 218t 218t 225t 225t 225t ·
Provincial Council Landowners Needs Communal Farming or better Catholic ≥ 50% in region Not in Hungary regions Serbia regions or Byzantium regions or Georgian homeland or Tartar steppe or Rum regions or Turks regions or Zengid regions or Abbasid regions or Moors regions or Egypt regions Only Hungary · · 225t 225t 411t 67t 67t
Local Nobility Landowners Needs Farms and Estates or better Not in Hungary regions Serbia regions or Byzantium regions or Georgian homeland or Tartar steppe or Rum regions or Turks regions or Zengid regions or Abbasid regions or Moors regions or Egypt regions Only Hungary 213t 213t 225t 225t 225t 225t 225t
Local Nobility Landowners Needs Farms and Estates or better Catholic ≥ 50% in region Norway regions or Denmark regions or Russia regions or Lithuania regions or Poland regions or Scotland regions Only Denmark · 218t 218t 225t 225t 225t ·
Local Nobility Landowners Needs Farms and Estates or better Catholic ≥ 50% in region Norway regions or Denmark regions or Scotland regions or Lithuania regions or Poland regions or Kievan Rus regions or Russia regions or Serbia regions or Georgian homeland Only Aragon, Portugal, Spain 313t 313t 313t 318t 318t 318t ·
Local Nobility Landowners Needs Farms and Estates or better Catholic ≥ 50% in region Not in Hungary regions Serbia regions or Byzantium regions or Georgian homeland or Tartar steppe or Rum regions or Turks regions or Zengid regions or Abbasid regions or Moors regions or Egypt regions Only Hungary · · 218t 218t 48t 65t 65t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Not in Hungary regions Serbia regions or Byzantium regions or Georgian homeland or Tartar steppe or Rum regions or Turks regions or Zengid regions or Abbasid regions or Moors regions or Egypt regions Only Hungary 29t 29t 225t 225t 225t 225t 225t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Catholic ≥ 50% in region Norway regions or Denmark regions or Russia regions or Lithuania regions or Poland regions or Scotland regions Only Denmark · 213t 213t 118t 118t 118t ·
Provincial Aristocracy Landowners Needs Agricultural Estates or better Catholic ≥ 25% in region Norway regions or Denmark regions or Scotland regions or Lithuania regions or Poland regions or Kievan Rus regions or Russia regions or Serbia regions or Georgian homeland Only Aragon, Portugal, Spain 39t 39t 39t 313t 313t 313t ·
Provincial Aristocracy Landowners Needs Agricultural Estates or better Catholic ≥ 50% in region Not in Hungary regions Serbia regions or Byzantium regions or Georgian homeland or Tartar steppe or Rum regions or Turks regions or Zengid regions or Abbasid regions or Moors regions or Egypt regions Only Hungary · · 213t 213t 45t 64t 64t

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

Woodsmen

Melee infantry

Who
All factions
Provinces

Poland & the Baltics: Austrland (Turku), Malopolska (Kraków), Masovia (Płock), Pomerania (Stetin), Pomerania Gedanensis (Gdańsk), Silesia (Wrezław), Wielkopolska (Poznań)

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

Germany: Bayern (Regensburg), Bohemia (Praha), Brabant (Loven), Brannenborg (Brennaburg), Flandre (Gand), Friesland (Utrecht), Holstein-Mecklenburg (Liubice), Kärnten (Freiberg), Moravia (Olomóc), Niederlothrigen (Coellen), Nordfranken (Frankfurt), Oberlothringen (Trier), Ostfalen (Magideberc), Ostfranken (Nuorenberc), Ostmark (Wien), Schwaben (Ulm), Südfranken (Speyer), Westfalen (Bremen), Westschwaben (Basel)

France: Anjou (Angers), Aquitaine (Bordeaux), Auvergne (Clermont), Bourgogne (Dijon), Bretagne (Roazhon), Champagne du Nord (Rheims), Champagne du Sud (Troyes), Dauphiné (Lyon), Languedoc (Toulouse), Normandie (Rouen), Orleanáis (Orléans), Poitou (Poitiers), Provence (Arles), Île-de-France (Paris)

Balkans: Albania (Dyrrachion), Bosnia (Vrhbosna), Croatia (Zagreb), Dalmatia (Zara), Dioclea (Skadar), Felföld (Eger), Lower Serbia (Belograd), Northern Bulgaria (Tarnovgrad), Pannónia (Székesfehérvár), Ragusa, Southern Bulgaria (Triadica), Transylvania (Gyulafehérvár), Upper Serbia (Ras)

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

Abilities

  • Armour piercing

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

  • Hardy

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

  • Peasant

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Building From start Hanseatic League Beginnings~turn 81 Ostsiedlung~turn 111 A Deadly New Weapon!~turn 201 Council of Łęczyca~turn 337 Dušan's Empire~turn 405 United Kingdom~turn 437 Handgun Developed~turn 461
Town Watch Barracks · city only Slavic Only Kievan Rus, Novgorod +25t +25t +25t +25t +25t +25t +25t +25t
Town Watch Barracks · city only Poland regions Only Poland +25t +25t +25t +25t · · · ·
Town Watch Barracks · city only Slavic Serbia regions Only Serbia +25t +25t +25t +25t +25t · · ·
Town Watch Barracks · city only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t 220t · · · · ·
Town Watch Barracks · city only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t 220t 220t ·
Town Watch Barracks · city only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · · · · · ·
Town Guard Barracks · city only Slavic Only Kievan Rus, Novgorod +25t +25t +25t +25t +25t +25t +25t +25t
Town Guard Barracks · city only Poland regions Only Poland +25t +25t +25t +25t +25t +25t · ·
Town Guard Barracks · city only Slavic Serbia regions Only Serbia +25t +25t +25t +25t +25t · · ·
Town Guard Barracks · city only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t 220t · · · · ·
Town Guard Barracks · city only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t 220t 220t ·
Town Guard Barracks · city only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · · · · · ·
City Watch Barracks · city only Slavic Only Kievan Rus, Novgorod +25t +25t +25t +25t +25t +25t +25t +25t
City Watch Barracks · city only Poland regions Only Poland +25t +25t +25t +25t +25t +25t · ·
City Watch Barracks · city only Slavic Serbia regions Only Serbia +25t +25t +25t +25t +25t · · ·
City Watch Barracks · city only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t 220t · · · · ·
City Watch Barracks · city only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t 220t 220t ·
City Watch Barracks · city only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · · · · · ·
Militia Drill Square Barracks · city only Slavic Only Kievan Rus, Novgorod +25t +25t +25t +25t +25t +25t +25t +25t
Militia Drill Square Barracks · city only Poland regions Only Poland +25t +25t +25t +25t +25t +25t · ·
Militia Drill Square Barracks · city only Slavic Serbia regions Only Serbia +25t +25t +25t +25t +25t · · ·
Militia Drill Square Barracks · city only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t 220t · · · · ·
Militia Drill Square Barracks · city only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t 220t 220t ·
Militia Drill Square Barracks · city only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · · · · · ·
Militia Barracks Barracks · city only Needs Quarries or better Slavic Only Kievan Rus, Novgorod +25t +25t +25t +25t +25t +25t +25t +25t
Militia Barracks Barracks · city only Needs Quarries or better Poland regions Only Poland +25t +25t +25t +25t +25t +25t · ·
Militia Barracks Barracks · city only Needs Quarries or better Slavic Serbia regions Only Serbia +25t +25t +25t +25t +25t · · ·
Militia Barracks Barracks · city only Needs Quarries or better Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t 220t · · · · ·
Militia Barracks Barracks · city only Needs Quarries or better Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t 220t 220t ·
Militia Barracks Barracks · city only Needs Quarries or better Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · · · · · ·
Army Barracks Barracks · city only Needs Stonemasons or better Slavic Only Kievan Rus, Novgorod +25t +25t +25t +25t +25t +25t +25t +25t
Army Barracks Barracks · city only Needs Stonemasons or better Poland regions Only Poland +25t +25t +25t +25t +25t +25t · ·
Army Barracks Barracks · city only Needs Stonemasons or better Slavic Serbia regions Only Serbia +25t +25t +25t +25t +25t · · ·
Army Barracks Barracks · city only Needs Stonemasons or better Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions Only 29 factions 220t 220t 220t · · · · ·
Army Barracks Barracks · city only Needs Stonemasons or better Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions Only 29 factions 220t 220t 220t 220t 220t 220t 220t ·
Army Barracks Barracks · city only Needs Stonemasons or better Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions Only 29 factions 220t · · · · · · ·
Royal Barracks Barracks · city only Needs Stonemasons or better Slavic Only Novgorod +25t +25t +25t +25t +25t +25t +25t +25t
Royal Barracks Barracks · city only Needs Stonemasons or better Poland regions Only Poland +25t +25t +25t +25t +25t +25t · ·
Royal Barracks Barracks · city only Needs Stonemasons or better Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions Only 20 factions 220t 220t 220t · · · · ·
Royal Barracks Barracks · city only Needs Stonemasons or better Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions Only 20 factions 220t 220t 220t 220t 220t 220t 220t ·
Royal Barracks Barracks · city only Needs Stonemasons or better Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions Only 20 factions 220t · · · · · · ·
Mustering Hall Barracks · castle only Slavic Only Kievan Rus, Novgorod +25t +25t +25t +25t +25t +25t +25t +25t
Mustering Hall Barracks · castle only Slavic Only Poland +14t +14t +25t +25t +25t +25t · ·
Mustering Hall Barracks · castle only Slavic Serbia regions Only Serbia +25t +25t +25t +25t +25t · · ·
Mustering Hall Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t 220t · · · · ·
Mustering Hall Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t 220t 220t ·
Mustering Hall Barracks · castle only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · · · · · ·
Garrison Quarters Barracks · castle only Slavic Only Kievan Rus, Novgorod +25t +25t +25t +25t +25t +25t +25t +25t
Garrison Quarters Barracks · castle only Poland regions Only Poland +9t +9t +14t +14t +25t +25t +25t ·
Garrison Quarters Barracks · castle only Slavic Serbia regions Only Serbia +25t +25t +25t +25t +25t · · ·
Garrison Quarters Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t 220t · · · · ·
Garrison Quarters Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t 220t 220t ·
Garrison Quarters Barracks · castle only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · · · · · ·
Drill Square Barracks · castle only Slavic Only Kievan Rus, Novgorod +25t +25t +25t +25t +25t +25t +25t +25t
Drill Square Barracks · castle only Poland regions Only Poland +9t +9t +14t +14t +25t +25t +25t ·
Drill Square Barracks · castle only Slavic Serbia regions Only Serbia +25t +25t +25t +25t +25t · · ·
Drill Square Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t 220t · · · · ·
Drill Square Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t 220t 220t ·
Drill Square Barracks · castle only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · · · · · ·
Barracks Barracks · castle only Slavic Only Kievan Rus, Novgorod +25t +25t +25t +25t +25t +25t +25t +25t
Barracks Barracks · castle only Poland regions Only Poland +9t +9t +14t +14t +25t +25t +25t ·
Barracks Barracks · castle only Slavic Serbia regions Only Serbia +25t +25t +25t +25t +25t · · ·
Barracks Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions 220t 220t 220t · · · · ·
Barracks Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t 220t 220t ·
Barracks Barracks · castle only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions 220t · · · · · · ·
Armoury Barracks · castle only Slavic Only Kievan Rus, Novgorod +25t +25t +25t +25t +25t +25t +25t +25t
Armoury Barracks · castle only Poland regions Only Poland +9t +9t +14t +14t +25t +25t +25t ·
Armoury Barracks · castle only Slavic Serbia regions Only Serbia +25t +25t +25t +25t +25t · · ·
Armoury Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Russia regions Not in Kievan Rus regions Serbia regions or Hungary regions or Poland regions Only 29 factions 220t 220t 220t · · · · ·
Armoury Barracks · castle only Not in Tartar steppe Not in France regions Not in Hre regions Not in Poland regions Not in Hungary regions Not in Serbia regions Russia regions or Kievan Rus regions Only 29 factions 220t 220t 220t 220t 220t 220t 220t ·
Armoury Barracks · castle only Not in Tartar steppe Not in Russia regions Not in Kievan Rus regions Not in Poland regions Not in Hungary regions Not in Serbia regions France regions or Hre regions Only 29 factions 220t · · · · · · ·
Small Zoloti Vorota Zoloti Vorota · city only Needs Carpenters' Workshops or better After Faction Turn Orthodox Kievan Rus regions Capital Faction has 1–3 settlements Slavic Only Kievan Rus, Novgorod +25t +25t +25t +25t +25t +25t +25t +25t
Large Zoloti Vorota Zoloti Vorota · city only Needs Quarries or better After Faction Turn Orthodox Kievan Rus regions Capital Faction has 1–3 settlements Slavic Only Kievan Rus, Novgorod +25t +25t +25t +25t +25t +25t +25t +25t
Great Zoloti Vorota Zoloti Vorota · city only Needs Stonemasons or better After Faction Turn Orthodox Kievan Rus regions Capital Faction has 1–3 settlements Slavic Only Kievan Rus, Novgorod +25t +25t +25t +25t +25t +25t +25t +25t

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

Guisarme Militia

urban militia, standard

Who
Pisa, Venice
Provinces

Italy: Veneto (Venèzsia), Western Tuscany (Pisa)

Quality: Peasant Militia. Type: Urban Militia (reduced morale in the field). As cities and trade grow, so does the need for local defence. Some towns and cities can provide a locally raised force, recruited from among apprentices and journeymen. While they only have limited training, their polearms give them an advantage against armoured troops, and they are more disciplined than peasantry.

Abilities

  • Armour piercing

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

  • Free upkeep

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

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

Stats

Men
60
Melee
attack 7, charge 3 (axe)
Defence
armour 1, skill 4, shield 0
Morale
5 · Low discipline · Untrained
Cost
512 florins, 512 upkeep, 1 turn to train
Mount effect
+2 vs Horse, +2 vs Camel
Terrain
+1 in scrub, -1 in sand, +2 in forest, +1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Always needs: Capital

Building From start
Basilica di San Marco St. Mark's Basilica · city only Catholic ≥ 50% in region Venice regions After Faction Turn Catholic or After Faction Turn Orthodox +7t
Basilica di San Marco St. Mark's Basilica · city only Catholic ≥ 50% in region Venice regions After Faction Turn Catholic or After Faction Turn Orthodox Only Venice +7t
Chiesa di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions +20t
Chiesa di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Only Pisa +20t
Chiesa e Battistero Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions +5t
Chiesa, Battistero e Campanile Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions +3t
Duomo di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +5t
Duomo e Battistero Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +3t
Duomo, Battistero e Campanile Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +3t
Campo dei Miracoli Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +3t

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

Druzhina

feudal knight, factional

Who
Kievan Rus, Novgorod
Provinces

Russia: Kyev

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

Abilities

  • Shield wall

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

  • Hardy

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

  • Command

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

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

Stats

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

Where & when to recruit

Always needs: After Faction Turn Orthodox Kievan Rus regions Capital Orthodox ≥ 50% in region

Building From start
Small Zoloti Vorota Zoloti Vorota · city only Needs Carpenters' Workshops or better +20t
Large Zoloti Vorota Zoloti Vorota · city only Needs Quarries or better +20t
Great Zoloti Vorota Zoloti Vorota · city only Needs Stonemasons or better +20t

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

Sword Mailed Foot Knights

Nobles, factional

Who
Holy Roman Empire, Hungary, Norway, Pisa, Venice
Provinces

British Isles: East Anglia (Norwich), Essex (London), Mercia (Lincoln), Northumbria (York), Wales (Kaerenarvon), Wessex (Bristol)

Germany: Bayern (Regensburg), Bohemia (Praha), Brabant (Loven), Brannenborg (Brennaburg), Flandre (Gand), Friesland (Utrecht), Holstein-Mecklenburg (Liubice), Kärnten (Freiberg), Niederlothrigen (Coellen), Nordfranken (Frankfurt), Oberlothringen (Trier), Ostfalen (Magideberc), Ostfranken (Nuorenberc), Ostmark (Wien), Schwaben (Ulm), Südfranken (Speyer), Westfalen (Bremen), Westschwaben (Basel)

France: Anjou (Angers), Aquitaine (Bordeaux), Auvergne (Clermont), Bourgogne (Dijon), Bretagne (Roazhon), Champagne du Nord (Rheims), Champagne du Sud (Troyes), Dauphiné (Lyon), Languedoc (Toulouse), Normandie (Rouen), Orleanáis (Orléans), Poitou (Poitiers), Provence (Arles), Île-de-France (Paris)

Iberia: Algarve (Šilb), Aragon (Zaragoza), Balearic Islands (Medina Mayurqa), Beira (Coimbra), Castile-LaMancha (Toledo), Castilla La Vieja (Burgos), Cathalaunia (Barxiluna), Central Andalusia (Qurtubah), Galicia (Santiago de Compostela), León y Asturias (León), Murcia (Mursiyah), Navarre (Pamplona), Salamanca, Tajo (Al-Ušbuna), Valencia (Balansiyya)

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

Balkans: Alföld (Várad), Croatia (Zagreb), Dalmatia (Zara), Felföld (Eger), Moldavia (Siret), Pannónia (Székesfehérvár), Ragusa, Transylvania (Gyulafehérvár), Wallachia (Târgovişte)

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

Abilities

  • Command

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

  • Knight

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

  • Hardy

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

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

Stats

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

Where & when to recruit

Building From start Ostsiedlung~turn 111 Heavy Mail~turn 141 Golden Bull~turn 193 New Crossbow Mechanics Developed~turn 211
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better Catholic ≥ 50% in region Hungary regions Only Hungary · 233t 233t 414t 233t
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better Catholic ≥ 50% in region Pisa regions or Venice regions or Papal States regions or Sicily regions Only Norway 225t 225t 233t 233t 233t
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better Catholic ≥ 50% in region Pisa regions or Venice regions or Papal States regions or Sicily regions or Aragon regions or Spain regions or Portugal regions or France regions or Hre regions or England regions Only Holy Roman Empire 225t 225t 233t 233t 233t
Landowners' Guards Landowners Needs Farms in Cleared Land or better Without Autonomy of Local Nobility or better Hungary regions Slavic Serbia regions or Venice regions Only Hungary 225t +33t +33t · ·
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better Catholic ≥ 50% in region Hungary regions Only Hungary · 225t 225t 411t 225t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better Catholic ≥ 50% in region Pisa regions or Venice regions or Papal States regions or Sicily regions Only Norway 318t 318t 225t 225t 225t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better Catholic ≥ 50% in region Pisa regions or Venice regions or Papal States regions or Sicily regions or Aragon regions or Spain regions or Portugal regions or France regions or Hre regions or England regions Only Holy Roman Empire 318t 318t 225t 225t 225t
Provincial Council Landowners Needs Communal Farming or better Without Autonomy of Local Nobility or better Hungary regions Slavic Serbia regions or Venice regions Only Hungary 218t +25t +25t · ·
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better Catholic ≥ 50% in region Hungary regions Only Hungary · 218t 218t 48t 218t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better Catholic ≥ 50% in region Pisa regions or Venice regions or Papal States regions or Sicily regions Only Norway 213t 213t 218t 218t 218t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better Catholic ≥ 50% in region Pisa regions or Venice regions or Papal States regions or Sicily regions or Aragon regions or Spain regions or Portugal regions or France regions or Hre regions or England regions Only Holy Roman Empire 213t 213t 218t 218t 218t
Local Nobility Landowners Needs Farms and Estates or better Without Autonomy of Local Nobility or better Hungary regions Slavic Serbia regions or Venice regions Only Hungary 213t +18t +18t · ·
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better Catholic ≥ 50% in region Hungary regions Only Hungary · 213t 213t 45t 213t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better Catholic ≥ 50% in region Pisa regions or Venice regions or Papal States regions or Sicily regions Only Norway 39t 39t 213t 213t 213t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better Catholic ≥ 50% in region Pisa regions or Venice regions or Papal States regions or Sicily regions or Aragon regions or Spain regions or Portugal regions or France regions or Hre regions or England regions Only Holy Roman Empire 39t 39t 213t 213t 213t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Without Autonomy of Local Nobility or better Hungary regions Slavic Serbia regions or Venice regions Only Hungary 29t +13t +13t · ·
Basilica di San Marco St. Mark's Basilica · city only Catholic ≥ 50% in region Venice regions Capital After Faction Turn Catholic or After Faction Turn Orthodox Only Venice +20t +20t · · ·
Cappella di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Catholic Needs Carpenters' Workshops or better Pisa regions Capital Only Pisa +20t +20t · · ·
Nava di Chiesa di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Capital Only Pisa +20t +20t · · ·
Chiesa di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Capital Only Pisa +20t +20t · · ·
Chiesa e Battistero Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Capital Only Pisa +20t +20t · · ·
Chiesa, Battistero e Campanile Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Capital Only Pisa +20t +20t · · ·
Duomo di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Capital Only Pisa +20t +20t · · ·
Duomo e Battistero Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Capital Only Pisa +20t +20t · · ·
Duomo, Battistero e Campanile Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Capital Only Pisa +20t +20t · · ·
Campo dei Miracoli Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Capital Only Pisa +20t +20t · · ·

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

Drengjar

tribal unit, factional unit

Who
Denmark, Norway
Provinces

Scandinavia: Borgarthingslog (Ánslo), Gulathingslog (Bergvin), Gutland (Visby), Gøtland (Skara), Iutland (Ribe), Sialand (Roskilde), Skane (Lund), Smaland (Kalmar), Swerike (Sigtuna)

Poland & the Baltics: Austrland (Turku)

TRIBAL TROOPS/ MORALE 7/ LOW DISCIPLINE/ TRAINED/IS PEASANT/ FREE UPKEEP UNIT Drengjar are commoners from old Viking populations levied into military service, currently already Christianized they continue fighting in the old Viking style and they still maintain that old way of life, as can be seen in their clothes and their long hair. However, according to their fierce Viking heritage they can be aggressive on the battlefield and should not be underestimated despite its only basic equipment. GAMEPLAY NOTES:These northern peasants and villagers are a factional unit for both Norwegians and Danes recruitable only in Scandinavia. They are of the tribal type, so even though they are peasants, they have decent battle morale, military training, and the ability to form their famous shield wall thanks to their Viking heritage. They are free in castles but are not good at maintaining public order ("is a peasant attribute"). They are good for supplementing Nordic armies or keeping as a free garrison.

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.

  • 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
Melee
attack 4, charge 3 (sword)
Defence
armour 1, skill 5, shield 3
Morale
7 · Low discipline · Trained
Cost
566 florins, 366 upkeep, 1 turn to train
Terrain
+1 in scrub, -1 in sand, +3 in forest, +2 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 25% in region Norway regions or Denmark regions

Building From start
Mustering Hall Barracks · castle only 111t
Garrison Quarters Barracks · castle only 211t
Drill Square Barracks · castle only 35t★1
Barracks Barracks · castle only 35t★2
Armoury Barracks · castle only 35t★3

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

Bill Militia

urban militia, standard

Who
Papal States, Pisa, Sicily, Venice
Provinces

Italy: Veneto (Venèzsia), Western Tuscany (Pisa)

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

Abilities

  • Armour piercing

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Always needs: Capital

Building From start
Basilica di San Marco St. Mark's Basilica · city only Catholic ≥ 50% in region Venice regions After Faction Turn Catholic or After Faction Turn Orthodox Only Venice +7t
Chiesa di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Only Pisa +20t
Chiesa e Battistero Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions +10t
Chiesa, Battistero e Campanile Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions +7t
Duomo di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +10t
Duomo e Battistero Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +7t
Duomo, Battistero e Campanile Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +7t
Campo dei Miracoli Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +7t

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

Hirdsmen

Nobles, factional

Who
Denmark, Norway
Provinces

British Isles: Ireland (Duibhlinn), Scottish Highlands (Obar Dheathain), Scottish Lowlands (Dùn Èideann)

Scandinavia: Borgarthingslog (Ánslo), Gulathingslog (Bergvin), Gutland (Visby), Gøtland (Skara), Iutland (Ribe), Sialand (Roskilde), Skane (Lund), Smaland (Kalmar), Swerike (Sigtuna)

Poland & the Baltics: Austrland (Turku), Curonia (Riga), Lietuva (Kernavé), Livonia (Kolyvan), Malopolska (Kraków), Masovia (Płock), Pomerania (Stetin), Pomerania Gedanensis (Gdańsk), Silesia (Wrezław), Wielkopolska (Poznań)

Russia: Novgorod, Pleskov, Polotsk, Rostov, Ruthenia (Goroden), Smolenesk, Suzdal

Germany: Holstein-Mecklenburg (Liubice), Moravia (Olomóc)

NOBLES / MORALE 13/ IMPETUOUS/ HIGHLY TRAINED Hirdsmen make up the retinues and bodyguards of members of the royal family, also they are the Nordic nobles of Norway, Denmark and Sweden similar to their europeans compatriots . Armed with swords and wearing heavy mail armour, they are fierce and loyal nordic nobles.

Abilities

  • Shield wall

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

  • Hardy

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

  • Command

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

  • Knight

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

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

Stats

Men
40
Melee
attack 8, charge 5 (sword)
Defence
armour 6, skill 8, shield 6
Morale
13 · Impetuous · Highly trained
Cost
641 florins, 1282 upkeep, 1 turn to train
Terrain
-2 in sand, +1 in snow
Heat
+6 fatigue in hot climates

Where & when to recruit

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

Building From start Hanseatic League Beginnings~turn 81 Heavy Mail~turn 141
Landowners' Guards Landowners Needs Farms in Cleared Land or better Norway regions or Denmark regions or Russia regions or Lithuania regions or Poland regions or Scotland regions Only Denmark · 133t 150t
Landowners' Guards Landowners Needs Farms in Cleared Land or better Norway regions or Denmark regions or Russia regions or Lithuania regions or Poland regions or Scotland regions or Scotland regions Only Norway 125t 125t 133t
Provincial Council Landowners Needs Communal Farming or better Norway regions or Denmark regions or Russia regions or Lithuania regions or Poland regions or Scotland regions Only Denmark 218t 225t 233t
Provincial Council Landowners Needs Communal Farming or better Norway regions or Denmark regions or Russia regions or Lithuania regions or Poland regions or Scotland regions or Scotland regions Only Norway 218t 218t 225t
Local Nobility Landowners Needs Farms and Estates or better Norway regions or Denmark regions or Russia regions or Lithuania regions or Poland regions or Scotland regions Only Denmark 313t 318t 325t
Local Nobility Landowners Needs Farms and Estates or better Norway regions or Denmark regions or Russia regions or Lithuania regions or Poland regions or Scotland regions or Scotland regions Only Norway 313t 313t 318t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Norway regions or Denmark regions or Russia regions or Lithuania regions or Poland regions or Scotland regions Only Denmark 39t 213t 120t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Norway regions or Denmark regions or Russia regions or Lithuania regions or Poland regions or Scotland regions or Scotland regions Only Norway 39t★1 39t★1 313t★1

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

Norman Milites Pedites

feudal knight, factional

Who
England, Sicily
Provinces

British Isles: Essex (London)

Italy: Apulia (Bari), Calabria (Regium), Campania (Napoli), Trinacria (Balermus)

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

Abilities

  • Shield wall

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

  • Hardy

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

  • Command

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 50% in region

Building From start Notre Dame~turn 53 Heavy Mail~turn 141
Norman Stronghold Castelli Normanni Without Alcazar Building Sicily regions After Faction Turn Catholic Without Alcazar Building 133t 133t 133t
Castìdde du Monte Castelli Normanni Sicily regions Unique1 regions 233t 233t 233t
Palazzo dei Normanni Castelli Normanni Sicily regions Capital After Faction Turn Catholic 233t★1 233t★1 233t★1
The Site Tower of London · city only England regions Capital Only England +25t +25t ·
The Keep Tower of London · city only Needs Carpenters' Workshops or better England regions Capital Only England +25t +25t ·
The White Tower Tower of London · city only Needs Quarries or better England regions Capital Only England +25t +25t ·
The Tower of London Tower of London · city only Needs Stonemasons or better England regions Capital Only England · +25t ·

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

Also recruitable in some campaigns, depending on the order events happen: Castel, Maschio Angioino.

Scots Clansmen

AOR unit , tribal unit

Who
All factions
Provinces

British Isles: Ireland (Duibhlinn), Scottish Highlands (Obar Dheathain), Scottish Lowlands (Dùn Èideann)

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

Abilities

  • Armour piercing

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

  • Hides anywhere

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

  • Hardy

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

  • Peasant

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

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

Stats

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

Where & when to recruit

Always needs: Scotland regions

Building From start The Wars of Scottish Independence~turn 401
Town Watch Barracks · city only Only 29 factions 21t 21t
Town Watch Barracks · city only Only Scotland +2t +2t
Town Guard Barracks · city only Only 29 factions 21t 21t
Town Guard Barracks · city only Only Scotland +2t +2t
City Watch Barracks · city only Only 29 factions 21t 21t
City Watch Barracks · city only Only Scotland +2t +2t
Militia Drill Square Barracks · city only Only 29 factions 21t 21t
Militia Drill Square Barracks · city only Only Scotland +2t +2t
Militia Barracks Barracks · city only Needs Quarries or better Only 29 factions 21t 21t
Militia Barracks Barracks · city only Needs Quarries or better Only Scotland +2t +2t
Army Barracks Barracks · city only Needs Stonemasons or better Only 28 factions 21t 21t
Army Barracks Barracks · city only Needs Stonemasons or better Only Scotland +2t +2t
Royal Barracks Barracks · city only Needs Stonemasons or better Only 19 factions 21t 21t
Royal Barracks Barracks · city only Needs Stonemasons or better Only Scotland +2t +2t
Mustering Hall Barracks · castle only Only 29 factions 21t 21t
Mustering Hall Barracks · castle only Only Scotland 22t 22t
Garrison Quarters Barracks · castle only Only 29 factions 21t 21t
Garrison Quarters Barracks · castle only Only Scotland 22t 22t
Drill Square Barracks · castle only Only 29 factions 21t 21t
Drill Square Barracks · castle only Only Scotland 22t 22t
Barracks Barracks · castle only Only 29 factions 21t 21t
Barracks Barracks · castle only Only Scotland 22t 22t
Armoury Barracks · castle only Only 28 factions 21t 21t
Armoury Barracks · castle only Only Scotland 22t 22t
Castell Cragg The Rock Capital Faction has 1–3 settlements Only Scotland +8t +8t
Castell Cragg The Rock Capital Not: Faction leader policy: Protector (trait) Not: Faction has 1–3 settlements Only Scotland +17t +17t
Castell Cragg The Rock Capital Faction leader policy: Protector (trait) Not: Faction has 1–3 settlements Only Scotland +11t +11t
Sanct Margarites Chapele The Rock Capital Faction has 1–3 settlements Only Scotland +8t +8t
Sanct Margarites Chapele The Rock Capital Not: Faction leader policy: Protector (trait) Not: Faction has 1–3 settlements Only Scotland +17t +17t
Sanct Margarites Chapele The Rock Capital Faction leader policy: Protector (trait) Not: Faction has 1–3 settlements Only Scotland +11t +11t
Rampardes of Edinburgh Castell The Rock Needs Quarries or better Capital Faction has 1–3 settlements Only Scotland +8t +8t
Rampardes of Edinburgh Castell The Rock Needs Quarries or better Capital Not: Faction leader policy: Protector (trait) Not: Faction has 1–3 settlements Only Scotland +17t +17t
Rampardes of Edinburgh Castell The Rock Needs Quarries or better Capital Faction leader policy: Protector (trait) Not: Faction has 1–3 settlements Only Scotland +11t +11t
Edinburgh Castell The Rock Needs Quarries or better Capital Faction has 1–3 settlements Only Scotland +8t +8t
Edinburgh Castell The Rock Needs Quarries or better Capital Not: Faction leader policy: Protector (trait) Not: Faction has 1–3 settlements Only Scotland +17t +17t
Edinburgh Castell The Rock Needs Quarries or better Capital Faction leader policy: Protector (trait) Not: Faction has 1–3 settlements Only Scotland +11t +11t

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

Syrian Auxilliaries

AOR unit

Who
Abbasids, Aragon, Byzantium, Cumans, Denmark, Egypt, England, France, Georgia, Great Seljuks, Holy Roman Empire, Hungary, Kievan Rus, Kingdom of Jerusalem, Lithuania, Mongols, Moors, Norway, Novgorod, Papal States, Pisa, Poland, Portugal, Scotland, Serbia, Sicily, Spain, Sultanate of Rum, Venice
Provinces

Caucasus: Armenia Minor (Malatya), Cilicia (Sision)

Mesopotamia: Antioch, Diyar Bakr (Hisn Kayfa), Diyar Mudar (Édessa), Halab, Ġarb al-Ġezīra (Ar-Raqqah), Šark al-Ġezīra (Al-Mawsil)

Levant: Asqalān, Aš-Šām (Dimašqu), Galilee (Acre), Jerusalem, Oultrejordain (Aqaba), Tripoli

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

Where & when to recruit

Building From start
Town Watch Barracks · city only Levant (Jerusalem) or Zengid regions Only 22 factions 220t
Town Watch Barracks · city only Levant (Jerusalem) Only Kingdom of Jerusalem +50t
Town Watch Barracks · city only Levant (Jerusalem) Faction leader policy: Thinks of His People (trait) or Faction leader policy: Wise Administrator (trait) Only 7 factions 225t
Town Guard Barracks · city only Levant (Jerusalem) or Zengid regions Only 22 factions 220t
Town Guard Barracks · city only Levant (Jerusalem) Only Kingdom of Jerusalem +25t
Town Guard Barracks · city only Levant (Jerusalem) Faction leader policy: Thinks of His People (trait) or Faction leader policy: Wise Administrator (trait) Only 7 factions 225t
City Watch Barracks · city only Levant (Jerusalem) or Zengid regions Only 22 factions 220t
City Watch Barracks · city only Levant (Jerusalem) Only Kingdom of Jerusalem +17t
City Watch Barracks · city only Levant (Jerusalem) Faction leader policy: Thinks of His People (trait) or Faction leader policy: Wise Administrator (trait) Only 7 factions 225t
Militia Drill Square Barracks · city only Levant (Jerusalem) or Zengid regions Only 22 factions 220t
Militia Drill Square Barracks · city only Levant (Jerusalem) Only Kingdom of Jerusalem +12t
Militia Drill Square Barracks · city only Levant (Jerusalem) Faction leader policy: Thinks of His People (trait) or Faction leader policy: Wise Administrator (trait) Only 7 factions 225t
Militia Barracks Barracks · city only Needs Quarries or better Levant (Jerusalem) or Zengid regions Only 22 factions 220t
Militia Barracks Barracks · city only Needs Quarries or better Levant (Jerusalem) Only Kingdom of Jerusalem +12t
Militia Barracks Barracks · city only Needs Quarries or better Levant (Jerusalem) Faction leader policy: Thinks of His People (trait) or Faction leader policy: Wise Administrator (trait) Only 7 factions 225t
Army Barracks Barracks · city only Needs Stonemasons or better Levant (Jerusalem) or Zengid regions Only 21 factions 220t
Army Barracks Barracks · city only Needs Stonemasons or better Levant (Jerusalem) Only Kingdom of Jerusalem +12t
Army Barracks Barracks · city only Needs Stonemasons or better Levant (Jerusalem) Faction leader policy: Thinks of His People (trait) or Faction leader policy: Wise Administrator (trait) Only 7 factions 225t
Royal Barracks Barracks · city only Needs Stonemasons or better Levant (Jerusalem) or Zengid regions Only 18 factions 220t
Royal Barracks Barracks · city only Needs Stonemasons or better Levant (Jerusalem) Faction leader policy: Thinks of His People (trait) or Faction leader policy: Wise Administrator (trait) Only Great Seljuks, Sultanate of Rum 225t
Mustering Hall Barracks · castle only Levant (Jerusalem) or Zengid regions Only 22 factions 220t
Mustering Hall Barracks · castle only Levant (Jerusalem) Only Kingdom of Jerusalem +50t
Mustering Hall Barracks · castle only Levant (Jerusalem) Faction leader policy: Thinks of His People (trait) or Faction leader policy: Wise Administrator (trait) Only 7 factions 225t
Garrison Quarters Barracks · castle only Levant (Jerusalem) or Zengid regions Only 22 factions 220t
Garrison Quarters Barracks · castle only Levant (Jerusalem) Only Kingdom of Jerusalem +25t
Garrison Quarters Barracks · castle only Levant (Jerusalem) Faction leader policy: Thinks of His People (trait) or Faction leader policy: Wise Administrator (trait) Only 7 factions 225t
Drill Square Barracks · castle only Levant (Jerusalem) or Zengid regions Only 22 factions 220t
Drill Square Barracks · castle only Levant (Jerusalem) Only Kingdom of Jerusalem +17t
Drill Square Barracks · castle only Levant (Jerusalem) Faction leader policy: Thinks of His People (trait) or Faction leader policy: Wise Administrator (trait) Only 7 factions 225t
Barracks Barracks · castle only Levant (Jerusalem) or Zengid regions Only 22 factions 220t
Barracks Barracks · castle only Levant (Jerusalem) Only Kingdom of Jerusalem +12t
Barracks Barracks · castle only Levant (Jerusalem) Faction leader policy: Thinks of His People (trait) or Faction leader policy: Wise Administrator (trait) Only 7 factions 225t
Armoury Barracks · castle only Levant (Jerusalem) or Zengid regions Only 22 factions 220t
Armoury Barracks · castle only Levant (Jerusalem) Only Kingdom of Jerusalem +10t
Armoury Barracks · castle only Levant (Jerusalem) Faction leader policy: Thinks of His People (trait) or Faction leader policy: Wise Administrator (trait) Only 6 factions 225t

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

Hospitaller Foot Knights

Religious order

Who
Aragon, Denmark, England, France, Holy Roman Empire, Hungary, Kingdom of Jerusalem, Norway, Papal States, Pisa, Poland, Portugal, Scotland, Sicily, Spain, Venice
Provinces

British Isles: Essex (London)

Scandinavia: Sialand (Roskilde)

Poland & the Baltics: Silesia (Wrezław)

Germany: Bohemia (Praha), Moravia (Olomóc), Oberlothringen (Trier), Südfranken (Speyer), Westschwaben (Basel)

France: Provence (Arles), Île-de-France (Paris)

Iberia: Navarre (Pamplona), Tajo (Al-Ušbuna), Valencia (Balansiyya)

Italy: Apulia (Bari), Calabria (Regium), Campania (Napoli), Lazio (Roma), Liguria (Genova), Veneto (Venèzsia), Western Tuscany (Pisa)

Balkans: Croatia (Zagreb), Felföld (Eger), Hellas (Kórinthos), Kretē (Chándakas), Pannónia (Székesfehérvár)

Mesopotamia: Antioch, Diyar Mudar (Édessa)

Levant: Galilee (Acre), Jerusalem, Tripoli

RELIGIOUS ORDERS/ MORALE 16/ DISCIPLINED/ HIGHLY TRAINED /LOCK MORALE The Knights Hospitaller, also known as the Knights of St. John, were established following the first Crusade to protect and treat Christian pilgrims to the Holy Land. They are recognisable by their black surcoat with a white cross. An elite and powerful fighting order of well trained knights wearing heavy mail or plate armour and armed with a lance. Dismounted, these well armed and equipped warriors, are formidable troops in any 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.

  • Very hardy

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

  • Command

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

  • Military order

    Belongs to a religious military order.

  • Knight

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

  • 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
40
Melee
attack 8, charge 4 (sword)
Defence
armour 8, skill 9, shield 6
Morale
16 · Disciplined · Highly trained · never routs
Cost
888 florins, 888 upkeep, 1 turn to train
Terrain
-2 in sand, +2 in forest, -1 in snow
Heat
+8 fatigue in hot climates

Where & when to recruit

Always needs: After Faction Turn Catholic After Is The Ai or After Military Orders Buildings Allowed Templars Chapter House regions or St Johns Chapter House regions or Teutonic Knights Chapter House regions or Knights Of Santiago Chapter House regions After Order Recruitment Enabled After Hospitallers Recruitment Enabled St Johns Chapter House regions

Building From start
Military Orders' Chapter Houses Military Orders Only Kingdom of Jerusalem 225t
Military Orders' Chapter Houses Military Orders Only 15 factions 150t
Military Orders' Provincial Houses Military Orders Only Kingdom of Jerusalem 320t
Military Orders' Provincial Houses Military Orders Only 15 factions 225t
Seat of the Great Masters Military Orders Only Kingdom of Jerusalem 317t★1
Seat of the Great Masters Military Orders Only 15 factions 320t

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

Santiago Foot Knights

Religious order

Who
Aragon, Denmark, England, France, Holy Roman Empire, Hungary, Kingdom of Jerusalem, Norway, Papal States, Pisa, Poland, Portugal, Scotland, Sicily, Spain, Venice
Provinces

Iberia: Algarve (Šilb), Castile-LaMancha (Toledo), Extremadura (Batalyaws), Galicia (Santiago de Compostela), León y Asturias (León), Tajo (Al-Ušbuna)

RELIGIOUS ORDERS/ MORALE 16/ DISCIPLINED/ HIGHLY TRAINED /LOCK MORALE Based in Spain, the Knights of Santiago, formally the Order of Saint James of Compostela, are charged with fighting in the Reconquista to drive the Moors from Iberia. Well trained, armed with lances and well armoured, this order of elite knights are more than a match for most on the battlefield. Dismounted, these well armed and equipped warriors, are formidable troops in any 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.

  • Very hardy

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

  • Command

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

  • Military order

    Belongs to a religious military order.

  • 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 5 (sword)
Defence
armour 8, skill 10, shield 6
Morale
16 · Disciplined · Highly trained · never routs
Cost
898 florins, 898 upkeep, 1 turn to train
Terrain
-1 in sand, +1 in forest, -2 in snow
Heat
+8 fatigue in hot climates

Where & when to recruit

Always needs: After Faction Turn Catholic After Is The Ai or After Military Orders Buildings Allowed Templars Chapter House regions or St Johns Chapter House regions or Teutonic Knights Chapter House regions or Knights Of Santiago Chapter House regions After Order Recruitment Enabled After Santiago Knights Recruitment Enabled Knights Of Santiago Chapter House regions

Building From start
Military Orders' Chapter Houses Military Orders 133t
Military Orders' Provincial Houses Military Orders 225t
Seat of the Great Masters Military Orders 320t

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

Dismounted Knights of St Lazarus

Religious Order

Who
Aragon, Denmark, England, France, Holy Roman Empire, Hungary, Kingdom of Jerusalem, Norway, Papal States, Pisa, Poland, Portugal, Scotland, Sicily, Spain, Venice
Provinces

Mesopotamia: Antioch, Diyar Mudar (Édessa)

Levant: Galilee (Acre), Jerusalem, Tripoli

RELIGIOUS ORDERS/ MORALE 14/ IMPETUOUS/ HIGHLY TRAINED / Military Order of Saint Lazarus has it's roots in a few hospitals run by Knights of St.John, where they treated those unfortunate ones stricken with leprosy. Their patients were knights and commoners alike, and when Christian lands in the Outremer became threatened by their enemies, both patients and caretakers took up arms under the patronage of Saint Lazarus. It was a common practice that diseased knights and nobles from other military orders find refuge within their ranks. Those who choose to fight on foot, or were unable to afford a horse, wielded the fearsome two-handed axes and were well protected by heavy armour.

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.

  • Knight

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

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

  • Frightens cavalry

    Lowers the morale of enemy cavalry nearby.

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

Stats

Men
40
Melee
attack 9, charge 7 (axe)
Defence
armour 9, skill 5, shield 0
Morale
14 · Impetuous · Highly trained
Cost
903 florins, 806 upkeep, 1 turn to train
Terrain
-2 in sand, -1 in snow
Heat
+9 fatigue in hot climates

Where & when to recruit

Always needs: After Faction Turn Catholic After Is The Ai or After Military Orders Buildings Allowed Templars Chapter House regions or St Johns Chapter House regions or Teutonic Knights Chapter House regions or Knights Of Santiago Chapter House regions After Order Recruitment Enabled Levant (Jerusalem)

Building From start
Military Orders' Provincial Houses Military Orders Only Kingdom of Jerusalem 125t
Military Orders' Provincial Houses Military Orders Only 15 factions 133t
Seat of the Great Masters Military Orders Only Kingdom of Jerusalem 220t
Seat of the Great Masters Military Orders Only 15 factions 225t

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

Foot Ritterbrüder

Religious order

Who
Aragon, Denmark, England, France, Holy Roman Empire, Hungary, Kingdom of Jerusalem, Norway, Papal States, Pisa, Poland, Portugal, Scotland, Sicily, Spain, Venice
Provinces

Poland & the Baltics: Curonia (Riga), Masovia (Płock), Pomerania Gedanensis (Gdańsk), Prussia (Twangste)

Germany: Bohemia (Praha), Brabant (Loven), Holstein-Mecklenburg (Liubice), Niederlothrigen (Coellen), Nordfranken (Frankfurt), Ostfalen (Magideberc), Südfranken (Speyer)

Italy: Lazio (Roma), Spoleto (Ancona), Trinacria (Balermus), Veneto (Venèzsia), Verona

Balkans: Transylvania (Gyulafehérvár)

Levant: Galilee (Acre), Jerusalem

RELIGIOUS ORDERS/ MORALE 16/ DISCIPLINED/ HIGHLY TRAINED /LOCK MORALE Few men strike such fear into the heart's of their opponents as the Ritterbrüder do. These German or Teutonic knights , even on foot , their presence instills fear in the most hardened soldier. Recognised by their distinct ornate helmets and shields emblazoned with large black crosses, there is no confusing the Ritterbrüder with a combatant of lesser stature.

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.

  • Very hardy

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

  • Command

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

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

  • Military order

    Belongs to a religious military order.

  • Knight

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

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

Stats

Men
40
Melee
attack 9, charge 5 (axe)
Defence
armour 9, skill 9, shield 6
Morale
16 · Disciplined · Highly trained · never routs
Cost
1092 florins, 1092 upkeep, 1 turn to train
Terrain
-1 in scrub, -3 in sand, +1 in forest, -1 in snow
Heat
+8 fatigue in hot climates

Where & when to recruit

Always needs: After Faction Turn Catholic After Is The Ai or After Military Orders Buildings Allowed Templars Chapter House regions or St Johns Chapter House regions or Teutonic Knights Chapter House regions or Knights Of Santiago Chapter House regions After Order Recruitment Enabled After Teutonic Knights Recruitment Enabled Teutonic Knights Chapter House regions

Building From start
Military Orders' Chapter Houses Military Orders Only Kingdom of Jerusalem 225t
Military Orders' Chapter Houses Military Orders Only 15 factions 150t
Military Orders' Provincial Houses Military Orders Only Kingdom of Jerusalem 320t
Military Orders' Provincial Houses Military Orders Only 15 factions 225t
Seat of the Great Masters Military Orders Only Kingdom of Jerusalem 317t★1
Seat of the Great Masters Military Orders Only 15 factions 320t

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

Templar Foot Knights

religious order, religious

Who
Aragon, Denmark, England, France, Holy Roman Empire, Hungary, Kingdom of Jerusalem, Norway, Papal States, Pisa, Poland, Portugal, Scotland, Sicily, Spain, Venice
Provinces

British Isles: East Anglia (Norwich), Essex (London), Ireland (Duibhlinn), Mercia (Lincoln), Northumbria (York)

France: Anjou (Angers), Aquitaine (Bordeaux), Auvergne (Clermont), Bourgogne (Dijon), Champagne du Sud (Troyes), Dauphiné (Lyon), Languedoc (Toulouse), Normandie (Rouen), Poitou (Poitiers), Île-de-France (Paris)

Iberia: Aragon (Zaragoza), Beira (Coimbra), Castile-LaMancha (Toledo), Cathalaunia (Barxiluna), Extremadura (Batalyaws), León y Asturias (León), Salamanca

Italy: Campania (Napoli), Lazio (Roma)

Anatolia: Kýpros (Lefkosia)

Mesopotamia: Antioch, Diyar Mudar (Édessa)

Levant: Galilee (Acre), Jerusalem

RELIGIOUS ORDERS/ MORALE 16/ DISCIPLINED/ HIGHLY TRAINED./ LOCK MORALE The Knights Templar, a fearsome and uncompromising order, were formed shortly after the First Crusade to protect pilgrims. Despite their origins, the order became hugely wealthy and operated the first banking system in Europe. They were disbanded in 1307, after hundreds of Templars were simultaneously arrested and tortured in France on orders from the Pope and the King of France. Heresy being the main charge. Politics aside, they were famed warriors. Dismounted, these well armed and equipped warriors, are formidable troops in any 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.

  • Very hardy

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

  • Command

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

  • Military order

    Belongs to a religious military order.

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

Stats

Men
40
Melee
attack 9, charge 4 (sword)
Defence
armour 7, skill 9, shield 6
Morale
16 · Disciplined · Highly trained · never routs
Cost
1093 florins, 1093 upkeep, 1 turn to train
Terrain
-2 in sand, +2 in forest, -1 in snow
Heat
+6 fatigue in hot climates

Where & when to recruit

Always needs: After Faction Turn Catholic After Is The Ai or After Military Orders Buildings Allowed Templars Chapter House regions or St Johns Chapter House regions or Teutonic Knights Chapter House regions or Knights Of Santiago Chapter House regions After Order Recruitment Enabled Templars Chapter House regions

Building From start The Second Lateran Council~turn 17
Military Orders' Chapter Houses Military Orders Levant (Jerusalem) 220t 220t
Military Orders' Chapter Houses Military Orders Only 15 factions · 150t
Military Orders' Provincial Houses Military Orders Levant (Jerusalem) 320t 320t
Military Orders' Provincial Houses Military Orders Only 15 factions · 233t
Seat of the Great Masters Military Orders Levant (Jerusalem) 317t★1 317t★1
Seat of the Great Masters Military Orders Only 15 factions · 320t

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

Rus Axemen

feudal levy, factional

Who
Kievan Rus, Novgorod
Provinces

Poland & the Baltics: Malopolska (Kraków), Masovia (Płock), Pomerania (Stetin), Pomerania Gedanensis (Gdańsk), Silesia (Wrezław), Wielkopolska (Poznań)

Russia: Chernigov, Halychyna (Halych), Kyev, Novgorod, Pereyaslavl', Polotsk, Ruthenia (Goroden), Smolenesk, The Marshes (Turov), Volhynia (Volodymyr)

Germany: Bayern (Regensburg), Bohemia (Praha), Brannenborg (Brennaburg), Holstein-Mecklenburg (Liubice), Kärnten (Freiberg), Moravia (Olomóc), Ostfalen (Magideberc), Ostfranken (Nuorenberc), Ostmark (Wien)

Balkans: Albania (Dyrrachion), Bosnia (Vrhbosna), Croatia (Zagreb), Dalmatia (Zara), Dioclea (Skadar), Felföld (Eger), Lower Serbia (Belograd), Northern Bulgaria (Tarnovgrad), Ragusa, Southern Bulgaria (Triadica), Transylvania (Gyulafehérvár), Upper Serbia (Ras)

Type: Medium Axemen. The Rus, a fusion of Slavic and Scandinavian heritage shaped by a Viking past, employ a fighting style rooted in ancient traditions. Despite being sturdy Slavic men of moderate means, they can afford two-handed axes in the traditional Scandinavian fashion. However, lacking quality armour and experience compared to the troops of noble boyars and their retinues, they stand at a disadvantage.

Abilities

  • Armour piercing

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

  • Hardy

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

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

Stats

Men
48
Melee
attack 5, charge 5 (axe)
Defence
armour 4, skill 4, shield 0
Morale
6 · Normal discipline · Untrained
Cost
1098 florins, 411 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
+4 fatigue in hot climates

Where & when to recruit

Always needs: Orthodox ≥ 25% in region Slavic

Building From start Euphrosyne~turn 143 Rus cities' competition~turn 329
Garrison Quarters Barracks · castle only 125t · ·
Garrison Quarters Barracks · castle only Before Crossbow in the Rus lands · 114t 114t
Garrison Quarters Barracks · castle only After Crossbow in the Rus lands 125t 125t ·
Drill Square Barracks · castle only 214t · ·
Drill Square Barracks · castle only Before Crossbow in the Rus lands · 210t 210t
Drill Square Barracks · castle only After Crossbow in the Rus lands 214t 214t ·
Barracks Barracks · castle only 210t★1 · ·
Barracks Barracks · castle only Before Crossbow in the Rus lands · 28t★1 28t★1
Barracks Barracks · castle only After Crossbow in the Rus lands 210t★1 210t★1 ·
Armoury Barracks · castle only 38t★1 · ·
Armoury Barracks · castle only Before Crossbow in the Rus lands · 36t★1 36t★1
Armoury Barracks · castle only After Crossbow in the Rus lands 38t★1 38t★1 ·

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

Sergeant Swordsmen

Sergeants, factional

Who
Papal States, Pisa, Venice
Provinces

Poland & the Baltics: Malopolska (Kraków), Masovia (Płock), Pomerania (Stetin), Pomerania Gedanensis (Gdańsk), Silesia (Wrezław), Wielkopolska (Poznań)

Germany: Bayern (Regensburg), Bohemia (Praha), Brabant (Loven), Brannenborg (Brennaburg), Friesland (Utrecht), Holstein-Mecklenburg (Liubice), Kärnten (Freiberg), Moravia (Olomóc), Niederlothrigen (Coellen), Nordfranken (Frankfurt), Oberlothringen (Trier), Ostfalen (Magideberc), Ostfranken (Nuorenberc), Ostmark (Wien), Schwaben (Ulm), Südfranken (Speyer), Westfalen (Bremen), Westschwaben (Basel)

Iberia: Algarve (Šilb), Beira (Coimbra), Castile-LaMancha (Toledo), Castilla La Vieja (Burgos), Central Andalusia (Qurtubah), Galicia (Santiago de Compostela), León y Asturias (León), Salamanca, Tajo (Al-Ušbuna)

Italy: Eastern Tuscany (Firenze), Lazio (Roma), Liguria (Genova), Lombardy (Milan), Niza, Romagna (Bologna), Sardìgna e Córsica (Calari), Spoleto (Ancona), Veneto (Venèzsia), Verona, Western Tuscany (Pisa)

Balkans: Alföld (Várad), Croatia (Zagreb), Dalmatia (Zara), Felföld (Eger), Moldavia (Siret), Pannónia (Székesfehérvár), Ragusa, Transylvania (Gyulafehérvár), Wallachia (Târgovişte)

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

Abilities

  • Hardy

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

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

Stats

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

Where & when to recruit

Always needs: Poland regions or Hre regions or Spain regions or Pisa regions or Venice regions or Papal States regions or Hungary regions or Portugal regions

Building From start
Armoury Barracks · castle only 36t

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

Bedouin Infantry

tribal unit, mercenary (false DM+EDB)

Who
All factions
Provinces

Steppes: Kara Kum (Konjikala), Khwarezm (Gorganch), Merv

Caucasus: Derbent (Bāb al-Abwāb)

Mesopotamia: Basra (Al-Basra), Sauad al-Irak (Baghdad), Wasit (Al-Wasit), Ġarb al-Ġezīra (Ar-Raqqah)

Levant: Al-Heġāz (Makkah), Asqalān, Aš-Šām (Dimašqu), Bahrain (Al-Ahsa), Nefud (Tayma), Oultrejordain (Aqaba)

Persia: Carmania (Kerman), Dasht-e Kavir (Yazd), Esfahān, Khorasan (Nīshāpūr), Media (Hamadān), Ray, Āzarbayjan (Tabrīz)

Egypt: A'alī Ard Misr (Qūs), Asāfil Ard Misr (Al-Qāhira), Bilād al-Iskanderia (Al-Iskandariyya)

Maghreb: Al-Maghrib al-Adna (Tarābulus), Ganūb Maġreb al-Aksa (Murrākus), Northern Ifriqiya (Tūnis), Sahara (Sigilmāsa), Southern Ifriqiya (Al-Mahdiya), Tilimsān

Quality: Average. Type: Local (lacks formal military training, typically low discipline and less morale). Bedouin Infantry are light and fast warriors who have some skill in combat and are equipped with a mere scimitar. They are useful against both archers and other infantry. They act as supporting units for heavier and better units, but cannot be expected to endure for long on an open battlefield.

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.

  • 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 3 (sword)
Defence
armour 1, skill 6, shield 0
Morale
10 · Low discipline · Trained
Cost
1393 florins, 523 upkeep, 2 turns to train
Terrain
+3 in sand, +1 in forest, -3 in snow

Where & when to recruit

Always needs: Moors regions or Egypt regions or Zengid regions or Abbasid regions or Turks regions or Persian

Building From start
Caravan Stop Caravans · city only Caravan regions or Silk Road Not in Desert Only 7 factions 125t
Caravanersary Caravans · city only Caravan regions or Silk Road Not in Desert Only 7 factions 214t
Silk Road Stop Caravans · city only Silk Road Not in Desert Only 7 factions 210t★1
caravan_stop Caravans · castle only Caravan regions or Silk Road Not in Desert Only 7 factions 114t
caravanersary Caravans · castle only Caravan regions or Silk Road Not in Desert Only 7 factions 210t
Oasis Oasis Desert Faction leader policy: Protector (trait) 125t
Oasis with Granary Oasis Desert Faction leader policy: Protector (trait) 125t
Desert Village Oasis Desert 225t
Irrigated Oasis Oasis Desert 314t
Extensively Irrigated Oasis Oasis Desert 311t★1

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

Daylami Infantry

AOR unit

Who
Abbasids, Aragon, Byzantium, Cumans, Denmark, Egypt, England, France, Georgia, Great Seljuks, Holy Roman Empire, Hungary, Kievan Rus, Kingdom of Jerusalem, Mongols, Moors, Norway, Novgorod, Papal States, Pisa, Poland, Portugal, Scotland, Serbia, Sicily, Spain, Sultanate of Rum, Venice, Zengids
Provinces

Steppes: Kara Kum (Konjikala), Khwarezm (Gorganch), Merv

Caucasus: Armenia Minor (Malatya), Arminiya (Ani), Derbent (Bāb al-Abwāb), Egrisi (Kutatïssi), Kartli (T'pilisi), Shirvan (Baku)

Mesopotamia: Basra (Al-Basra), Diyar Bakr (Hisn Kayfa), Diyar Mudar (Édessa), Halab, Sauad al-Irak (Baghdad), Wasit (Al-Wasit), Ġarb al-Ġezīra (Ar-Raqqah), Šark al-Ġezīra (Al-Mawsil)

Levant: Aš-Šām (Dimašqu), Bahrain (Al-Ahsa)

Persia: Alborz (Alamūt), Carmania (Kerman), Dasht-e Kavir (Yazd), Esfahān, Fars (Shirāz), Khorasan (Nīshāpūr), Media (Hamadān), Ray, Āzarbayjan (Tabrīz)

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

Where & when to recruit

Building From start
Town Watch Barracks · city only Persian Only 5 factions 225t
Town Watch Barracks · city only Abbasid regions or Zengid regions or Turks regions or Georgian homeland Only Abbasids, Great Seljuks, Zengids 220t
Town Watch Barracks · city only Not: Faction leader policy: Strictly Religious (trait) Persian Only 21 factions 225t
Town Guard Barracks · city only Persian Only 26 factions 225t
Town Guard Barracks · city only Abbasid regions or Zengid regions or Turks regions or Georgian homeland Only Abbasids, Great Seljuks, Zengids 220t
City Watch Barracks · city only Persian Only 26 factions 225t
City Watch Barracks · city only Abbasid regions or Zengid regions or Turks regions or Georgian homeland Only Abbasids, Great Seljuks, Zengids 220t
Militia Drill Square Barracks · city only Persian Only 26 factions 225t
Militia Drill Square Barracks · city only Abbasid regions or Zengid regions or Turks regions or Georgian homeland Only Abbasids, Great Seljuks, Zengids 220t
Militia Barracks Barracks · city only Needs Quarries or better Persian Only 26 factions 225t
Militia Barracks Barracks · city only Needs Quarries or better Abbasid regions or Zengid regions or Turks regions or Georgian homeland Only Abbasids, Great Seljuks, Zengids 220t
Army Barracks Barracks · city only Needs Stonemasons or better Persian Only 25 factions 225t
Army Barracks Barracks · city only Needs Stonemasons or better Abbasid regions or Zengid regions or Turks regions or Georgian homeland Only Abbasids, Great Seljuks, Zengids 220t
Royal Barracks Barracks · city only Needs Stonemasons or better Persian Only 19 factions 225t
Royal Barracks Barracks · city only Needs Stonemasons or better Abbasid regions or Zengid regions or Turks regions or Georgian homeland Only Great Seljuks 220t
Mustering Hall Barracks · castle only Persian Only 26 factions 225t
Mustering Hall Barracks · castle only Abbasid regions or Zengid regions or Turks regions or Georgian homeland Only Abbasids, Great Seljuks, Zengids 220t
Mustering Hall Barracks · castle only Persian Only Abbasids, Great Seljuks, Zengids +50t
Garrison Quarters Barracks · castle only Persian Only 25 factions 225t
Garrison Quarters Barracks · castle only Abbasid regions or Zengid regions or Turks regions or Georgian homeland Only Abbasids, Great Seljuks, Zengids 220t
Garrison Quarters Barracks · castle only Persian Only Abbasids, Great Seljuks, Zengids +25t
Drill Square Barracks · castle only Persian Only 26 factions 225t
Drill Square Barracks · castle only Abbasid regions or Zengid regions or Turks regions or Georgian homeland Only Abbasids, Great Seljuks, Zengids 220t
Drill Square Barracks · castle only Persian Only Abbasids, Great Seljuks, Zengids +17t
Barracks Barracks · castle only Persian Only 26 factions 225t
Barracks Barracks · castle only Abbasid regions or Zengid regions or Turks regions or Georgian homeland Only Abbasids, Great Seljuks, Zengids 220t
Barracks Barracks · castle only Persian Only Abbasids, Great Seljuks, Zengids +12t
Armoury Barracks · castle only Persian Only 25 factions 225t
Armoury Barracks · castle only Abbasid regions or Zengid regions or Turks regions or Georgian homeland Only Abbasids, Great Seljuks, Zengids 220t
Armoury Barracks · castle only Persian Only Abbasids, Great Seljuks, Zengids +10t

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

Germanic Heavy Infantry

AOR unit

Who
All factions
Provinces

Germany: Bayern (Regensburg), Bohemia (Praha), Brabant (Loven), Brannenborg (Brennaburg), Friesland (Utrecht), Holstein-Mecklenburg (Liubice), Kärnten (Freiberg), Niederlothrigen (Coellen), Nordfranken (Frankfurt), Oberlothringen (Trier), Ostfalen (Magideberc), Ostfranken (Nuorenberc), Ostmark (Wien), Schwaben (Ulm), Südfranken (Speyer), Westfalen (Bremen), Westschwaben (Basel)

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

Where & when to recruit

Always needs: Hre regions

Building From start
Town Watch Barracks · city only 125t
Town Guard Barracks · city only 125t
City Watch Barracks · city only 125t
Militia Drill Square Barracks · city only 125t
Militia Barracks Barracks · city only Needs Quarries or better 125t
Army Barracks Barracks · city only Needs Stonemasons or better Only 29 factions 125t
Royal Barracks Barracks · city only Needs Stonemasons or better Only 20 factions 125t
Mustering Hall Barracks · castle only 125t
Garrison Quarters Barracks · castle only 125t
Drill Square Barracks · castle only 125t
Barracks Barracks · castle only 125t
Armoury Barracks · castle only Only 29 factions 125t

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

Huskarlar

Elite Unit, factional

Who
Denmark, Norway
Provinces

British Isles: Ireland (Duibhlinn), Scottish Highlands (Obar Dheathain), Scottish Lowlands (Dùn Èideann)

Scandinavia: Borgarthingslog (Ánslo), Gulathingslog (Bergvin), Gutland (Visby), Gøtland (Skara), Iutland (Ribe), Sialand (Roskilde), Skane (Lund), Smaland (Kalmar), Swerike (Sigtuna)

Poland & the Baltics: Austrland (Turku), Curonia (Riga), Lietuva (Kernavé), Livonia (Kolyvan), Malopolska (Kraków), Masovia (Płock), Pomerania (Stetin), Pomerania Gedanensis (Gdańsk), Silesia (Wrezław), Wielkopolska (Poznań)

Russia: Novgorod, Pleskov, Polotsk, Rostov, Ruthenia (Goroden), Smolenesk, Suzdal

Germany: Holstein-Mecklenburg (Liubice), Moravia (Olomóc)

ELITE UNIT/ MORALE 14/ DISCIPLINED/ HIGHLY TRAINED Early bodyguards to Scandinavian Jarls originally dating back to Viking age, Huskarlars can absorb much punishment, before they dish out threefold. Ferocious professional warriors wielding two handed Danish axes. They slowly disappeared when there was no need for personal armies and the christian medieval society started to shape up. They are elite troops useful as shock infantry and frighten enemy troops.

Abilities

  • Armour piercing

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

  • Very hardy

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

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

  • Frightens cavalry

    Lowers the morale of enemy cavalry nearby.

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

Stats

Men
40
Melee
attack 9, charge 7 (axe)
Defence
armour 8, skill 8, shield 0
Morale
14 · Disciplined · Highly trained
Cost
1533 florins, 1166 upkeep, 4 turns to train
Mount effect
+2 vs Horse, +2 vs Camel, +2 vs Elephant
Terrain
-2 in sand, +1 in forest, +1 in snow
Heat
+7 fatigue in hot climates

Where & when to recruit

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

Building From start Hanseatic League Beginnings~turn 81 Heavy Mail~turn 141
Landowners' Guards Landowners Needs Farms in Cleared Land or better Norway regions or Denmark regions or Russia regions or Lithuania regions or Poland regions or Scotland regions Only Denmark 125t 133t 150t
Landowners' Guards Landowners Needs Farms in Cleared Land or better Norway regions or Denmark regions or Russia regions or Lithuania regions or Poland regions or Scotland regions or Scotland regions Only Norway 125t 125t ·
Landowners' Guards Landowners Needs Farms in Cleared Land or better Norway regions or Denmark regions or Russia regions or Lithuania regions or Poland regions or Scotland regions or Scotland regions Only Denmark · · 133t
Provincial Council Landowners Needs Communal Farming or better Norway regions or Denmark regions or Russia regions or Lithuania regions or Poland regions or Scotland regions Only Denmark 218t 225t 233t
Provincial Council Landowners Needs Communal Farming or better Norway regions or Denmark regions or Russia regions or Lithuania regions or Poland regions or Scotland regions or Scotland regions Only Norway 218t 218t 225t
Local Nobility Landowners Needs Farms and Estates or better Norway regions or Denmark regions or Russia regions or Lithuania regions or Poland regions or Scotland regions Only Denmark 313t 318t 325t
Local Nobility Landowners Needs Farms and Estates or better Norway regions or Denmark regions or Russia regions or Lithuania regions or Poland regions or Scotland regions or Scotland regions Only Norway 313t 313t 318t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Norway regions or Denmark regions or Russia regions or Lithuania regions or Poland regions or Scotland regions Only Denmark 39t 213t 120t
Provincial Aristocracy Landowners Needs Agricultural Estates or better Norway regions or Denmark regions or Russia regions or Lithuania regions or Poland regions or Scotland regions or Scotland regions Only Norway 39t★1 39t★1 313t★1

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

Templar Squires

free professional, religious

Who
Aragon, Denmark, England, France, Holy Roman Empire, Hungary, Kingdom of Jerusalem, Norway, Papal States, Pisa, Poland, Portugal, Scotland, Sicily, Spain, Venice
Provinces

British Isles: East Anglia (Norwich), Essex (London), Ireland (Duibhlinn), Mercia (Lincoln), Northumbria (York)

France: Anjou (Angers), Aquitaine (Bordeaux), Auvergne (Clermont), Bourgogne (Dijon), Champagne du Sud (Troyes), Dauphiné (Lyon), Languedoc (Toulouse), Normandie (Rouen), Poitou (Poitiers), Île-de-France (Paris)

Iberia: Aragon (Zaragoza), Beira (Coimbra), Castile-LaMancha (Toledo), Cathalaunia (Barxiluna), Extremadura (Batalyaws), León y Asturias (León), Salamanca

Italy: Campania (Napoli), Lazio (Roma)

Anatolia: Kýpros (Lefkosia)

Mesopotamia: Antioch, Diyar Mudar (Édessa)

Levant: Galilee (Acre), Jerusalem

Quality: RELIGIOUS ORDERS/ MORALE 10/ DISCIPLINED/ TRAINED. One Squire is granted to a brother Knight Templar along with three horses. He is to serve him like a page and if too young to fight hold his horses in Battle. But there are those who left the phase in one’s life known as boyhood and enter the stage of manhood. Not recognized fully as brother Knights they first have to prove themselves in Battle. They are not granted a horse for it is easier to kill the enemies of Christendom from Horseback. Squires have to prove that they are worthy of being a member of the Order by serving as foot troops. Due to the fact that the brother Squires are descendants of noble blood they are equipped well, due to their status, mostly with mace and shield. They loge with other brother Knights, brother Sergeants and Turcopoles in the Commanderies of the Order of the Knights Templar in Outremer.

Abilities

  • Armour piercing

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

  • Hardy

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

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

Stats

Men
48
Melee
attack 4, charge 4 (mace)
Defence
armour 5, skill 7, shield 4
Morale
8 · Disciplined · Trained
Cost
1556 florins, 585 upkeep, 2 turns to train
Terrain
-2 in sand, +2 in forest, -1 in snow
Heat
+6 fatigue in hot climates

Where & when to recruit

Always needs: After Faction Turn Catholic After Is The Ai or After Military Orders Buildings Allowed Templars Chapter House regions or St Johns Chapter House regions or Teutonic Knights Chapter House regions or Knights Of Santiago Chapter House regions After Order Recruitment Enabled Templars Chapter House regions

Building From start
Military Orders' Provincial Houses Military Orders Levant (Jerusalem) Only Kingdom of Jerusalem 214t
Military Orders' Provincial Houses Military Orders Not in Levant (Jerusalem) Only Kingdom of Jerusalem 220t
Military Orders' Provincial Houses Military Orders Levant (Jerusalem) Only 15 factions 120t
Military Orders' Provincial Houses Military Orders Not in Levant (Jerusalem) Only 15 factions 125t
Seat of the Great Masters Military Orders Levant (Jerusalem) Only Kingdom of Jerusalem 39t
Seat of the Great Masters Military Orders Not in Levant (Jerusalem) Only Kingdom of Jerusalem 314t
Seat of the Great Masters Military Orders Levant (Jerusalem) Only 15 factions 214t
Seat of the Great Masters Military Orders Not in Levant (Jerusalem) Only 15 factions 220t

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

Armenian Azat Infantry

AOR unit

Who
All factions
Provinces

Anatolia: Chaldia (Trapezous), Northern Capadoccia (Sivas), Southern Cappadocia (Kayseri)

Caucasus: Armenia Minor (Malatya), Armenian Highland (Qālīqalā), Arminiya (Ani), Cilicia (Sision)

Mesopotamia: Antioch, Diyar Bakr (Hisn Kayfa), Diyar Mudar (Édessa)

Persia: Āzarbayjan (Tabrīz)

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

Where & when to recruit

Always needs: Armenian

Building From start
Town Watch Barracks · city only Only Byzantium, Georgia, Sultanate of Rum 214t
Town Watch Barracks · city only Only 27 factions 225t
Town Guard Barracks · city only Only Byzantium, Georgia, Sultanate of Rum 214t
Town Guard Barracks · city only Only 27 factions 225t
City Watch Barracks · city only Only Byzantium, Georgia, Sultanate of Rum 214t
City Watch Barracks · city only Only 27 factions 225t
Militia Drill Square Barracks · city only Only Byzantium, Georgia, Sultanate of Rum 214t
Militia Drill Square Barracks · city only Only 27 factions 225t
Militia Barracks Barracks · city only Needs Quarries or better Only Byzantium, Georgia, Sultanate of Rum 214t
Militia Barracks Barracks · city only Needs Quarries or better Only 27 factions 225t
Army Barracks Barracks · city only Needs Stonemasons or better Only Byzantium, Georgia, Sultanate of Rum 214t
Army Barracks Barracks · city only Needs Stonemasons or better Only 26 factions 225t
Royal Barracks Barracks · city only Needs Stonemasons or better Only Byzantium, Georgia, Sultanate of Rum 214t
Royal Barracks Barracks · city only Needs Stonemasons or better Only 17 factions 225t
Mustering Hall Barracks · castle only Only Byzantium, Georgia, Sultanate of Rum 214t
Mustering Hall Barracks · castle only Only 27 factions 225t
Garrison Quarters Barracks · castle only Only Byzantium, Georgia, Sultanate of Rum 214t
Garrison Quarters Barracks · castle only Only 27 factions 225t
Drill Square Barracks · castle only Only Byzantium, Georgia, Sultanate of Rum 214t
Drill Square Barracks · castle only Only 27 factions 225t
Barracks Barracks · castle only Only Byzantium, Georgia, Sultanate of Rum 214t
Barracks Barracks · castle only Only 27 factions 225t
Armoury Barracks · castle only Only Byzantium, Georgia, Sultanate of Rum 214t
Armoury Barracks · castle only Only 26 factions 225t

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

Swordsmen

Free Professionals, factional

Who
Aragon, England, France
Provinces

British Isles: East Anglia (Norwich), Essex (London), Mercia (Lincoln), Northumbria (York), Wales (Kaerenarvon), Wessex (Bristol)

Germany: Flandre (Gand)

France: Anjou (Angers), Aquitaine (Bordeaux), Auvergne (Clermont), Bourgogne (Dijon), Bretagne (Roazhon), Champagne du Nord (Rheims), Champagne du Sud (Troyes), Dauphiné (Lyon), Languedoc (Toulouse), Normandie (Rouen), Orleanáis (Orléans), Poitou (Poitiers), Provence (Arles), Île-de-France (Paris)

Iberia: Aragon (Zaragoza), Balearic Islands (Medina Mayurqa), Castilla La Vieja (Burgos), Cathalaunia (Barxiluna), Murcia (Mursiyah), Navarre (Pamplona), Valencia (Balansiyya)

FREE PROFESSIONALS/. Morale 8 Light Men at Arms are professional warriors, drawn from the lower classes. They have some skill in combat and are equipped with swords, shields and mail armour. They make good defensive and offensive units, useful against both archers and other infantry. Their versatility and superior equipment compared to other units of their times comes at a higher cost.

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 5, charge 3 (sword)
Defence
armour 5, skill 5, shield 3
Morale
8 · Normal discipline · Trained
Cost
1762 florins, 662 upkeep, 2 turns to train
Terrain
-2 in sand, +2 in forest, -1 in snow
Heat
+5 fatigue in hot climates

Where & when to recruit

Always needs: England regions or France regions or Aragon regions

Building From start A New Era Begins~turn 337 Full Plate Armor~turn 521
Drill Square Barracks · castle only Only Aragon 15t · ·
Barracks Barracks · castle only Only Aragon 25t · ·
Armoury Barracks · castle only Only England 34t · ·
Armoury Barracks · castle only Only England, France · 26t 18t
Armoury Barracks · castle only Only Aragon 34t★2 · ·

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

Berdichniki Heavy Axemen

feudal levy, factional

Who
Kievan Rus, Novgorod
Provinces

Scandinavia: Gulathingslog (Bergvin), Skane (Lund)

Poland & the Baltics: Malopolska (Kraków), Masovia (Płock), Pomerania (Stetin), Pomerania Gedanensis (Gdańsk), Silesia (Wrezław), Wielkopolska (Poznań)

Russia: Chernigov, Halychyna (Halych), Kyev, Novgorod, Pereyaslavl', Polotsk, Ruthenia (Goroden), Smolenesk, The Marshes (Turov), Volhynia (Volodymyr)

Germany: Bayern (Regensburg), Bohemia (Praha), Brannenborg (Brennaburg), Holstein-Mecklenburg (Liubice), Kärnten (Freiberg), Moravia (Olomóc), Ostfalen (Magideberc), Ostfranken (Nuorenberc), Ostmark (Wien)

Balkans: Albania (Dyrrachion), Bosnia (Vrhbosna), Croatia (Zagreb), Dalmatia (Zara), Dioclea (Skadar), Felföld (Eger), Lower Serbia (Belograd), Marmara (Kōnstantinoúpolis), Northern Bulgaria (Tarnovgrad), Ragusa, Southern Bulgaria (Triadica), Transylvania (Gyulafehérvár), Upper Serbia (Ras)

Caucasus: Kartli (T'pilisi)

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

Abilities

  • Armour piercing

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

  • Hardy

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

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

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

Stats

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

Where & when to recruit

Always needs: Orthodox ≥ 50% in region

Building From start Euphrosyne~turn 143 Rus cities' competition~turn 329 Andrey Rublyov~turn 443
Drill Square Barracks · castle only Slavic · · 17t 110t
Drill Square Barracks · castle only Slavic Before Crossbow in the Rus lands · 114t 114t 114t
Drill Square Barracks · castle only Slavic After Crossbow in the Rus lands 110t 110t · ·
Barracks Barracks · castle only Slavic · · 26t★1 28t★1
Barracks Barracks · castle only Slavic Before Crossbow in the Rus lands · 210t★1 210t★1 210t★1
Barracks Barracks · castle only Slavic After Crossbow in the Rus lands 28t★1 28t★1 · ·
Armoury Barracks · castle only Slavic · · 35t★1 36t★1
Armoury Barracks · castle only Slavic Before Crossbow in the Rus lands · 38t★1 38t★1 38t★1
Armoury Barracks · castle only Slavic After Crossbow in the Rus lands 36t★1 36t★1 · ·
City Hall Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs School or better Capital Kievan Rus regions or Russia regions or Norway regions or Denmark regions or Byzantium regions or Georgian homeland Only Novgorod 117t 117t 117t 117t
Mayor's Palace Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs University or better Capital Kievan Rus regions or Russia regions or Norway regions or Denmark regions or Byzantium regions or Georgian homeland Only Novgorod 217t★1 217t★1 217t★1 217t★1

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

Mercenary Hashshashins

mercenary unit, regional (true)

Who
All factions
Provinces

Steppes: Kara Kum (Konjikala), Khwarezm (Gorganch), Merv

Caucasus: Armenia Minor (Malatya), Derbent (Bāb al-Abwāb), Shirvan (Baku)

Mesopotamia: Basra (Al-Basra), Diyar Bakr (Hisn Kayfa), Diyar Mudar (Édessa), Halab, Sauad al-Irak (Baghdad), Wasit (Al-Wasit), Ġarb al-Ġezīra (Ar-Raqqah), Šark al-Ġezīra (Al-Mawsil)

Levant: Aš-Šām (Dimašqu), Bahrain (Al-Ahsa)

Persia: Alborz (Alamūt), Carmania (Kerman), Dasht-e Kavir (Yazd), Esfahān, Fars (Shirāz), Khorasan (Nīshāpūr), Media (Hamadān), Ray, Āzarbayjan (Tabrīz)

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

Where & when to recruit

Always needs: Persian or Abbasid regions or Zengid regions or Turks regions

Building From start
Assassins' Guild Assassins' Guild 125t★1
Master Assassins' Guild Assassins' Guild 217t★2
Assassins' Guild Headquarters Assassins' Guild 212t★3

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

Tabardariyya

slave professional, factional

Who
Abbasids, Egypt
Provinces

Anatolia: Lykaonia (Konya)

Mesopotamia: Sauad al-Irak (Baghdad), Šark al-Ġezīra (Al-Mawsil)

Levant: Jerusalem

Persia: Esfahān

Egypt: Asāfil Ard Misr (Al-Qāhira)

Maghreb: Ganūb Maġreb al-Aksa (Murrākus)

Quality: Elite. Type: Urban Professional (increased training time based on unit type and quality, higher proportion of disciplined units). The main role of the Tabardariyya is to guard the Caliph and the palace. Armed with a large axe, 'tabar', similar to a traditional Scandinavian axe. These well armoured, elite troops are formidable on the battle field too.

Abilities

  • Armour piercing

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

  • Very hardy

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

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

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

Stats

Men
52
Melee
attack 10, charge 5 (axe)
Defence
armour 10, skill 10, shield 0
Morale
12 · Disciplined · Highly trained
Cost
3182 florins, 1142 upkeep, 4 turns to train
Mount effect
+1 vs Horse, +1 vs Camel
Terrain
-1 in scrub, -1 in forest, -3 in snow
Heat
+9 fatigue in hot climates

Where & when to recruit

Always needs: After The Mamluks Rise in Egypt Capital

Building From start
City Hall Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs School or better Islam ≥ 50% in region Abbasid regions or Zengid regions or Egypt regions or Moors regions or Turks regions or Rum regions Only Abbasids 111t★1
City Hall Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs School or better Islam ≥ 50% in region Zengid regions Abbasid regions or Egypt regions or Moors regions or Turks regions or Rum regions Only Egypt 111t
Mayor's Palace Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs University or better Islam ≥ 50% in region Abbasid regions or Zengid regions or Egypt regions or Moors regions or Turks regions or Rum regions Only Abbasids 211t★1
Mayor's Palace Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs University or better Islam ≥ 50% in region Zengid regions or Abbasid regions or Egypt regions or Moors regions or Turks regions or Rum regions Only Egypt 211t★1
Kubbat as-Sakhra Holy Place · city only After Faction Turn Islam Levant (Jerusalem) Islam ≥ 50% in region Only Egypt 114t
Glorious Kubbat as-Sakhra Holy Place · city only After Faction Turn Islam Levant (Jerusalem) Islam ≥ 70% in region Only Egypt 314t★1

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

Caliph's Guard

Exceptional unit, factional

Who
Abbasids, Zengids
Provinces

Anatolia: Lykaonia (Konya)

Mesopotamia: Sauad al-Irak (Baghdad), Šark al-Ġezīra (Al-Mawsil)

Levant: Jerusalem

Persia: Esfahān

Egypt: Asāfil Ard Misr (Al-Qāhira)

Maghreb: Ganūb Maġreb al-Aksa (Murrākus)

EXCEPTIONAL UNIT / MORALE 15/ DISCIPLINED/ HIGHLY TRAINED/ LOCK MORALE The Caliph's Guard are Ghulams selected to be the Caliph's bodyguards and personal regiment. Only kept by Sultans rich and powerful enough to field them, these elite and loyal troops are protected by heavy mail and conic helmet and are armed with a strong mace capable of destroying any armor. GAMEPLAY NOTES:These Caliphal Guards are responsible for protecting the Caliph of Baghdad and the royal family. Chosen from among the best, they will fight to the end to fulfill their mission for Allah. They are heavily armored troops, capable of destroying heavily armored forces with their fearsome maces. Their mere presence terrifies enemy infantry, who know they are the elite of the Ghulam slave troops. Available in the Mayor's Palace of Baghdad and in other Muslim capitals for Abbasids and Zengids after some events, as well as holy sites like Jerusalem.

Abilities

  • Shield wall

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

  • Armour piercing

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

  • Very hardy

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

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

  • 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
60
Melee
attack 9, charge 5 (mace)
Defence
armour 11, skill 9, shield 5
Morale
15 · Disciplined · Highly trained · never routs
Cost
3511 florins, 1534 upkeep, 5 turns to train
Terrain
-2 in snow
Heat
+8 fatigue in hot climates

Where & when to recruit

Always needs: Capital

Building Reform~turn 57 Reform~turn 67
City Hall Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs School or better Islam ≥ 70% in region Abbasid regions or Zengid regions or Egypt regions or Moors regions or Turks regions or Rum regions Only Abbasids · 111t
City Hall Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs School or better Islam ≥ 70% in region Zengid regions or Abbasid regions or Egypt regions or Moors regions or Turks regions or Rum regions Only Zengids 111t 111t
Mayor's Palace Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs University or better Islam ≥ 70% in region Abbasid regions or Zengid regions or Egypt regions or Moors regions or Turks regions or Rum regions Only Abbasids · 311t★1
Mayor's Palace Town Hall · city only Needs Stonemasons or better Without Grazing Lands or better Needs University or better Islam ≥ 70% in region Zengid regions Abbasid regions or Egypt regions or Moors regions or Turks regions or Rum regions Only Zengids 311t★1 311t★1
Kubbat as-Sakhra Holy Place · city only After Faction Turn Islam Levant (Jerusalem) Islam ≥ 50% in region · 114t
Glorious Kubbat as-Sakhra Holy Place · city only After Faction Turn Islam Levant (Jerusalem) Islam ≥ 70% in region · 314t★1

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

Feudal Foot Knights

feudal knight, standard

Who
England, Pisa, Poland, Venice
Provinces

British Isles: Essex (London)

Poland & the Baltics: Wielkopolska (Poznań)

Italy: Veneto (Venèzsia), Western Tuscany (Pisa)

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

Abilities

  • Shield wall

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

  • Hardy

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

  • Command

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

  • Knight

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

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

Stats

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

Where & when to recruit

Building Heavy Mail~turn 141 Council of Łęczyca~turn 337 Coat of Plates~turn 341 United Kingdom~turn 437 Partial Plate Armor~turn 441 Matchlock Developed~turn 597
Basilica di San Marco St. Mark's Basilica · city only Catholic ≥ 50% in region Venice regions Capital After Faction Turn Catholic or After Faction Turn Orthodox Only Venice +20t +20t · · · ·
Cappella di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Catholic Needs Carpenters' Workshops or better Pisa regions Capital Only Pisa +20t +20t · · · ·
Nava di Chiesa di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Capital Only Pisa +20t +20t · · · ·
Chiesa di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Capital Only Pisa +20t +20t · · · ·
Chiesa e Battistero Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Capital Only Pisa +20t +20t · · · ·
Chiesa, Battistero e Campanile Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Capital Only Pisa +20t +20t · · · ·
Duomo di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Capital Only Pisa +20t +20t · · · ·
Duomo e Battistero Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Capital Only Pisa +20t +20t · · · ·
Duomo, Battistero e Campanile Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Capital Only Pisa +20t +20t · · · ·
Campo dei Miracoli Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Capital Only Pisa +20t +20t · · · ·
The Site Tower of London · city only England regions Capital Catholic ≥ 50% in region Only England +33t +33t +25t +25t +33t ·
The Keep Tower of London · city only Needs Carpenters' Workshops or better England regions Capital Catholic ≥ 50% in region Only England +33t +33t +25t +25t +33t ·
The White Tower Tower of London · city only Needs Quarries or better England regions Capital Catholic ≥ 50% in region Only England +33t +33t +25t +25t +33t ·
The Tower of London Tower of London · city only Needs Stonemasons or better England regions Capital Catholic ≥ 50% in region Only England +33t +33t +25t +25t +33t ·
St. Adalbert Cathedral Saint Adalbertus After Faction Turn Catholic Poland regions Unique1 regions Needs Quarries or better Catholic ≥ 50% in region Only Poland · +33t +33t · · ·
St. Adalbert Gothic Cathedral Saint Adalbertus After Faction Turn Catholic Poland regions Unique1 regions Needs Stonemasons or better Catholic ≥ 50% in region Only Poland · +33t +33t +33t +25t +14t

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

Also recruitable in some campaigns, depending on the order events happen: St. Adalbert Cathedral.

Norse Swordsmen

Free Professionals, factional

Who
Denmark, Norway
Provinces

Scandinavia: Borgarthingslog (Ánslo), Gulathingslog (Bergvin), Gutland (Visby), Gøtland (Skara), Iutland (Ribe), Sialand (Roskilde), Skane (Lund), Smaland (Kalmar), Swerike (Sigtuna)

Poland & the Baltics: Austrland (Turku)

FREE PROFESSIONALS/ MORALE 9/ DISCIPLINED/ TRAINED This Scandinavian swordmen come from minor noble classes or wealthy free people able to own excellent equipment. In Norse culture, owning a sword represent a social statue, the more exquisite the sword is, the higher is the notoriety of the owner. They are master of the sword with good equipment and can form also a old- viking style shield wall.

Abilities

  • Shield wall

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

  • Hardy

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

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

Stats

Men
48
Melee
attack 10, charge 4 (sword)
Defence
armour 6, skill 6, shield 6
Morale
9 · Disciplined · Trained
Cost
2002 florins, 943 upkeep, 2 turns to train
Terrain
-2 in sand, +2 in forest, +2 in snow
Heat
+6 fatigue in hot climates

Where & when to recruit

Always needs: Denmark regions or Norway regions

Building Heavy Mail~turn 141
Drill Square Barracks · castle only 28t
Barracks Barracks · castle only Catholic ≥ 35% in region 26t
Armoury Barracks · castle only Catholic ≥ 35% in region 26t★1

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

Foot Boyars

feudal knight, factional

Who
Kievan Rus, Novgorod
Provinces

Russia: Kyev

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

Abilities

  • Shield wall

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

  • Hardy

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

  • Command

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

  • Knight

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

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

Stats

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

Where & when to recruit

Always needs: After Faction Turn Orthodox Kievan Rus regions Capital Orthodox ≥ 50% in region

Building Euphrosyne~turn 143
Small Zoloti Vorota Zoloti Vorota · city only Needs Carpenters' Workshops or better +12t
Large Zoloti Vorota Zoloti Vorota · city only Needs Quarries or better +12t
Great Zoloti Vorota Zoloti Vorota · city only Needs Stonemasons or better +12t

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

Norman Foot Knights

feudal knight, Exceptional, factional

Who
England, France, Holy Roman Empire, Kingdom of Jerusalem, Papal States, Sicily
Provinces

Italy: Apulia (Bari), Calabria (Regium), Campania (Napoli), Trinacria (Balermus)

EXCEPTIONAL UNIT / MORALE 15/ DISCIPLINED/ HIGHLY TRAINED/ Of all the knights of Europe, the Normans are the most renowned. Their Viking heritage and lust for battle has lead many to seek their fortune abroad, especially in Southern Italy. Here two adventurers, Robert and Roger Guiscard have established a formidable kingdom which employs many of their countryman. The Norman Knight's exceptional ferocity, and heavy armour make him feared on any battlefield, even when fighting dismounted.

Abilities

  • Shield wall

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

  • Hardy

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

  • Command

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

  • Knight

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

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

Stats

Men
40
Melee
attack 10, charge 5 (sword)
Defence
armour 13, skill 9, shield 6
Morale
15 · Disciplined · Highly trained
Cost
820 florins, 1540 upkeep, 1 turn to train
Terrain
-1 in sand, +1 in forest, -2 in snow
Heat
+9 fatigue in hot climates

Where & when to recruit

Always needs: Sicily regions Catholic ≥ 50% in region

Building Battle of Hattin~turn 143 The Fourth Lateran Council~turn 169 Concentric Castles~turn 277
Norman Stronghold Castelli Normanni Without Alcazar Building After Faction Turn Catholic Without Alcazar Building 120t 120t ·
Norman Stronghold Castelli Normanni Without Alcazar Building After Faction Turn Catholic Without Alcazar Building Capital Only 4 factions 120t 120t ·
Castìdde du Monte Castelli Normanni Unique1 regions 220t 220t 220t
Castel Castelli Normanni Without Alcazar Building After Faction Turn Catholic Without Alcazar Building · · 220t
Castel Castelli Normanni Without Alcazar Building After Faction Turn Catholic Without Alcazar Building Capital Only 4 factions · · 220t
Palazzo dei Normanni Castelli Normanni Capital After Faction Turn Catholic 220t★1 220t★1 220t★1
Palazzo dei Normanni Castelli Normanni Capital After Faction Turn Catholic Capital Only 4 factions 220t★1 220t★1 220t★1
Maschio Angioino Castelli Normanni Without Alcazar Building Unique2 regions After Faction Turn Catholic Only 4 factions · 220t 220t

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

Ahdath Sword Militia

urban militia, factional

Who
Egypt, Zengids
Provinces

Levant: Al-Heġāz (Makkah), Asqalān, Nefud (Tayma), Oultrejordain (Aqaba)

Egypt: A'alī Ard Misr (Qūs), Asāfil Ard Misr (Al-Qāhira), Bilād al-Dumyāt (Dumyāt), Bilād al-Iskanderia (Al-Iskandariyya)

Quality: Superior. Type: Late Professional. The Al-Halqa are made up of Egyptians and Arabs, as well as the sons of Mamluks. Egyptians and Arabs are not permitted to become Mamluks, while the sons of Mamluks are considered second class, as they were not born on the Steppes as "true Turks". Nevertheless the Al-Haqa are important troops, often in service to their Amir alongside the Mamluks.

Abilities

  • 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.

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

Stats

Men
60
Melee
attack 6, charge 3 (sword)
Defence
armour 2, skill 2, shield 4
Morale
4 · Low discipline · Untrained
Cost
380 florins, 380 upkeep, 1 turn to train
Terrain
-1 in scrub, -3 in snow
Heat
+3 fatigue in hot climates

Where & when to recruit

Always needs: Egypt regions

Building Mamluks established~turn 177
Militia Barracks Barracks · city only Needs Quarries or better Islam ≥ 35% in region Not in Capital Only Zengids 24t
Militia Barracks Barracks · city only Needs Quarries or better Islam ≥ 35% in region Capital Only Zengids 32t
Militia Barracks Barracks · city only Needs Quarries or better Islam ≥ 25% in region Not in Capital Only Egypt 24t
Militia Barracks Barracks · city only Needs Quarries or better Islam ≥ 25% in region Capital Only Egypt 32t
Army Barracks Barracks · city only Needs Stonemasons or better Islam ≥ 35% in region Not in Capital Only Zengids 23t
Army Barracks Barracks · city only Needs Stonemasons or better Islam ≥ 35% in region Capital Only Zengids 32t
Army Barracks Barracks · city only Needs Stonemasons or better Islam ≥ 25% in region Not in Capital Only Egypt 23t
Army Barracks Barracks · city only Needs Stonemasons or better Islam ≥ 25% in region Capital Only Egypt 32t

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

Heavy Sergeant Swordmen

factional

Who
Aragon, Denmark, England, France
Provinces

British Isles: East Anglia (Norwich), Essex (London), Mercia (Lincoln), Northumbria (York), Wales (Kaerenarvon), Wessex (Bristol)

Scandinavia: Gutland (Visby), Iutland (Ribe), Sialand (Roskilde), Skane (Lund), Smaland (Kalmar)

Poland & the Baltics: Austrland (Turku), Malopolska (Kraków), Masovia (Płock), Pomerania (Stetin), Pomerania Gedanensis (Gdańsk), Silesia (Wrezław), Wielkopolska (Poznań)

Germany: Bayern (Regensburg), Bohemia (Praha), Brabant (Loven), Brannenborg (Brennaburg), Flandre (Gand), Friesland (Utrecht), Holstein-Mecklenburg (Liubice), Kärnten (Freiberg), Moravia (Olomóc), Niederlothrigen (Coellen), Nordfranken (Frankfurt), Oberlothringen (Trier), Ostfalen (Magideberc), Ostfranken (Nuorenberc), Ostmark (Wien), Schwaben (Ulm), Südfranken (Speyer), Westfalen (Bremen), Westschwaben (Basel)

France: Anjou (Angers), Aquitaine (Bordeaux), Auvergne (Clermont), Bourgogne (Dijon), Bretagne (Roazhon), Champagne du Nord (Rheims), Champagne du Sud (Troyes), Dauphiné (Lyon), Languedoc (Toulouse), Normandie (Rouen), Orleanáis (Orléans), Poitou (Poitiers), Provence (Arles), Île-de-France (Paris)

Iberia: Aragon (Zaragoza), Balearic Islands (Medina Mayurqa), Castilla La Vieja (Burgos), Cathalaunia (Barxiluna), Murcia (Mursiyah), Navarre (Pamplona), Valencia (Balansiyya)

Italy: Eastern Tuscany (Firenze), Liguria (Genova), Lombardy (Milan), Niza, Romagna (Bologna), Sardìgna e Córsica (Calari), Veneto (Venèzsia), Verona, Western Tuscany (Pisa)

Balkans: Alföld (Várad), Croatia (Zagreb), Dalmatia (Zara), Felföld (Eger), Moldavia (Siret), Pannónia (Székesfehérvár), Ragusa, Transylvania (Gyulafehérvár), Wallachia (Târgovişte)

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

Abilities

  • Hardy

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

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

Stats

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

Where & when to recruit

Always needs: England regions or Venice regions or Pisa regions or Aragon regions or France regions or Hre regions or Poland regions or Hungary regions or Denmark regions

Building A New Era Begins~turn 337
Drill Square Barracks · castle only Only Aragon 28t
Barracks Barracks · castle only Only Aragon 28t
Armoury Barracks · castle only Only Denmark, England, France 27t
Armoury Barracks · castle only Only Aragon 27t★1

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

Foot Men At Arms

feudal levy, factional

Who
Holy Roman Empire, Papal States, Pisa, Sicily, Venice
Provinces

Germany: Bayern (Regensburg), Bohemia (Praha), Brabant (Loven), Brannenborg (Brennaburg), Friesland (Utrecht), Holstein-Mecklenburg (Liubice), Kärnten (Freiberg), Niederlothrigen (Coellen), Nordfranken (Frankfurt), Oberlothringen (Trier), Ostfalen (Magideberc), Ostfranken (Nuorenberc), Ostmark (Wien), Schwaben (Ulm), Südfranken (Speyer), Westfalen (Bremen), Westschwaben (Basel)

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

Balkans: Dalmatia (Zara), Ragusa

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

Abilities

  • Shield wall

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

  • Hardy

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

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

Stats

Men
48
Melee
attack 8, charge 3 (sword)
Defence
armour 13, skill 6, shield 4
Morale
7 · Normal discipline · Untrained
Cost
2677 florins, 957 upkeep, 2 turns to train
Terrain
-1 in scrub, -3 in sand, +1 in forest, -2 in snow
Heat
+13 fatigue in hot climates

Where & when to recruit

Building A New Era Begins~turn 337 Full Plate Armor~turn 521 Portable Clock~turn 757 Pike and Shot~turn 797
Barracks Barracks · castle only Catholic ≥ 50% in region Pisa regions or Papal States regions or Venice regions or Sicily regions Only 4 factions · 211t 211t ·
Armoury Barracks · castle only Hre regions Only Holy Roman Empire 18t 18t 18t 18t
Armoury Barracks · castle only Pisa regions or Papal States regions or Venice regions or Sicily regions Only 4 factions · 28t 28t ·

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

Foot Broken Lances

mercenary unit, factional (false- only EDB)

Who
Pisa, Venice
Provinces

Italy: Veneto (Venèzsia), Western Tuscany (Pisa)

Quality: Superior. Type: Urban Professional (increased training time based on unit type and quality, higher proportion of disciplined units). In medieval Italy, a lance meant a man at arms supported by some lighter troops. The term broken lance, or 'lanze spezzate' refers to men at arms who have been separated from their supporting troops, and hired separately. They are well disciplined professional troops who can fight on horseback, but often fight on foot. They are armoured with the finest Italian plate, and armed with a sword.

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 7, charge 4 (sword)
Defence
armour 15, skill 7, shield 3
Morale
9 · Normal discipline · Trained
Cost
3245 florins, 1217 upkeep, 1 turn to train
Terrain
-1 in scrub, -2 in sand, -3 in snow
Heat
+15 fatigue in hot climates

Where & when to recruit

Always needs: Capital

Building Coat of Plates~turn 341
Basilica di San Marco St. Mark's Basilica · city only Catholic ≥ 50% in region Venice regions After Faction Turn Catholic or After Faction Turn Orthodox Only Venice +20t
Cappella di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Catholic Needs Carpenters' Workshops or better Pisa regions Only Pisa +20t
Nava di Chiesa di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Only Pisa +20t
Chiesa di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Only Pisa +20t
Chiesa e Battistero Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Only Pisa +20t
Chiesa, Battistero e Campanile Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Only Pisa +20t
Duomo di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +20t
Duomo e Battistero Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +20t
Duomo, Battistero e Campanile Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +20t
Campo dei Miracoli Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +20t

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

Halberd Men at Arms

free professional, standard

Who
Aragon, Denmark, England, Holy Roman Empire, Hungary, Norway, Poland, Portugal, Scotland, Serbia, Spain
Provinces

British Isles: East Anglia (Norwich), Essex (London), Mercia (Lincoln), Northumbria (York), Wales (Kaerenarvon), Wessex (Bristol)

Scandinavia: Borgarthingslog (Ánslo), Gulathingslog (Bergvin), Gutland (Visby), Gøtland (Skara), Iutland (Ribe), Sialand (Roskilde), Skane (Lund), Smaland (Kalmar), Swerike (Sigtuna)

Poland & the Baltics: Austrland (Turku), Malopolska (Kraków), Masovia (Płock), Pomerania (Stetin), Pomerania Gedanensis (Gdańsk), Silesia (Wrezław), Wielkopolska (Poznań)

Germany: Bayern (Regensburg), Bohemia (Praha), Brabant (Loven), Brannenborg (Brennaburg), Flandre (Gand), Friesland (Utrecht), Holstein-Mecklenburg (Liubice), Kärnten (Freiberg), Moravia (Olomóc), Niederlothrigen (Coellen), Nordfranken (Frankfurt), Oberlothringen (Trier), Ostfalen (Magideberc), Ostfranken (Nuorenberc), Ostmark (Wien), Schwaben (Ulm), Südfranken (Speyer), Westfalen (Bremen), Westschwaben (Basel)

France: Anjou (Angers), Aquitaine (Bordeaux), Auvergne (Clermont), Bourgogne (Dijon), Bretagne (Roazhon), Champagne du Nord (Rheims), Champagne du Sud (Troyes), Dauphiné (Lyon), Languedoc (Toulouse), Normandie (Rouen), Orleanáis (Orléans), Poitou (Poitiers), Provence (Arles), Île-de-France (Paris)

Iberia: Algarve (Šilb), Aragon (Zaragoza), Balearic Islands (Medina Mayurqa), Beira (Coimbra), Castile-LaMancha (Toledo), Castilla La Vieja (Burgos), Cathalaunia (Barxiluna), Central Andalusia (Qurtubah), Galicia (Santiago de Compostela), León y Asturias (León), Murcia (Mursiyah), Navarre (Pamplona), Salamanca, Tajo (Al-Ušbuna), Valencia (Balansiyya)

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

Balkans: Alföld (Várad), Croatia (Zagreb), Dalmatia (Zara), Felföld (Eger), Moldavia (Siret), Pannónia (Székesfehérvár), Ragusa, Transylvania (Gyulafehérvár), Wallachia (Târgovişte)

Caucasus: Arminiya (Ani), Derbent (Bāb al-Abwāb), Egrisi (Kutatïssi), Kartli (T'pilisi), Shirvan (Baku)

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

Abilities

  • Armour piercing

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

  • Hardy

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

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

Stats

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

Where & when to recruit

Building Partial Plate Armor~turn 441 Full Plate Armor~turn 521 Pike and Shot~turn 797
Drill Square Barracks · castle only Aragon regions or France regions or Denmark regions or Spain regions or Norway regions or England regions or Hungary regions or Poland regions or Portugal regions or Hre regions or Pisa regions or Venice regions or Sicily regions or Papal States regions Only Aragon · 19t 19t
Drill Square Barracks · castle only Aragon regions or France regions or Denmark regions or Spain regions or Norway regions or England regions or Hungary regions or Poland regions or Portugal regions or Hre regions or Pisa regions or Venice regions or Sicily regions or Papal States regions Only Portugal · 19t 19t
Drill Square Barracks · castle only Catholic ≥ 35% in region Aragon regions or France regions or Denmark regions or Spain regions or Norway regions or England regions or Hungary regions or Poland regions or Portugal regions or Hre regions or Pisa regions or Venice regions or Sicily regions or Papal States regions Only Spain · 19t 19t
Barracks Barracks · castle only Aragon regions or France regions or Denmark regions or Spain regions or Norway regions or England regions or Hungary regions or Poland regions or Portugal regions or Hre regions or Pisa regions or Venice regions or Sicily regions or Papal States regions or Georgian homeland Only 5 factions 18t 18t ·
Barracks Barracks · castle only Aragon regions or France regions or Denmark regions or Spain regions or Norway regions or England regions or Hungary regions or Poland regions or Portugal regions or Hre regions or Pisa regions or Venice regions or Sicily regions or Papal States regions Only 6 factions · 18t 18t
Barracks Barracks · castle only Aragon regions or France regions or Denmark regions or Spain regions or Norway regions or England regions or Hungary regions or Poland regions or Portugal regions or Hre regions or Pisa regions or Venice regions or Sicily regions or Papal States regions Only Spain · 19t 19t
Barracks Barracks · castle only Aragon regions or France regions or Denmark regions or Spain regions or Norway regions or England regions or Hungary regions or Poland regions or Portugal regions or Hre regions or Pisa regions or Venice regions or Sicily regions or Papal States regions Only Aragon · 19t 19t
Barracks Barracks · castle only Aragon regions or France regions or Denmark regions or Spain regions or Norway regions or England regions or Hungary regions or Poland regions or Portugal regions or Hre regions or Pisa regions or Venice regions or Sicily regions or Papal States regions Only Portugal · 19t 19t
Armoury Barracks · castle only Aragon regions or France regions or Denmark regions or Spain regions or Norway regions or England regions or Hungary regions or Poland regions or Portugal regions or Hre regions or Pisa regions or Venice regions or Sicily regions or Papal States regions Only Spain · 18t★1 18t★1
Armoury Barracks · castle only Aragon regions or France regions or Denmark regions or Spain regions or Norway regions or England regions or Hungary regions or Poland regions or Portugal regions or Hre regions or Pisa regions or Venice regions or Sicily regions or Papal States regions Only Aragon · 18t★2 18t★2
Armoury Barracks · castle only Aragon regions or France regions or Denmark regions or Spain regions or Norway regions or England regions or Hungary regions or Poland regions or Portugal regions or Hre regions or Pisa regions or Venice regions or Sicily regions or Papal States regions Only Portugal · 18t★1 18t★1

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

Norse Bóndi

AOR unit

Who
All factions
Provinces

Scandinavia: Borgarthingslog (Ánslo), Gulathingslog (Bergvin), Gutland (Visby), Gøtland (Skara), Iutland (Ribe), Sialand (Roskilde), Skane (Lund), Smaland (Kalmar), Swerike (Sigtuna)

Poland & the Baltics: Austrland (Turku)

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

Where & when to recruit

Building From start Heavy Mail~turn 141 Partial Plate Armor~turn 441 Full Plate Armor~turn 521
Town Watch Barracks · city only Denmark regions or Norway regions 220t 220t 220t ·
Town Watch Barracks · city only Denmark regions or Norway regions Only Denmark, Norway +8t +11t +25t ·
Town Guard Barracks · city only Denmark regions or Norway regions 220t 220t 220t ·
Town Guard Barracks · city only Denmark regions or Norway regions Only Denmark, Norway +4t +4t +4t +4t
City Watch Barracks · city only Denmark regions or Norway regions 220t 220t 220t ·
City Watch Barracks · city only Denmark regions or Norway regions Only Denmark, Norway +4t +4t +4t +4t
Militia Drill Square Barracks · city only Denmark regions or Norway regions 220t 220t 220t ·
Militia Drill Square Barracks · city only Denmark regions or Norway regions Only Denmark, Norway +4t +4t +4t +4t
Militia Barracks Barracks · city only Needs Quarries or better Denmark regions or Norway regions 220t 220t 220t ·
Militia Barracks Barracks · city only Needs Quarries or better Denmark regions or Norway regions Only Denmark, Norway +4t +4t +4t +4t
Army Barracks Barracks · city only Needs Stonemasons or better Denmark regions or Norway regions Only 29 factions 220t 220t 220t ·
Army Barracks Barracks · city only Needs Stonemasons or better Denmark regions or Norway regions Only Denmark, Norway +4t +4t +4t +4t
Royal Barracks Barracks · city only Needs Stonemasons or better Denmark regions or Norway regions Only 20 factions 220t 220t 220t ·
Royal Barracks Barracks · city only Needs Stonemasons or better Denmark regions or Norway regions Only Denmark, Norway +4t +4t +4t +4t
Mustering Hall Barracks · castle only Denmark regions or Norway regions 220t 220t 220t ·
Mustering Hall Barracks · castle only Norway regions or Denmark regions Only Denmark, Norway +20t +20t +20t +20t
Garrison Quarters Barracks · castle only Denmark regions or Norway regions 220t 220t 220t ·
Garrison Quarters Barracks · castle only Norway regions or Denmark regions Only Denmark, Norway +20t +20t +20t +20t
Drill Square Barracks · castle only Denmark regions or Norway regions 220t 220t 220t ·
Drill Square Barracks · castle only Norway regions or Denmark regions Only Denmark, Norway +4t +4t +4t +4t
Barracks Barracks · castle only Denmark regions or Norway regions 220t 220t 220t ·
Barracks Barracks · castle only Norway regions or Denmark regions Only Denmark, Norway +4t +4t +4t +4t
Armoury Barracks · castle only Denmark regions or Norway regions Only 29 factions 220t 220t 220t ·
Armoury Barracks · castle only Norway regions or Denmark regions Only Denmark, Norway +4t +4t +4t +4t
Village Kirke Stavkirke Without Rus Monastery Without Rus Monastery Norway regions Norway regions Only Norway +25t +25t +25t +25t
Village Kirke Stavkirke Without Rus Monastery Without Rus Monastery Norway regions Norway regions Only Denmark +33t +33t +33t +33t
Town Kirke Stavkirke Without Rus Monastery Without Rus Monastery Norway regions Norway regions Only Norway +17t +17t +17t +17t
Town Kirke Stavkirke Without Rus Monastery Without Rus Monastery Norway regions Norway regions Only Denmark +25t +25t +25t +25t
Jarl's Kirke Stavkirke Without Monastic Enclosure or better Without Rus Monastery Norway regions Norway regions Only Norway +12t +12t +12t +12t
Jarl's Kirke Stavkirke Without Monastic Enclosure or better Without Rus Monastery Norway regions Norway regions Only Denmark +20t +20t +20t +20t
Konungr's Kirke Stavkirke Without Rus Monastery Norway regions Capital or River Norway regions Only Norway +10t +10t +10t +10t
Konungr's Kirke Stavkirke Without Rus Monastery Norway regions Capital or River Norway regions Only Denmark +14t +14t +14t +14t

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

Hunters

Missile infantry

Who
All factions
Provinces

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

Poland & the Baltics: Austrland (Turku), Malopolska (Kraków), Masovia (Płock), Pomerania (Stetin), Pomerania Gedanensis (Gdańsk), Silesia (Wrezław), Wielkopolska (Poznań)

Russia: Chernigov, Halychyna (Halych), Kyev, Novgorod, Pleskov, Polotsk, Rostov, Smolenesk, Suzdal, The Marshes (Turov), Volhynia (Volodymyr)

Germany: Bayern (Regensburg), Bohemia (Praha), Brabant (Loven), Brannenborg (Brennaburg), Flandre (Gand), Friesland (Utrecht), Holstein-Mecklenburg (Liubice), Kärnten (Freiberg), Moravia (Olomóc), Niederlothrigen (Coellen), Nordfranken (Frankfurt), Oberlothringen (Trier), Ostfalen (Magideberc), Ostfranken (Nuorenberc), Ostmark (Wien), Schwaben (Ulm), Südfranken (Speyer), Westfalen (Bremen), Westschwaben (Basel)

France: Anjou (Angers), Aquitaine (Bordeaux), Auvergne (Clermont), Bourgogne (Dijon), Bretagne (Roazhon), Champagne du Nord (Rheims), Champagne du Sud (Troyes), Dauphiné (Lyon), Languedoc (Toulouse), Normandie (Rouen), Orleanáis (Orléans), Poitou (Poitiers), Provence (Arles), Île-de-France (Paris)

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

Abilities

  • Area attack

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

  • Peasant

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

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

Stats

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

Where & when to recruit

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

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

Galwegian Javelinmen

AOR unit, factional

Who
All factions
Provinces

British Isles: Ireland (Duibhlinn), Scottish Highlands (Obar Dheathain), Scottish Lowlands (Dùn Èideann)

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

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • Peasant

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

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

Stats

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

Where & when to recruit

Always needs: Scotland regions

Building From start Davidian Revolution~turn 41 Handgun Developed~turn 461
Town Watch Barracks · city only Not in Unique2 regions 220t 220t 220t
Town Watch Barracks · city only Only Scotland +11t +14t +20t
Town Guard Barracks · city only Not in Unique2 regions 220t 220t 220t
Town Guard Barracks · city only Only Scotland +11t +14t +20t
City Watch Barracks · city only Not in Unique2 regions 220t 220t 220t
City Watch Barracks · city only Only Scotland +11t +14t +20t
Militia Drill Square Barracks · city only Not in Unique2 regions 220t 220t 220t
Militia Drill Square Barracks · city only Only Scotland +11t +14t +20t
Militia Barracks Barracks · city only Needs Quarries or better Not in Unique2 regions 220t 220t 220t
Militia Barracks Barracks · city only Needs Quarries or better Only Scotland +11t +14t +20t
Army Barracks Barracks · city only Needs Stonemasons or better Only Scotland +11t +14t +20t
Army Barracks Barracks · city only Needs Stonemasons or better Not in Unique2 regions Only 29 factions 220t 220t 220t
Royal Barracks Barracks · city only Needs Stonemasons or better Only Scotland +11t +14t +20t
Royal Barracks Barracks · city only Needs Stonemasons or better Not in Unique2 regions Only 20 factions 220t 220t 220t
Mustering Hall Barracks · castle only Not in Unique2 regions 211t 211t 211t
Garrison Quarters Barracks · castle only Not in Unique2 regions 211t 211t 211t
Drill Square Barracks · castle only Not in Unique2 regions 211t 211t 211t
Barracks Barracks · castle only Not in Unique2 regions 211t 211t 211t
Armoury Barracks · castle only Not in Unique2 regions Only 29 factions 211t 211t 211t
Castell Cragg The Rock Capital Faction has 1–3 settlements +20t +20t +20t
Castell Cragg The Rock Capital Faction has 1–3 settlements Only Scotland +20t +20t +20t
Sanct Margarites Chapele The Rock Capital Faction has 1–3 settlements +20t +20t +20t
Sanct Margarites Chapele The Rock Capital Faction has 1–3 settlements Only Scotland +20t +20t +20t
Rampardes of Edinburgh Castell The Rock Needs Quarries or better Capital Faction has 1–3 settlements +20t +20t +20t
Rampardes of Edinburgh Castell The Rock Needs Quarries or better Capital Faction has 1–3 settlements Only Scotland +20t +20t +20t
Edinburgh Castell The Rock Needs Quarries or better Capital Faction has 1–3 settlements +20t +20t +20t
Edinburgh Castell The Rock Needs Quarries or better Capital Faction has 1–3 settlements Only Scotland +20t +20t +20t

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

Morass Scouts

tribal unit, regional, AOR unit

Who
All factions
Provinces

Poland & the Baltics: Austrland (Turku), Curonia (Riga), Lietuva (Kernavé), Livonia (Kolyvan), Masovia (Płock), Pomerania Gedanensis (Gdańsk), Prussia (Twangste)

Russia: Ruthenia (Goroden)

Germany: Brannenborg (Brennaburg), Holstein-Mecklenburg (Liubice), Ostfalen (Magideberc)

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

Where & when to recruit

Building From start Hanseatic League Beginnings~turn 81 Ostsiedlung~turn 111 A New Era Begins~turn 337 Pavise Shields~turn 381 Lithuanian Empire~turn 405
Town Watch Barracks · city only Lithuania regions 220t 220t 220t 220t 220t ·
Town Watch Barracks · city only Not in Lithuania regions Prussia regions 220t 220t · · · ·
Town Watch Barracks · city only Hre regions Hanseatic Slavic Not in Unique1 regions 220t 220t · · · ·
Town Watch Barracks · city only Hre regions Hanseatic Slavic Unique1 regions 220t · · · · ·
Town Watch Barracks · city only Hre regions Hanseatic Slavic Poland regions 220t · · · · ·
Town Guard Barracks · city only Lithuania regions 220t 220t 220t 220t 220t ·
Town Guard Barracks · city only Not in Lithuania regions Prussia regions 220t 220t · · · ·
Town Guard Barracks · city only Hre regions Hanseatic Slavic Not in Unique1 regions 220t 220t · · · ·
Town Guard Barracks · city only Hre regions Hanseatic Slavic Unique1 regions 220t · · · · ·
Town Guard Barracks · city only Hre regions Hanseatic Slavic Poland regions 220t · · · · ·
City Watch Barracks · city only Lithuania regions 220t 220t 220t 220t 220t ·
City Watch Barracks · city only Not in Lithuania regions Prussia regions 220t 220t · · · ·
City Watch Barracks · city only Hre regions Hanseatic Slavic Not in Unique1 regions 220t 220t · · · ·
City Watch Barracks · city only Hre regions Hanseatic Slavic Unique1 regions 220t · · · · ·
City Watch Barracks · city only Hre regions Hanseatic Slavic Poland regions 220t · · · · ·
Militia Drill Square Barracks · city only Lithuania regions 220t 220t 220t 220t 220t ·
Militia Drill Square Barracks · city only Not in Lithuania regions Prussia regions 220t 220t · · · ·
Militia Drill Square Barracks · city only Hre regions Hanseatic Slavic Not in Unique1 regions 220t 220t · · · ·
Militia Drill Square Barracks · city only Hre regions Hanseatic Slavic Unique1 regions 220t · · · · ·
Militia Drill Square Barracks · city only Hre regions Hanseatic Slavic Poland regions 220t · · · · ·
Militia Barracks Barracks · city only Needs Quarries or better Lithuania regions 220t 220t 220t 220t 220t ·
Militia Barracks Barracks · city only Needs Quarries or better Not in Lithuania regions Prussia regions 220t 220t · · · ·
Militia Barracks Barracks · city only Needs Quarries or better Hre regions Hanseatic Slavic Not in Unique1 regions 220t 220t · · · ·
Militia Barracks Barracks · city only Needs Quarries or better Hre regions Hanseatic Slavic Unique1 regions 220t · · · · ·
Militia Barracks Barracks · city only Needs Quarries or better Hre regions Hanseatic Slavic Poland regions 220t · · · · ·
Army Barracks Barracks · city only Needs Stonemasons or better Lithuania regions Only 29 factions 220t 220t 220t 220t 220t ·
Army Barracks Barracks · city only Needs Stonemasons or better Not in Lithuania regions Prussia regions Only 29 factions 220t 220t · · · ·
Army Barracks Barracks · city only Needs Stonemasons or better Hre regions Hanseatic Slavic Not in Unique1 regions Only 29 factions 220t 220t · · · ·
Army Barracks Barracks · city only Needs Stonemasons or better Hre regions Hanseatic Slavic Unique1 regions Only 29 factions 220t · · · · ·
Army Barracks Barracks · city only Needs Stonemasons or better Hre regions Hanseatic Slavic Poland regions Only 29 factions 220t · · · · ·
Royal Barracks Barracks · city only Needs Stonemasons or better Lithuania regions Only 20 factions 220t 220t 220t 220t 220t ·
Royal Barracks Barracks · city only Needs Stonemasons or better Not in Lithuania regions Prussia regions Only 20 factions 220t 220t · · · ·
Royal Barracks Barracks · city only Needs Stonemasons or better Hre regions Hanseatic Slavic Not in Unique1 regions Only 20 factions 220t 220t · · · ·
Royal Barracks Barracks · city only Needs Stonemasons or better Hre regions Hanseatic Slavic Unique1 regions Only 20 factions 220t · · · · ·
Royal Barracks Barracks · city only Needs Stonemasons or better Hre regions Hanseatic Slavic Poland regions Only 20 factions 220t · · · · ·
Mustering Hall Barracks · castle only Lithuania regions 220t 220t 220t 220t 220t ·
Mustering Hall Barracks · castle only Not in Lithuania regions Prussia regions 220t 220t · · · ·
Mustering Hall Barracks · castle only Pagan ≥ 25% in region Lithuania regions Only Lithuania +14t +14t +14t +14t · ·
Mustering Hall Barracks · castle only Hre regions Hanseatic Slavic Not in Unique1 regions 220t 220t · · · ·
Mustering Hall Barracks · castle only Hre regions Hanseatic Slavic Unique1 regions 220t · · · · ·
Mustering Hall Barracks · castle only Hre regions Hanseatic Slavic Poland regions 220t · · · · ·
Garrison Quarters Barracks · castle only Lithuania regions 220t 220t 220t 220t 220t ·
Garrison Quarters Barracks · castle only Not in Lithuania regions Prussia regions 220t 220t · · · ·
Garrison Quarters Barracks · castle only Pagan ≥ 25% in region Lithuania regions Only Lithuania +11t +11t +11t +11t · ·
Garrison Quarters Barracks · castle only Hre regions Hanseatic Slavic Not in Unique1 regions 220t 220t · · · ·
Garrison Quarters Barracks · castle only Hre regions Hanseatic Slavic Unique1 regions 220t · · · · ·
Garrison Quarters Barracks · castle only Hre regions Hanseatic Slavic Poland regions 220t · · · · ·
Drill Square Barracks · castle only Lithuania regions 220t 220t 220t 220t 220t ·
Drill Square Barracks · castle only Not in Lithuania regions Prussia regions 220t 220t · · · ·
Drill Square Barracks · castle only Pagan ≥ 25% in region Lithuania regions Only Lithuania +9t +9t +9t +9t · ·
Drill Square Barracks · castle only Hre regions Hanseatic Slavic Not in Unique1 regions 220t 220t · · · ·
Drill Square Barracks · castle only Hre regions Hanseatic Slavic Unique1 regions 220t · · · · ·
Drill Square Barracks · castle only Hre regions Hanseatic Slavic Poland regions 220t · · · · ·
Barracks Barracks · castle only Lithuania regions 220t 220t 220t 220t 220t ·
Barracks Barracks · castle only Not in Lithuania regions Prussia regions 220t 220t · · · ·
Barracks Barracks · castle only Pagan ≥ 25% in region Lithuania regions Only Lithuania +8t +8t +8t +8t · ·
Barracks Barracks · castle only Hre regions Hanseatic Slavic Not in Unique1 regions 220t 220t · · · ·
Barracks Barracks · castle only Hre regions Hanseatic Slavic Unique1 regions 220t · · · · ·
Barracks Barracks · castle only Hre regions Hanseatic Slavic Poland regions 220t · · · · ·
Armoury Barracks · castle only Lithuania regions Only 29 factions 220t 220t 220t 220t 220t ·
Armoury Barracks · castle only Not in Lithuania regions Prussia regions Only 29 factions 220t 220t · · · ·
Armoury Barracks · castle only Pagan ≥ 25% in region Lithuania regions Only Lithuania +7t +7t +7t +7t · ·
Armoury Barracks · castle only Hre regions Hanseatic Slavic Not in Unique1 regions Only 29 factions 220t 220t · · · ·
Armoury Barracks · castle only Hre regions Hanseatic Slavic Unique1 regions Only 29 factions 220t · · · · ·
Armoury Barracks · castle only Hre regions Hanseatic Slavic Poland regions Only 29 factions 220t · · · · ·
Gedimino Hill Vilnius Lithuania regions Capital Faction has 1–3 settlements Only Lithuania +10t +10t +10t +10t +10t +10t
Lizdeika Pilis Vilnius Lithuania regions Capital Faction has 1–3 settlements Only Lithuania +10t +10t +10t +10t +10t +10t
Gedimino Tower Vilnius Lithuania regions Capital Faction has 1–3 settlements Only Lithuania · · +10t +10t +10t +10t
Gedimino Pilis Vilnius Lithuania regions Capital Faction has 1–3 settlements Only Lithuania · · · +10t +10t +10t

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

Svan Hunters

tribal unit, regional, AOR unit

Who
All factions
Provinces

Caucasus: Arminiya (Ani), Derbent (Bāb al-Abwāb), Egrisi (Kutatïssi), Kartli (T'pilisi), Shirvan (Baku)

Tribal (Poison Damage +5). Morale 8. Georgian sub-ethnic group, who lives in a mountainous region in western Georgia since ancient times. Svanians were strong and agile warriors, famous for their skilled archery and poisoned arrows. Svanians had the tradition of blood feuding like the eastern Georgian highlanders. AOR in Georgian core regions

Abilities

  • Area attack

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

  • 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.

  • Anti-cavalry bonus +4

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

  • Hides well in forest

    Hides in forest and is harder to spot there.

  • Hardy

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

  • Peasant

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

Also: Sea-faring, Can withdraw

Stats

Men
48
Missile
Poison Arrow: attack 3, range 170, 18 ammo
Melee
attack 2, charge 1 (spear)
Defence
armour 1, skill 4, shield 0
Morale
8 · Low discipline · Trained
Cost
410 florins, 410 upkeep, 1 turn to train
Terrain
+4 in scrub, -4 in sand, +2 in forest, +1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Always needs: Georgian homeland

Building From start
City Watch Barracks · city only 225t
Bowyer Ranges · castle only 220t
Bowyer Ranges · castle only Only Georgia +25t
Practice Range Ranges · castle only 220t
Practice Range Ranges · castle only Only Georgia +17t
Archery Range Ranges · castle only 220t
Archery Range Ranges · castle only Only Georgia +12t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 220t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Only Georgia +10t
Shuris Hill Narikala Capital Only 5 factions 217t
Shuris-Tsiche Narikala Capital Before Mongols Reach Caucasus Only 5 factions 217t
Reinforced Shuris-Tsiche Narikala Capital Before Mongols Reach Caucasus Only 5 factions 217t
Narikala Narikala Capital After Mongols Reach Caucasus Only 5 factions 217t

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

Peones Javelinmen

Peasant levies, factional

Who
Aragon, Portugal, Spain
Provinces

France: Languedoc (Toulouse)

Iberia: Algarve (Šilb), Aragon (Zaragoza), Balearic Islands (Medina Mayurqa), Beira (Coimbra), Castile-LaMancha (Toledo), Castilla La Vieja (Burgos), Cathalaunia (Barxiluna), Central Andalusia (Qurtubah), Eastern Andalusia (Garnāta), Extremadura (Batalyaws), Galicia (Santiago de Compostela), León y Asturias (León), Murcia (Mursiyah), Navarre (Pamplona), Salamanca, Tajo (Al-Ušbuna), Valencia (Balansiyya), Western Andalusia (Išbīliyyah)

PEASANTS LEVIES/ MORALE 3/ LOW DISCIPLINE/ UNTRAINED/ FREE UPKEEP UNIT/ IS PEASANT. The word "Peón" or "Peones" in Spanish refers to the general infantry or men who fought on foot and was normally made up of peasant peones, who went to battle in the service of their knight or from urban militias and brotherhoods. At first they were poorly equipped, since the horsemen were protected, but the peones protected themselves with what they could. Their weapons were spears, slings, bows, crossbows, short swords and javelins. They were used mainly as auxiliary troops. Iberian warfare has a long tradition of light mobile troops, both mounted and foot, fighting with the javelin since pre Roman times. These troops are drawn from the Iberian peasantry, protected by light armour and fighting with the javelin, in Iberian fashion. GAMEPLAY NOTES:Cheaper iberian troops that can effort javelins, use these light troops to hurl their weapons at their foes, while remaining mobile enough to stay clear of trouble. Recruitable only in Iberian Peninsula , have free upkeep in settlements.

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).

  • 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
Missile
Javelin: attack 11, range 55, 4 ammo
Melee
attack 2, charge 2 (sword)
Defence
armour 0, skill 3, shield 2
Morale
3 · Low discipline · Untrained
Cost
437 florins, 277 upkeep, 1 turn to train
Mount effect
+6 vs Elephant
Terrain
+1 in scrub, +2 in forest, -1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 25% in region Portugal regions or Spain regions or Aragon regions or Andalusian

Building From start Heavy Mail~turn 141
City Watch Barracks · city only 218t 225t
Militia Drill Square Barracks · city only 218t★1 225t★1
Militia Barracks Barracks · city only Needs Quarries or better 218t★1 225t★1
Army Barracks Barracks · city only Needs Stonemasons or better 318t★2 325t★2
Royal Barracks Barracks · city only Needs Stonemasons or better 318t★3 325t★3
Mustering Hall Barracks · castle only 118t 125t
Garrison Quarters Barracks · castle only 218t 225t
Drill Square Barracks · castle only 218t★1 225t★1
Barracks Barracks · castle only 318t★1 325t★1
Armoury Barracks · castle only 318t★1 325t★1

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

Irish Kerns

AOR unit

Who
All factions
Provinces

British Isles: Ireland (Duibhlinn)

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

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

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

Stats

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

Where & when to recruit

Always needs: Scotland regions Unique2 regions

Building From start
Town Watch Barracks · city only 220t
Town Guard Barracks · city only 220t
City Watch Barracks · city only 220t
Militia Drill Square Barracks · city only 220t
Militia Barracks Barracks · city only Needs Quarries or better 220t
Army Barracks Barracks · city only Needs Stonemasons or better Only 29 factions 220t
Royal Barracks Barracks · city only Needs Stonemasons or better Only 20 factions 220t
Mustering Hall Barracks · castle only 220t
Garrison Quarters Barracks · castle only 220t
Drill Square Barracks · castle only 220t
Barracks Barracks · castle only 220t
Armoury Barracks · castle only Only 29 factions 220t

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

Pkhovian Warriors

tribal, AOR unit

Who
All factions
Provinces

Caucasus: Arminiya (Ani), Derbent (Bāb al-Abwāb), Egrisi (Kutatïssi), Kartli (T'pilisi), Shirvan (Baku)

Tribal. Morale 14. Fierce warriors from the mountainous region of eastern Georgia. They were first mentioned in ancient sources, in I century BC. These highlanders were free people who acknowledged the authority of the Georgian kings but weren’t part of Georgian feudal society. Pkhovians were masters of guerilla warfare especially in the mountainous areas. Since they wore black clothes and their shields were covered in soot and were black, enemies called them “Black Shield bearers”. In eastern Georgian highlanders, there was a tradition to cut off and collect the right hands of their dead enemies. Also, they had a bloody habit of blood feuding. AOR in Georgian core regions

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).

  • Hides well in forest

    Hides in forest and is harder to spot there.

  • 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.

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

Also: Sea-faring, Can withdraw

Stats

Men
48
Missile
Javelin: attack 10, range 55, 3 ammo
Melee
attack 8, charge 1 (sword)
Defence
armour 1, skill 8, shield 2
Morale
14 · Impetuous · Highly trained · never routs
Cost
501 florins, 501 upkeep, 1 turn to train
Mount effect
+6 vs Elephant
Terrain
+4 in scrub, -4 in sand, +2 in forest, +1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Always needs: Georgian homeland

Building From start Golden Age~turn 105
Town Watch Barracks · city only 225t 225t
Town Watch Barracks · city only Only Georgia · +25t
Town Guard Barracks · city only 225t 225t
Town Guard Barracks · city only Only Georgia · +25t
City Watch Barracks · city only Only Georgia · +25t
Militia Drill Square Barracks · city only 225t 225t
Militia Drill Square Barracks · city only Only Georgia · +25t
Militia Barracks Barracks · city only Needs Quarries or better 225t 225t
Militia Barracks Barracks · city only Needs Quarries or better Only Georgia · +25t
Army Barracks Barracks · city only Needs Stonemasons or better Only 29 factions 225t 225t
Army Barracks Barracks · city only Needs Stonemasons or better Only Georgia · +25t
Royal Barracks Barracks · city only Needs Stonemasons or better Only 20 factions 225t 225t
Royal Barracks Barracks · city only Needs Stonemasons or better Only Georgia · +25t
Mustering Hall Barracks · castle only 225t 225t
Mustering Hall Barracks · castle only Only Georgia · +25t
Garrison Quarters Barracks · castle only 225t 225t
Garrison Quarters Barracks · castle only Only Georgia · +17t
Drill Square Barracks · castle only 225t 225t
Drill Square Barracks · castle only Only Georgia · +12t
Barracks Barracks · castle only 225t 225t
Barracks Barracks · castle only Only Georgia · +10t
Armoury Barracks · castle only Only 29 factions 225t 225t
Armoury Barracks · castle only Only Georgia · +8t
Shuris Hill Narikala Capital Faction has 1–3 settlements Only Georgia +10t +10t
Shuris-Tsiche Narikala Capital Before Mongols Reach Caucasus Faction has 1–3 settlements Only Georgia +10t +10t
Reinforced Shuris-Tsiche Narikala Capital Before Mongols Reach Caucasus Faction has 1–3 settlements Only Georgia +10t +10t
Narikala Narikala Capital After Mongols Reach Caucasus Faction has 1–3 settlements Only Georgia +10t +10t

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

Urban Crossbowmen Militia

urban militia, standard

Who
Aragon, Portugal, Spain
Provinces

Iberia: Tajo (Al-Ušbuna)

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

Abilities

  • Area attack

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Always needs: Without South Italy Building Needs Stonemasons or better Portugal regions Unique1 regions Catholic ≥ 25% in region

Building From start
Alcazar of Lisbon Alcazar 220t

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

Cuman Warriors

AOR unit, tribal unit

Who
All factions
Provinces

Russia: Pereyaslavl', Ryazan'

Steppes: Circassia (Tmutarakan), Kara Kum (Konjikala), Kazak Steppes (Kiçi-Saray), Khazaria (Sharukan), Khwarezm (Gorganch), Kypchak Steppes (Azaq), Scythia (Sharkil), Taurike (Chersonesos), Volga Bulgaria (Bolghar), Volga Delta (Saqsin)

Balkans: Alföld (Várad), Moldavia (Siret), Wallachia (Târgovişte)

Caucasus: Derbent (Bāb al-Abwāb), Shirvan (Baku)

Persia: Carmania (Kerman)

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

Where & when to recruit

Building From start
Grazing Lands Grazing Lands Without Farms and Estates or better Tartar steppe or Cuman steppe Only Cumans 214t
Grazing Lands Grazing Lands Without Farms and Estates or better Tartar steppe or Cuman steppe Cuman steppe Only Great Seljuks, Mongols, Sultanate of Rum 125t
Grazing Lands Grazing Lands Without Farms and Estates or better Tartar steppe or Cuman steppe Tartar steppe Only Cumans +50t
Grazing Lands Grazing Lands Without Farms and Estates or better Tartar steppe or Cuman steppe Cuman steppe Only Cumans +50t
Nomad Encampment Grazing Lands Without Communal Farming or better Tartar steppe or Cuman steppe Only Cumans 29t
Nomad Encampment Grazing Lands Without Communal Farming or better Tartar steppe or Cuman steppe Cuman steppe Only Great Seljuks, Mongols 225t
Nomad Encampment Grazing Lands Without Communal Farming or better Tartar steppe or Cuman steppe Tartar steppe Only Cumans +50t
Nomad Encampment Grazing Lands Without Communal Farming or better Tartar steppe or Cuman steppe Cuman steppe Only Cumans +50t
Nomad Headquarters Grazing Lands Without Farms in Cleared Land or better Tartar steppe or Cuman steppe Only Cumans 37t
Nomad Headquarters Grazing Lands Without Farms in Cleared Land or better Tartar steppe or Cuman steppe Cuman steppe Only Great Seljuks, Mongols 325t
Nomad Headquarters Grazing Lands Without Farms in Cleared Land or better Tartar steppe or Cuman steppe Tartar steppe Only Cumans +50t
Nomad Headquarters Grazing Lands Without Farms in Cleared Land or better Tartar steppe or Cuman steppe Cuman steppe Only Cumans +50t
Town Guard Barracks · city only Tartar steppe Only Cumans 214t
City Watch Barracks · city only Tartar steppe Only Cumans 311t
Militia Drill Square Barracks · city only Tartar steppe Only Cumans 39t★1
Militia Barracks Barracks · city only Needs Quarries or better Tartar steppe Only Cumans 38t★2
Army Barracks Barracks · city only Needs Stonemasons or better Tartar steppe Only Cumans 37t★3
Bowyer Ranges · castle only Cuman steppe Only 29 factions 225t
Bowyer Ranges · castle only Cuman steppe Only Cumans +33t
Bowyer Ranges · castle only Tartar steppe Only Cumans 114t
Practice Range Ranges · castle only Cuman steppe Only 29 factions 225t
Practice Range Ranges · castle only Cuman steppe Only Cumans +33t
Practice Range Ranges · castle only Tartar steppe Only Cumans 211t
Archery Range Ranges · castle only Cuman steppe Only 29 factions 225t
Archery Range Ranges · castle only Cuman steppe Only Cumans +33t
Archery Range Ranges · castle only Tartar steppe Only Cumans 29t★1
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Cuman steppe Only 29 factions 225t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Cuman steppe Only Cumans +33t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Tartar steppe Only Cumans 28t★3

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

Forest Archers

AOR unit

Who
All factions
Provinces

Scandinavia: Borgarthingslog (Ánslo), Gulathingslog (Bergvin), Gutland (Visby), Gøtland (Skara), Iutland (Ribe), Sialand (Roskilde), Skane (Lund), Smaland (Kalmar), Swerike (Sigtuna)

Poland & the Baltics: Austrland (Turku), Curonia (Riga), Lietuva (Kernavé), Livonia (Kolyvan), Malopolska (Kraków), Masovia (Płock), Pomerania (Stetin), Pomerania Gedanensis (Gdańsk), Silesia (Wrezław), Wielkopolska (Poznań)

Russia: Chernigov, Halychyna (Halych), Kyev, Novgorod, Pleskov, Polotsk, Rostov, Ruthenia (Goroden), Smolenesk, Suzdal, The Marshes (Turov), Volhynia (Volodymyr)

Germany: Holstein-Mecklenburg (Liubice), Moravia (Olomóc)

Balkans: Bosnia (Vrhbosna), Croatia (Zagreb), Dalmatia (Zara), Dioclea (Skadar), Felföld (Eger), Lower Serbia (Belograd), Pannónia (Székesfehérvár), Ragusa, Transylvania (Gyulafehérvár), Upper Serbia (Ras)

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

Where & when to recruit

Building From start Ostsiedlung~turn 111 Mindaugas~turn 205 A New Era Begins~turn 337 Lithuanian Empire~turn 405
Bowyer Ranges · castle only Lithuania regions 220t 220t 220t 220t 220t
Bowyer Ranges · castle only Norway regions or Denmark regions 220t 220t 220t 220t 220t
Bowyer Ranges · castle only Lithuania regions Only Lithuania +17t +17t +11t +11t +11t
Bowyer Ranges · castle only Not in Tartar steppe Hungary regions or Serbia regions or Poland regions or Kievan Rus regions or Russia regions Only Lithuania 212t 212t 212t 212t 29t
Bowyer Ranges · castle only Not in Russia regions Not in Poland regions Norway regions or Denmark regions Only Lithuania +33t +33t +33t +33t +17t
Practice Range Ranges · castle only Lithuania regions 220t 220t 220t 220t 220t
Practice Range Ranges · castle only Norway regions or Denmark regions 220t 220t 220t 220t 220t
Practice Range Ranges · castle only Lithuania regions Only Lithuania +11t +11t +8t +8t +8t
Practice Range Ranges · castle only Not in Tartar steppe Hungary regions or Serbia regions or Poland regions or Kievan Rus regions or Russia regions Only Lithuania 210t 210t 210t 210t 28t
Practice Range Ranges · castle only Not in Russia regions Not in Poland regions Norway regions or Denmark regions Only Lithuania +20t +20t +20t +20t +12t
Archery Range Ranges · castle only Lithuania regions 220t 220t 220t 220t 220t
Archery Range Ranges · castle only Norway regions or Denmark regions 220t 220t 220t 220t 220t
Archery Range Ranges · castle only Lithuania regions Only Lithuania +8t +8t +7t +7t +7t
Archery Range Ranges · castle only Not in Tartar steppe Hungary regions or Serbia regions or Poland regions or Kievan Rus regions or Russia regions Only Lithuania 28t 28t 28t 28t 27t
Archery Range Ranges · castle only Not in Russia regions Not in Poland regions Norway regions or Denmark regions Only Lithuania +14t +14t +14t +14t +10t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Lithuania regions 220t 220t 220t 220t 220t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Norway regions or Denmark regions 220t 220t 220t 220t 220t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Lithuania regions Only Lithuania +7t +7t +6t +6t +6t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Not in Tartar steppe Hungary regions or Serbia regions or Poland regions or Kievan Rus regions or Russia regions Only Lithuania 27t 27t 27t 27t 26t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Not in Russia regions Not in Poland regions Norway regions or Denmark regions Only Lithuania +11t +11t +11t +11t +8t
Gedimino Hill Vilnius Lithuania regions Capital Faction has 1–3 settlements Only Lithuania +10t +10t +10t +10t +10t
Lizdeika Pilis Vilnius Lithuania regions Capital Faction has 1–3 settlements Only Lithuania +10t +10t +10t +10t +10t
Gedimino Tower Vilnius Lithuania regions Capital Faction has 1–3 settlements Only Lithuania · +10t +10t +10t +10t
Gedimino Pilis Vilnius Lithuania regions Capital Faction has 1–3 settlements Only Lithuania · · · +10t +10t

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

Slavic Levy Archers

feudal levy, factional

Who
Kievan Rus, Novgorod
Provinces

Russia: Pereyaslavl', Ryazan'

Steppes: Circassia (Tmutarakan), Kara Kum (Konjikala), Kazak Steppes (Kiçi-Saray), Khazaria (Sharukan), Khwarezm (Gorganch), Kypchak Steppes (Azaq), Scythia (Sharkil), Taurike (Chersonesos), Volga Bulgaria (Bolghar), Volga Delta (Saqsin)

Balkans: Alföld (Várad), Moldavia (Siret), Wallachia (Târgovişte)

Caucasus: Derbent (Bāb al-Abwāb), Shirvan (Baku)

Levant: Al-Heġāz (Makkah), Asqalān, Bahrain (Al-Ahsa), Nefud (Tayma), Oultrejordain (Aqaba)

Persia: Carmania (Kerman)

Maghreb: Al-Maghrib al-Adna (Tarābulus), Sahara (Sigilmāsa)

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

Abilities

  • Area attack

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

  • Hardy

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

  • Peasant

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Always needs: Tartar steppe or Desert

Building From start
Bowyer Ranges · castle only Only Novgorod 225t
Bowyer Ranges · castle only Only Kievan Rus 225t
Practice Range Ranges · castle only Only Novgorod 214t
Practice Range Ranges · castle only Only Kievan Rus 214t
Archery Range Ranges · castle only Only Novgorod 210t
Archery Range Ranges · castle only Only Kievan Rus 210t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Only Novgorod 28t

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

Berber Sanhaja Skirmishers

AOR unit, tribal unit

Who
All factions
Provinces

Maghreb: Al-Maghrib al-Adna (Tarābulus), Ganūb Maġreb al-Aksa (Murrākus), Maġreb al-Ausat (Al-Jazā’er), Northern Ifriqiya (Tūnis), Sahara (Sigilmāsa), Southern Ifriqiya (Al-Mahdiya), Tilimsān, Šemāl Maġreb al-Aksa (Fās)

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

Where & when to recruit

Always needs: Berber

Building From start Late era begins~turn 517
Mustering Hall Barracks · castle only Only Moors +20t ·
Garrison Quarters Barracks · castle only Only Moors +20t ·
Drill Square Barracks · castle only Only Moors +14t ·
Barracks Barracks · castle only Only Moors +11t ·
Armoury Barracks · castle only Only Moors +9t ·
Rocky Hill Ksar 225t 225t
Agadir Ksar 220t 220t
Ksar Ksar 217t 217t
Khettara Ksar 214t★1 214t★1
Khettara System Ksar 312t★1 312t★1
Alcazar of Fes Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Unique2 regions Only 7 factions 220t 220t
Alcazar of Tunis Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Unique1 regions Only 7 factions 220t 220t

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

Vlach Archers

mercenary unit (false-only EDB), factional

Who
All factions
Provinces

Balkans: Bosnia (Vrhbosna), Croatia (Zagreb), Dalmatia (Zara), Dioclea (Skadar), Felföld (Eger), Lower Serbia (Belograd), Pannónia (Székesfehérvár), Ragusa, Transylvania (Gyulafehérvár), Upper Serbia (Ras)

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

Abilities

  • Area attack

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

  • Hides well in forest

    Hides in forest and is harder to spot there.

  • Mercenary

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

  • Mercenary disband

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

  • Hardy

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

  • Peasant

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

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

Always needs: Not in Tartar steppe

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

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

Order Sergeant Crossbowmen

Religious Order

Who
Aragon, Denmark, England, France, Holy Roman Empire, Hungary, Kingdom of Jerusalem, Norway, Papal States, Pisa, Poland, Portugal, Scotland, Sicily, Spain, Venice
Provinces

British Isles: East Anglia (Norwich), Essex (London), Ireland (Duibhlinn), Mercia (Lincoln), Northumbria (York)

Scandinavia: Sialand (Roskilde)

Poland & the Baltics: Curonia (Riga), Masovia (Płock), Pomerania Gedanensis (Gdańsk), Prussia (Twangste), Silesia (Wrezław)

Germany: Bohemia (Praha), Brabant (Loven), Holstein-Mecklenburg (Liubice), Moravia (Olomóc), Niederlothrigen (Coellen), Nordfranken (Frankfurt), Oberlothringen (Trier), Ostfalen (Magideberc), Südfranken (Speyer), Westschwaben (Basel)

France: Anjou (Angers), Aquitaine (Bordeaux), Auvergne (Clermont), Bourgogne (Dijon), Champagne du Sud (Troyes), Dauphiné (Lyon), Languedoc (Toulouse), Normandie (Rouen), Poitou (Poitiers), Provence (Arles), Île-de-France (Paris)

Iberia: Algarve (Šilb), Aragon (Zaragoza), Beira (Coimbra), Castile-LaMancha (Toledo), Cathalaunia (Barxiluna), Extremadura (Batalyaws), Galicia (Santiago de Compostela), León y Asturias (León), Navarre (Pamplona), Salamanca, Tajo (Al-Ušbuna), Valencia (Balansiyya)

Italy: Apulia (Bari), Calabria (Regium), Campania (Napoli), Lazio (Roma), Liguria (Genova), Spoleto (Ancona), Trinacria (Balermus), Veneto (Venèzsia), Verona, Western Tuscany (Pisa)

Balkans: Croatia (Zagreb), Felföld (Eger), Hellas (Kórinthos), Kretē (Chándakas), Pannónia (Székesfehérvár), Transylvania (Gyulafehérvár)

Anatolia: Kýpros (Lefkosia)

Mesopotamia: Antioch, Diyar Mudar (Édessa)

Levant: Galilee (Acre), Jerusalem, Tripoli

RELIGIOUS ORDERS/ MORALE 10/ DISCIPLINED/ TRAINED. The Knightly Orders play a large role in providing troops in Outremer, including providing troops for the Knightly Orders .The religious orders as templars, hospitallers, santiago or teutonics hired and retained for long periods of service experienced and trained sergeant crossbowmen. These troops swear an oath to the Order, which is binding for as long as their service is required and payed for.They are distinguished on the battlefield by having black or brown clothing and surcoats with red or white crosses, unlike most knights who wear white surcoats (except for the Hospitallers)

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
Elite Crossbow Bolt: attack 10, range 150, 30 ammo
Melee
attack 6, charge 1 (sword)
Defence
armour 5, skill 3, shield 0
Morale
10 · Disciplined · Trained
Cost
833 florins, 633 upkeep, 2 turns to train
Terrain
-2 in sand, +2 in forest, -1 in snow
Heat
+5 fatigue in hot climates

Where & when to recruit

Always needs: After Faction Turn Catholic After Is The Ai or After Military Orders Buildings Allowed Templars Chapter House regions or St Johns Chapter House regions or Teutonic Knights Chapter House regions or Knights Of Santiago Chapter House regions After Order Recruitment Enabled

Building From start
Military Orders' Chapter Houses Military Orders Levant (Jerusalem) Only Kingdom of Jerusalem 210t
Military Orders' Chapter Houses Military Orders Not in Levant (Jerusalem) Only Kingdom of Jerusalem 214t
Military Orders' Chapter Houses Military Orders Levant (Jerusalem) Only 15 factions 114t
Military Orders' Chapter Houses Military Orders Not in Levant (Jerusalem) Only 15 factions 120t
Military Orders' Provincial Houses Military Orders Levant (Jerusalem) Only Kingdom of Jerusalem 210t★1
Military Orders' Provincial Houses Military Orders Not in Levant (Jerusalem) Only Kingdom of Jerusalem 214t★1
Military Orders' Provincial Houses Military Orders Levant (Jerusalem) Only 15 factions 214t
Military Orders' Provincial Houses Military Orders Not in Levant (Jerusalem) Only 15 factions 220t
Seat of the Great Masters Military Orders Levant (Jerusalem) Only Kingdom of Jerusalem 39t★1
Seat of the Great Masters Military Orders Not in Levant (Jerusalem) Only Kingdom of Jerusalem 314t★1
Seat of the Great Masters Military Orders Levant (Jerusalem) Only 15 factions 314t
Seat of the Great Masters Military Orders Not in Levant (Jerusalem) Only 15 factions 317t

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

Berber Masmuda Archers

AOR Unit, tribal unit

Who
All factions
Provinces

Italy: Trinacria (Balermus)

Maghreb: Al-Maghrib al-Adna (Tarābulus), Ganūb Maġreb al-Aksa (Murrākus), Maġreb al-Ausat (Al-Jazā’er), Northern Ifriqiya (Tūnis), Sahara (Sigilmāsa), Southern Ifriqiya (Al-Mahdiya), Tilimsān, Šemāl Maġreb al-Aksa (Fās)

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

Abilities

  • Area attack

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

  • Hardy

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

  • Peasant

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

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

Stats

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

Where & when to recruit

Building From start
Bowyer Ranges · castle only Berber +50t
Bowyer Ranges · castle only Berber Only 6 factions +33t
Bowyer Ranges · castle only Berber Only Moors +25t
Practice Range Ranges · castle only Berber +50t
Practice Range Ranges · castle only Berber Only 6 factions +33t
Practice Range Ranges · castle only Berber Only Moors +17t
Practice Range Ranges · castle only Sicily regions Capital Only Sicily 225t
Archery Range Ranges · castle only Berber +50t
Archery Range Ranges · castle only Berber Only 6 factions +33t
Archery Range Ranges · castle only Berber Only Moors +12t
Archery Range Ranges · castle only Sicily regions Capital Only Sicily 217t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Berber +50t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Berber Only 6 factions +33t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Berber Only Moors +10t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Sicily regions Capital Only Sicily 217t
Agadir Ksar Berber 120t
Ksar Ksar Berber 217t
Khettara Ksar Berber 214t★1
Khettara System Ksar Berber 312t★1
Alcazar of Fes Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Berber Unique2 regions Berber Only 7 factions 225t
Alcazar of Tunis Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Berber Unique1 regions Berber Only 7 factions 225t

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

Turcoman Javelinmen

tribal unit, regional

Who
Abbasids, Aragon, Byzantium, Cumans, Denmark, Egypt, England, France, Great Seljuks, Holy Roman Empire, Hungary, Kievan Rus, Kingdom of Jerusalem, Lithuania, Moors, Norway, Novgorod, Papal States, Pisa, Poland, Portugal, Scotland, Serbia, Sicily, Spain, Sultanate of Rum, Venice, Zengids
Provinces

Steppes: Kara Kum (Konjikala), Khwarezm (Gorganch), Merv

Anatolia: Galatia (Angora), Lykaonia (Konya), Northern Capadoccia (Sivas), Southern Cappadocia (Kayseri)

Caucasus: Armenia Minor (Malatya), Armenian Highland (Qālīqalā), Derbent (Bāb al-Abwāb), Shirvan (Baku)

Mesopotamia: Diyar Bakr (Hisn Kayfa), Sauad al-Irak (Baghdad)

Persia: Alborz (Alamūt), Carmania (Kerman), Dasht-e Kavir (Yazd), Esfahān, Fars (Shirāz), Khorasan (Nīshāpūr), Media (Hamadān), Ray, Āzarbayjan (Tabrīz)

Quality: Average. Type: Local (lacks formal military training, typically low discipline and less morale). Turcoman Javelinmen are made up of 'Azabs', meaning bachelors, which are recruited for campaigns and supported by money and provisions supplied by their home village. Wearing little or no armour Turkish Javelinmen are light troops used to harass enemy archers and enemy flanks from a distance.

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.

  • 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 10, range 55, 4 ammo
Melee
attack 4, charge 1 (sword)
Defence
armour 0, skill 3, shield 3
Morale
6 · Low discipline · Trained
Cost
968 florins, 363 upkeep, 1 turn to train
Mount effect
+6 vs Elephant
Terrain
+1 in scrub, +1 in sand, +1 in forest, -1 in snow
Heat
+1 fatigue in hot climates

Where & when to recruit

Building From start
Garrison Quarters Barracks · castle only Turks regions Only 23 factions 26t
Garrison Quarters Barracks · castle only Rum regions or Turks regions Only Great Seljuks, Sultanate of Rum 25t
Garrison Quarters Barracks · castle only Turks regions or Rum regions Only Abbasids, Zengids 37t
Garrison Quarters Barracks · castle only Islam ≥ 25% in region Turks regions or Rum regions Only Egypt 37t
Drill Square Barracks · castle only Turks regions Only 23 factions 24t
Drill Square Barracks · castle only Rum regions or Turks regions Only Great Seljuks, Sultanate of Rum 23t
Drill Square Barracks · castle only Turks regions or Rum regions Only Abbasids, Zengids 36t
Drill Square Barracks · castle only Islam ≥ 25% in region Turks regions or Rum regions Only Egypt 36t
Barracks Barracks · castle only Turks regions Only 23 factions 23t
Barracks Barracks · castle only Rum regions or Turks regions Only Great Seljuks, Sultanate of Rum 22t★1
Barracks Barracks · castle only Turks regions or Rum regions Only Abbasids, Zengids 35t★1
Barracks Barracks · castle only Islam ≥ 25% in region Turks regions or Rum regions Only Egypt 35t★1
Armoury Barracks · castle only Turks regions Only 22 factions 23t
Armoury Barracks · castle only Rum regions or Turks regions Only Great Seljuks, Sultanate of Rum 22t★1
Armoury Barracks · castle only Turks regions or Rum regions Only Abbasids, Zengids 34t★1
Armoury Barracks · castle only Islam ≥ 25% in region Turks regions or Rum regions Only Egypt 34t★1

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

Slavic Javelinmen

feudal levy, AOR unit

Who
All factions
Provinces

Poland & the Baltics: Malopolska (Kraków), Masovia (Płock), Pomerania (Stetin), Pomerania Gedanensis (Gdańsk), Silesia (Wrezław), Wielkopolska (Poznań)

Russia: Chernigov, Halychyna (Halych), Kyev, Novgorod, Pereyaslavl', Polotsk, Ruthenia (Goroden), Smolenesk, The Marshes (Turov), Volhynia (Volodymyr)

Germany: Bayern (Regensburg), Bohemia (Praha), Brannenborg (Brennaburg), Holstein-Mecklenburg (Liubice), Kärnten (Freiberg), Moravia (Olomóc), Ostfalen (Magideberc), Ostfranken (Nuorenberc), Ostmark (Wien)

Balkans: Albania (Dyrrachion), Bosnia (Vrhbosna), Croatia (Zagreb), Dalmatia (Zara), Dioclea (Skadar), Felföld (Eger), Lower Serbia (Belograd), Northern Bulgaria (Tarnovgrad), Ragusa, Southern Bulgaria (Triadica), Transylvania (Gyulafehérvár), Upper Serbia (Ras)

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

Abilities

  • Area attack

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

  • Thrown

    The missile is thrown rather than shot.

  • Peasant

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

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

Stats

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

Where & when to recruit

Building From start Moscow founded~turn 57 Nemanja state~turn 105 Heavy Mail~turn 141 First Tourney~turn 211 Location of Kraków~turn 277 Coat of Plates~turn 341 Handgun Developed~turn 461
Town Watch Barracks · city only Slavic Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t 220t 220t ·
Town Watch Barracks · city only Slavic Only Kievan Rus, Novgorod +25t · · · · · · ·
Town Watch Barracks · city only Poland regions Only Poland +25t +25t +25t +25t · · · ·
Town Watch Barracks · city only Slavic Serbia regions Only Serbia +25t +25t · · · · · ·
Town Watch Barracks · city only Slavic Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t 220t 220t 220t · ·
Town Watch Barracks · city only Slavic Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t 220t 220t · · · · ·
Town Guard Barracks · city only Slavic Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t 220t 220t ·
Town Guard Barracks · city only Slavic Only Kievan Rus, Novgorod +25t · · · · · · ·
Town Guard Barracks · city only Poland regions Only Poland +25t +25t +25t +25t +25t · · ·
Town Guard Barracks · city only Slavic Serbia regions Only Serbia +25t +25t · · · · · ·
Town Guard Barracks · city only Slavic Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t 220t 220t 220t · ·
Town Guard Barracks · city only Slavic Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t 220t 220t · · · · ·
City Watch Barracks · city only Slavic Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t 220t 220t ·
City Watch Barracks · city only Slavic Only Kievan Rus, Novgorod +25t · · · · · · ·
City Watch Barracks · city only Poland regions Only Poland +25t +25t +25t +25t +25t · · ·
City Watch Barracks · city only Slavic Serbia regions Only Serbia +25t +25t · · · · · ·
City Watch Barracks · city only Slavic Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t 220t 220t 220t · ·
City Watch Barracks · city only Slavic Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t 220t 220t · · · · ·
Militia Drill Square Barracks · city only Slavic Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t 220t 220t ·
Militia Drill Square Barracks · city only Slavic Only Kievan Rus, Novgorod +25t · · · · · · ·
Militia Drill Square Barracks · city only Poland regions Only Poland +25t +25t +25t +25t +25t · · ·
Militia Drill Square Barracks · city only Slavic Serbia regions Only Serbia +25t +25t · · · · · ·
Militia Drill Square Barracks · city only Slavic Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t 220t 220t 220t · ·
Militia Drill Square Barracks · city only Slavic Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t 220t 220t · · · · ·
Militia Barracks Barracks · city only Needs Quarries or better Slavic Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t 220t 220t ·
Militia Barracks Barracks · city only Needs Quarries or better Slavic Only Kievan Rus, Novgorod +25t +25t +25t +25t +25t +25t +25t +25t
Militia Barracks Barracks · city only Needs Quarries or better Poland regions Only Poland +25t +25t +25t +25t +25t · · ·
Militia Barracks Barracks · city only Needs Quarries or better Slavic Serbia regions Only Serbia +25t +25t · · · · · ·
Militia Barracks Barracks · city only Needs Quarries or better Slavic Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t 220t 220t 220t · ·
Militia Barracks Barracks · city only Needs Quarries or better Slavic Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t 220t 220t · · · · ·
Army Barracks Barracks · city only Needs Stonemasons or better Slavic Only Kievan Rus, Novgorod +25t +25t +25t +25t +25t +25t +25t +25t
Army Barracks Barracks · city only Needs Stonemasons or better Poland regions Only Poland +25t +25t +25t +25t +25t · · ·
Army Barracks Barracks · city only Needs Stonemasons or better Slavic Russia regions or Kievan Rus regions Only 29 factions 220t 220t 220t 220t 220t 220t 220t ·
Army Barracks Barracks · city only Needs Stonemasons or better Slavic Serbia regions Only Serbia +25t +25t · · · · · ·
Army Barracks Barracks · city only Needs Stonemasons or better Slavic Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions Only 29 factions 220t 220t 220t 220t 220t 220t · ·
Army Barracks Barracks · city only Needs Stonemasons or better Slavic Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions Only 29 factions 220t 220t 220t · · · · ·
Royal Barracks Barracks · city only Needs Stonemasons or better Slavic Only Novgorod +25t · · · · · · ·
Royal Barracks Barracks · city only Needs Stonemasons or better Poland regions Only Poland +25t +25t +25t +25t +25t · · ·
Royal Barracks Barracks · city only Needs Stonemasons or better Slavic Russia regions or Kievan Rus regions Only 20 factions 220t 220t 220t 220t 220t 220t 220t ·
Royal Barracks Barracks · city only Needs Stonemasons or better Slavic Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions Only 20 factions 220t 220t 220t 220t 220t 220t · ·
Royal Barracks Barracks · city only Needs Stonemasons or better Slavic Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions Only 20 factions 220t 220t 220t · · · · ·
Mustering Hall Barracks · castle only Slavic Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t 220t 220t ·
Mustering Hall Barracks · castle only Slavic Only Kievan Rus, Novgorod +25t +25t +25t +25t +25t +25t +25t +25t
Mustering Hall Barracks · castle only Slavic Serbia regions Only Serbia +25t +25t · · · · · ·
Mustering Hall Barracks · castle only Slavic Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t 220t 220t 220t · ·
Mustering Hall Barracks · castle only Slavic Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t 220t 220t · · · · ·
Garrison Quarters Barracks · castle only Slavic Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t 220t 220t ·
Garrison Quarters Barracks · castle only Slavic Only Kievan Rus, Novgorod +25t +25t +25t +25t +25t +25t +25t +25t
Garrison Quarters Barracks · castle only Slavic Serbia regions Only Serbia +25t +25t · · · · · ·
Garrison Quarters Barracks · castle only Slavic Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t 220t 220t 220t · ·
Garrison Quarters Barracks · castle only Slavic Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t 220t 220t · · · · ·
Drill Square Barracks · castle only Slavic Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t 220t 220t ·
Drill Square Barracks · castle only Slavic Only Kievan Rus, Novgorod +25t +25t +25t +25t +25t +25t +25t +25t
Drill Square Barracks · castle only Slavic Serbia regions Only Serbia +25t +25t · · · · · ·
Drill Square Barracks · castle only Slavic Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t 220t 220t 220t · ·
Drill Square Barracks · castle only Slavic Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t 220t 220t · · · · ·
Barracks Barracks · castle only Slavic Russia regions or Kievan Rus regions 220t 220t 220t 220t 220t 220t 220t ·
Barracks Barracks · castle only Slavic Only Kievan Rus, Novgorod +25t +25t +25t +25t +25t +25t +25t +25t
Barracks Barracks · castle only Slavic Serbia regions Only Serbia +25t +25t · · · · · ·
Barracks Barracks · castle only Slavic Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions 220t 220t 220t 220t 220t 220t · ·
Barracks Barracks · castle only Slavic Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions 220t 220t 220t · · · · ·
Armoury Barracks · castle only Slavic Only Kievan Rus, Novgorod +25t +25t +25t +25t +25t +25t +25t +25t
Armoury Barracks · castle only Slavic Russia regions or Kievan Rus regions Only 29 factions 220t 220t 220t 220t 220t 220t 220t ·
Armoury Barracks · castle only Slavic Serbia regions Only Serbia +25t +25t · · · · · ·
Armoury Barracks · castle only Slavic Not in Kievan Rus regions Not in Hre regions Not in Byzantium regions Hungary regions or Serbia regions or Poland regions Only 29 factions 220t 220t 220t 220t 220t 220t · ·
Armoury Barracks · castle only Slavic Not in Kievan Rus regions Not in Hungary regions Not in Serbia regions Not in Poland regions Byzantium regions or Hre regions Only 29 factions 220t 220t 220t · · · · ·
Small Zoloti Vorota Zoloti Vorota · city only Needs Carpenters' Workshops or better After Faction Turn Orthodox Kievan Rus regions Capital Faction has 1–3 settlements Slavic Only Kievan Rus, Novgorod +25t · · · · · · ·
Large Zoloti Vorota Zoloti Vorota · city only Needs Quarries or better After Faction Turn Orthodox Kievan Rus regions Capital Faction has 1–3 settlements Slavic Only Kievan Rus, Novgorod +25t · · · · · · ·
Great Zoloti Vorota Zoloti Vorota · city only Needs Stonemasons or better After Faction Turn Orthodox Kievan Rus regions Capital Faction has 1–3 settlements Slavic Only Kievan Rus, Novgorod +25t · · · · · · ·

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

Veiðimenn

Free Professionals, factional

Who
Denmark, Norway
Provinces

Scandinavia: Borgarthingslog (Ánslo), Gulathingslog (Bergvin), Gutland (Visby), Gøtland (Skara), Iutland (Ribe), Sialand (Roskilde), Skane (Lund), Smaland (Kalmar), Swerike (Sigtuna)

Poland & the Baltics: Austrland (Turku)

FREE PROFESSIONALS/ MORALE 8/ NORMAL DISCIPLINE/ TRAINED These archers are professional hunters and nordic men masters of archer weapon. Using a bow similar to longbow, these archers can do a lot of casualities and also deploy stakes against cavalry, experts in ambush on north forests.

Abilities

  • Area attack

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

  • Stakes

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

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

Stats

Men
48
Missile
Quality Mass Bodkin Arrow: attack 5, range 200, 30 ammo
Melee
attack 4, charge 1 (sword)
Defence
armour 2, skill 4, shield 3
Morale
8 · Normal discipline · Trained
Cost
1002 florins, 602 upkeep, 2 turns to train
Terrain
+1 in scrub, -1 in sand, +3 in forest, +2 in snow
Heat
+3 fatigue in hot climates

Where & when to recruit

Always needs: Catholic ≥ 35% in region Norway regions or Denmark regions

Building From start Heavy Mail~turn 141
Practice Range Ranges · castle only 18t 111t
Archery Range Ranges · castle only 26t 28t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 35t★1 37t★1

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

Sūdān Bowmen

mercenary unit, regional (false- no DM)

Who
All factions
Provinces

Egypt: A'alī Ard Misr (Qūs), Asāfil Ard Misr (Al-Qāhira)

Maghreb: Al-Maghrib al-Adna (Tarābulus), Ganūb Maġreb al-Aksa (Murrākus), Sahara (Sigilmāsa)

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

Where & when to recruit

Always needs: North African

Building From start
Bowyer Ranges · castle only 220t
Practice Range Ranges · castle only 220t
Archery Range Ranges · castle only 220t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 220t
Extensively Irrigated Oasis Oasis Desert 29t

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

Kurdish Javelinmen

AOR unit

Who
Abbasids, Aragon, Byzantium, Cumans, Denmark, Egypt, England, France, Georgia, Great Seljuks, Holy Roman Empire, Hungary, Kievan Rus, Kingdom of Jerusalem, Mongols, Moors, Norway, Novgorod, Papal States, Pisa, Poland, Portugal, Scotland, Serbia, Sicily, Spain, Sultanate of Rum, Venice
Provinces

Steppes: Kara Kum (Konjikala), Khwarezm (Gorganch), Merv

Anatolia: Galatia (Angora), Lykaonia (Konya), Northern Capadoccia (Sivas), Southern Cappadocia (Kayseri)

Caucasus: Armenia Minor (Malatya), Armenian Highland (Qālīqalā), Derbent (Bāb al-Abwāb), Shirvan (Baku)

Mesopotamia: Basra (Al-Basra), Diyar Bakr (Hisn Kayfa), Diyar Mudar (Édessa), Halab, Sauad al-Irak (Baghdad), Wasit (Al-Wasit), Ġarb al-Ġezīra (Ar-Raqqah), Šark al-Ġezīra (Al-Mawsil)

Levant: Aš-Šām (Dimašqu), Bahrain (Al-Ahsa)

Persia: Alborz (Alamūt), Carmania (Kerman), Dasht-e Kavir (Yazd), Esfahān, Fars (Shirāz), Khorasan (Nīshāpūr), Media (Hamadān), Ray, Āzarbayjan (Tabrīz)

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

Where & when to recruit

Building From start
Town Watch Barracks · city only Rum regions or Zengid regions or Abbasid regions or Turks regions Only 7 factions 220t
Town Watch Barracks · city only Not: Faction leader policy: Strictly Religious (trait) Not in Levant (Jerusalem) Zengid regions or Abbasid regions or Turks regions Only 21 factions 225t
Town Guard Barracks · city only Rum regions or Zengid regions or Abbasid regions or Turks regions Only 7 factions 220t
Town Guard Barracks · city only Not: Faction leader policy: Strictly Religious (trait) Not in Levant (Jerusalem) Zengid regions or Abbasid regions or Turks regions Only 21 factions 225t
City Watch Barracks · city only Rum regions or Zengid regions or Abbasid regions or Turks regions Only 7 factions 220t
City Watch Barracks · city only Not: Faction leader policy: Strictly Religious (trait) Not in Levant (Jerusalem) Zengid regions or Abbasid regions or Turks regions Only 21 factions 225t
Militia Drill Square Barracks · city only Rum regions or Zengid regions or Abbasid regions or Turks regions Only 7 factions 220t
Militia Drill Square Barracks · city only Not: Faction leader policy: Strictly Religious (trait) Not in Levant (Jerusalem) Zengid regions or Abbasid regions or Turks regions Only 21 factions 225t
Militia Barracks Barracks · city only Needs Quarries or better Rum regions or Zengid regions or Abbasid regions or Turks regions Only 7 factions 220t
Militia Barracks Barracks · city only Needs Quarries or better Not: Faction leader policy: Strictly Religious (trait) Not in Levant (Jerusalem) Zengid regions or Abbasid regions or Turks regions Only 21 factions 225t
Army Barracks Barracks · city only Needs Stonemasons or better Rum regions or Zengid regions or Abbasid regions or Turks regions Only 6 factions 220t
Army Barracks Barracks · city only Needs Stonemasons or better Not: Faction leader policy: Strictly Religious (trait) Not in Levant (Jerusalem) Zengid regions or Abbasid regions or Turks regions Only 21 factions 225t
Royal Barracks Barracks · city only Needs Stonemasons or better Rum regions or Zengid regions or Abbasid regions or Turks regions Only Great Seljuks, Sultanate of Rum 220t
Royal Barracks Barracks · city only Needs Stonemasons or better Not: Faction leader policy: Strictly Religious (trait) Not in Levant (Jerusalem) Zengid regions or Abbasid regions or Turks regions Only 18 factions 225t
Mustering Hall Barracks · castle only Rum regions or Zengid regions or Abbasid regions or Turks regions Only 7 factions 220t
Mustering Hall Barracks · castle only Not: Faction leader policy: Strictly Religious (trait) Not in Levant (Jerusalem) Zengid regions or Abbasid regions or Turks regions Only 21 factions 225t
Garrison Quarters Barracks · castle only Rum regions or Zengid regions or Abbasid regions or Turks regions Only 7 factions 220t
Garrison Quarters Barracks · castle only Not: Faction leader policy: Strictly Religious (trait) Not in Levant (Jerusalem) Zengid regions or Abbasid regions or Turks regions Only 20 factions 225t
Drill Square Barracks · castle only Rum regions or Zengid regions or Abbasid regions or Turks regions Only 7 factions 220t
Drill Square Barracks · castle only Not: Faction leader policy: Strictly Religious (trait) Not in Levant (Jerusalem) Zengid regions or Abbasid regions or Turks regions Only 21 factions 225t
Barracks Barracks · castle only Rum regions or Zengid regions or Abbasid regions or Turks regions Only 7 factions 220t
Barracks Barracks · castle only Not: Faction leader policy: Strictly Religious (trait) Not in Levant (Jerusalem) Zengid regions or Abbasid regions or Turks regions Only 21 factions 225t
Armoury Barracks · castle only Rum regions or Zengid regions or Abbasid regions or Turks regions Only 6 factions 220t
Armoury Barracks · castle only Not: Faction leader policy: Strictly Religious (trait) Not in Levant (Jerusalem) Zengid regions or Abbasid regions or Turks regions Only 21 factions 225t

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

Ruthenian Archers

feudal levy, AOR unit

Who
All factions
Provinces

Poland & the Baltics: Austrland (Turku), Curonia (Riga), Lietuva (Kernavé), Livonia (Kolyvan), Malopolska (Kraków), Masovia (Płock), Pomerania (Stetin), Pomerania Gedanensis (Gdańsk), Silesia (Wrezław), Wielkopolska (Poznań)

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

Germany: Holstein-Mecklenburg (Liubice), Moravia (Olomóc)

Balkans: Alföld (Várad), Croatia (Zagreb), Dalmatia (Zara), Felföld (Eger), Moldavia (Siret), Pannónia (Székesfehérvár), Transylvania (Gyulafehérvár), Wallachia (Târgovişte)

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

Abilities

  • Area attack

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

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

Stats

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

Where & when to recruit

Building From start Euphrosyne~turn 143 Mindaugas~turn 205 Lithuanian Empire~turn 405
Bowyer Ranges · castle only Kievan Rus regions or Russia regions 220t 220t 220t 220t
Bowyer Ranges · castle only Kievan Rus regions or Russia regions Only Lithuania · · +33t +33t
Practice Range Ranges · castle only Kievan Rus regions or Russia regions 220t 220t 220t 220t
Practice Range Ranges · castle only Kievan Rus regions or Russia regions Only Kievan Rus, Novgorod +33t +20t +20t +20t
Practice Range Ranges · castle only Kievan Rus regions or Russia regions Only Lithuania · · +33t +20t
Practice Range Ranges · castle only Not in Kievan Rus regions Not in Russia regions Poland regions or Lithuania regions or Hungary regions Only Kievan Rus, Novgorod 220t 220t 220t 220t
Archery Range Ranges · castle only Kievan Rus regions or Russia regions 220t 220t 220t 220t
Archery Range Ranges · castle only Kievan Rus regions or Russia regions Only Kievan Rus, Novgorod +20t +14t +14t +14t
Archery Range Ranges · castle only Kievan Rus regions or Russia regions Only Lithuania +33t +33t +20t +14t
Archery Range Ranges · castle only Not in Kievan Rus regions Not in Russia regions Poland regions or Lithuania regions or Hungary regions Only Kievan Rus, Novgorod 214t 214t 214t 214t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Kievan Rus regions or Russia regions 220t 220t 220t 220t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Kievan Rus regions or Russia regions Only Kievan Rus, Novgorod +14t +11t +11t +11t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Kievan Rus regions or Russia regions Only Lithuania +20t +20t +14t +11t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Not in Kievan Rus regions Not in Russia regions Poland regions or Lithuania regions or Hungary regions Only Kievan Rus, Novgorod 211t 211t 211t 211t
Small Zoloti Vorota Zoloti Vorota · city only Needs Carpenters' Workshops or better After Faction Turn Orthodox Kievan Rus regions Capital Kievan Rus regions or Russia regions Only 5 factions 211t 28t 28t 28t
Large Zoloti Vorota Zoloti Vorota · city only Needs Quarries or better After Faction Turn Orthodox Kievan Rus regions Capital Kievan Rus regions or Russia regions Only 5 factions 211t 28t 28t 28t
Great Zoloti Vorota Zoloti Vorota · city only Needs Stonemasons or better After Faction Turn Orthodox Kievan Rus regions Capital Kievan Rus regions or Russia regions Only 5 factions 211t 28t 28t 28t

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

Sergeant Archers

Sergeants, factional

Who
Aragon, Papal States, Pisa, Portugal, Spain, Venice
Provinces

British Isles: East Anglia (Norwich), Essex (London), Mercia (Lincoln), Northumbria (York), Wales (Kaerenarvon), Wessex (Bristol)

Poland & the Baltics: Austrland (Turku)

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

Germany: Bayern (Regensburg), Bohemia (Praha), Brabant (Loven), Brannenborg (Brennaburg), Flandre (Gand), Friesland (Utrecht), Holstein-Mecklenburg (Liubice), Kärnten (Freiberg), Niederlothrigen (Coellen), Nordfranken (Frankfurt), Oberlothringen (Trier), Ostfalen (Magideberc), Ostfranken (Nuorenberc), Ostmark (Wien), Schwaben (Ulm), Südfranken (Speyer), Westfalen (Bremen), Westschwaben (Basel)

France: Anjou (Angers), Aquitaine (Bordeaux), Auvergne (Clermont), Bourgogne (Dijon), Bretagne (Roazhon), Champagne du Nord (Rheims), Champagne du Sud (Troyes), Dauphiné (Lyon), Languedoc (Toulouse), Normandie (Rouen), Orleanáis (Orléans), Poitou (Poitiers), Provence (Arles), Île-de-France (Paris)

Iberia: Algarve (Šilb), Aragon (Zaragoza), Balearic Islands (Medina Mayurqa), Beira (Coimbra), Castile-LaMancha (Toledo), Castilla La Vieja (Burgos), Cathalaunia (Barxiluna), Central Andalusia (Qurtubah), Galicia (Santiago de Compostela), León y Asturias (León), Murcia (Mursiyah), Navarre (Pamplona), Salamanca, Tajo (Al-Ušbuna), Valencia (Balansiyya)

Italy: Eastern Tuscany (Firenze), Lazio (Roma), Liguria (Genova), Lombardy (Milan), Niza, Romagna (Bologna), Sardìgna e Córsica (Calari), Spoleto (Ancona), Veneto (Venèzsia), Verona, Western Tuscany (Pisa)

Balkans: Dalmatia (Zara), Ragusa

Caucasus: Cilicia (Sision)

Mesopotamia: Antioch, Diyar Mudar (Édessa)

Levant: Asqalān, Galilee (Acre), Jerusalem, Oultrejordain (Aqaba), Tripoli

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

Abilities

  • Area attack

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

  • Hardy

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 35% in region

Building From start Heavy Mail~turn 141 A New Era Begins~turn 337
Practice Range Ranges · castle only England regions or Hre regions or France regions or Spain regions or Aragon regions or Portugal regions or Pisa regions or Venice regions or Papal States regions or Levant (Jerusalem) or Russia regions or Kievan Rus regions Only 4 factions 16t 16t 16t
Practice Range Ranges · castle only England regions or Hre regions or France regions or Spain regions or Aragon regions or Portugal regions or Pisa regions or Venice regions or Papal States regions or Levant (Jerusalem) or Russia regions or Kievan Rus regions Only Papal States, Pisa, Venice 18t 18t 18t
Archery Range Ranges · castle only England regions or Hre regions or France regions or Spain regions or Aragon regions or Portugal regions or Pisa regions or Venice regions or Papal States regions or Levant (Jerusalem) or Russia regions or Kievan Rus regions Only 4 factions 26t 26t 26t
Archery Range Ranges · castle only England regions or Hre regions or France regions or Spain regions or Aragon regions or Portugal regions or Pisa regions or Venice regions or Papal States regions or Levant (Jerusalem) or Russia regions or Kievan Rus regions Only Venice 26t 18t ·
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better England regions or Hre regions or France regions or Spain regions or Aragon regions or Portugal regions or Pisa regions or Venice regions or Papal States regions or Levant (Jerusalem) or Russia regions or Kievan Rus regions Only Aragon, Portugal, Spain 38t★3 38t★3 38t★3
Alcazar of Toledo Alcazar Without South Italy Building Needs Stonemasons or better Spain regions Unique1 regions Only Aragon, Portugal, Spain 120t 120t 120t

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

Basque Archers

AOR unit

Who
All factions
Provinces

France: Aquitaine (Bordeaux), Languedoc (Toulouse)

Iberia: Aragon (Zaragoza), Castilla La Vieja (Burgos), Navarre (Pamplona), Valencia (Balansiyya)

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

Where & when to recruit

Building From start
Bowyer Ranges · castle only Aragon regions or France regions Unique2 regions 225t
Bowyer Ranges · castle only Aragon regions or France regions Unique2 regions Only 19 factions +50t
Bowyer Ranges · castle only Aragon regions or France regions Unique2 regions Only Aragon +27t
Bowyer Ranges · castle only Aragon regions Unique2 regions Not in River +20t
Practice Range Ranges · castle only Aragon regions or France regions Unique2 regions 225t
Practice Range Ranges · castle only Aragon regions or France regions Unique2 regions Only 19 factions +50t
Practice Range Ranges · castle only Aragon regions or France regions Unique2 regions Only Aragon +27t
Practice Range Ranges · castle only Aragon regions Unique2 regions Not in River +20t
Archery Range Ranges · castle only Aragon regions or France regions Unique2 regions 225t
Archery Range Ranges · castle only Aragon regions or France regions Unique2 regions Only 19 factions +50t
Archery Range Ranges · castle only Aragon regions or France regions Unique2 regions Only Aragon +27t
Archery Range Ranges · castle only Aragon regions Unique2 regions Not in River +20t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Aragon regions or France regions Unique2 regions 225t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Aragon regions or France regions Unique2 regions Only 19 factions +50t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Aragon regions or France regions Unique2 regions Only Aragon +27t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Aragon regions Unique2 regions Not in River +20t
Palacio de la Aljafería Alcazar Without South Italy Building Needs Stonemasons or better Aragon regions Capital Only Aragon, Portugal, Spain 120t

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

Turkish Archers

feudal levy, standard

Who
All factions
Provinces

Russia: Pereyaslavl', Ryazan'

Steppes: Circassia (Tmutarakan), Kara Kum (Konjikala), Kazak Steppes (Kiçi-Saray), Khazaria (Sharukan), Khwarezm (Gorganch), Kypchak Steppes (Azaq), Merv, Scythia (Sharkil), Taurike (Chersonesos), Volga Bulgaria (Bolghar), Volga Delta (Saqsin)

Balkans: Alföld (Várad), Moldavia (Siret), Wallachia (Târgovişte)

Anatolia: Galatia (Angora), Lykaonia (Konya), Northern Capadoccia (Sivas), Southern Cappadocia (Kayseri)

Caucasus: Armenia Minor (Malatya), Armenian Highland (Qālīqalā), Derbent (Bāb al-Abwāb), Shirvan (Baku)

Mesopotamia: Diyar Bakr (Hisn Kayfa), Sauad al-Irak (Baghdad)

Persia: Alborz (Alamūt), Carmania (Kerman), Dasht-e Kavir (Yazd), Esfahān, Fars (Shirāz), Khorasan (Nīshāpūr), Media (Hamadān), Ray, Āzarbayjan (Tabrīz)

Quality: Average. Type: Local (lacks formal military training, typically low discipline and less morale). A mixture of settled tribesmen, farmers and conquered peoples, these archers come from the bottom end of Turkish society. Used to hunting with a bow and living a harsh existence, these troops are reasonably hardy and proficient with their bows, but will melt away quickly in melee combat. Useful for harassing enemy archers and flanks.

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.

  • Free upkeep

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

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

Stats

Men
48
Missile
Composite Arrow: attack 4, range 165, 30 ammo
Melee
attack 3, charge 1 (sword)
Defence
armour 1, skill 3, shield 3
Morale
8 · Low discipline · Trained
Cost
1145 florins, 430 upkeep, 2 turns to train
Terrain
+1 in scrub, +1 in sand, +1 in forest, -1 in snow
Heat
+2 fatigue in hot climates

Where & when to recruit

Building From start
Bowyer Ranges · castle only Turks regions or Rum regions 225t
Bowyer Ranges · castle only Turks regions or Rum regions or Tartar steppe Only 8 factions +27t
Bowyer Ranges · castle only Not in Turks regions Not in Rum regions Tartar steppe Only 8 factions 225t
Practice Range Ranges · castle only Turks regions or Rum regions 225t
Practice Range Ranges · castle only Turks regions or Rum regions or Tartar steppe Only 8 factions +27t
Practice Range Ranges · castle only Not in Turks regions Not in Rum regions Tartar steppe Only 8 factions 225t
Archery Range Ranges · castle only Turks regions or Rum regions 225t
Archery Range Ranges · castle only Turks regions or Rum regions or Tartar steppe Only 8 factions +27t
Archery Range Ranges · castle only Not in Turks regions Not in Rum regions Tartar steppe Only 8 factions 225t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Turks regions or Rum regions 225t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Turks regions or Rum regions or Tartar steppe Only 8 factions +27t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Not in Turks regions Not in Rum regions Tartar steppe Only 8 factions 225t

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

Andalusian Crossbowmen

AOR unit

Who
All factions
Provinces

Iberia: Algarve (Šilb), Central Andalusia (Qurtubah), Eastern Andalusia (Garnāta), Extremadura (Batalyaws), Murcia (Mursiyah), Western Andalusia (Išbīliyyah)

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

Where & when to recruit

Always needs: Andalusian

Building From start
Bowyer Ranges · castle only 220t
Bowyer Ranges · castle only Only Moors +25t
Practice Range Ranges · castle only 220t
Practice Range Ranges · castle only Only Moors +17t
Archery Range Ranges · castle only 220t
Archery Range Ranges · castle only Only Moors +12t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 220t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Only Moors +10t
Alcazar Alcazar Without South Italy Building Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions Only 9 factions 120t
Gardens of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Unique1 regions Only 10 factions 214t
Alcazar of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Unique1 regions Only 10 factions 214t★1

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

Welsh Longbowmen

AOR unit ( cymry)

Who
All factions
Provinces

British Isles: Mercia (Lincoln), Northumbria (York), Wales (Kaerenarvon)

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

Where & when to recruit

Always needs: Welsh

Building From start
Bowyer Ranges · castle only 225t
Practice Range Ranges · castle only 225t
Archery Range Ranges · castle only 225t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 225t
Woodsman's Guild Archers' Guild 117t★1
Master Archers' Guild Archers' Guild 217t★1
Archers' Guild Headquarters Archers' Guild 217t★3

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

Mercenary Marinae

mercenary unit (true)

Who
All factions
Provinces

Steppes: Taurike (Chersonesos)

France: Provence (Arles)

Iberia: Balearic Islands (Medina Mayurqa), Cathalaunia (Barxiluna), Murcia (Mursiyah), Valencia (Balansiyya), Western Andalusia (Išbīliyyah)

Italy: Calabria (Regium), Campania (Napoli), Lazio (Roma), Liguria (Genova), Niza, Sardìgna e Córsica (Calari), Trinacria (Balermus), Veneto (Venèzsia), Western Tuscany (Pisa)

Balkans: Dalmatia (Zara), Dioclea (Skadar), Epirus (Arta), Hellas (Kórinthos), Ionia (Smyrne), Kretē (Chándakas), Makedonia (Thessalonike), Marmara (Kōnstantinoúpolis), Ragusa

Anatolia: Kýpros (Lefkosia)

Caucasus: Cilicia (Sision)

Mesopotamia: Antioch, Diyar Mudar (Édessa)

Levant: Asqalān, Galilee (Acre), Jerusalem, Oultrejordain (Aqaba), Tripoli

Egypt: Bilād al-Dumyāt (Dumyāt), Bilād al-Iskanderia (Al-Iskandariyya)

Maghreb: Al-Maghrib al-Adna (Tarābulus), Northern Ifriqiya (Tūnis), Southern Ifriqiya (Al-Mahdiya), Šemāl Maġreb al-Aksa (Fās)

MERCENARIES / MORALE 8/ NORMAL DISCIPLINE/ TRAINED Marinae are veteran sailors and marines from the italian maritime republics or city-states existing in the coastal cities of Outremer or across the Mediterranean Sea. Also they can found as mercenaries in the numerous italians trade quarters around the coastal cities of Mediterranean. Belonging to the various Italian trading states these self governing communes were granted to the Italian States in return for naval support. They wear very poor armour but armed with javelins and small shields, ready for raids on the enemy both at sea and on land.These Italian marines are usually found on the Mediterranean coasts through their trading posts and in the Levant supporting the crusaders. 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
60
Missile
Javelin: attack 11, range 55, 2 ammo
Melee
attack 4, charge 2 (sword)
Defence
armour 2, skill 3, shield 0
Morale
8 · Normal discipline · Trained
Cost
1299 florins, 487 upkeep, 1 turn to train
Mount effect
+1 vs Horse, +1 vs Camel
Terrain
+1 in scrub, +1 in forest, -1 in snow
Heat
+2 fatigue in hot climates

Where & when to recruit

Building From start A New Era Begins~turn 337
Port Ports · city only Needs Carpenters' Workshops or better Levant (Jerusalem) Only 18 factions 214t 225t
Port with Shipwright Ports · city only Needs Carpenters' Workshops or better Levant (Jerusalem) Only 18 factions 210t 214t
Port with Dockyard Ports · city only Needs Carpenters' Workshops or better Levant (Jerusalem) Only 18 factions 28t 210t
Great Harbour Ports · city only Needs Carpenters' Workshops or better Levant (Jerusalem) Only 18 factions 26t 28t
Port Ports · castle only Needs Carpenters' Workshops or better Levant (Jerusalem) Only 18 factions 214t 225t
Port with Shipwright Ports · castle only Needs Carpenters' Workshops or better Levant (Jerusalem) Only 18 factions 210t 214t
Port with Dockyard Ports · castle only Needs Carpenters' Workshops or better Levant (Jerusalem) Only 18 factions 28t 210t
Great Harbour Ports · castle only Needs Carpenters' Workshops or better Levant (Jerusalem) Only 18 factions 26t 28t
Italian Trader Quarters Italian Traders · city only Needs Market or better Needs Merchant's Wharf or better Italian Traders regions 18t 18t
Italian Trader Headquarters Italian Traders · city only Needs Fairground or better Needs Warehouse or better Italian Traders regions 27t 27t
Italian Trader Colony Italian Traders · city only Needs Great Market or better Needs Docklands or better Italian Traders regions 36t 36t

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

Sūdān Warriors

AOR unit

Who
All factions
Provinces

Egypt: A'alī Ard Misr (Qūs), Asāfil Ard Misr (Al-Qāhira)

Maghreb: Al-Maghrib al-Adna (Tarābulus), Ganūb Maġreb al-Aksa (Murrākus), Sahara (Sigilmāsa)

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

Where & when to recruit

Always needs: North African

Building From start
Town Watch Barracks · city only 220t
Town Guard Barracks · city only 220t
City Watch Barracks · city only 220t
Militia Drill Square Barracks · city only 220t
Militia Barracks Barracks · city only Needs Quarries or better 220t
Army Barracks Barracks · city only Needs Stonemasons or better Only 29 factions 220t
Royal Barracks Barracks · city only Needs Stonemasons or better Only 20 factions 220t
Mustering Hall Barracks · castle only 220t
Garrison Quarters Barracks · castle only 220t
Drill Square Barracks · castle only 220t
Barracks Barracks · castle only 220t
Armoury Barracks · castle only Only 29 factions 220t
Oasis Oasis Desert Faction leader policy: Protector (trait) +25t
Oasis with Granary Oasis Desert 125t
Desert Village Oasis Desert 114t
Irrigated Oasis Oasis Desert 211t
Extensively Irrigated Oasis Oasis Desert 29t★1

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

Armenian Archers

AOR unit

Who
All factions
Provinces

Anatolia: Chaldia (Trapezous), Northern Capadoccia (Sivas), Southern Cappadocia (Kayseri)

Caucasus: Armenia Minor (Malatya), Armenian Highland (Qālīqalā), Arminiya (Ani), Cilicia (Sision)

Mesopotamia: Antioch, Diyar Bakr (Hisn Kayfa), Diyar Mudar (Édessa)

Persia: Āzarbayjan (Tabrīz)

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

Where & when to recruit

Always needs: Armenian

Building From start
Bowyer Ranges · castle only 225t
Bowyer Ranges · castle only Only 20 factions +27t
Practice Range Ranges · castle only 225t
Practice Range Ranges · castle only Only 20 factions +27t
Archery Range Ranges · castle only 225t
Archery Range Ranges · castle only Only 20 factions +27t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better 225t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Only 20 factions +27t

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

Persian Archers

AOR unit

Who
Abbasids, Aragon, Byzantium, Cumans, Denmark, Egypt, England, France, Georgia, Great Seljuks, Holy Roman Empire, Hungary, Kievan Rus, Kingdom of Jerusalem, Mongols, Moors, Norway, Novgorod, Pisa, Poland, Portugal, Scotland, Serbia, Sicily, Spain, Sultanate of Rum, Venice, Zengids
Provinces

Steppes: Kara Kum (Konjikala), Khwarezm (Gorganch), Merv

Caucasus: Armenia Minor (Malatya), Arminiya (Ani), Derbent (Bāb al-Abwāb), Egrisi (Kutatïssi), Kartli (T'pilisi), Shirvan (Baku)

Mesopotamia: Basra (Al-Basra), Diyar Bakr (Hisn Kayfa), Diyar Mudar (Édessa), Halab, Sauad al-Irak (Baghdad), Wasit (Al-Wasit), Ġarb al-Ġezīra (Ar-Raqqah), Šark al-Ġezīra (Al-Mawsil)

Levant: Aš-Šām (Dimašqu), Bahrain (Al-Ahsa)

Persia: Alborz (Alamūt), Carmania (Kerman), Dasht-e Kavir (Yazd), Esfahān, Fars (Shirāz), Khorasan (Nīshāpūr), Media (Hamadān), Ray, Āzarbayjan (Tabrīz)

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

Where & when to recruit

Building From start
Bowyer Ranges · castle only Persian or Abbasid regions Only 25 factions 225t
Bowyer Ranges · castle only Abbasid regions or Zengid regions or Turks regions or Georgian homeland Only Abbasids, Great Seljuks, Zengids 214t
Bowyer Ranges · castle only Abbasid regions or Turks regions or Persian Only Abbasids, Great Seljuks, Zengids +25t
Practice Range Ranges · castle only Persian or Abbasid regions Only 25 factions 225t
Practice Range Ranges · castle only Abbasid regions or Zengid regions or Turks regions or Georgian homeland Only Abbasids, Great Seljuks, Zengids 214t
Practice Range Ranges · castle only Abbasid regions or Turks regions or Persian Only Abbasids, Great Seljuks, Zengids +17t
Archery Range Ranges · castle only Persian or Abbasid regions Only 25 factions 225t
Archery Range Ranges · castle only Abbasid regions or Zengid regions or Turks regions or Georgian homeland Only Abbasids, Great Seljuks, Zengids 214t
Archery Range Ranges · castle only Abbasid regions or Turks regions or Persian Only Abbasids, Great Seljuks, Zengids +12t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Persian or Abbasid regions Only 25 factions 225t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Abbasid regions or Zengid regions or Turks regions or Georgian homeland Only Abbasids, Great Seljuks, Zengids 214t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Abbasid regions or Turks regions or Persian Only Abbasids, Great Seljuks, Zengids +10t

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

Baltic Crossbowmen

free professional, regional (guild)

Who
All factions
Provinces

British Isles: East Anglia (Norwich), Essex (London)

Scandinavia: Borgarthingslog (Ánslo), Gulathingslog (Bergvin), Gutland (Visby), Gøtland (Skara), Iutland (Ribe), Sialand (Roskilde), Skane (Lund), Smaland (Kalmar), Swerike (Sigtuna)

Poland & the Baltics: Austrland (Turku), Curonia (Riga), Lietuva (Kernavé), Livonia (Kolyvan), Pomerania (Stetin), Pomerania Gedanensis (Gdańsk), Prussia (Twangste)

Russia: Novgorod, Pleskov, Polotsk

Germany: Brannenborg (Brennaburg), Flandre (Gand), Friesland (Utrecht), Holstein-Mecklenburg (Liubice), Niederlothrigen (Coellen), Ostfalen (Magideberc), Westfalen (Bremen)

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

Abilities

  • Area attack

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

  • Hardy

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

  • Mercenary

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

  • Mercenary disband

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Always needs: Hanseatic

Building From start Hanseatic League Beginnings~turn 81 Ostsiedlung~turn 111 Hanseatic Cities Intensify Cooperation~turn 161 Mindaugas~turn 205 New Crossbow Mechanics Developed~turn 211 Lübeck Ascendancy~turn 231 The Trade Wars of the Hanseatic League~turn 285 Harbour cranes~turn 305 Die Kogge~turn 325 Confederation of Cologne~turn 401
Baltic Trade Hansa Teutonica Needs Port or Needs Castle Port or Needs River Access After Crossbow in the Baltics · 217t 217t 217t 217t 217t 217t 217t 217t 217t 217t
Hanseatische Faktorei Hansa Teutonica England regions or Norway regions or Denmark regions or Russia regions · · · · · 214t★1 214t★1 214t★1 214t★1 214t★1 311t★1
Hanseatische Faktorei Hansa Teutonica England regions or Norway regions or Denmark regions or Russia regions After Crossbow in the Baltics · · · 217t 217t · · · · · ·
Hanseatische Kaufmänner Hansa Teutonica Hre regions or Poland regions or Prussia regions · · 214t 29t★1 29t★1 29t★1 29t★1 29t★1 29t★1 29t★1 29t★1
Hanseatischer Quartier Hansa Teutonica Hre regions or Poland regions or Prussia regions · · · · · · · · · 311t★1 38t★2
Holsteintor Hansa Teutonica Hre regions Poland regions · · · · · · 311t★4 311t★4 311t★4 311t★4 36t★4
Stalhof Hansa Teutonica Capital England regions · · · · · · · 214t 214t 214t 211t★1
Peterhof Hansa Teutonica Capital Russia regions · · · · · · · 214t 214t 214t 211t★1
Bryggen Hansa Teutonica Capital Norway regions · · · · · · · 214t 214t 214t 211t★1
Hanseatischer Kontor Hansa Teutonica Flemish France regions · · · · · · · 214t 214t 214t 211t★1
The Great Crane The Great Crane · city only Needs Port or better Needs Hanseatische Faktorei or better Poland regions Prussia regions · · · · · · · · +50t +50t +25t
Merchants' Guild Merchants' Guild · · · · · · · +20t +20t +20t +14t
Merchants' Guild Merchants' Guild After Crossbow in the Baltics +33t +33t +33t +33t +33t +33t +33t · · · ·
Master Merchants' Guild Merchants' Guild · · · · · · · +17t +17t +17t +11t
Master Merchants' Guild Merchants' Guild After Crossbow in the Baltics +25t +25t +25t +25t +25t +25t +25t · · · ·
Master Merchants' Guild Merchants' Guild Only Lithuania 111t 111t 111t 111t · · · · · · ·
Master Merchants' Guild Merchants' Guild Before Crossbow in the Baltics Only Denmark, Poland +8t +8t +8t +8t +8t +8t +8t +8t +8t +8t +8t
Master Merchants' Guild Merchants' Guild Before Crossbow in the Baltics Only Holy Roman Empire, Hungary, Norway +8t +8t +8t +8t +8t +8t +8t +8t +8t +8t +8t
Master Merchants' Guild Merchants' Guild After Crossbow in the Baltics Only Holy Roman Empire, Hungary, Norway 111t 111t 111t 111t 111t 111t 111t 111t 111t 111t 111t
Merchants' Guild Headquarters Merchants' Guild · · · · · · · +12t +12t +12t +10t
Merchants' Guild Headquarters Merchants' Guild After Crossbow in the Baltics +17t +17t +17t +17t +17t +17t +17t · · · ·
Merchants' Guild Headquarters Merchants' Guild After Crossbow in the Baltics Only 4 factions 28t 28t 28t 28t 28t 28t 28t 28t 28t 28t 28t

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

Almogávares

Elite Unit

Who
Aragon, Portugal, Spain
Provinces

France: Languedoc (Toulouse)

Iberia: Algarve (Šilb), Aragon (Zaragoza), Balearic Islands (Medina Mayurqa), Beira (Coimbra), Castile-LaMancha (Toledo), Castilla La Vieja (Burgos), Cathalaunia (Barxiluna), Central Andalusia (Qurtubah), Eastern Andalusia (Garnāta), Extremadura (Batalyaws), Galicia (Santiago de Compostela), León y Asturias (León), Murcia (Mursiyah), Navarre (Pamplona), Salamanca, Tajo (Al-Ušbuna), Valencia (Balansiyya), Western Andalusia (Išbīliyyah)

Maghreb: Al-Maghrib al-Adna (Tarābulus), Ganūb Maġreb al-Aksa (Murrākus), Maġreb al-Ausat (Al-Jazā’er), Northern Ifriqiya (Tūnis), Sahara (Sigilmāsa), Southern Ifriqiya (Al-Mahdiya), Tilimsān, Šemāl Maġreb al-Aksa (Fās)

ELITE/ MORALE 13/ IMPETUOUS/ HIGHLY TRAINED. The "Almogávares" or Almughavars were shock troops, espionage and guerrilla forces present in all the Christian kingdoms of the Iberian Peninsula throughout the Reconquista, originating in the Crown of Aragon, formed mainly by light infantry and especially known for the active role they played in the conquest of the Mediterranean by the Crown of Aragon between the 13th and 14th centuries.The first use of the term is in the territories of Al-Andalus in the 10th century, to refer to small armed groups of Saracens dedicated to looting and surprise attacks. The Aragonese were the first documented Christians to adapt these strategies and fight like those groups of Saracens known as Almogávares, which is why they eventually ended up being known by the same name. They were characterized by being infantry shock troops who fought on foot, with light weapons and baggage, generally with a short lance (azconas), described as a sharp pike or a simple stick with an iron spike, two javelins that they threw with such force that they pierced enemy shields, a long knife (called coltell) and sometimes a small round shield as their only defense. In addition, they always carried with them a good fire stone (flint), as well as tinder, with which before entering into battle they used to hit their weapons, so that these threw enormous sparks, which together with their terrible screams, terrified their enemies. Of great courage and ferocity, those from the Crown of Aragon entered into combat shouting "Desperta Ferro!", "San Jorge!" and "Aragon! Aragon!". GAMEPLAY NOTES: Powerful and tough Iberian elite troops that terrorize their enemies, dedicated entirely to war and accustomed to a life of combat and life in rural and mountainous areas, will serve their guerrilla purpose very well, but are not as well protected as troops with more armor or heavy troops. These fierce Almogavars can be recruited by the 3 Iberian factions (Castilians, Aragonese and Portuguese) in the military building of the Alcázar, usually in Iberian or North African regions. They have a high recruitment cost, but being accustomed to an austere life, it does not cost much to maintain them.

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).

  • 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.

  • Frightens infantry

    Lowers the morale of enemy infantry nearby.

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

Stats

Men
48
Missile
Elite Javelin: attack 14, range 65, 4 ammo
Melee
attack 8, charge 3 (sword)
Defence
armour 2, skill 8, shield 2
Morale
13 · Impetuous · Highly trained
Cost
1668 florins, 427 upkeep, 2 turns to train
Mount effect
+6 vs Elephant
Terrain
+3 in scrub, +4 in forest, +2 in snow
Heat
+-1 fatigue in hot climates

Where & when to recruit

Always needs: Without South Italy Building Catholic ≥ 50% in region

Building From start
Alcazar Alcazar Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions 120t
Alcazar Alcazar Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions Aragon regions +20t
Gardens of Alhambra Alcazar Needs Stonemasons or better Moors regions Andalusian Unique1 regions 214t
Alcazar of Alhambra Alcazar Needs Stonemasons or better Moors regions Andalusian Unique1 regions 314t★1
Alcazar of Toledo Alcazar Needs Stonemasons or better Spain regions Unique1 regions 214t
Palacio de la Aljafería Alcazar Needs Stonemasons or better Aragon regions Capital 314t
Palacio de la Aljafería Alcazar Needs Stonemasons or better Aragon regions Capital Aragon regions +14t
Alcazar of Lisbon Alcazar Needs Stonemasons or better Portugal regions Unique1 regions 214t
Alcazar of Fes Alcazar Needs Stonemasons or better Moors regions Berber Unique2 regions 214t
Alcazar of Tunis Alcazar Needs Stonemasons or better Moors regions Berber Unique1 regions 220t

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

Mercenary Crossbowmen

Mercenary unit (true)

Who
All factions
Provinces

Steppes: Taurike (Chersonesos)

France: Provence (Arles)

Iberia: Balearic Islands (Medina Mayurqa), Cathalaunia (Barxiluna), Murcia (Mursiyah), Valencia (Balansiyya), Western Andalusia (Išbīliyyah)

Italy: Calabria (Regium), Campania (Napoli), Lazio (Roma), Liguria (Genova), Niza, Sardìgna e Córsica (Calari), Trinacria (Balermus), Veneto (Venèzsia), Western Tuscany (Pisa)

Balkans: Dalmatia (Zara), Dioclea (Skadar), Epirus (Arta), Hellas (Kórinthos), Ionia (Smyrne), Kretē (Chándakas), Makedonia (Thessalonike), Marmara (Kōnstantinoúpolis), Ragusa

Anatolia: Kýpros (Lefkosia)

Mesopotamia: Antioch

Levant: Galilee (Acre), Jerusalem, Tripoli

Egypt: Bilād al-Dumyāt (Dumyāt), Bilād al-Iskanderia (Al-Iskandariyya)

Maghreb: Al-Maghrib al-Adna (Tarābulus), Northern Ifriqiya (Tūnis), Southern Ifriqiya (Al-Mahdiya), Šemāl Maġreb al-Aksa (Fās)

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

Where & when to recruit

Always needs: Italian Traders regions

Building From start Pavise Shields~turn 381
Italian Trader Quarters Italian Traders · city only Needs Market or better Needs Merchant's Wharf or better 18t 18t
Italian Trader Headquarters Italian Traders · city only Needs Fairground or better Needs Warehouse or better 27t ·
Italian Trader Colony Italian Traders · city only Needs Great Market or better Needs Docklands or better 36t ·

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

Metsikhovne Archers

feudal levy, factional

Who
Byzantium, Georgia, Kievan Rus, Novgorod, Serbia
Provinces

Caucasus: Arminiya (Ani), Derbent (Bāb al-Abwāb), Egrisi (Kutatïssi), Kartli (T'pilisi), Shirvan (Baku)

Professionals. Morale 10. Town (castle) watch. Units that guarded castles and town walls. Coming mostly from humble origin. There were spearmen and archer Metsikhovne units. On the battlefield, Metsikhovne archer used to fire arrows in a volley.

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 170, 30 ammo
Melee
attack 5, charge 1 (sword)
Defence
armour 7, skill 6, shield 5
Morale
10 · Disciplined · Trained
Cost
1889 florins, 710 upkeep, 3 turns to train
Terrain
+1 in scrub, -2 in sand
Heat
+6 fatigue in hot climates

Where & when to recruit

Always needs: Georgian homeland

Building From start Golden Age~turn 105 Georgian Revival~turn 325
Bowyer Ranges · castle only Orthodox ≥ 35% in region Only Georgia · 220t 212t
Practice Range Ranges · castle only Orthodox ≥ 35% in region Only Georgia 214t 210t 28t
Archery Range Ranges · castle only Orthodox ≥ 35% in region Only Georgia 210t 38t★1 36t★1
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Orthodox ≥ 35% in region Only Georgia 38t★2 36t★3 35t★3
Shuris Hill Narikala Capital Only Georgia · 217t 217t
Shuris Hill Narikala Capital Only 4 factions 225t 225t 225t
Shuris-Tsiche Narikala Capital Before Mongols Reach Caucasus Only Georgia · 212t 212t
Shuris-Tsiche Narikala Capital Before Mongols Reach Caucasus Only 4 factions 225t 225t 225t
Reinforced Shuris-Tsiche Narikala Capital Before Mongols Reach Caucasus Only Georgia · 310t 310t
Reinforced Shuris-Tsiche Narikala Capital Before Mongols Reach Caucasus Only 4 factions 225t 225t 225t
Narikala Narikala Capital After Mongols Reach Caucasus Only Georgia · 38t 38t
Narikala Narikala Capital After Mongols Reach Caucasus Only 4 factions 225t 225t 225t

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

Armenian Heavy Javelinmen

AOR unit

Who
All factions
Provinces

Anatolia: Chaldia (Trapezous), Northern Capadoccia (Sivas), Southern Cappadocia (Kayseri)

Caucasus: Armenia Minor (Malatya), Armenian Highland (Qālīqalā), Arminiya (Ani), Cilicia (Sision)

Mesopotamia: Antioch, Diyar Bakr (Hisn Kayfa), Diyar Mudar (Édessa)

Persia: Āzarbayjan (Tabrīz)

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

Where & when to recruit

Always needs: Armenian

Building From start
Town Watch Barracks · city only 225t
Town Watch Barracks · city only Only 22 factions +27t
Town Guard Barracks · city only 225t
Town Guard Barracks · city only Only 20 factions +27t
City Watch Barracks · city only 225t
City Watch Barracks · city only Only 20 factions +27t
Militia Drill Square Barracks · city only 225t
Militia Drill Square Barracks · city only Only 20 factions +27t
Militia Barracks Barracks · city only Needs Quarries or better 225t
Militia Barracks Barracks · city only Needs Quarries or better Only 20 factions +27t
Army Barracks Barracks · city only Needs Stonemasons or better Only 29 factions 225t
Army Barracks Barracks · city only Needs Stonemasons or better Only 19 factions +27t
Royal Barracks Barracks · city only Needs Stonemasons or better Only 20 factions 225t
Royal Barracks Barracks · city only Needs Stonemasons or better Only 17 factions +27t
Mustering Hall Barracks · castle only 225t
Mustering Hall Barracks · castle only Only 20 factions +27t
Garrison Quarters Barracks · castle only 225t
Garrison Quarters Barracks · castle only Only 20 factions +27t
Drill Square Barracks · castle only 225t
Drill Square Barracks · castle only Only 20 factions +27t
Barracks Barracks · castle only 225t
Barracks Barracks · castle only Only 20 factions +27t
Armoury Barracks · castle only Only 29 factions 225t
Armoury Barracks · castle only Only 20 factions +27t

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

Arquebusiers

free professional, standard

Who
Papal States, Pisa, Sicily, Venice
Provinces

Italy: Veneto (Venèzsia), Western Tuscany (Pisa)

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

Abilities

  • Area attack

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

  • Gunpowder unit

    Uses gunpowder weapons.

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

Stats

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

Where & when to recruit

Always needs: Capital

Building From start
Basilica di San Marco St. Mark's Basilica · city only Catholic ≥ 50% in region Venice regions After Faction Turn Catholic or After Faction Turn Orthodox Only Venice +7t
Chiesa di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions Only Pisa +20t
Chiesa e Battistero Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions +10t
Chiesa, Battistero e Campanile Campo dei Miracoli · city only After Faction Turn Catholic Needs Quarries or better Pisa regions +7t
Duomo di Santa Maria Assunta Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +10t
Duomo e Battistero Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +7t
Duomo, Battistero e Campanile Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +7t
Campo dei Miracoli Campo dei Miracoli · city only After Faction Turn Pisa After Pisa Sacked Amalfi Needs Stonemasons or better Pisa regions Only Pisa +7t

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

Levy Crossbowmen

feudal levy, standard

Who
Aragon, France, Holy Roman Empire, Kingdom of Jerusalem, Papal States, Portugal, Sicily, Spain
Provinces

France: Languedoc (Toulouse)

Iberia: Algarve (Šilb), Aragon (Zaragoza), Balearic Islands (Medina Mayurqa), Beira (Coimbra), Castile-LaMancha (Toledo), Castilla La Vieja (Burgos), Cathalaunia (Barxiluna), Central Andalusia (Qurtubah), Eastern Andalusia (Garnāta), Extremadura (Batalyaws), Galicia (Santiago de Compostela), León y Asturias (León), Murcia (Mursiyah), Navarre (Pamplona), Salamanca, Tajo (Al-Ušbuna), Valencia (Balansiyya), Western Andalusia (Išbīliyyah)

Italy: Apulia (Bari), Calabria (Regium), Campania (Napoli), Trinacria (Balermus)

Maghreb: Al-Maghrib al-Adna (Tarābulus), Ganūb Maġreb al-Aksa (Murrākus), Maġreb al-Ausat (Al-Jazā’er), Northern Ifriqiya (Tūnis), Sahara (Sigilmāsa), Southern Ifriqiya (Al-Mahdiya), Tilimsān, Šemāl Maġreb al-Aksa (Fās)

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

Abilities

  • Area attack

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

  • Free upkeep

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 25% in region

Building The Second Lateran Council~turn 17 The Fourth Lateran Council~turn 169 Concentric Castles~turn 277
Alcazar Alcazar Without South Italy Building Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions Only Aragon, Portugal, Spain 117t 117t 117t
Gardens of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Andalusian Unique1 regions Only Aragon, Portugal, Spain 217t 217t 217t
Alcazar of Alhambra Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Andalusian Unique1 regions Only Aragon, Portugal, Spain 210t★1 210t★1 210t★1
Alcazar of Toledo Alcazar Without South Italy Building Needs Stonemasons or better Spain regions Unique1 regions Only Aragon, Portugal, Spain 217t 217t 217t
Palacio de la Aljafería Alcazar Without South Italy Building Needs Stonemasons or better Aragon regions Capital Only Aragon, Portugal, Spain 217t 217t 217t
Alcazar of Lisbon Alcazar Without South Italy Building Needs Stonemasons or better Portugal regions Unique1 regions Only Aragon, Portugal, Spain 217t 217t 217t
Alcazar of Fes Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Berber Unique2 regions Only Aragon, Portugal, Spain 117t 117t 117t
Alcazar of Tunis Alcazar Without South Italy Building Needs Stonemasons or better Moors regions Berber Unique1 regions Only Aragon, Portugal, Spain 217t 217t 217t
Norman Stronghold Castelli Normanni Without Alcazar Building Sicily regions After Faction Turn Catholic Without Alcazar Building Only 5 factions 117t 117t ·
Castìdde du Monte Castelli Normanni Sicily regions Unique1 regions Only 5 factions 217t 217t 217t
Castel Castelli Normanni Without Alcazar Building Sicily regions After Faction Turn Catholic Without Alcazar Building Only 5 factions · · 217t
Palazzo dei Normanni Castelli Normanni Sicily regions Capital After Faction Turn Catholic Only 5 factions 317t★1 317t★1 317t★1
Maschio Angioino Castelli Normanni Without Alcazar Building Sicily regions Unique2 regions After Faction Turn Catholic Only 7 factions · 317t★1 317t★1

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

Qaws Ferengi Infantry

urban militia, standard

Who
Abbasids, Egypt, Great Seljuks, Mongols, Moors, Sultanate of Rum, Zengids
Provinces

France: Languedoc (Toulouse)

Iberia: Algarve (Šilb), Aragon (Zaragoza), Balearic Islands (Medina Mayurqa), Beira (Coimbra), Castile-LaMancha (Toledo), Castilla La Vieja (Burgos), Cathalaunia (Barxiluna), Central Andalusia (Qurtubah), Eastern Andalusia (Garnāta), Extremadura (Batalyaws), Galicia (Santiago de Compostela), León y Asturias (León), Murcia (Mursiyah), Navarre (Pamplona), Salamanca, Tajo (Al-Ušbuna), Valencia (Balansiyya), Western Andalusia (Išbīliyyah)

Maghreb: Al-Maghrib al-Adna (Tarābulus), Ganūb Maġreb al-Aksa (Murrākus), Maġreb al-Ausat (Al-Jazā’er), Northern Ifriqiya (Tūnis), Sahara (Sigilmāsa), Southern Ifriqiya (Al-Mahdiya), Tilimsān, Šemāl Maġreb al-Aksa (Fās)

Quality: Average. Type: Mercenary. 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. Once the Muslim world got to know the power of the crossbows during the crusades and reconquista, they slowly adapted it and used it themselves.

Abilities

  • Area attack

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

  • Free upkeep

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

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

Stats

Men
52
Missile
Crossbow Bolt: attack 6, range 140, 18 ammo
Melee
attack 2, charge 1 (sword)
Defence
armour 2, skill 3, shield 0
Morale
4 · Low discipline · Untrained
Cost
1387 florins, 520 upkeep, 2 turns to train
Terrain
+1 in scrub, +1 in sand, -1 in forest, -1 in snow
Heat
+4 fatigue in hot climates

Where & when to recruit

Always needs: Without South Italy Building Islam ≥ 25% in region

Building Battle of Hattin~turn 143 The barid~turn 261 Kankan Musa~turn 401
Alcazar Alcazar Needs Quarries or better Aragon regions or Spain regions or Portugal regions or Moors regions Only 6 factions 120t 114t 111t
Gardens of Alhambra Alcazar Needs Stonemasons or better Moors regions Andalusian Unique1 regions 220t 214t 211t
Alcazar of Alhambra Alcazar Needs Stonemasons or better Moors regions Andalusian Unique1 regions 220t★1 214t★1 211t★1
Alcazar of Toledo Alcazar Needs Stonemasons or better Spain regions Unique1 regions 220t 214t 211t
Palacio de la Aljafería Alcazar Needs Stonemasons or better Aragon regions Capital 220t 214t 211t
Alcazar of Lisbon Alcazar Needs Stonemasons or better Portugal regions Unique1 regions 220t 214t 211t
Alcazar of Fes Alcazar Needs Stonemasons or better Moors regions Berber Unique2 regions 220t 214t 211t
Alcazar of Tunis Alcazar Needs Stonemasons or better Moors regions Berber Unique1 regions 220t 214t 211t

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

Arbalesters

mercenary unit (false DM+EDB)

Who
All factions
Provinces

Poland & the Baltics: Curonia (Riga), Lietuva (Kernavé), Livonia (Kolyvan), Pomerania (Stetin), Pomerania Gedanensis (Gdańsk), Prussia (Twangste)

Germany: Brannenborg (Brennaburg), Friesland (Utrecht), Holstein-Mecklenburg (Liubice), Niederlothrigen (Coellen), Ostfalen (Magideberc), Westfalen (Bremen)

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

Where & when to recruit

Always needs: Hanseatic

Building Pavise Shields~turn 381 Full Plate Armor~turn 521
Hanseatische Kaufmänner Hansa Teutonica Hre regions or Poland regions or Prussia regions 114t 114t
Hanseatischer Quartier Hansa Teutonica Hre regions or Poland regions or Prussia regions 214t 28t
Holsteintor Hansa Teutonica Hre regions Poland regions 314t 38t

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

Mercenary Pavise Crossbowmen

mercenary unit (true merc)

Who
All factions
Provinces

Steppes: Taurike (Chersonesos)

France: Provence (Arles)

Iberia: Balearic Islands (Medina Mayurqa), Cathalaunia (Barxiluna), Murcia (Mursiyah), Valencia (Balansiyya), Western Andalusia (Išbīliyyah)

Italy: Calabria (Regium), Campania (Napoli), Lazio (Roma), Liguria (Genova), Niza, Sardìgna e Córsica (Calari), Trinacria (Balermus), Veneto (Venèzsia), Western Tuscany (Pisa)

Balkans: Dalmatia (Zara), Dioclea (Skadar), Epirus (Arta), Hellas (Kórinthos), Ionia (Smyrne), Kretē (Chándakas), Makedonia (Thessalonike), Marmara (Kōnstantinoúpolis), Ragusa

Anatolia: Kýpros (Lefkosia)

Mesopotamia: Antioch

Levant: Galilee (Acre), Jerusalem, Tripoli

Egypt: Bilād al-Dumyāt (Dumyāt), Bilād al-Iskanderia (Al-Iskandariyya)

Maghreb: Al-Maghrib al-Adna (Tarābulus), Northern Ifriqiya (Tūnis), Southern Ifriqiya (Al-Mahdiya), Šemāl Maġreb al-Aksa (Fās)

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

Where & when to recruit

Always needs: Italian Traders regions

Building Pavise Shields~turn 381
Italian Trader Headquarters Italian Traders · city only Needs Fairground or better Needs Warehouse or better 16t
Italian Trader Colony Italian Traders · city only Needs Great Market or better Needs Docklands or better 26t

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

Sergeant Crossbowmen

feudal levy, standard

Who
Aragon, Papal States, Portugal, Sicily, Spain
Provinces

Poland & the Baltics: Malopolska (Kraków), Masovia (Płock), Pomerania (Stetin), Pomerania Gedanensis (Gdańsk), Silesia (Wrezław), Wielkopolska (Poznań)

Germany: Bayern (Regensburg), Bohemia (Praha), Brabant (Loven), Brannenborg (Brennaburg), Friesland (Utrecht), Holstein-Mecklenburg (Liubice), Kärnten (Freiberg), Moravia (Olomóc), Niederlothrigen (Coellen), Nordfranken (Frankfurt), Oberlothringen (Trier), Ostfalen (Magideberc), Ostfranken (Nuorenberc), Ostmark (Wien), Schwaben (Ulm), Südfranken (Speyer), Westfalen (Bremen), Westschwaben (Basel)

France: Languedoc (Toulouse)

Iberia: Algarve (Šilb), Aragon (Zaragoza), Balearic Islands (Medina Mayurqa), Beira (Coimbra), Castile-LaMancha (Toledo), Castilla La Vieja (Burgos), Cathalaunia (Barxiluna), Central Andalusia (Qurtubah), Galicia (Santiago de Compostela), León y Asturias (León), Murcia (Mursiyah), Navarre (Pamplona), Salamanca, Tajo (Al-Ušbuna), Valencia (Balansiyya)

Italy: Apulia (Bari), Calabria (Regium), Campania (Napoli), Lazio (Roma), Sardìgna e Córsica (Calari), Spoleto (Ancona), Trinacria (Balermus)

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

Abilities

  • Armour piercing

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

  • Area attack

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

  • Stakes

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

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

Stats

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

Where & when to recruit

Always needs: Catholic ≥ 35% in region Hre regions or Spain regions or Aragon regions or Portugal regions or Papal States regions or Sicily regions or Poland regions

Building Pavise Shields~turn 381
Archery Range Ranges · castle only Only Papal States, Sicily 16t
Archery Range Ranges · castle only Only Aragon, Portugal, Spain 18t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Only Papal States, Sicily 24t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Only Aragon, Portugal, Spain 26t★1

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

Scots Guard

feudal levy, factional

Who
France, Scotland
Provinces

Germany: Flandre (Gand)

France: Anjou (Angers), Aquitaine (Bordeaux), Auvergne (Clermont), Bourgogne (Dijon), Bretagne (Roazhon), Champagne du Nord (Rheims), Champagne du Sud (Troyes), Dauphiné (Lyon), Languedoc (Toulouse), Normandie (Rouen), Orleanáis (Orléans), Poitou (Poitiers), Provence (Arles), Île-de-France (Paris)

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

Abilities

  • Area attack

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

  • Very hardy

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

  • Stakes

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

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

Stats

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

Where & when to recruit

Always needs: France regions

Building Full Plate Armor~turn 521
Archery Range Ranges · castle only Only Scotland 212t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Only Scotland 29t
Marksman's Range Ranges · castle only Needs Carpenters' Workshops or better Only France 18t

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

Great Crusader Standard

religious order, (false merc DM+EDB)

Who
Aragon, Denmark, England, France, Holy Roman Empire, Hungary, Kingdom of Jerusalem, Norway, Papal States, Pisa, Poland, Portugal, Scotland, Sicily, Spain, Venice
Provinces

Italy: Lazio (Roma), Western Tuscany (Pisa)

Caucasus: Cilicia (Sision)

Mesopotamia: Antioch, Diyar Mudar (Édessa)

Levant: Asqalān, Galilee (Acre), Jerusalem, Oultrejordain (Aqaba), Tripoli

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

Where & when to recruit

Building Seafaring Innovation~turn 97
Siege Works Siege · castle only Levant (Jerusalem) Only Kingdom of Jerusalem 220t
Siege Works Siege · castle only Capital Levant (Jerusalem) Only 15 factions 220t
Siege Works Siege · castle only Capital Papal States regions Only Papal States 220t
Siege Works Siege · castle only Capital Pisa regions Only Pisa 220t
Siege Works Siege · castle only Capital Pisa regions Venice regions Only 4 factions 220t

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

Monster Bombard

artillery

Who
Sultanate of Rum, Zengids
Provinces

Steppes: Taurike (Chersonesos)

Balkans: Albania (Dyrrachion), Bithynia (Níkaia), Epirus (Arta), Hellas (Kórinthos), Ionia (Smyrne), Kretē (Chándakas), Makedonia (Thessalonike), Marmara (Kōnstantinoúpolis), Northern Bulgaria (Tarnovgrad), Southern Bulgaria (Triadica), Thrake (Adrianoupolis)

Anatolia: Chaldia (Trapezous), Kýpros (Lefkosia), Pamphylia (Attaleia), Paphlagonia (Sinópē)

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.

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
1373 florins, 241 upkeep, 5 turns to train
Heat
+1 fatigue in hot climates

Where & when to recruit

Always needs: Byzantium regions

Building Matchlock Developed~turn 597
Royal Arsenal Cannons · city only 110t
Royal Arsenal Cannons · castle only 112t

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

Dragon Boat

ship

Who
Denmark, Norway
Provinces

Scandinavia: Borgarthingslog (Ánslo), Gulathingslog (Bergvin), Gutland (Visby), Gøtland (Skara), Iutland (Ribe), Sialand (Roskilde), Skane (Lund), Smaland (Kalmar), Swerike (Sigtuna)

Poland & the Baltics: Austrland (Turku)

Dragon Boats are the command ships of 12th century Danish fleets. Equipped with a keel and a double set of rowers which doubles the fighting power in melee, as all rowers onboard are also warriors. These boats carry ballista for firing grappling hooks to pull enemy ships into contact, enabling boarding actions.

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

Men
30
Melee
attack 12, charge 0
Defence
armour 0, skill 10, shield 0
Morale
14 · Normal discipline · Trained
Cost
1868 florins, 552 upkeep, 4 turns to train

Where & when to recruit

Always needs: Needs Carpenters' Workshops or better Denmark regions or Norway regions

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

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

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

Cog

ship

Who
All factions
Provinces

British Isles: East Anglia (Norwich), Essex (London)

Scandinavia: Borgarthingslog (Ánslo), Gulathingslog (Bergvin), Gutland (Visby), Gøtland (Skara), Iutland (Ribe), Sialand (Roskilde), Skane (Lund), Smaland (Kalmar), Swerike (Sigtuna)

Poland & the Baltics: Austrland (Turku), Curonia (Riga), Lietuva (Kernavé), Livonia (Kolyvan), Pomerania (Stetin), Pomerania Gedanensis (Gdańsk), Prussia (Twangste)

Russia: Novgorod, Pleskov, Polotsk

Germany: Brannenborg (Brennaburg), Flandre (Gand), Friesland (Utrecht), Holstein-Mecklenburg (Liubice), Niederlothrigen (Coellen), Ostfalen (Magideberc), Westfalen (Bremen)

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

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

Always needs: Hanseatic

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

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

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

Holk

ship

Who
All factions
Provinces

British Isles: East Anglia (Norwich), Essex (London)

Scandinavia: Borgarthingslog (Ánslo), Gulathingslog (Bergvin), Gutland (Visby), Gøtland (Skara), Iutland (Ribe), Sialand (Roskilde), Skane (Lund), Smaland (Kalmar), Swerike (Sigtuna)

Poland & the Baltics: Austrland (Turku), Curonia (Riga), Lietuva (Kernavé), Livonia (Kolyvan), Pomerania (Stetin), Pomerania Gedanensis (Gdańsk), Prussia (Twangste)

Russia: Novgorod, Pleskov, Polotsk

Germany: Brannenborg (Brennaburg), Flandre (Gand), Friesland (Utrecht), Holstein-Mecklenburg (Liubice), Niederlothrigen (Coellen), Ostfalen (Magideberc), Westfalen (Bremen)

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

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

Always needs: Hanseatic

Building Die Kogge~turn 325 Confederation of Cologne~turn 401
Hanseatische Faktorei Hansa Teutonica England regions or Norway regions or Denmark regions or Russia regions +10t +5t
Hanseatische Kaufmänner Hansa Teutonica Hre regions or Poland regions or Prussia regions +7t +4t
Hanseatischer Quartier Hansa Teutonica Hre regions or Poland regions or Prussia regions +5t +3t
Holsteintor Hansa Teutonica Hre regions Poland regions +5t +3t
Stalhof Hansa Teutonica Capital England regions +5t +3t
Peterhof Hansa Teutonica Capital Russia regions +5t +3t
Bryggen Hansa Teutonica Capital Norway regions +5t +3t
Hanseatischer Kontor Hansa Teutonica Flemish France regions +5t +3t

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

Carrack

ship

Who
Byzantium, Cumans, Denmark, England, France, Georgia, Holy Roman Empire, Hungary, Kievan Rus, Kingdom of Jerusalem, Lithuania, Norway, Novgorod, Papal States, Pisa, Poland, Scotland, Serbia, Sicily, Venice
Provinces

British Isles: East Anglia (Norwich), Essex (London)

Scandinavia: Borgarthingslog (Ánslo), Gulathingslog (Bergvin), Gutland (Visby), Gøtland (Skara), Iutland (Ribe), Sialand (Roskilde), Skane (Lund), Smaland (Kalmar), Swerike (Sigtuna)

Poland & the Baltics: Austrland (Turku), Curonia (Riga), Lietuva (Kernavé), Livonia (Kolyvan), Pomerania (Stetin), Pomerania Gedanensis (Gdańsk), Prussia (Twangste)

Russia: Novgorod, Pleskov, Polotsk

Germany: Brannenborg (Brennaburg), Flandre (Gand), Friesland (Utrecht), Holstein-Mecklenburg (Liubice), Niederlothrigen (Coellen), Ostfalen (Magideberc), Westfalen (Bremen)

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

Abilities

No special abilities.

Also: Sea-faring, Can withdraw

Stats

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

Where & when to recruit

Always needs: Hanseatic

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

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