Units List 兵種單位 |
50
Carrack light ship A large capital ship armed with broadside firing cannons. Capable of travelling across the ocean.
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20
Cog light ship A small trading vessel armed with a basic armament of soldiers and archers.
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30
Holk light ship An upgraded Cog equipped with small artillery pieces in the fore and aft castles and a durable oak hull.
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20
Longboat light ship Usually used as a Viking troop carrier. These ships carry Scandinavian raiding parties across Europe.
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32
Mailed Knights heavy cavalry Encased in mail and equipped with lances and swords these early knights are formidable fighting machines.
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32
Feudal Knights heavy cavalry Protected by heavy armour and armed with a lance, these elite warriors crush and ride down their opponents.
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32
Cavalry Militia heavy cavalry Cavalry militia are poorly trained and equipped, but are still capable of charging down the right enemy
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32
Teutonic Knights heavy cavalry Ruthless Germanic knightly order, well armoured with lances and large maces, these knights love a good melee.
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32
Mounted Sergeants light cavalry These veteran warriors wear light armour and are armed with a spear and a sword.
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32
Scouts light cavalry Cheap to recruit and equip, scouts are useful for running down fleeing troops and scattering archers.
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32
Mounted Crossbowmen missile cavalry Using smaller crossbows than the infantry, these units use their mobility to stay out of trouble while they reload.
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48
Crossbowmen missile infantry Slow to reload, but a potent and easy to use missile weapon firing powerful bolts.
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48
Peasant Archers missile infantry A peasant archer is armed with a small bow and knife. Not to be relied upon.
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48
Archer Militia missile infantry Archer Militia are armed with a small bow, knife and if lucky enough, some armour.
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48
Crossbow Militia missile infantry Crossbow Militia are peasant crossbowmen called up to defend settlements. Very poorly armoured.
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48
Arquebusiers missile infantry Fired at close range, this noisy, smokey and lethal weapon causes morale damage as well as physical hurt.
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48
Hand Gunners missile infantry Earliest hand-held firearm unit. Causes more fear than actual damage. These soldiers need to be capable in close combat due to the short range of their weapons.
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60
Peasants light infantry In times of war peasants are forced from their farms and drafted into levies. Good cannon fodder.
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48
Woodsmen light infantry Hardy folk from the forests of North Eastern Europe, armed with a large axe.
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48
Town Militia light infantry Town Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with spears.
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60
Sergeant Spearmen spearmen infantry Trained and hardened warriors, protected by a large shield, armed with spears and able to form a defensive ring of spears.
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60
Armoured Sergeants spearmen infantry Trained and hardened warriors protected by a large shield and mail. Armed with spears and able to form a defensive ring of spears.
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60
Lowland Spear Militia spearmen infantry Spear Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with long spears.
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60
Spear Militia light infantry Spear Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with long spears.
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60
Spearmen spearmen infantry Regular troops comprised of freemen, equipped with some armour and a spear, able to form a defensive ring of spears.
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60
Lowland Peasant Militia spearmen infantry Comprised of free farmers. Trained and armed with spears but unable to afford armour.
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60
Flemish Pikemen spearmen infantry Hailing from Flanders, these mercenaries are armed with pikes and wear light armour.
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60
Goedendag Militia heavy infantry Militia unit armed with a Goedendag.
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48
Halberd Militia heavy infantry Militia units armed with a halberd which can fend off cavalry, and pierce or crush armour.
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48
Berdiche Axemen heavy infantry Two-handed axemen used as shock troops. Can be armoured from mail to brigandine.
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48
Dismounted Feudal Knights heavy infantry Knights would often dismount and fight on foot when the situation demanded it. Dismounted they make excellent heavy infantry.
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16
Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling a javelin to a great range, skewering men with ease.
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16
Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling a javelin to a great range, skewering men with ease.
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16
Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
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16
Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
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16
Trebuchet missile siege Giant rock flinging artillery piece. Capable of flaming and normal shot. Also able to fling diseased cows!
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16
Trebuchet missile siege Giant rock flinging artillery piece. Capable of flaming and normal shot. Also able to fling diseased cows!
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16
Bombard missile siege Primitive siege-gun forged of bronze or iron, can shoot solid stone or flaming shot. Inaccurate versus units.
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16
Grand Bombard missile siege The Grand Bombard has increased range, damage and accuracy compared to the bombard.
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16
Cannon missile siege The typical 'cannon' is powerful and good against both units and defences. Capable of firing solid and explosive shots.
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48
Lorrainian Crossbowmen missile infantry Poorly armoured crossbow militia from Lorraine.
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60
Lorrainian Spearmen spearmen infantry Spear Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with long spears.
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48
Obotrite Axemen heavy infantry Axe-armed, well protected obotrite crack infantry.
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Cannot recruit units 無法招募兵種 |
48
Slav Mercenaries light infantry Poorly trained and equipped mercenaries from Eastern Europe, armed with spears.
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60
Religious Fanatics light infantry A motley assortment of zealots and maniacs from amongst the common folk of Europe, travelling to the Holy Land.
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12
Obotrite Bodyguard heavy infantry Obotrite Bodyguard - heavily armed and armoured elite troops with double-handed axes.
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City Buildings List 城市建築 |
Wooden Palisade (Upgrade) A Wooden Palisade gives a sense of security but is unlikely to delay determined attackers for very long.
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Ballista Towers Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
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Town Watch The Town Watch have the minimum equipment and resources needed to train infantry.
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Ballista Maker A Ballista Maker allows the construction of ballista siege weaponry.
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Gunsmith A Gunsmith allows the construction of a bombard cannon.
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Leather Tanner A Leather Tanner offers the most basic armour improvements to new and retrained units.
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Port A Port allows a settlement to trade with the far-distant corners of the world.
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Merchant's Wharf A Merchant's Wharf allows an extra trade fleet, and increases trade to the settlement.
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Grain Exchange A Grain Exchange is absolutely essential if townsfolk are to be fed and good profits made.
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Dirt Roads Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
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Land Clearance Land Clearance allows a region to begin producing enough food to encourage growth.
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Mines Mines increase the trade income generated by metal deposits in the region.
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Alchemist's Lab An Alchemist's Lab allows gunpowder infantry to upgrade their weapons, as well as improve the education of characters created here.
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Small Church A Small Church converts a very small percentage of the region to Catholicism, and improves happiness.
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Brothel A Brothel increases happiness in the settlement slightly, and allows the recruitment of a spy.
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Town Hall A Town Hall helps maintain law and order, as well as reduce squalor.
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Assassins' Guild An Assassins' Guild house improves law and order in the region, and the quality of locally trained assassins.
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Masons' Guild A Masons' Guild house reduces the cost of stone buildings, and improves happiness.
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Theologians' Guild A Theologians' Guild house improves the quality of priests created in the region.
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Merchants' Guild A Merchants' Guild house improves both the trade income, and the quality of merchants created in the region.
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Alchemists' Guild An Alchemists' Guild house improves the experience level of gunpowder units trained in the same settlement.
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Thieves' Guild A Thieves' Guild house improves the quality of spies hired in the same settlement.
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Explorers' Guild An Explorers' Guild house slightly increases the movement speed of those trained in the same settlement.
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Swordsmiths' Guild A Swordsmiths' Guild house allows trained melee units to upgrade their weaponry by retraining in the same settlement.
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Teutonic Knights' Minor Chapter House A Teutonic Knights' Minor Chapter House allows the recruitment of Teutonic knights.
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Horse Breeders' Guild A Horse Breeders' Guild improves the quality of cavalry units recruited in the region.
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Convert to Motte and Bailey Converting a Village into a Motte & Bailey makes the settlement less conducive to trade, but allow for more diverse recruitment options.
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Sacred Grove A Sacred Grove - The perfect place to pray to Yer or Eje, the mother-earth.
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Castle Buildings List 城堡建築 |
Motte and Bailey (Upgrade) A Motte and Bailey is a simple, defensible outpost, little more than a watchtower and protective fence.
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Ballista Towers Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
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Stables A Stable allows for the recruitment of basic cavalry units.
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Mustering Hall Men must be gathered, selected and trained if military strength is to be maintained.
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Bowyer A Bowyer allows for the recruitment of basic missile units.
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Ballista Maker A Ballista Maker allows the construction of ballista siege weaponry.
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Gunsmith A Gunsmith allows the construction of a bombard cannon.
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Leather Tanner A Leather Tanner offers the most basic armour improvements to new and retrained units.
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Port A Port allows a settlement to trade with the far-distant corners of the world.
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Dirt Roads Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
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Land Clearance Land Clearance allows a region to begin producing enough food to encourage growth.
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Mines Mines increase the trade income generated by metal deposits in the region.
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Small Chapel A Small Chapel converts a very small percentage of the region to Catholicism, and improves happiness.
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Swordsmiths' Guild A Swordsmiths' Guild house allows trained melee units to upgrade their weaponry by retraining in the same settlement.
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Teutonic Knights' Minor Chapter House A Teutonic Knights' Minor Chapter House allows the recruitment of Teutonic knights.
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Convert to Village Converting a Large Town into a Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
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Sacred Grove A Sacred Grove - The perfect place to pray to Yer or Eje, the mother-earth.
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