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Units List |
24
Turkish Horse Archers missile cavalry Lightly armoured troops, who can pepper the enemy with arrows and use their speed to stay out of harm's way.
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24
Turkomans missile cavalry Tribal Turkish nomads, accustomed to life in the saddle. These hardy bowmen have a fierce and unruly reputation.
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18
Elephants heavy cavalry Armed with deadly arquebuses these riders fire from atop these fearsome beasts, which can trample men into the dust.
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48
Peasant Archers missile infantry Accustomed to using their bow for hunting, these peasant archers are armed with a small bow and knife.
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48
Turkish Archers missile infantry Used to hunting with a bow these troops are proficient with their bows, but will melt away quickly in melee.
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16
Naffatun missile infantry These men throw deadly pots of flaming Naphtha that can seep through any armour.
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48
Hand Gunners missile infantry Somewhat inaccurate but capable of firing a powerful shot, the noise and smoke from these handguns can demoralise enemy troops.
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80
Peasants light infantry In times of war peasants are forced from their farms and drafted into levies. Good cannon fodder.
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60
Spear Militia spearmen infantry Armed with a long spear but little armour, these troops are made up of locals who have been organised to defend their settlement.
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48
Afghan Javelinmen missile infantry Made up from fierce Afghan tribesmen, these excellent skirmishers hurl javelins at their foes, but can fight at close quarters if necessary.
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48
Halberd Militia heavy infantry These townsfolk carry long halberds that can fend off cavalry and crush the most heavily armoured of foes.
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24
Mongol Heavy Archers missile cavalry Protected by lamellar armour, giving these horse archers better protection against enemy attacks.
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24
Mongol Heavy Lancers heavy cavalry Elite shock troops who exchange mobility for heavier armour.
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24
Khan's Guard heavy cavalry Magnificently equipped elite troops loyal to the Khan, and willing to protect him at all costs.
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48
Sabadar Militia missile infantry Equipped with axe and composite bow, these excellent, though quite unruly warriors, are Shi-ite militia from Central Asia.
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8
Bodyguard heavy cavalry Men picked for valour and loyalty to protect the general.
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48
Dismounted Heavy Archers missile infantry Despite preferring to fight on horseback, these heavily armoured archers have dismounted to fight on foot.
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48
Dismounted Heavy Lancers spearmen infantry Despite preferring to fight on horseback, these heavily armoured warriors have dismounted to fight on foot.
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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
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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Cannot recruit units |
12
Elephant Artillery heavy cavalry These fearsome beasts have small cannons, comparable to serpentines, mounted on their backs.
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24
Kwarizmian Cavalry heavy cavalry These Khwarizmi are well equipped and protected heavy cavalry ready to fight for whomever can afford them.
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16
Rocket Launcher missile siege Rocket Launcher capable of delivering a great, if inaccurate salvo, over a large area.
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16
Monster Bombard missile siege Massive Siege-Gun. Can destroy nearly any wall in one shot. Has very long range but slow reload time.
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Faction strength |
Extremely strong cavalry units, including elephants. |
Faction weakness |
Lack heavy infantry and spears. |
Special unit |
Rocket Launcher |
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City Buildings List |
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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Racing Track A Racing Track allows cavalry recruitment in a city, and the ability to stage races. It also improves public happiness.
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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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Bimaristan A Great Bimaristan improves public health markedly, and also significantly lowers retraining costs in its host city.
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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 Masjid A Small Masjid converts a very small percentage of the region to Islam, 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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Hashashim's Guild A Hashashim's 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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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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Castle Buildings List |
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 Masjid A Small Masjid converts a very small percentage of the region to Islam, 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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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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