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HomeHome / Total War: Attila / Kingdom of Charlemagne (Age of Charlemagne) / Technologies / Military
Kingdom of Charlemagne (Age of Charlemagne) Kingdom of Charlemagne (Age of Charlemagne) Technologies

Military

Military
No. Technology research_points cost_per_round Requires Effects Enables
1 Call to Arms Military Tier 1
Call to Arms
When war breaks out, all must answer the king's call.
0 0 Logistics Barracks
2 Logistics Military Tier 2
Logistics
Victory in the field and in the balance books.
0 0 Call to Arms
    Replenishment: +3% (faction_to_force_own_unseen)
Call on Vassals Long Marches Militia
3 Noble Habitus Military Tier 11
Noble Habitus
Strength, loyalty, generosity, and restraint - this is the code that the knight must follow.
0 0 Cavalry Masters Mounted Infantry
    Imperium: +30 Imperium points (faction_to_force_own_unseen)
Planned Movement Professional Soldiers Stirrup
4 Planned Movement Military Tier 12
Planned Movement
Everything - everything - is considered, right down to the moment of contact, the clash of steel.
0 0 Noble Habitus
    Battle movement speed: +10% (faction_to_force_own_unseen)
Battlefield Surgery
5 Citizens' Defence Military Tier 12
Citizens' Defence
"Should the heathen hordes return, we shall be ready."
0 0 Siege Masters Professional Soldiers Garrison Quarters
6 Battlefield Surgery Military Tier 13
Battlefield Surgery
"Hmmm, arrow in the face. Nasty. No more pageants for you, sunshine."
0 0 Planned Movement
    Replenishment: +5% (faction_to_force_own_unseen)
Professional Soldiers
7 Stirrup Military Tier 13
Stirrup
A simple innovation that enables horse and rider to move - and kill - as one.
0 0 Noble Habitus
    Unit experience: +1 for cavalry unit recruits (faction_to_character_own_unseen)
Professional Soldiers
8 Professional Soldiers Military Tier 14
Professional Soldiers
"Survive this battle, and next time, you will stand in the second rank."
0 0 Battlefield Surgery Noble Habitus Citizens' Defence Stirrup
    Integrity: +2 (faction_to_force_own_unseen)
    Recruitment cost: -15% (faction_to_force_own_unseen)
    Upkeep cost: -10% for all units (faction_to_force_own_unseen)
    Imperium: +35 Imperium points (faction_to_force_own_unseen)
9 Militia Military Tier 3
Militia
In the war to come everyone must fight, be he farmer, baker or mason.
0 0 Logistics Improved Siege Engines Garrison Encampment
10 Long Marches Military Tier 3
Long Marches
Through which stamina is developed - vital when facing the enemy.
0 0 Logistics
    Fatigue rate: -20% (faction_to_force_own_unseen)
Campaign Planning
11 Campaign Planning Military Tier 4
Campaign Planning
Though no plan survives contact with the enemy, not having one courts disaster from the start.
0 0 Long Marches
    Campaign movement range: +20% (faction_to_force_own_unseen)
12 Improved Siege Engines Military Tier 4
Improved Siege Engines
Cities are larger, walls are higher. It follows that the means of their destruction must be also.
0 0 Militia
    Enables construction of medium siege engines (faction_to_force_own_unseen)
Siege Techniques
13 Call on Vassals Military Tier 5
Call on Vassals
When the king calls, his vassals must answer. It is a matter of honour.
0 0 Logistics
    Recruitment capacity: +1 (faction_to_province_own_unseen)
    Imperium: +20 Imperium points (faction_to_force_own_unseen)
Freemen Training Horse Breeding Masters of Terrain Mounted Infantry Siege Techniques
14 Freemen Training Military Tier 6
Freemen Training
All must play their parts, down to the very last man.
0 0 Call on Vassals
    Unit experience: +1 for infantry unit recruits (faction_to_character_own_unseen)
15 Siege Techniques Military Tier 6
Siege Techniques
Think outside the box if you wish to break into it.
0 0 Call on Vassals Improved Siege Engines Defence in Depth Siege Workshop
16 Masters of Terrain Military Tier 7
Masters of Terrain
Intricate knowledge of your homeland is worth its weight in gold.
0 0 Call on Vassals
    Ammunition: +25% (faction_to_force_own_unseen)
Mounted Infantry
17 Defence in Depth Military Tier 7
Defence in Depth
Give them an inch, then take back a mile.
0 0 Siege Techniques
    Attrition: -30% when under siege (all forces)
    Siege holdout time: +1 (double for city-ports) (faction_to_general_own)
Siege Stores
18 Horse Breeding Military Tier 7
Horse Breeding
Beasts for work, for sport, or for war - all can be bred according to need.
0 0 Call on Vassals Cavalry Masters Cavalry Games
19 Mounted Infantry Military Tier 8
Mounted Infantry
The rules or war, re-written for future conflict.
0 0 Call on Vassals Masters of Terrain
    Imperium: +25 Imperium points (faction_to_force_own_unseen)
Noble Habitus Master Smiths Masters of the Sea Royal Barracks
20 Cavalry Masters Military Tier 9
Cavalry Masters
Man and beast, acting as one to dominate the battlefield.
0 0 Horse Breeding Noble Habitus
21 Masters of the Sea Military Tier 9
Masters of the Sea
The sea is no barrier to the unshakeable will.
0 0 Mounted Infantry
    Recruitment cost: -10% for naval units (faction_to_force_own_unseen)
22 Siege Stores Military Tier 9
Siege Stores
Take advantage of the calm, before the storm comes down.
0 0 Defence in Depth
    Ammunition: +25% during siege defence battles (faction_to_force_own_unseen)
Siege Masters
23 Master Smiths Military Tier 9
Master Smiths
Metal is like butter in the hands of a master.
0 0 Mounted Infantry Forge Deep Iron Mine
24 Siege Masters Military Tier 10
Siege Masters
It takes more than superior numbers to force a surrender.
0 0 Siege Stores
    Enables construction of heavy siege engines (faction_to_force_own_unseen)
Citizens' Defence
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