Units List |
50
Carrack light ship A large capital ship armed with broadside firing cannons. Capable of travelling across the ocean.
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20
Galley light ship Oar powered Mediterranean vessels equipped with a ram and carries archers.
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40
Lanternas light ship A superior version of the war galley equipped with gunpowder weapons. Large, heavier and more durable than a war galley.
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30
War Galley light ship War Galleys are larger than normal galleys. Equipped with ballista or catapults.
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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
Norman Knights heavy cavalry Exceptionally fierce knights, wearing heavy mail, and equipped with sturdy lances.
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32
Chivalric Knights heavy cavalry Elite warriors clad in steel plate armour, these men pack a ferocious charge, while being hard to kill.
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32
Cavalry Militia heavy cavalry Encased in mail and equipped with lances and swords these troops are effective fighters.
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32
Knights Templar heavy cavalry Elite and some say reckless knights formed to protect Christian pilgrims in the Holy Lands.
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32
Knights Hospitaller heavy cavalry Well trained and disciplined these knights are amongst the deadliest heavy cavalry in all Christendom.
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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
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
Peasant Archers missile infantry A peasant archer is armed with a small bow, and a knife. Unreliable, and only moderately effective as archers.
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48
Pavise Crossbowmen missile infantry These troops are armed with a large shield to protect them during the slow process of reloading their crossbow.
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48
Pavise Crossbow Militia missile infantry Italian crossbow militia, armoured with mail and a pavise.
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48
Muslim Archers missile infantry Troops comprised of Sicilian Muslims fighting for their city, equipped with bows and light armour.
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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
Sword and Buckler Men light infantry Superior swordsmen wearing light armour and an open helmet, and armed with a double-edged sword and buckler.
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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
Pike Militia spearmen infantry Pike Militias range from armed peasants to semi-professional well trained and equipped soldiers.
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60
Italian Militia light infantry Local militias play an important role in Italian armies. These troops are armed with short spear and shield.
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60
Italian Spear Militia spearmen infantry Experienced and well trained local militia equipped with good armour and a spear, able to form a defensive ring of spears.
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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
Dismounted Broken Lances heavy infantry Broken lances are well trained and experienced professional soldiers, protected by plate mail, armed with swords.
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48
Dismounted Norman Knights heavy infantry Exceptional knights, even when dismounted. Armed with swords and mail.
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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
Mortar missile siege A siege weapon capable of firing over walls and plunging shots down on enemies hiding behind said walls.
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16
Ribault missile siege A small multi-barrel wagon mounted cannon. A good defensive tool able to fire in a nine-barrel barrage.
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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 |
16
General's Bodyguard heavy cavalry Elite knights hand picked to protect the general.
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16
General's Bodyguard heavy cavalry Elite knights hand picked to protect the general.
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32
Condottieri heavy cavalry Armed with a lance and plate armour these trained and experienced mercenaries are well known for their capricious ways.
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48
Dismounted Men at Arms heavy infantry Dismounted, these men are effective and well protected infantry.
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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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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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Artist's Studio An Artist's Studio improves public happiness in the region.
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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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Templars' Minor Chapter House A Templars' Minor Chapter House allows the recruitment of Templar knights.
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St Johns' Minor Chapter House A St. Johns' Minor Chapter House allows the recruitment of Hospitaller 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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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 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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Templars' Minor Chapter House A Templars' Minor Chapter House allows the recruitment of Templar knights.
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St Johns' Minor Chapter House A St. Johns' Minor Chapter House allows the recruitment of Hospitaller 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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