Faction Description 國家派系 |
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The Cumans, A.D. 1080 Summer
The Cumans, or Kipchaks, were a confederation of pastoralists and warriors of Turkic origin, known in Ukrainian and Russian as Polovtsy, who lived in yurts (felt tents) and who came from the region of the River Irtysh. Some tribes of the Kipchak confederation probably originated near the Chinese borders and, after having moved into western Siberia by the 9th century, migrated further west into the trans-Volga region (now western Kazakhstan).They occupied a vast, sprawling territory in the Eurasian steppe, stretching from north of the Aral Sea westward to the region north of the Black Sea (now in Ukraine and southwestern Russia) and founded a nomadic state (Desht-i Qipchaq). They invaded the territory later known as Moldavia, Wallachia, and part of Transylvania in the 11th century. From there they continued their plundering of the Byzantine Empire and the Kingdom of Hungary.In the late 11th and early 12th centuries they became involved in various conflicts with the Byzantines, Kievan Rus, the Hungarians, and the Pechenegs, allying themselves with one or the other side at different times.(from Wikipedia, the free encyclopedia)
, 公元 1080 夏
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Units List 兵種單位 |
50
Baghlah light ship Arabic long distance sailing ship, with mounted swivel guns, useful for transporting troops and supplies.
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20
Dhow light ship A ship already in use for a thousand years. The Dhow is a trading vessel that can carry troops.
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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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32
Kazaks missile cavalry Kazaks are accustomed to being on horseback; they make good horse archers, but are vulnerable in melee.
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32
Cuman Horse Archers missile cavalry Asiatic Nomads, who fight as mercenary horse archers, wearing little armour and armed with a composite bow.
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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
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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32
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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32
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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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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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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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
Town Militia spearmen infantry Armed with a spear but little armour, these troops are made up of locals who have been organised to defend their town.
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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
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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32
Mongol Heavy Archers missile cavalry Protected by lamellar armour, giving these horse archers better protection against enemy attacks.
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32
Mongol Heavy Lancers heavy cavalry Elite shock troops who exchange mobility for heavier armour.
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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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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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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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Cannot recruit units 無法招募兵種 |
48
Mongol Infantry missile infantry Lightly armoured and equipped with swords and their impressive composite bows, these warriors are still formidable without their horses.
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6
Bodyguard heavy cavalry Men picked for valour and loyalty to protect the general.
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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
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 國家優勢 |
Horse Archers |
Faction weakness 國家劣勢 |
Lack reliable Infantry |
Special unit 特色兵種 |
Cuman Horse Archers |
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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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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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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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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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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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Sacred Grove A Sacred Grove - The perfect place to pray to Yer or Eje, the mother-earth.
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