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
Cog light ship A small trading vessel armed with a basic armament of soldiers and archers.
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30
Gun Holk light ship An upgraded Holk, armed with cannons in the fore castle and extra marines armed with gunpowder weapons.
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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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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
English Knights heavy cavalry Elite warriors clad in steel plate armour, these men pack an effective charge, while being hard to kill.
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32
Demi Lancers heavy cavalry Armed with a lance but with less armour these units are mobile and deadly.
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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
Merchant Cavalry Militia heavy cavalry Poorly trained, but well equipped cavalry who fight with a sword.
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32
Hobilars light cavalry Light cavalry with spears. Useful for chasing down light infantry, and pursuing fleeing enemy
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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
Longbowmen missile infantry Armed with the armour piercing longbow, Longbowmen can also plant stakes in front of them to keep cavalry at bay.
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48
Yeoman Archers missile infantry English freeholders are required by the King to be trained in warfare, Yeoman archers are highly skilled ranged troops.
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24
Sherwood Archers missile infantry Wielding a longbow made of yew, and able to hide in any terrain these men are excellent at ambushes, and are outstanding marksmen.
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48
Archer Militia missile infantry Archer Militia are peasant archers called up to defend settlements.
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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
Retinue Longbowmen missile infantry Well armoured professional soldiers. Confident and deadly.
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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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60
Levy Spearmen spearmen infantry Common folk from villages and towns that have been levied into the army, armed with spears and shields.
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60
Town Militia light infantry Town Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with short spears.
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60
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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48
Armoured Swordsmen heavy infantry Footmen of the knightly class able to afford excellent armour and swords, they can punish most other infantry.
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48
Billmen heavy infantry A trained billmen can stab, hack and drag down his enemies, including both infantry and cavalry.
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48
Heavy Billmen heavy infantry Heavily armoured versatile infantry wielding the billhook.
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48
Bill Militia heavy infantry Militia unit armed with a billhook and little armour.
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48
Heavy Bill Militia heavy infantry Superior Bill militia, armed with a billhook and heavy armour.
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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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48
Dismounted English Knights heavy infantry English knights often chose to fight dismounted. With their fearsome poleaxes, they can crush enemy infantry as well as cavalry.
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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
Culverin missile siege Able to fire solid or exploding shots, the culverin is devastating against enemy walls and lethal against enemy troops!
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Cannot recruit units |
16
General's Bodyguard heavy cavalry Well armed and equipped these elite troops have the task of guarding and fighting alongside the army's general.
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16
General's Bodyguard heavy cavalry Elite knights hand picked to protect the general.
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32
Mounted Longbowmen missile cavalry The advantage of being mounted allows a longbowman to flank his enemies and ride out of danger. Not to be mistaken for true cavalry though.
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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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48
Irish Kerns missile infantry Skirmishing unarmoured Irish warriors armed with javelins and handweapon, willing to fight for whomever can pay them.
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60
Welsh Spearmen spearmen infantry Fierce Welsh mercenaries, who fight unarmoured, equipped with a spear and capable of forming a defensive ring of spears.
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16
Bodyguard heavy infantry Well armed and equipped these elite troops have the task of guarding and fighting alongside the army's general.
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24
King Henry V heavy infantry King Henry and his bodyguard.
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16
King Richard heavy cavalry King Richard and his bodyguard.
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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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Military Academy A Military Academy allows for the recruitment of late-period professional army 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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Merchant's Wharf A Merchant's Wharf allows an extra trade fleet, and increases trade to the settlement.
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Naval Academy A Naval Academy reduces the cost of naval units recruited in the region, while also improving their training.
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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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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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Jousting Lists Jousting Lists improve the quality of knights recruited here.
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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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Woodsmen's Guild A Woodsmen's Guild improves the quality of archers recruited from the region.
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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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