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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24
Merchant Cavalry Militia heavy cavalry Poorly trained, but well equipped cavalry who fight with a sword.
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24
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
Crossbow Militia missile infantry Crossbow Militia are peasant crossbowmen called up to defend settlements. Very poorly armoured.
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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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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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16
Serpentine missile siege Light cannon designed for use against troops rather than walls.
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16
Basilisk missile siege Very powerful cannon with great range, damage and accuracy. Punishing against defences and units. Can fire solid or explosive shots.
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60
Order Militia light infantry Poorly equipped locals, who are best used to fill the ranks.
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60
Burgher Pikemen spearmen infantry Confident in their use of the pike, these men wear light armour.
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48
Sword Brethren heavy infantry Strong swordsmen who are members of the Livonian Order.
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60
Order Spearmen spearmen infantry Spearmen trained to deal with the threat posed by Eastern Europes cavalry.
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16
Clergymen light infantry Carrying only a cross in their hands, these brethren inspire those around them to fight with pious fervour.
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48
Dismounted Halbbrüder heavy infantry Dismounted knights well trained in the used of the Halberd.
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48
Dismounted Ritterbrüder heavy infantry Elite dismounted knights who instill fear in the hearts of their foes.
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48
Prussian Archers missile infantry Prussian Archers who seek to prove their loyalty in battle to their new lords.
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48
Livonian Auxiliaries missile infantry Equipped with steel crossbows and light armour, these auxiliaries provide much needed ranged support to their heavily armoured allies.
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24
Christ Knights heavy cavalry Knights who wield a mace and wear chainmail armour.
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24
Knechten light cavalry Lightly armoured spear wielding squires of Teutonic Knights.
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24
Halbbrüder heavy cavalry Knights who have not taken the full vows of the Teutonic Order and are strong fighters never the less.
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24
Ritterbrüder heavy cavalry The most powerful knights in the Teutonic Order. They give rise to great dread in their opponents.
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16
Mangonel missile siege Great siege engine capable of throwing exploding barrels of oil
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Cannot recruit units |
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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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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48
English 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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24
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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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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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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60
English 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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24
English 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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48
Dismounted English 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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60
French Religious Fanatics light infantry A motley assortment of zealots and maniacs from amongst the common folk of Europe, travelling to the Holy Land.
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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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48
Dismounted French Archers missile infantry Protected by brigandine armour, these archers have a horse to ride to battle on, but still fight on foot.
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24
French Mounted Archers missile cavalry Professional soldiers equipped with longbows in the English style, and mounted on horses for mobility
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24
French 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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48
Dismounted French Chivalric Knights heavy infantry Benefiting from improvements in arms and armour these elite warriors are still formidable, even when they choose to fight on foot.
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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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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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Hanseatic League Headquarters The Hanseatic League Headquarters improves the trade income of all settlements.
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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 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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Castle Library A Library allows the recruitment of spies and diplomats in a castle.
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Hanseatic League Headquarters The Hanseatic League Headquarters improves the trade income of all settlements.
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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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