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Royal Military Academy
Home / Medieval II Total War / The Papal States / Cavalry Militia
Medieval II Total War
The Papal States The Papal States
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Cavalry Militia
Cavalry Militia
Rate: 7 ratings
Good unit
Views: 1638
Class and category heavy cavalry
Soldier Italian_Cavalry_Militia, 32, 0, 1
Mount heavy horse, elephant -4, camel -4
Engine and Ship
Attributes can_formed_charge, can_withdraw, free_upkeep_unit, hide_forest, sea_faring
Formation 2, 4.4, 3, 6, 2, square, wedge
Hit points 1, 0
Primary weapon 8, 5, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1, no
Secondary weapon 9, 3, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1, no
Primary armour 7, 4, 4, metal
Secondary armour 0, 0, flesh
Heat and ground effect 3, 0, 0, -4, 0
Mental 5, low, trained
Cost 1, 540, 150, 100, 75, 540, 4, 130
Unit Description
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Cavalry Militia Wealthy Italian cities have many men capable of equipping themselves as heavy cavalry, and turning out as militia in time of need. Well equipped, they might be mistaken for knights, but while effective against other militias, no part-time soldier can match the skill of men trained from birth.

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Ownership factions
Require buildings
No. Card Name Initial quantity Replenish rate Maximum quantity Experience Requires condition
1 Merchants' Guild 1 0.4 3 0
A Merchants' Guild house improves both the trade income, and the quality of merchants created in the region.
2 Master Merchants' Guild 1 0.4 3 0
A Master Merchants' Guild improves both the trade income, and the quality of merchants created in the region.
3 Merchants' Guild Headquarters 1 0.5 4 1
The Merchants' Guild Headquarters improves both the trade income, and the quality of merchants created in the region.
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