Units List |
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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30
War Galley light ship War Galleys are larger than normal galleys. Equipped with ballista or catapults.
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16
Naffatun missile infantry These men throw deadly pots of flaming Naphtha that can seep through any armour.
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60
Saracen Militia spearmen infantry Saracen Militia are richer townsfolk who have been levied into militia to guard their settlements.
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48
Mutatawwi'a Huntsmen missile infantry Lacking in any armor, and lucky if they receive any training, these archers are not very useful.
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60
Levy Spearmen spearmen infantry Commoners, thrust into the lines, with only a spear and weak shield to save their souls.
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48
Levy Archers missile infantry Archers from the hills of Anatolia, a mix of Christians and muslims.
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48
Persian Militias missile infantry Javelinmen who are able enough in a fight, just dont trust them to hold at crucial times.
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60
Iranian Archers light infantry This unit of pressed men will rain arrows from afar, but in close combat they wont last long.
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60
Nubian Spearmen spearmen infantry African light spearmen.
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56
Nubian Archers missile infantry Skilled african archers. The low-level missile infantry of choice for the Abbasids and Ayyubids.
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32
Askari Cavalry heavy cavalry Literally meaning soldier, they are gathered from throughout the empire to do the Sultan’s bidding. Clad in heavy mail, armed with a lance.
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48
Dismounted Askaris heavy infantry Literally meaning soldier, they are gathered from throughout the empire to fight. They dismount to make use of their amour and scimitars as heavy infantry.
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20
Kurdish Lancers heavy cavalry Kurds, a culturally unique people usually looked down upon, flourish in the great Ayyubid Sultanate. Among the heaviest cavalry in the Ayyubid arsenal.
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48
Dismounted Tawashi heavy infantry Armoured in lamellar and armed with maces these troops are ideal for storming the walls of an enemy settlement.
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20
Tawashi Cavalry heavy cavalry Heavily armoured and powerful horse archers.
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48
Thaqlah Infantry heavy infantry Fierce axemen armoured in mail and brigandine, able to lead a devastating charge.
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60
Jund Spearmen spearmen infantry Lightly armed spearmen who are useful against cavalry
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48
Maghrebi Marines missile infantry Hardy soldiers armed with a powerful crossbow.
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60
Harafisha Infantry light infantry Light macemen, useful against other light infantry.
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32
Ajnad Horsemen light cavalry Light cavalry useful to chase horse and foot archers.
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20
Royal Mamluk Cavalry heavy cavalry The heaviest Ayyubid cavalry able to charge down nearly all kinds of foot soldiers.
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20
Toassin Mamluks heavy cavalry Extremely heavy and well armored, these elite troops are among the best horse archers in the world.
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48
Mamluk Heavy Archers missile infantry Mamluks are slave warriors imported and given rigorous training. A disciplined and able force, able to quickly dissolve an enemy in showers of arrows and peril.
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48
Mamluk Tabardariyah heavy infantry Skilled and deadly, these frightening axemen can cut a bloody swathe through almost any formation.
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36
Qara-ghulam Cavalry missile cavalry Light and swift horse archers armed with a composite bow.
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48
Qara-ghulam Bowmen missile infantry Light archers armed with a composite bow.
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32
Ghulam Horse Archers missile cavalry Well trained Horse Archers with strong armour and weaponry, they will rain death down from above.
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60
Beja Tribesmen spearmen infantry Ill-disciplined unarmored spearmen, best used on the attack or in support of more capable spearmen.
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60
Afari Skirmishers missile infantry Unarmored Nomads used to tribal feuds and hunting, brave enough before they realize most every foe they face will be better armed and armored than they.
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16
Ballista missile siege Resembling a giant crossbow, this torsion powered weapon can fling a javelin over 100 meters 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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Cannot recruit units |
8
Sultans Guard heavy cavalry Crusaders and many other foes seek the ultimate glory of slaying an Ayyubid general. These fierce bodyguards will make sure this doesn’t happen easily.
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48
Nubian Archers missile infantry Coming from all over Africa these light troops are equipped with a bow and hand weapon.
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48
Archer Militia missile infantry Armed with a bow and knife these troops are made up of locals who have been organised to defend their town.
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48
Sudanese Gunners missile infantry Hailing from all over Africa these well trained troops are armed with an arquebus.
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60
Nubian Spearmen spearmen infantry Useful for guarding flanks, these light troops are armed with a spear but little to no armour.
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48
Dismounted Arab Cavalry spearmen infantry Arabs from the towns and cities throughout the Middle East.
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48
Tabardariyya heavy infantry Normally found guarding the Sultan's palace, these axe-wielding warriors make excellent fighters.
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16
Ballista missile siege Resembling a giant crossbow, this torsion powered weapon can fling a javelin over 100 meters 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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60
Sudanese Tribesmen light infantry Tribesmen from Africa armed with swords
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60
Ahdath Spearmen spearmen infantry Levies forced off their property to fight, but allowed to buy armor for themselves. Good against cavalry.
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48
Ahdath Archers missile infantry Good, faithful, landowning men. Have purchased armor and have previous archery experience. Good at harrasing approaching 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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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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Small Masjid A Small Masjid converts a very small percentage of the region to Islam, 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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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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Madrassa A madrassa helps teach the quran and proper Islamic morals while providing a place of teaching for the Ulema.
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Silk Caravan Silk Caravan stop encourages and accomodates the merchants trading on the lucrative silk route.
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Slave Market This market provides slave-merchants a respectable place to display their wares and offerings.
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Nizamiyya Nizamiyyas are the medieval institutions of Islamic higher education.
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Indian Ocean Trade (Level 1) Accomodating and investing in trade across the Indian ocean brings in great wealth.
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The Church of the Holy Sepulchre .......
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The House of Wisdom .......
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The Grand Mosque of Damascus Originally a Byzantine Church purporting to hold the remains of John the Baptist, the grand mosque of Damascus is one of the oldest and important mosques of Islam.
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Vineyard Vineyards are plantations of grape-bearing vines for the main purpose of wine-making.
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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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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 Masjid A Small Masjid converts a very small percentage of the region to Islam, 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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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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Madrassa A madrassa helps teach the quran and proper Islamic morals while providing a place of teaching for the Ulema.
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Slave Market This market provides slave-merchants a respectable place to display their wares and offerings.
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