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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30
Dromon light ship Used by the Byzantine Empire since the 6th century, with a central tower with a firing platform for marines.
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30
Fire Ship light ship A Dromon modified to carry the medieval naval equivalent of a flamethrower.
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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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16
General's Bodyguard heavy cavalry Elite knights hand picked to protect the general.
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16
General's Bodyguard heavy cavalry Elite knights hand picked to protect the general.
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32
Mercenary German Knights heavy cavalry Protected by plate armour and equipped with maces, these knights for hire excel at taking on heavily armoured units.
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32
Mercenary Knights heavy cavalry Capable of deadly charges and impressive melee combat, these mercenary knights are well worth the money.
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32
Condottieri heavy cavalry Armed with a lance and plate armour these trained and experienced mercenaries are well known for their capricious ways.
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32
Alan Light Cavalry light cavalry Hardy horsemen accustomed to the plains and steppes of Eastern Europe and the Black Sea region. Excellent light cavalry.
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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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56
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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56
Toxotai Militia missile infantry A type of trained civilian guard called,' tzakones' responsible for protecting settlements, roads and forts.
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72
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
Slav Mercenaries light infantry Poorly trained and equipped mercenaries from Eastern Europe, armed with spears.
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72
Landsknecht Pikemen spearmen infantry Originally from the Holy Roman Empire, these elite mercenaries are armed with pikes and their distinctive slash and puffy clothing
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60
Frankish Foot Knights spearmen infantry These Feudal mercenary knights are powerful troops and invaluable for whomever can afford them.
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32
Armenian Cavalry heavy cavalry Armenian mercenaries equipped in a western style, armed with lances and protected by mail.
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56
Armenian Archers missile infantry Armenian mercenaries from the mountains. Lightly armed, but still effective.
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60
Ghazis light infantry Reckless and fanatical religious warriors armed with an axe, capable of devastating attacks.
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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
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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56
Welsh Longbowmen missile infantry The first wielders of the longbow. Totally unarmoured means they need to stay out of melee. Can lay stakes.
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56
Bulgarian Brigands missile infantry Brigands armed with a composite bow, sword, padded armour and shield.
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72
Swiss Pikemen spearmen infantry The most renowned mercenaries of their age. Lightly equipped, but exceptionally brave and fierce.
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60
Galloglaich heavy infantry Fierce Scottish warriors who have settled in Ireland. Formidable troops armed with large two-handed axes and wearing light armour.
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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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56
Armenian Garrison Archers missile infantry Armenian Garrison Archers
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32
Sepuh heavy cavalry Sepuh Royal Heavy Cavalry
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60
Armenian Heavy Swordsmen heavy infantry Armenian Heavy Swordsmen
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60
Shinakan Zorq light infantry Shinakan Zorq
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60
Dismounted Nakharars heavy infantry Dismounted Nakharars
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32
Nakharars heavy cavalry Nakharars Lancer
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72
Armenian Garrison Spearmen spearmen infantry Armenian Garrison Spearmen
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72
Armenian Mountaineer Infantry spearmen infantry Armenian Mountaineer Infantry
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56
Latin Crossbowmen missile infantry Latin Crossbowmen
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32
Aspatak light cavalry Aspatak, fast, light cavalry.
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56
Armenian 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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16
Mangonel missile siege Great siege engine capable of throwing exploding barrels of oil
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Cannot recruit units |
72
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
Dismounted Mercenary Knights heavy infantry These superb fighters can fight mounted or on foot and are well worth their fee.
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32
Turkopoles missile cavalry Turkopoles are mercenaries hired by Christian forces in the Holy Lands for light cavalry duties, armed with bow and sword.
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60
Unhorsed Knights heavy infantry Forced to fight on foot, after losing their steeds in battle. These knights are formidable fighters.
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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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Well Wells are a healthy water source for the people.
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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 Orthodox Church A Small Church converts a very small percentage of the region to Orthodox Christianity, 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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Ikoner's Studio An Ikoner's Studio reduces squalor, and amplifies the effects of Orthodox churches.
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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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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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Slave Market Slave Market considerably improves the trade but also affects the happiness of the common folk decreasing it noteably. It requires slave resource in province to work.
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Forging Shop Forging Shop provides the basic melee weapon upgrade and slightly increases the profit from the trade. Local resource of iron or tin provides the material to work.
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Mint Coin Mint Coin requires gold or silver to function and brings a moderate bonus to the trade in all cities of your empire but also deacreases the law abidience due the corruption.
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Jeweller's Shop Jeweller's Shop uses local resource of gold, silver, ivory, or amber to provide an extreme boost to the trade as some people not only travel hundreds of miles to bring jewellery from far away land, but also are obsessed by it.
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Joiner's Shop Working with the local resource of timber Joiner's Shop reduces the costs of the wooden buildings and ships. Also it slightly improves the trade but only during the winter, the peak logging season.
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Vineyard Vineyard gives a slight boost to the trade in region. Its value is greater in summer, the peak grape-harvesting season. If you have an inn in the town common folk also will be glad to take a cup of good wine, sometimes even loosing the measure and health.
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Textile Mill Textile Mill provides above average impact into the trade of the region, which is even greater if there is local resource of dyes to complete the process of cloth fabrication. Of course the trade is much higher in summer during the linnen harvesting season.
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Cotton Mill Cotton Mill provides above average impact into the trade of the region, which is even greater if there is local resource of dyes to complete the process of cloth fabrication. Of course the trade is much higher in summer during the cotton harvesting season.
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Silk Mill Silk Mill provides high impact into the trade of the region, which is even greater if there is local resource of dyes to complete the process of cloth fabrication. Of course the trade is much higher in summer when the silkworms are in active state.
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Fishers Quarter Fishers Quarter gives a slight bonus to the trade in region as well as improves the health in the province. Due to the storms and bad weather in the winter season its trade bonus is somewhat decreased.
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Sugar Refinery Sugar Refinery gives the moderate bonus to the trade, which is greater in the warmer summer season, but also are not very low in winter since the sugar plantation are mostly in the warm middle eastern regions. It also gives a slight health bonus to the province.
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Marble Workshop Marble Workshop gives high bonus to the trade in region and also increase the happiness due the masterpieces made of it.
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Wool Farm Wool Farm provides the basic cycle of cloth manufacturing without dyeing or finishing of the woven product. Its trade impact is beyound average but somewhat increases in the winter time, when the mass sheep shearing occurs.
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Trappers Hut Trappers Hut provides the high bonus to the trade as well as a happiness increase if there are furs resources in region. The bonus is much higher in the winter fur hunting season.
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Glass Blower Glass Blower adds big bonus to the trade of the region and also encorages the peolple happiness with a state of art masterpieces.
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Saltern The saltern gives the city high trade bonus based on the level of market city has.
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Bakery Bakery provides the settlement with a fresh bread slightly increasing the population growth, happiness and trade of the region.
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Brewery Brewery provides the settlement with fresh beer slightly increasing the happiness and trade of the region.
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Small Jewish Synagogue Small Jewish Synagogue
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Hesychast Hermitage A Hesychast Hermitage converts a moderate percentage of the region to Orthodox and improves happiness.
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Cenobitic Hermitage Cenobitic Monasticism converts a moderate percentage of the region to Orthodox and improves happiness.
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Dungeon Dungeon improves law but decreases happiness.
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Scholarium A scholarium is necessary for the civilian education and offers a happiness bonus.
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Hagia Sophia A Hagia Sophia increases happiness and loyality.
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Bayt al Hikma A Bayt al Hikma increases happiness and loyality.
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Moskovskiy Kreml A Moskovskiy Kreml increases happiness and loyality.
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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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War Harbour A War Harbor can build the warships needed for a strong fleet.
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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 Orthodox Chapel A Small Chapel converts a very small percentage of the region to Orthodox Christianity, 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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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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Forging Shop Forging Shop provides the basic melee weapon upgrade. Local resource of iron or tin provides the material to work.
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Joiner's Shop Working with the local resource of timber Joiner's Shop reduces the costs of the wooden buildings and ships. Also it provides better material for the bows and crossbows.
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Mercenary Camp A Mercenary Camp decreases happiness and loyality. But if new mercenaries arrive from time to time in the camp, a trader will propose them to you.
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