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
Imperial Knights heavy cavalry These mace-wielding fighting machines wear plate armour and are equipped with lances for a deadly charge.
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32
Gothic Knights heavy cavalry Impressive looking heavy cavalry, well protected by armour for both rider and mount. Equipped with lance and mace.
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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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32
Merchant Cavalry Militia heavy cavalry Poorly trained, but well equipped cavalry who fight with a sword.
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32
Teutonic Knights heavy cavalry Ruthless Germanic knightly order, well armoured with lances and large maces, these knights love a good melee.
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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
Mounted Sergeants light cavalry These veteran warriors wear light armour and are armed with a spear and a sword.
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32
Reiters missile cavalry Effective gunpowder units, Reiters are armed with a pistol and spear, and protected by plate armour.
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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
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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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
Peasant Crossbowmen missile infantry Peasant crossbowmen are armed with a crossbow, knife and if lucky enough, some armour.
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56
Pavise Crossbowmen missile infantry These troops are armed with a large shield to protect them during the slow process of reloading their crossbow.
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56
Crossbow Militia missile infantry Crossbow Militia are peasant crossbowmen called up to defend settlements. Very poorly armoured.
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56
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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56
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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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
Sergeant Spearmen spearmen infantry Trained and hardened warriors, protected by a large shield, armed with spears and able to form a defensive ring of spears.
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72
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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72
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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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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72
Pike Militia spearmen infantry Pike Militias range from armed peasants to semi-professional well trained and equipped soldiers.
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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
Zweihänder heavy infantry These well trained warriors are protected by plate armour and wield a mighty two-handed sword.
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36
Forlorn Hope heavy infantry These desperate men are armed with a massive two-handed sword and thick armour.
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60
Halberd Militia heavy infantry Militia units armed with a halberd which can fend off cavalry, and pierce or crush armour.
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60
Feudal Foot 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
Imperial Foot Knights heavy infantry These mace wielding fighting machines wear plate armour, but prefer to fight on foot.
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60
Gothic Foot Knights heavy infantry Impressive looking knights, well protected by armour and armed with a two-handed sword.
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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
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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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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60
Mailed Foot Knights heavy infantry Encased in mail and equipped with a two handed axe these early knights are formidable fighting machines.
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60
Swabian Swordsmen heavy infantry Mailed infantry from the province of Swabia. Armed with large swords they make for good offensive infantry.
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60
Teutonic Foot Knights heavy infantry Ruthless Germanic knightly order, well armoured, these knights love a good melee.
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60
Dismounted Ritterbrüder heavy infantry Elite dismounted knights who instill fear in the hearts of their foes.
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32
Ritterbrüder heavy cavalry The most powerful knights in the Teutonic Order. They give rise to great dread in their opponents.
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32
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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60
Dismounted Halbbrüder heavy infantry Dismounted knights well trained in the used of the Halberd.
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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 |
32
Mercenary Frankish Knights heavy cavalry These Feudal mercenary knights are powerful troops and invaluable to whomever can afford them.
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32
Crusader Knights heavy cavalry These experienced knights in heavy mail seek forgiveness of their sins by going on crusade.
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72
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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60
Dismounted Mercenary German Knights heavy infantry Protected by plate armour and equipped with maces these knights for hire excel at taking on heavily armoured units.
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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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Amber Route An Amber Route improves taxable trade income and increases the people's happiness
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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 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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Merchant Bank A Merchant Bank improves trade in the region, and allows the recruitment of an extra merchant.
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Printing Press A Printing Press improves both trade and happiness throughout its host city.
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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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Teutonic Knights' Minor Chapter House A Teutonic Knights' Minor Chapter House allows the recruitment of Teutonic 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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Hanseatic League Headquarters The Hanseatic League Headquarters improves the trade income of all settlements.
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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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Windmill Windmill provides a slight bonus to the trade of the region which is greater during the good harvest summer seasons. It also improves the health in province. A 1/10th share of the flour was paid to the miller in return for his service.
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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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Dominican Hermitage A Dominican Hermitage converts a moderate percentage of the region to Catholicism and improves happiness.
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Franciscan Hermitage A Franciscan Hermitage converts a moderate percentage of the region to Catholicism and improves happiness but decreases law.
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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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Tower of London A Tower of London increases happiness and loyality.
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Dome of the Rock A Dome of the Rock increases happiness and loyality.
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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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Palazzo Ducale di Venezia A Palazzo Ducale di Venezia increases happiness and loyality.
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Notre Dame de Paris A Notre Dame de Paris increases happiness and loyality.
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Roemer A Roemer 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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Amber Route An Amber Route improves taxable trade income and increases the people's happiness
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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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Teutonic Knights' Minor Chapter House A Teutonic Knights' Minor Chapter House allows the recruitment of Teutonic 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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Hanseatic League Headquarters The Hanseatic League Headquarters improves the trade income of all settlements.
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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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