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Royal Military Academy
Home / Medieval II Total War / England / Merchant Cavalry Militia
Medieval II Total War
England England
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Merchant Cavalry Militia
Merchant Cavalry Militia
Rate: 32 ratings
Promising unit
Views: 5837
Class and category heavy cavalry
Soldier Merchant_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, 3, square
Hit points 1, 0
Primary weapon 6, 2, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1, no
Secondary weapon 0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1, no
Primary armour 7, 3, 4, metal
Secondary armour 0, 0, flesh
Heat and ground effect 5, 0, -2, -4, 0
Mental 3, normal, untrained
Cost 1, 370, 210, 90, 70, 370, 4, 90
Unit Description
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Merchant Cavalry Militia The rich as well as the poor must do their civic duty, but the rich prefer to ride. The wealth brought by trade allows merchants to equip themselves with horses and the finest armour available. However, they lack the training and elan of real knights and should not be relied on too far in battle

Armour upgrade
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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 0
The Merchants' Guild Headquarters improves both the trade income, and the quality of merchants created in the region.
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