Turkoman Raiders
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Views: 203
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Class and category |
light cavalry
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Soldier |
turkoman_light_swordsmen_cavalry, 30, 0, 0.6
Soldier model, Number of the soldier, Number of extras, Mass of the men
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Mount |
bc fast pony, elephant -4, camel -4
Type of animal or vehicle ridden on and its effect
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Engine and Ship |
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Attributes |
sea_faring, hide_forest, can_withdraw, can_formed_charge
A miscellanious list of attributes and abilities the unit may have
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Formation |
2.5, 4, 3, 6, 3, square
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Hit points |
1, 0
Hit points of man, Hit points of mount or attached animal (Ridden horses and camels do not have separate hit points)
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Primary weapon |
5, 3, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1, no
Attack factor, Charging bonus factor, Missile type, Range of missile, Missile ammunition, Weapon type, Tech type, Damage type, Sound type, Min delay between attacks, Skeleton compensation factor in melee, Weapon attributes
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Secondary weapon |
0, 2, no, 0, 0, no, melee_simple, blunt, none, 25, 1, no
Attack factor, Charging bonus factor, Missile type, Range of missile, Missile ammunition, Weapon type, Tech type, Damage type, Sound type, Min delay between attacks, Skeleton compensation factor in melee, Weapon attributes
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Primary armour |
1, 3, 1, metal
Armour factor, Defensive skill, Shield factor, Sound type
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Secondary armour |
0, 0, flesh
Animal's or vehicle's armour factor, Defensive skill, Shield factor, Sound type
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Heat and ground effect |
-1, 0, 3, 1, -1
Extra fatigue suffered by the unit in hot climates, Scrub, Sand, Forest, Snow
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Mental |
10, normal, untrained
Morale, Discipline, Training
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Cost |
1, 471, 221, 89, 51, 471
Number of turns to build, Cost of unit to construct, Cost of upkeep, Cost of upgrading weapons, Cost of upgrading armour, Cost for custom battles, Limit in custom battle, Cost for punish
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Unit Description |
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Though banditry carries with itself a venomous reputation amongst the civilized world, such a title would be necessary for all nomads of the steppe were the rules the same as in the lands of Christ and Muhammad. Being cunning, cruel, and always on the lookout for the greatest profit with the least risk involved is necessary for survival in the harsh steppe, and remains a way of life even as the Oghuz Turks drove down into the civilized world. Their equipment is little different than their fellow horse archers – a topcoat, felt hat, a sturdy steppe pony, a long cruel saber, and a small parrying shield. These Turks do not set aside the bow out of preference for honorable combat up close and as such do not wish to be caught in a battle that lasts any longer than it must, which for such lightly armed and poorly disciplined horsemen is too long if the foe is not routing or near to be. They are best used to harass equally light horsemen or tear down fleeing foes. Anything else and you will see why bandits have no Homers or Ferdowsis.
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Require buildings |
No. |
Card |
Name |
Initial quantity |
Replenish rate |
Maximum quantity |
Experience |
Requires condition |
1 |
castle Stables A Stable allows for the recruitment of basic cavalry units.
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Stables |
1 |
0.17 |
1 |
1 |
and hidden_resource cbr_seljuk and event_counter ai_is_seljuk 1 |
A Stable allows for the recruitment of basic cavalry units. |
2 |
castle Stables A Stable allows for the recruitment of basic cavalry units.
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Stables |
1 |
0.12 |
1 |
0 |
and hidden_resource cbr_seljuk and not event_counter first_turn 1 |
A Stable allows for the recruitment of basic cavalry units. |
3 |
castle Stables A Stable allows for the recruitment of basic cavalry units.
|
Stables |
1 |
0.12 |
1 |
0 |
and hidden_resource cbr_seljuk and event_counter player_is_seljuk 1 |
A Stable allows for the recruitment of basic cavalry units. |
4 |
castle Stables A Stable allows for the recruitment of basic cavalry units.
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Stables |
1 |
0.2 |
1 |
0 |
and hidden_resource recruit_seljuk and not event_counter first_turn 1 |
A Stable allows for the recruitment of basic cavalry units. |
5 |
castle Stables A Stable allows for the recruitment of basic cavalry units.
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Stables |
1 |
0.4 |
1 |
1 |
and hidden_resource recruit_seljuk and event_counter ai_is_seljuk 1 |
A Stable allows for the recruitment of basic cavalry units. |
6 |
castle Stables A Stable allows for the recruitment of basic cavalry units.
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Stables |
1 |
0.2 |
1 |
0 |
and hidden_resource recruit_seljuk and event_counter player_is_seljuk 1 |
A Stable allows for the recruitment of basic cavalry units. |
7 |
castle Knight's Stables Knight's stables allow for the recruitment of cavalry units.
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Knight's Stables |
1 |
0.2 |
2 |
2 |
and hidden_resource cbr_seljuk and event_counter ai_is_seljuk 1 |
Knight's stables allow for the recruitment of cavalry units. |
8 |
castle Knight's Stables Knight's stables allow for the recruitment of cavalry units.
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Knight's Stables |
1 |
0.14 |
2 |
0 |
and hidden_resource cbr_seljuk and not event_counter first_turn 1 |
Knight's stables allow for the recruitment of cavalry units. |
9 |
castle Knight's Stables Knight's stables allow for the recruitment of cavalry units.
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Knight's Stables |
1 |
0.14 |
2 |
0 |
and hidden_resource cbr_seljuk and event_counter player_is_seljuk 1 |
Knight's stables allow for the recruitment of cavalry units. |
10 |
castle Knight's Stables Knight's stables allow for the recruitment of cavalry units.
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Knight's Stables |
1 |
0.24 |
2 |
0 |
and hidden_resource recruit_seljuk and not event_counter first_turn 1 |
Knight's stables allow for the recruitment of cavalry units. |
11 |
castle Knight's Stables Knight's stables allow for the recruitment of cavalry units.
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Knight's Stables |
1 |
0.3 |
2 |
2 |
and hidden_resource recruit_seljuk and event_counter ai_is_seljuk 1 |
Knight's stables allow for the recruitment of cavalry units. |
12 |
castle Knight's Stables Knight's stables allow for the recruitment of cavalry units.
|
Knight's Stables |
1 |
0.24 |
2 |
0 |
and hidden_resource recruit_seljuk and event_counter player_is_seljuk 1 |
Knight's stables allow for the recruitment of cavalry units. |
13 |
castle Baron's Stables Baron's stables allow for the recruitment of capable cavalry units.
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Baron's Stables |
1 |
0.14 |
2 |
3 |
and hidden_resource cbr_seljuk and event_counter ai_is_seljuk 1 |
Baron's stables allow for the recruitment of capable cavalry units. |
14 |
castle Baron's Stables Baron's stables allow for the recruitment of capable cavalry units.
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Baron's Stables |
1 |
0.13 |
2 |
0 |
and hidden_resource cbr_seljuk and not event_counter first_turn 1 |
Baron's stables allow for the recruitment of capable cavalry units. |
15 |
castle Baron's Stables Baron's stables allow for the recruitment of capable cavalry units.
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Baron's Stables |
1 |
0.13 |
2 |
0 |
and hidden_resource cbr_seljuk and event_counter player_is_seljuk 1 |
Baron's stables allow for the recruitment of capable cavalry units. |
16 |
castle Baron's Stables Baron's stables allow for the recruitment of capable cavalry units.
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Baron's Stables |
1 |
0.23 |
2 |
0 |
and hidden_resource recruit_seljuk and not event_counter first_turn 1 |
Baron's stables allow for the recruitment of capable cavalry units. |
17 |
castle Baron's Stables Baron's stables allow for the recruitment of capable cavalry units.
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Baron's Stables |
1 |
0.21 |
2 |
3 |
and hidden_resource recruit_seljuk and event_counter ai_is_seljuk 1 |
Baron's stables allow for the recruitment of capable cavalry units. |
18 |
castle Baron's Stables Baron's stables allow for the recruitment of capable cavalry units.
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Baron's Stables |
1 |
0.23 |
2 |
0 |
and hidden_resource recruit_seljuk and event_counter player_is_seljuk 1 |
Baron's stables allow for the recruitment of capable cavalry units. |
19 |
castle Earl's Stables Earl's stables allow for the recruitment of elite cavalry units.
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Earl's Stables |
1 |
0.1 |
3 |
4 |
and hidden_resource cbr_seljuk and event_counter ai_is_seljuk 1 |
Earl's stables allow for the recruitment of elite cavalry units. |
20 |
castle Earl's Stables Earl's stables allow for the recruitment of elite cavalry units.
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Earl's Stables |
1 |
0.11 |
3 |
0 |
and hidden_resource cbr_seljuk and not event_counter first_turn 1 |
Earl's stables allow for the recruitment of elite cavalry units. |
21 |
castle Earl's Stables Earl's stables allow for the recruitment of elite cavalry units.
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Earl's Stables |
1 |
0.11 |
3 |
0 |
and hidden_resource cbr_seljuk and event_counter player_is_seljuk 1 |
Earl's stables allow for the recruitment of elite cavalry units. |
22 |
castle Earl's Stables Earl's stables allow for the recruitment of elite cavalry units.
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Earl's Stables |
1 |
0.17 |
3 |
0 |
and hidden_resource recruit_seljuk and not event_counter first_turn 1 |
Earl's stables allow for the recruitment of elite cavalry units. |
23 |
castle Earl's Stables Earl's stables allow for the recruitment of elite cavalry units.
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Earl's Stables |
1 |
0.23 |
3 |
4 |
and hidden_resource recruit_seljuk and event_counter ai_is_seljuk 1 |
Earl's stables allow for the recruitment of elite cavalry units. |
24 |
castle Earl's Stables Earl's stables allow for the recruitment of elite cavalry units.
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Earl's Stables |
1 |
0.17 |
3 |
0 |
and hidden_resource recruit_seljuk and event_counter player_is_seljuk 1 |
Earl's stables allow for the recruitment of elite cavalry units. |
25 |
castle King's Stables King's stables allow for the recruitment of the penultimate cavalry units.
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King's Stables |
1 |
0.1 |
3 |
5 |
and hidden_resource cbr_seljuk and event_counter ai_is_seljuk 1 |
King's stables allow for the recruitment of the penultimate cavalry units. |
26 |
castle King's Stables King's stables allow for the recruitment of the penultimate cavalry units.
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King's Stables |
1 |
0.13 |
3 |
0 |
and hidden_resource cbr_seljuk and not event_counter first_turn 1 |
King's stables allow for the recruitment of the penultimate cavalry units. |
27 |
castle King's Stables King's stables allow for the recruitment of the penultimate cavalry units.
|
King's Stables |
1 |
0.13 |
3 |
0 |
and hidden_resource cbr_seljuk and event_counter player_is_seljuk 1 |
King's stables allow for the recruitment of the penultimate cavalry units. |
28 |
castle King's Stables King's stables allow for the recruitment of the penultimate cavalry units.
|
King's Stables |
1 |
0.21 |
3 |
0 |
and hidden_resource recruit_seljuk and not event_counter first_turn 1 |
King's stables allow for the recruitment of the penultimate cavalry units. |
29 |
castle King's Stables King's stables allow for the recruitment of the penultimate cavalry units.
|
King's Stables |
1 |
0.21 |
3 |
5 |
and hidden_resource recruit_seljuk and event_counter ai_is_seljuk 1 |
King's stables allow for the recruitment of the penultimate cavalry units. |
30 |
castle King's Stables King's stables allow for the recruitment of the penultimate cavalry units.
|
King's Stables |
1 |
0.21 |
3 |
0 |
and hidden_resource recruit_seljuk and event_counter player_is_seljuk 1 |
King's stables allow for the recruitment of the penultimate cavalry units. |