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Turkish Infantry
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Views: 276
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Class and category |
missile infantry
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Soldier |
turkoman_medium_bowman, 60, 0, 0.80
Soldier model, Number of the soldier, Number of extras, Mass of the men
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Mount |
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
A miscellanious list of attributes and abilities the unit may have
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Formation |
2, 3, 2, 2.5, 2, 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, 1, arrow_m, 190, 16, missile, missile_mechanical, piercing, 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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Secondary weapon |
6, 1, 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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Primary armour |
4, 4, 1, leather
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 |
0, 0, 0, 0, -2
Extra fatigue suffered by the unit in hot climates, Scrub, Sand, Forest, Snow
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Mental |
9, low, untrained
Morale, Discipline, Training
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Cost |
1, 257, 108, 89, 56, 257
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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Armies all around the Persian region rely on the vast numbers that nomadic armies can provide. Sultans often seek their practical bows, useful for various types of ranges and penetration. Called 'western Turks' for their migration westward after the fall of the Göktürk Empire in the 8th century, they are plentiful and easily recruited. These men favor to weaken the worn out enemy as much as possible before your army changes into an essential melee to finish off your foe. If all soldiers were needed for melee, they can take part, but only for a short while.
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Ownership factions |
Turkish Infantry missile infantry Turkoman nomads had various types of bows and arrows for different needs of range and penetration. These men fight on foot using a medium bow.
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Turkish Infantry missile infantry Turkoman nomads had various types of bows and arrows for different needs of range and penetration. These men fight on foot using a medium bow.
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Require buildings |
No. |
Card |
Name |
Initial quantity |
Replenish rate |
Maximum quantity |
Experience |
Requires condition |
1 |
castle Practice Range A Practice Range allows for the recruitment of missile units.
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Practice Range |
1 |
0.22 |
1 |
2 |
and hidden_resource cbr_seljuk and event_counter ai_is_seljuk 1 |
A Practice Range allows for the recruitment of missile units. |
2 |
castle Practice Range A Practice Range allows for the recruitment of missile units.
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Practice Range |
1 |
0.14 |
1 |
0 |
and hidden_resource cbr_seljuk and not event_counter first_turn 1 |
A Practice Range allows for the recruitment of missile units. |
3 |
castle Practice Range A Practice Range allows for the recruitment of missile units.
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Practice Range |
1 |
0.14 |
1 |
0 |
and hidden_resource cbr_seljuk and event_counter player_is_seljuk 1 |
A Practice Range allows for the recruitment of missile units. |
4 |
castle Practice Range A Practice Range allows for the recruitment of missile units.
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Practice Range |
1 |
0.24 |
1 |
0 |
and hidden_resource recruit_seljuk and not event_counter first_turn 1 |
A Practice Range allows for the recruitment of missile units. |
5 |
castle Practice Range A Practice Range allows for the recruitment of missile units.
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Practice Range |
1 |
0.28 |
1 |
2 |
and hidden_resource recruit_seljuk and event_counter ai_is_seljuk 1 |
A Practice Range allows for the recruitment of missile units. |
6 |
castle Practice Range A Practice Range allows for the recruitment of missile units.
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Practice Range |
1 |
0.24 |
1 |
0 |
and hidden_resource recruit_seljuk and event_counter player_is_seljuk 1 |
A Practice Range allows for the recruitment of missile units. |
7 |
castle Archery Range An Archery Range allows for the recruitment of well trained missile units.
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Archery Range |
1 |
0.21 |
1 |
3 |
and hidden_resource cbr_seljuk and event_counter ai_is_seljuk 1 |
An Archery Range allows for the recruitment of well trained missile units. |
8 |
castle Archery Range An Archery Range allows for the recruitment of well trained missile units.
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Archery Range |
1 |
0.13 |
1 |
0 |
and hidden_resource cbr_seljuk and not event_counter first_turn 1 |
An Archery Range allows for the recruitment of well trained missile units. |
9 |
castle Archery Range An Archery Range allows for the recruitment of well trained missile units.
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Archery Range |
1 |
0.13 |
1 |
0 |
and hidden_resource cbr_seljuk and event_counter player_is_seljuk 1 |
An Archery Range allows for the recruitment of well trained missile units. |
10 |
castle Archery Range An Archery Range allows for the recruitment of well trained missile units.
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Archery Range |
1 |
0.23 |
1 |
0 |
and hidden_resource recruit_seljuk and not event_counter first_turn 1 |
An Archery Range allows for the recruitment of well trained missile units. |
11 |
castle Archery Range An Archery Range allows for the recruitment of well trained missile units.
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Archery Range |
1 |
0.25 |
1 |
3 |
and hidden_resource recruit_seljuk and event_counter ai_is_seljuk 1 |
An Archery Range allows for the recruitment of well trained missile units. |
12 |
castle Archery Range An Archery Range allows for the recruitment of well trained missile units.
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Archery Range |
1 |
0.23 |
1 |
0 |
and hidden_resource recruit_seljuk and event_counter player_is_seljuk 1 |
An Archery Range allows for the recruitment of well trained missile units. |
13 |
castle Marksman's Range A Marksman's Range allows for the recruitment of elite missile units.
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Marksman's Range |
1 |
0.17 |
2 |
4 |
and hidden_resource cbr_seljuk and event_counter ai_is_seljuk 1 |
A Marksman's Range allows for the recruitment of elite missile units. |
14 |
castle Marksman's Range A Marksman's Range allows for the recruitment of elite missile units.
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Marksman's Range |
1 |
0.11 |
2 |
0 |
and hidden_resource cbr_seljuk and not event_counter first_turn 1 |
A Marksman's Range allows for the recruitment of elite missile units. |
15 |
castle Marksman's Range A Marksman's Range allows for the recruitment of elite missile units.
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Marksman's Range |
1 |
0.11 |
2 |
0 |
and hidden_resource cbr_seljuk and event_counter player_is_seljuk 1 |
A Marksman's Range allows for the recruitment of elite missile units. |
16 |
castle Marksman's Range A Marksman's Range allows for the recruitment of elite missile units.
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Marksman's Range |
1 |
0.17 |
2 |
0 |
and hidden_resource recruit_seljuk and not event_counter first_turn 1 |
A Marksman's Range allows for the recruitment of elite missile units. |
17 |
castle Marksman's Range A Marksman's Range allows for the recruitment of elite missile units.
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Marksman's Range |
1 |
0.31 |
2 |
4 |
and hidden_resource recruit_seljuk and event_counter ai_is_seljuk 1 |
A Marksman's Range allows for the recruitment of elite missile units. |
18 |
castle Marksman's Range A Marksman's Range allows for the recruitment of elite missile units.
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Marksman's Range |
1 |
0.17 |
2 |
0 |
and hidden_resource recruit_seljuk and event_counter player_is_seljuk 1 |
A Marksman's Range allows for the recruitment of elite missile units. |
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