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Royal Military Academy
Home / Deus Lo Vult 6.0 / Kiev Rus / Cavalry Militia
Deus Lo Vult 6.0
Kiev Rus Kiev Rus
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Cavalry Militia
Cavalry Militia
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Class and category heavy cavalry
Soldier EE_Cavalry_Militia, 32, 0, 0.5
Mount heavy horse, elephant -4, camel -4
Engine and Ship
Attributes sea_faring, hide_forest, can_withdraw, can_formed_charge, free_upkeep_unit
Formation 1.6, 3.4, 3, 6, 4, square, wedge
Hit points 1, 0
Primary weapon 8, 2, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1.5, no
Secondary weapon 8, 1, no, 0, 0, melee, melee_blade, piercing, sword, 10, 2, no
Primary armour 4, 4, 4, leather
Secondary armour 0, 0, flesh
Heat and ground effect 5, 0, -2, -10, 2
Mental 9, normal, untrained
Cost 1, 290, 110, 75, 55, 290, 4, 70
Unit Description
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Cavalry Militia In the wide spaces of eastern Europe, towns needed to be able to defend themselves against raids by Turkish or Tartar horsemen. These militia are able to drive off nomadic horse archers, and deal with other light troops, but being poorly trained and equipped, they should not be relied on against quality soldiers.

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Ownership factions
Require buildings
No. Card Name Initial quantity Replenish rate Maximum quantity Experience Requires condition
1 Militia Drill Square 1 0.5 4 0 and region_religion orthodox 60
A Militia Drill Square provides the space needed for training large bodies of men to carry out military evolutions.
2 Militia Barracks 1 0.7 6 0 and region_religion orthodox 60
Militia Barracks provide for every aspect of infantry training, turning recruits into well-drilled soldiers.
3 Army Barracks 1 0.7 6 0 and region_religion orthodox 60
Army Barracks are the first training facilities capable of training full-time professional soldiers.
4 Royal Barracks 1 0.7 6 1 and region_religion orthodox 60
Royal Barracks are military training facilities backed by the ruling treasury, necessary to recruit elite units with exceptional outfitting costs.
5 Merchants' Guild 1 0.4 3 0 and region_religion orthodox 80
A Merchants' Guild house improves both the trade income, and the quality of merchants created in the region.
6 Master Merchants' Guild 1 0.4 3 1 and region_religion orthodox 80
A Master Merchants' Guild improves both the trade income, and the quality of merchants created in the region.
7 Merchants' Guild Headquarters 1 0.5 4 2 and region_religion orthodox 80
The Merchants' Guild Headquarters improves both the trade income, and the quality of merchants created in the region.
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