|
Cavalry Militia
|
Views: 377
|
Class and category |
heavy cavalry
|
Soldier |
Italian_Cavalry_Militia, 32, 0, 0.5
Soldier model, Number of the soldier, Number of extras, Mass of the men
|
Mount |
heavy horse, elephant -4, camel -4
Type of animal or vehicle ridden on and its effect
|
Engine and Ship |
|
Attributes |
sea_faring, hide_forest, can_withdraw, can_formed_charge, free_upkeep_unit
A miscellanious list of attributes and abilities the unit may have
|
Formation |
1.6, 3.4, 3, 6, 2, square, wedge
|
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)
|
Primary weapon |
8, 3, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1.5, 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
|
Secondary weapon |
8, 2, no, 0, 0, melee, melee_blade, piercing, sword, 10, 2, 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
|
Primary armour |
7, 4, 4, metal
Armour factor, Defensive skill, Shield factor, Sound type
|
Secondary armour |
0, 0, flesh
Animal's or vehicle's armour factor, Defensive skill, Shield factor, Sound type
|
Heat and ground effect |
3, 0, 0, -10, -1
Extra fatigue suffered by the unit in hot climates, Scrub, Sand, Forest, Snow
|
Mental |
11, low, trained
Morale, Discipline, Training
|
Cost |
1, 460, 110, 85, 65, 460, 4, 110
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
|
Unit Description |
|
|
Wealthy Italian cities have many men capable of equipping themselves as heavy cavalry, and turning out as militia in time of need. Well equipped, they might be mistaken for knights, but while effective against other militias, no part-time soldier can match the skill of men trained from birth.
Armour upgrade |
Heavy Armourer A Heavy Armourer can significantly improve the armour available to new and retrained units.
Heavy Armourer A Heavy Armourer can significantly improve the armour available to new and retrained units.
|
|
|
Ownership factions |
Cavalry Militia heavy cavalry Encased in mail and equipped with lances and swords these troops are effective fighters.
|
Cavalry Militia heavy cavalry Encased in mail and equipped with lances and swords these troops are effective fighters.
|
Cavalry Militia heavy cavalry Encased in mail and equipped with lances and swords these troops are effective fighters.
|
Cavalry Militia heavy cavalry Encased in mail and equipped with lances and swords these troops are effective fighters.
|
Require buildings |
No. |
Card |
Name |
Initial quantity |
Replenish rate |
Maximum quantity |
Experience |
Requires condition |
1 |
city Merchants' Guild A Merchants' Guild house improves both the trade income, and the quality of merchants created in the region.
|
Merchants' Guild |
1 |
0.4 |
3 |
0 |
and region_religion catholic 80 |
A Merchants' Guild house improves both the trade income, and the quality of merchants created in the region. |
2 |
city Master Merchants' Guild A Master Merchants' Guild improves both the trade income, and the quality of merchants created in the region.
|
Master Merchants' Guild |
1 |
0.4 |
3 |
1 |
and region_religion catholic 80 |
A Master Merchants' Guild improves both the trade income, and the quality of merchants created in the region. |
3 |
city Merchants' Guild Headquarters The Merchants' Guild Headquarters improves both the trade income, and the quality of merchants created in the region.
|
Merchants' Guild Headquarters |
1 |
0.5 |
4 |
2 |
and region_religion catholic 80 |
The Merchants' Guild Headquarters improves both the trade income, and the quality of merchants created in the region. |
|