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Cavalry Militia
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Views: 237
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Class and category |
heavy cavalry
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Soldier |
EE_Cavalry_Militia, 32, 0, 0.5
Soldier model, Number of the soldier, Number of extras, Mass of the men
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Mount |
heavy horse, 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, free_upkeep_unit
A miscellanious list of attributes and abilities the unit may have
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Formation |
1.6, 3.4, 3, 6, 4, square, wedge
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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 |
8, 2, 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
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Secondary weapon |
8, 1, 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
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Primary armour |
4, 4, 4, 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 |
5, 0, -2, -10, 2
Extra fatigue suffered by the unit in hot climates, Scrub, Sand, Forest, Snow
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Mental |
9, normal, untrained
Morale, Discipline, Training
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Cost |
1, 290, 110, 75, 55, 290, 4, 70
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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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.
Armour upgrade |
Blacksmith A Blacksmith can moderately improve the armour available to new and retrained units.
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Ownership factions |
Cavalry Militia heavy cavalry Cavalry militia are poorly trained and equipped, but are still capable of charging down the right enemy
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Cavalry Militia heavy cavalry Cavalry militia are poorly trained and equipped, but are still capable of charging down the right enemy
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Require buildings |
No. |
Card |
Name |
Initial quantity |
Replenish rate |
Maximum quantity |
Experience |
Requires condition |
1 |
city Militia Drill Square A Militia Drill Square provides the space needed for training large bodies of men to carry out military evolutions.
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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 |
city Militia Barracks Militia Barracks provide for every aspect of infantry training, turning recruits into well-drilled soldiers.
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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 |
city Army Barracks Army Barracks are the first training facilities capable of training full-time professional soldiers.
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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 |
city Royal Barracks Royal Barracks are military training facilities backed by the ruling treasury, necessary to recruit elite units with exceptional outfitting costs.
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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 |
city Merchants' Guild A Merchants' Guild house improves both the trade income, and the quality of merchants created in the region.
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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 |
city Master Merchants' Guild A Master Merchants' Guild improves both the trade income, and the quality of merchants created in the region.
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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 |
city Merchants' Guild Headquarters The Merchants' Guild Headquarters improves both the trade income, and the quality of merchants created in the region.
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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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