|
Sipahis
|
Views: 308
|
Class and category |
missile cavalry
|
Soldier |
Sipahis, 32, 0, 0.4
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, cantabrian_circle
A miscellanious list of attributes and abilities the unit may have
|
Formation |
1.6, 3.4, 3, 6, 3, square
|
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 |
6, 2, cav_composite_arrow++, 120, 25, missile, missile_mechanical, piercing, none, 0, 1, ap
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 |
10, 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 |
6, 6, 3, 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 |
1, 0, 1, -10, -1
Extra fatigue suffered by the unit in hot climates, Scrub, Sand, Forest, Snow
|
Mental |
11, normal, trained
Morale, Discipline, Training
|
Cost |
1, 570, 130, 85, 65, 570, 4, 140
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 |
|
 |
Sipahis are feudal cavalry, land holders given nominal power over their fiefs, called timars, in exchange for military service. In western regions of the Ottoman empire especially, many Sipahis remained Christian. These horse archers are better armoured than their tribal counterparts, while not as mobile. This increased protection offers more opportunity for these units to enter into hand to hand combat.
Armour upgrade |
Armourer An Armourer can notably improve the armour available to new and retrained units.
Armour Factory An Armour Factory provides the highest quality of armour to new and retrained units.
|
|
|
Ownership factions |
Sipahis missile cavalry Medium armed horse archers, while less mobile than other horse archers, are better suited to hand to hand fighting.
|
Require buildings |
No. |
Card |
Name |
Initial quantity |
Replenish rate |
Maximum quantity |
Experience |
Requires condition |
1 |
castle Baron's Stables Baron's stables allow for the recruitment of capable cavalry units.
|
Baron's Stables |
1 |
0.5 |
4 |
0 |
and region_religion islam 60 and event_counter banneret_present 1 |
Baron's stables allow for the recruitment of capable cavalry units. |
2 |
castle Earl's Stables Earl's stables allow for the recruitment of elite cavalry units.
|
Earl's Stables |
1 |
0.7 |
6 |
0 |
and region_religion islam 60 and event_counter banneret_present 1 |
Earl's stables allow for the recruitment of elite cavalry units. |
3 |
castle King's Stables King's stables allow for the recruitment of the penultimate cavalry units.
|
King's Stables |
1 |
0.7 |
6 |
1 |
and region_religion islam 60 and event_counter banneret_present 1 |
King's stables allow for the recruitment of the penultimate cavalry units. |
4 |
castle Sultan's Racing Track A Sultan's Race Track allows cavalry recruitment in a city, and the ability to stage races. It also improves public happiness.
|
Sultan's Racing Track |
1 |
0.4 |
3 |
0 |
and region_religion islam 80 |
A Sultan's Race Track allows cavalry recruitment in a city, and the ability to stage races. It also improves public happiness. |
5 |
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 islam 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.
|
Master Merchants' Guild |
1 |
0.4 |
3 |
1 |
and region_religion islam 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.
|
Merchants' Guild Headquarters |
1 |
0.5 |
4 |
2 |
and region_religion islam 80 |
The Merchants' Guild Headquarters improves both the trade income, and the quality of merchants created in the region. |
|