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Royal Military Academy
Home / Deus Lo Vult 6.0 / Venexia / Italian Sailors
Deus Lo Vult 6.0
Venexia Venexia
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Italian Sailors
Italian Sailors
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Class and category light infantry
Soldier Pisan_and_Geonese_sailors, 72, 0, 0.3
Mount
Engine and Ship
Attributes sea_faring, hide_forest, can_withdraw, is_peasant, free_upkeep_unit
Formation 0.0, 0.0, 2.4, 2.4, 4, square
Hit points 1, 0
Primary weapon 5, 5, no, 0, 0, melee, melee_blade, blunt, mace, 20, 1.5, ap,
Secondary weapon 0, 0, no, 0, 0, no, melee_simple, blunt, none, 10, 1, no
Primary armour 2, 1, 0, flesh
Secondary armour 0, 0, flesh
Heat and ground effect 4, 1, -2, 3, 4
Mental 9, impetuous, untrained
Cost 1, 150, 100, 80, 185, 300, 4, 90
Unit Description
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Italian Sailors Belonging to the various Italian trading states these self governing communes were granted to the Italian States in return for naval support. These sailors can be called upon to help defend their city and often take part in offensive campaigns as allies.

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Ownership factions
Require buildings
No. Card Name Initial quantity Replenish rate Maximum quantity Experience Requires condition
1 Port 1 0.5 4 0 and region_religion catholic 60
A Port allows a settlement to trade with the far-distant corners of the world.
2 Shipwright 1 0.5 4 0 and region_religion catholic 60
A Shipwright allows the construction of ships to be undertaken in earnest.
3 Dockyard 1 0.5 4 0 and region_religion catholic 60
A Dockyard allows the construction of larger ships, and improves trade.
4 Naval Drydock 1 0.5 4 0 and region_religion catholic 60
A Naval Drydock allows the largest ships to be constructed, and also allows the free passage of much cargo.
5 War Harbour 1 0.5 4 0 and region_religion catholic 60
A War Harbor can build the warships needed for a strong fleet.
6 Military Shipwright 1 0.5 4 0 and region_religion catholic 60
A Military Shipwright allows the construction of war ships to be undertaken in earnest.
7 Military Dockyard 1 0.5 4 0 and region_religion catholic 60
Military Dockyard can produce warship required by the fleet.
8 Military Naval Drydock 1 0.5 4 0 and region_religion catholic 60
A Naval Drydock allows the largest ships to be constructed, and also allows the free passage of much cargo.
9 Merchant's Wharf 1 0.25 2 0 and region_religion catholic 60
A Merchant's Wharf allows an extra trade fleet, and increases trade to the settlement.
10 Warehouse 1 0.25 2 0 and region_religion catholic 60
A Warehouse allows two extra trade fleets, and notably increases trade to the settlement.
11 Docklands 1 0.25 2 0 and region_religion catholic 60
Docklands allow three extra trade fleets, and greatly increases trade to the settlement.
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