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Italian Sailors
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Views: 192
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Class and category |
light infantry
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Soldier |
Pisan_and_Geonese_sailors, 72, 0, 0.3
Soldier model, Number of the soldier, Number of extras, Mass of the men
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Mount |
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, is_peasant, free_upkeep_unit
A miscellanious list of attributes and abilities the unit may have
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Formation |
0.0, 0.0, 2.4, 2.4, 4, square
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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 |
5, 5, no, 0, 0, melee, melee_blade, blunt, mace, 20, 1.5, 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
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Secondary weapon |
0, 0, no, 0, 0, no, melee_simple, blunt, none, 10, 1, 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 |
2, 1, 0, flesh
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 |
4, 1, -2, 3, 4
Extra fatigue suffered by the unit in hot climates, Scrub, Sand, Forest, Snow
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Mental |
9, impetuous, untrained
Morale, Discipline, Training
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Cost |
1, 150, 100, 80, 185, 300, 4, 90
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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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 |
Italian Sailors light infantry Sailors from the Italian communes. Armed with whatever they can afford to own, usually little to no armour and a simple handweapon.
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Italian Sailors light infantry Sailors from the Italian communes. Armed with whatever they can afford to own, usually little to no armour and a simple handweapon.
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Italian Sailors light infantry Sailors from the Italian communes. Armed with whatever they can afford to own, usually little to no armour and a simple handweapon.
|
Italian Sailors light infantry Sailors from the Italian communes. Armed with whatever they can afford to own, usually little to no armour and a simple handweapon.
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Require buildings |
No. |
Card |
Name |
Initial quantity |
Replenish rate |
Maximum quantity |
Experience |
Requires condition |
1 |
city Port A Port allows a settlement to trade with the far-distant corners of the world.
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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 |
city Shipwright A Shipwright allows the construction of ships to be undertaken in earnest.
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Shipwright |
1 |
0.5 |
4 |
0 |
and region_religion catholic 60 |
A Shipwright allows the construction of ships to be undertaken in earnest. |
3 |
city Dockyard A Dockyard allows the construction of larger ships, and improves trade.
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Dockyard |
1 |
0.5 |
4 |
0 |
and region_religion catholic 60 |
A Dockyard allows the construction of larger ships, and improves trade. |
4 |
city Naval Drydock A Naval Drydock allows the largest ships to be constructed, and also allows the free passage of much cargo.
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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 |
castle War Harbour A War Harbor can build the warships needed for a strong fleet.
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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 |
castle Military Shipwright A Military Shipwright allows the construction of war ships to be undertaken in earnest.
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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 |
castle Military Dockyard Military Dockyard can produce warship required by the fleet.
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Military Dockyard |
1 |
0.5 |
4 |
0 |
and region_religion catholic 60 |
Military Dockyard can produce warship required by the fleet. |
8 |
castle Military Naval Drydock A Naval Drydock allows the largest ships to be constructed, and also allows the free passage of much cargo.
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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 |
city Merchant's Wharf A Merchant's Wharf allows an extra trade fleet, and increases trade to the settlement.
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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 |
city Warehouse A Warehouse allows two extra trade fleets, and notably increases trade to the settlement.
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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 |
city Docklands Docklands allow three extra trade fleets, and greatly increases trade to the settlement.
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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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