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Royal Military Academy
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Arab Cavalry
Arab Cavalry
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Class and category light cavalry
Soldier Arab_Cavalry, 24, 0, 0.5
Mount heavy horse, elephant -4, camel -4
Engine and Ship
Attributes sea_faring, hide_forest, can_withdraw, can_formed_charge
Formation 2, 4.4, 3, 6, 3, square, wedge
Hit points 1, 0
Primary weapon 5, 4, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1, no
Secondary weapon 7, 2, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1, no
Primary armour 2, 4, 6, leather
Secondary armour 0, 0, flesh
Heat and ground effect 0, 0, 1, 0, 0
Mental 5, normal, trained
Cost 1, 460, 130, 65, 155, 460, 4, 130
Unit Description
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Arab Cavalry Recruited from the many Arabs settled across North Africa and the Middle East, these men make useful light cavalry, able to chase off horse archers, run down light infantry, and to get round enemy flanks. Their armour can be also be upgraded, allowing them to take on heavier cavalry. Although used to a hot climate, they are not desert troops.

Armour upgrade
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Ownership factions
Require buildings
No. Card Name Initial quantity Replenish rate Maximum quantity Experience Requires condition
1 Knight's Stables 1 0.5 4 0
Knight's stables allow for the recruitment of cavalry units.
2 Baron's Stables 1 0.5 6 0
Baron's stables allow for the recruitment of capable cavalry units.
3 Earl's Stables 1 0.7 6 1
Earl's stables allow for the recruitment of elite cavalry units.
4 Merchants' Guild 1 0.4 3 0
A Merchants' Guild house improves both the trade income, and the quality of merchants created in the region.
5 Master Merchants' Guild 1 0.4 3 0
A Master Merchants' Guild improves both the trade income, and the quality of merchants created in the region.
6 Merchants' Guild Headquarters 1 0.5 4 1
The Merchants' Guild Headquarters improves both the trade income, and the quality of merchants created in the region.
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