RC 2.0 MEDIEVAL
RC is designed to depict the offensive and defensive capabilities of medieval arms, armor and combatants, in particular the relative effects of these factors.
If the roughly relative (and roughly is the best we can do given all the other variables on the battlemep and hardcoding we can't control) capabilities of cavalry compared to infantry, of sword compared to mace, of mail compared to plate, of arrow compared to sword, of sword versus mail, of arrow versus plate etc are in place then that is the objective.
From this point, we can then adjust the following in data/battle_config.xml:
1.0
1.5
2.0
1.50
Altering melee-hit-rate has implications for unit stamina - if kill rates are too low then heavy armored units are at too great a disadvantage, they will tire too easily and be exhausted half way through the battle (the heat values are an attempt to depict the relative heat penalties of fighting in various armors, in various climates, carrying various weapons etc.)
The heat values in various climates can be globally adjusted in descr_climates, and they will have to be balanced for any changes made to melee kill rates.
Text enclosed in ***...*** indicates additional notes.
Text enclosed in ###...### indicates examples.
UNIT QUALITY LEVELS
Peasant
Peasant Militia
Militia
Average
Superior
Elite
Exceptional
CATEGORY
Infantry
Cavalry
CLASS
Light
Spearmen: For cavalry, represents medium cavalry
Heavy
Skirmish: For infantry, Skirmishers SHOOT ACCURATELY OVER OPEN SIGHTS. Skirmisher cavalry CLOSES TO SHORT RANGE.
Missile: For both infantry and cavalry, Missileers use MAXIMUM SHOOTING RATE OVER LONGER RANGES to create an 'arrow shower' over a larger area.
SUMMARY OF DIFFERENCES BETWEEN SKIRMISH AND MISSILE UNITS
Skirmishers
Shorter range, shoot directly over open sights
Most accurate of all projectile units
HA Skirmishers close to very short range, ideally just out of javelin range but that is difficult to always control
Melee at ONE quality level less than they shoot at
Have less morale than a melee unit of equivalent quality
Foot Skirmishers have reduced mass because they are less conditioned by training and temperament for any kind of impact situation
Tend to have more open formations
Foot Skirmishers are usually deployed in front of the main battle line
Have 'Skirmish' function switched on
Skirmish HA are usually deployed on the wings
Skirmish HA employ relatively heavy arrows at short range so have +1 damage compared to Missile HA
Skirmish HA typically ride 'HA' mount type category which give +0.1 move_speed_mod, -2 heat, -0.5 mount mass (depicts mares, more responsive and agile but smaller and not trained for melee)
Via animation, mounted Skirmishers tend to back out once engaged in melee
Are more likely to be 'Local' and less likely to be Professionals. As such, they will not only usually have lighter equipment, but equipment of lesser quality as well
Tend to have more 'fragile' mental stats eg Low Discipline, but this is also dependent on their type eg Local, Pro, Feudal or whatever
Missileers
Longer range, arc arrows onto targets to create an 'arrow shower' over a wider area
Maximum shooting rate possible
Less accurate than Skirmishers
Melee at TWO quality levels less than they shoot at
Have less morale than melee and skirmish units of equivalent quality
Foot Missile have further reduced mass because they are less conditioned by training and temperament for any kind of impact situation
Tighter formations than Skirmishers
Foot Missile are usually deployed behind the main battle line
Foot Missile usually have 'Skirmish' function switched off
Missile HA are usually deployed on the wings but closer in than Skirmish HA
Missile HA cannot use as heavy a draw-poundage bow as a foot archer so to reach a similar range must use lighter arrows, and hence have -1 damage compared to Skirmish HA
Missile HA can ride 'HA' mount type category but in practice its variable - some use heavier mounts if they might engage in melee afterwards (eg Mamluk Archers, Khorchi)
Via animation, mounted Missileers tend to back out once engaged in melee
Are more likely to be Professionals and less likely to be Locals etc. Usually have heavier and better quality equipment
Tend to have more 'fragile' mental stats eg Low Discipline, but this is also dependent on their type eg Local, Pro, Feudal or whatever
SKIRMISH UNITS MELEE AT ONE QUALITY LEVEL LESS THAN THEIR SHOOTING LEVEL
MISSILE UNITS MELEE AT TWO QUALITY LEVELS LESS THAN THEIR SHOOTING LEVEL
UNIT SIZE GUIDE TABLE
Type |
Cavalry |
Infantry |
Spearmen |
Pikemen |
Foot Skirmish |
Foot Missile |
Bodyguard |
8 |
16 |
|
|
|
|
Feudal |
20 |
40 |
48 |
60 |
40 |
40 |
Religious |
20 |
40 |
48 |
60 |
40 |
40 |
Early Pro |
24 |
48 |
60 |
80 |
48 |
48 |
Late Pro |
32 |
60 |
80 |
100 |
60 |
60 |
Urban Pro |
32 |
60 |
80 |
100 |
60 |
60 |
Urban Militia (village) |
|
48 |
60 |
|
48 |
|
Urban Militia (city) |
24 |
48-60 |
60-80 |
80-100 |
48-60 |
48 |
Local |
24-32 |
48-60 |
60-80 |
80-100 |
48-60 |
48-60 |
Rural Levy |
|
60-80 |
60-80 |
|
48 |
|
Mercenary (common) |
24 |
48 |
60 |
80 |
48 |
48 |
Mercenary (renowned) |
32 |
60 |
80 |
100 |
60 |
60 |
***'Renowned' mercenaries represent historically famous or especially well-organized units, eg Swiss, Landsknechts, Varangian Guard, Condottieri***
UNIT MASS
Average Armor Mass
(round fractions down) |
Resulting Mass |
0 |
0.7 |
1 |
0.8 |
2 |
0.9 |
3 |
1 |
4 |
1.1 |
5+ |
1.2 |
For Armor Mass see the MASTER ARMOR TABLE
***Fractions rounded down because its probable the unit will not achieve all armor upgrades***
###EXAMPLE: unit has armor upgrades light mail (mass 2), heavy mail (3), coat of plates (4), partial plate (5). Total is 14, average is 14/4 = 3.5, round down to 3 gives resulting mass of 1.0###
Additions
missile unit |
-0.1 |
skirmish unit |
-0.05 |
heater shield |
+0.05 |
kite shield |
+0.1 |
pavise shield |
+0.15 |
***Missile/Skirmish units are less conditioned by training and temperament for any kind of collision situation***
Multipliers
2H non-polearm/pike |
x1.25 |
polearm/pike |
x1.5 |
Basic MountsTerrain
....Mount Types (as defined in descr_mount) and Terrain Penalties (see final table)
|
Animation |
mov_speed_mod |
Armor Added |
Mass |
HeatPenalty |
Non-Couched Weapon Charge Charge |
french armored horse
Heavy |
heavy_horse |
0.85 |
+8 |
4.0 |
+5 |
-1 |
armored horseHeavy |
heavy_horse |
0.85 |
+8 |
3.75 |
+5 |
-1 |
cataphract horseHeavy |
heavy_horse |
0.75 |
+7 |
3.5 |
+6 |
-1 |
russian armored horse Heavy |
heavy_horse |
0.9 |
+6 |
3.25 |
+5 |
-1 |
mamluk armored horseHeavy |
heavy_horse |
0.9 |
+6 |
3.25 |
+5 |
-1 |
eastern armored horse (middle east) Heavy |
heavy_horse |
0.85 |
+5 |
3.0 |
+4 |
-1 |
early eastern armoured horse Heavy |
heavy_horse |
0.8 |
+4 |
2.75 |
+4 |
-1 |
french mailed horseHeavy |
heavy_horse |
0.95 |
+4 |
3.5 |
+4 |
-1 |
mailed horseHeavy |
heavy_horse |
0.95 |
+4 |
3.25 |
+4 |
-1 |
mongol armored horseHeavy |
heavy_horse |
0.9 |
+4 |
2.75 |
+3 |
-1 |
russian barded horseHeavy |
heavy_horse |
1 |
+4 |
3.0 |
+3 |
-1 |
eastern barded horseHeavy |
heavy_horse |
1 |
+3 |
2.5 |
+2 |
-1 |
byzantine barded horseMedium |
horse |
0.9 |
+3 |
3.0 |
+2 |
0 |
french barded horse Medium |
horse |
0.95 |
+2 |
3.25 |
+2 |
0 |
barded horse Medium |
horse |
0.95 |
+2 |
3.0 |
+2 |
0 |
early barded horse Medium |
horse |
0.95 |
+2 |
2.75 |
+2 |
0 |
heavy horse Medium |
horse |
1 |
|
2.75 |
+1 |
0 |
early heavy horse Medium |
horse |
1 |
|
2.5 |
+1 |
0 |
mongol heavy horse Medium |
horse |
1 |
|
2.25 |
0 |
0 |
eastern horse Light |
fast_horse |
1 |
|
2.0 |
-1 |
+1 |
medium horseLight |
fast_horse |
0.95 |
|
2.0 |
0 |
+1 |
ponyLight |
horse |
0.95 |
|
1.25 |
0 |
0 |
fast ponyLight |
fast_horse |
0.95 |
|
1.25 |
0 |
+1 |
mongol fast ponyLight |
fast_horse |
.9 |
|
1.25 |
-2 |
0 |
Camel |
camel |
1 |
|
3.25 |
-2 |
-1 |
***'Armor' is added to the armor value of the rider***
***'Non-Couched Weapon Charge' refers to the charge value of any mounted melee weapon and the mounted charge weapons spear and non-couched light lance***
***All stats are prior to the application of MOUNT CATEGORIES as in the next table***
MOUNT CATEGORIES
Category |
Anim Applied for |
Melee Attack | Lance Charge |
Defense |
move_speed_mod |
mass |
heat |
morale |
All ponies |
shuffle_backward |
0 |
0 |
0 |
0 |
0 |
0 |
|
HA/Javelin |
shuffle_backward |
0 |
N/A |
0 |
+0.1 |
-0.5 |
-2 |
|
Lancer |
shuffle_backward |
-1 |
+4 |
0 |
+0.05 |
+0.25 |
-1 |
|
Charger |
idle |
0 |
0 |
0 |
0 |
0 |
0 |
+1 |
Brawler |
shuffle_forward |
+1 |
-2 |
+2 |
-0.05 |
-0.25 |
+2 |
+2 |
***Ponies are only ever ponies, they are not specified as HA/Lancer/Charger/Brawler***
ModifiersAnim (eg +1 means a Lancer would apply 'idle' anim rather than 'shuffle_backward')
Modifiers
...Anim (eg +1 means a Lancer would apply 'idle' anim rather than 'shuffle_backward')
Elite melee or better |
+1 |
Impetuous |
+1 |
Bodyguard |
-1 |
Light Cavalry |
-1 |
Spearmen Cavalry |
-1 |
***Bodyguard is usually Elite or better so the +1 and -1 cancel out***
###EXAMPLE: the unit is elite and rides an armored horse. Its tactical role is a Lancer. Its lance attack is +2, melee attack and defense -1. Its move_speed_mod is now 0.9 and its mass 4.0. Because the unit is elite, its animation is 'Charger' instead of 'Lancer'###
DESCR_MOUNT MOUNT TYPES
Mount Types in descr_mount.txt are constructed by concatenating the Mount followed by the Animation followed by the Mount Category (if different to the Animation).
Using the example above, the Mount Type would be 'Armored Horse Charger Lancer'.
A Cataphract Brawler would be 'Cataphract Horse Brawler'.
A light cavalry Eastern Horse charger would be 'Eastern Horse Lancer Charger' (Lancer animation because Light Cavalry uses Anim -1).
IMPORTANT ATTRIBUTES
Attribute |
Used by |
can_formed_charge |
Any cavalry with a melee level of Superior or better |
frighten_foot |
Any cavalry with a melee level of Superior or better |
command |
Any Exceptional unit |
start_not_skirmishing |
Foot Missile units |
FORMATIONS GUIDE
Foot Units
Quality |
Infantry |
Spearman |
Crossbow |
Javelin |
Skirmish |
Missile |
Peasant |
1.4, 1.4, 2.8, 2.8 |
1.4, 1.4, 2.8, 2.8 |
1.4, 1.4, 1.4, 1.4 |
- |
1.4, 1.4, 2.8, 2.0 |
- |
Peasant Militia |
1.4, 1.2, 2.8, 2.4 |
1.2, 1.2, 2.4, 2.4 |
1.4, 1.4, 1.4, 1.4 |
1.4, 1.2, 2.8, 1.4 |
1.4, 1.4, 2.8, 2.0 |
- |
Militia |
1.2, 1.0, 2.4, 2.0 |
1.0, 1.0, 2.0, 2.0 |
1.4, 1.4, 1.4, 1.4 |
1.4, 1.2, 2.8, 1.4 |
1.4, 1.4, 2.8, 2.0 |
1.2, 1.2, 2.4, 2.4 |
Average |
1.2, 1.0, 2.4, 2.0 |
1.0, 1.0, 2.0, 2.0 |
1.4, 1.4, 1.4, 1.4 |
1.4, 1.2, 2.8, 1.4 |
1.4, 1.4, 2.8, 2.0 |
1.2, 1.2, 2.4, 2.4 |
Superior |
1.2, 1.0, 2.4, 2.0 |
1.0, 1.0, 2.0, 2.0 |
1.4, 1.4, 1.4, 1.4 |
1.4, 1.2, 2.8, 1.4 |
1.4, 1.4, 2.8, 2.0 |
1.2, 1.2, 2.4, 2.4 |
Elite |
1.2, 1.0, 2.4, 2.0 |
1.0, 1.0, 2.0, 2.0 |
1.4, 1.4, 1.4, 1.4 |
1.4, 1.2, 2.8, 1.4 |
1.4, 1.4, 2.8, 2.0 |
1.2, 1.2, 2.4, 2.4 |
Exceptional |
1.2, 1.0, 2.4, 2.0 |
1.0, 1.0, 2.0, 2.0 |
1.4, 1.4, 1.4, 1.4 |
1.4, 1.2, 2.8, 1.4 |
1.4, 1.4, 2.8, 2.0 |
1.2, 1.2, 2.4, 2.4 |
***Formations are constructed taking into account range considerations for missile/skirmish units***
***Crossbows do not have an open formation - this prevents them wasting time adjusting to incoming fire due to their slow reload animation***
Additional
Phalanx Polearm |
1.2, 1.2, 2.4, 2.4 |
Some light infantry |
+0.2, +0.2, +0.4, +0.4 (usually untrained) |
Optional for 2H non-phalanx weapon |
+0.2, +0, +0.4, +0 |
Pikemen vary by unit
***For example, Swiss typically employed a deep column formation to lessen the frontage exposed to cavalry charges, and expose the cavalry to flank attack***
Mounted Units
Western Heavy Charge Cavalry |
1.5, 4.4, 2.5, 6 |
Javelin |
2, 4.4, 3, 4.4 |
Other |
2, 4.4, 3, 6 |
STAT_HEALTH
....First stat is always 1.
Unless unit is Elephant, second stat varies as below to assist in Autoresolve:
Foot Unit |
1 |
Mounted Unit |
2 |
Missile Unit |
+1 |
Skirmisher Unit |
+1 |
Peasant quality |
-1 |
Peasant Militia quality |
-1 |
Heavy Cavalry |
+1 |
MAXIMUM IS 3
MINIMUM IS 0
FOOT MISSILE WEAPONS
Weapon Type |
BaseAttack |
BaseRange |
HeatPenalty |
Special Attributes |
Animation Movement Speeds (slow) |
Animation Movement Speeds (medium) |
Animation Movement Speeds (fast) |
javelin |
11 |
55 |
|
area attack, 4 javelins (suggested) |
|
MTW2_Javelin |
MTW2_Fast_Javelin |
short bow (skirmish) |
2 |
110 |
-1 |
area attack, 40 arrows, Simple Bow Type |
MTW2_Slow_Bowman |
MTW2_Bowman |
MTW2_Fast_Bowman |
short bow (missile) |
2 |
140 |
-1 |
area attack, 40 arrows, Simple Bow Type |
MTW2_Slow_Mass_Bowman |
MTW2_Mass_Bowman |
MTW2_Fast_Mass_Bowman |
war bow (skirmish) |
3 |
120 |
-1 |
area attack, 35 arrows, Simple Bow Type |
MTW2_Slow_Bowman |
MTW2_Bowman |
MTW2_Fast_Bowman |
war bow (missile) |
3 |
160 |
-1 |
area attack, 35 arrows, Simple Bow Type |
MTW2_Slow_Mass_Bowman |
MTW2_Mass_Bowman |
MTW2_Fast_Mass_Bowman |
longbow (skirmish) |
4 |
130 |
|
area attack, 30 arrows, Simple Bow Type |
MTW2_Slow_Bowman |
MTW2_Bowman |
MTW2_Fast_Bowman |
longbow (missile) |
4 |
180 |
|
area attack, 30 arrows, Simple Bow Type |
MTW2_Slow_Mass_Bowman |
MTW2_Mass_Bowman |
MTW2_Fast_Mass_Bowman |
composite bow (skirmish) |
140 |
|
|
area attack, 30 arrows, Composite Bow Type |
MTW2_Slow_Bowman |
MTW2_Bowman |
MTW2_Fast_Bowman |
composite bow (missile) |
4 |
190 |
|
area attack, 30 arrows, Composite Bow Type |
MTW2_Slow_Mass_Bowman |
MTW2_Mass_Bowman |
MTW2_Fast_Mass_Bowman |
wooden crossbow |
6 |
100 |
-2 |
area attack, 30 bolts |
|
MTW2_Crossbow |
MTW2_Fast_Crossbow |
light crossbow |
7 |
110 |
-2 |
area attack, 30 bolts |
|
MTW2_Crossbow |
MTW2_Fast_Crossbow |
composite crossbow |
8 |
120 |
-2 |
area attack, 25 bolts |
|
MTW2_Crossbow |
MTW2_Fast_Crossbow |
heavy composite crossbow |
10 |
140 |
-1 |
area attack, 20 bolts |
|
|
|
pavise crossbow |
10 |
140 |
-1 |
area attack, 20 bolts |
|
|
MTW2_Pavise_Crossbow |
steel crossbow |
11 |
150 |
|
area attack, 20 bolts |
|
|
MTW2_Steel_Crossbow |
arbalest (steel crossbow) |
13 |
160 |
+1 |
area attack, 15 bolts |
|
|
MTW2_Steel_Crossbow |
handgonne |
11 |
55 |
-3 |
area attack, 12 bullets |
|
|
MTW2_Handgun |
pavise handgonne |
11 |
55 |
-3 |
area attack, 12 bullets |
|
|
MTW2_Handgun_Pavise |
early arquebus |
14 |
80 |
-2 |
area attack, 12 bullets, slowest arquebus reload |
|
MTW2_Arquebus_3 |
MTW2_Fast_Arquebus_3 |
arquebus |
18 |
100 |
-2 |
area attack, 12 bullets |
|
MTW2_Arquebus_2 |
MTW2_Fast_Arquebus_2 |
late arquebus |
22 |
120 |
-1 |
area attack, 12 bullets, quickest arquebus reload |
|
MTW2_Arquebus |
MTW2_Fast_Arquebus |
turkish musket / caliver |
26 |
130 |
|
area attack, 12 bullets |
|
MTW2_Musket_3 |
MTW2_Fast_Musket_3 |
heavy musket |
32 |
140 |
+1 |
area attack, 12 bullets |
|
|
MTW2_Musket |
MOUNTED MISSILE WEAPON
Weapon Type |
BaseAttack |
BaseRange |
HeatPenalty |
Special Attributes |
Animation (as defined in descr_skeleton) |
javelin |
11 |
55 |
|
area attack, 6 javelins(suggested) |
MTW2_HR_Javelin |
short bow (skirmish) |
2 |
80 |
-1 |
area attack, 55 arrows, Simple Bow Type |
MTW2_HR_Bow |
short bow (missile) |
1 |
120 |
-1 |
area attack, 55 arrows, Simple Bow Type |
MTW2_HR_Bow |
war bow (skirmish) |
3 |
80 |
-1 |
area attack, 50 arrows, Simple Bow Type |
MTW2_HR_Bow |
war bow (missile) |
2 |
140 |
-1 |
area attack, 50 arrows, Simple Bow Type |
MTW2_HR_Bow |
composite bow (skirmish) |
4 |
80 |
4 |
area attack, 45 arrows, Composite Bow Type |
MTW2_HR_Bow |
composite bow (missile) |
3 |
170 |
|
area attack, 45 arrows, Composite Bow Type |
MTW2_HR_Bow |
light crossbow |
7 |
100 |
-2 |
area attack, 45 bolts |
MTW2_HR_Crossbw |
early cavalry pistol |
8 |
45 |
-4 |
area attack, 4 bullets, AP |
MTW2_HR_Pistol, maximum reload speed depicts carrying a brace of pistols |
cavalry pistol |
10 |
50 |
-4 |
area attack, 4 bullets, AP |
MTW2_HR_Pistol, maximum reload speed depicts carrying a brace of pistols |
arquebus |
14 |
90 |
-2 |
area attack, 18 bullets |
MTW2_HR_Arquebus |
camel gun |
22 |
120 |
-1 |
area attack, 18 bullets |
MTW2_HR_Arquebus_Heavy |
MISSILE WEAPON EFFECTS MODIFIER TABLE (range/damage)
Shooter Quality |
Simple BowType |
Composite BowType |
Javelin |
CrossbowFirearm/ |
Peasant |
-30/-1 |
-30/-1 |
-15/-3 |
-15/0 |
Peasant Militia |
-20/-1 |
-20/-1 |
-10/-2 |
-10/0 |
Militia |
-10/0 |
-10/0 |
-5/-1 |
-5/0 |
Average |
0/0 |
0/0 |
0/0 |
0/0 |
Superior |
+10/+1 |
+10/+1 |
+5/+1 |
+5/0 |
Elite |
+20/+1 |
+20/+2 |
+10/+2 |
+10/0 |
Exceptional |
+30/+2 |
+30/+2 |
+15/+3 |
+15/0 |
MISSILE WEAPON SHOOTER QUALITY ADDITIONAL DAMAGE TABLE
Shooter Quality |
Feudal |
Early Professional |
Late/Urban Professional |
Religious |
Mercenary |
Militia |
Local |
Superior |
|
|
+1 |
|
|
|
|
Elite |
+1 |
+1 |
+1 |
+1 |
+1 |
|
|
Exceptional |
+1 |
+1 |
+1 |
+1 |
+1 |
|
+1 |
***This represents such aspects as compound arrowheads with a hardened steel tip, or a better quality crossbow***
###EXAMPLE: An Elite Late Professional composite bow missile archer has base damage 4, +2 for Elite Composite Bow type, +1 for Elite Late Pro = total 7. Range is 190 + 20 Elite = 210###
PROJECTILE TYPES (as defined in descr_projectile)
Shooter Quality |
Mounted?(optional) |
Missile?(optional) |
Type |
Fiery?(optional) |
peasant_ |
mounted_ |
missile_ |
arrowwar_arrow
longbow_arrow
composite_arrow
light_crossbow_bol
tcrossbow_bolt
heavy_crossbow_bolt
steel_crossbow_bolt
javelin
hand_gun_bullet
early_arquebus_bullet
arquebus_bullet
late_arquebus_bullet
caliver_bullet
camel_gun_bullet
musket_bullet |
_fiery |
peasant_militia_ |
|
|
|
militia_ |
average_ |
superior_ |
elite_ |
exceptional_ |
###EXAMPLE: An Elite composite bow missile archer has projectile type elite_missile_composite_arrow. An average warbow mounted shirmisher has average_mounted_war_arrow###
FOOT 1H MELEE WEAPONS
Weapon Type |
Base Attack |
Base Charge |
Base Defense |
Base AttackDelay |
Heat Penalty |
Special Attributes |
Slow |
Medium |
Fast |
knife |
1 |
1 |
1 |
0 |
-1 |
0.3 x-radius |
|
MTW2_Knifeman |
|
light sword (cut & thrust) |
3 |
2 |
5 |
15 |
-1 |
0.35 x-radius |
MTW2_Slow_Swordsman |
MTW2_Swordsman |
MTW2_Fast_Swordsman |
arming sword (cut & thrust) |
4 |
3 |
5 |
30 |
0 |
|
as above |
|
|
long sword (cut & thrust) |
5 |
3 |
5 |
45 |
0 |
|
as above |
|
|
light sword (cutting) |
3 |
2 |
5 |
15 |
-1 |
0.35 x-radius |
MTW2_Slow_Mace |
MTW2_Mace |
MTW2_Fast_Mace |
arming sword (cutting) |
4 |
3 |
5 |
30 |
0 |
|
as above |
|
|
falchion |
6 |
2 |
3 |
60 |
0 |
0.35 x-radius |
as above |
|
|
archer's mallet |
1 |
1 |
2 |
45 |
0 |
AP |
as above |
|
|
club |
3 |
2 |
3 |
45 |
0 |
|
as above |
|
|
war hammer |
1 |
3 |
4 |
45 |
0 |
AP |
as above |
|
|
mace |
2 |
2 |
4 |
60 |
+1 |
AP |
as above |
|
|
axe |
3 |
2 |
2 |
60 |
+1 |
AP |
as above |
|
|
spear |
3 |
3 |
1 |
60 |
0 |
0.3 x-radius, light_spear, mount_effect +4, shield +2 |
|
MTW2_Spear |
MTW2_Fast_Spear |
***Most western swords up until the high middle ages were primarily used for cutting***
***Percussive weapons due to unbalanced design were more tiring to handle***
***+2 shield for spear unit represents the tactical employment of close-order spearmen - the unit is strong frontally but quite vulnerable from the flanks***
FOOT 2H MELEE WEAPONS
Weapon Type |
Base
Attack |
Base
Charge |
Base
Defense |
Base Attack
Delay |
Heat
Penalty |
Special Attributes |
Slow |
Medium |
Fast |
estoc |
4 |
4 |
6 |
45 |
+1 |
AP, 0.35 x-radius, mount_effect +1 |
not done |
|
|
light sword |
7 |
6 |
6 |
45 |
+1 |
0.35 x-radius, mount_effect +1 |
MTW2_Slow_2HSwordsman |
MTW2_2HSwordsman |
|
claymore |
9 |
6 |
4 |
75 |
+1 |
mount_effect +1 |
as above |
|
|
sword |
8 |
6 |
6 |
60 |
+1 |
mount_effect +1 |
as above |
|
|
club |
6 |
3 |
3 |
75 |
+1 |
mount_effect +1 |
MTW2_Slow_2H_Axe |
MTW2_2H_Axe |
MTW2_Fast_2H_Axe |
pike |
2 |
4 |
1 |
90 |
+2 |
mount_effect +2, spear, long_pike, defense halved (round down) |
MTW2_Slow_Pike |
MTW2__Pike |
|
spear |
5 |
4 |
2 |
60 |
+1 |
mount_effect +2, spear |
|
MTW2_2H_Spear |
|
axe |
7 |
4 |
4 |
90 |
+2 |
AP, mount_effect +1 |
MTW2_Slow_2H_Axe |
MTW2_2H_Axe |
MTW2_Fast_2H_Axe |
hammer |
5 |
5 |
5 |
75 |
+2 |
AP, mount_effect +2 |
MTW2_Slow_2H_Poleaxe |
MTW2_2H_Poleaxe |
MTW2_Fast_2H_Poleaxe |
poleaxe |
6 |
5 |
5 |
90 |
+2 |
AP, mount_effect +2 |
MTW2_Slow_2H_Poleaxe |
MTW2_2H_Poleaxe |
MTW2_Fast_2H_Poleaxe |
improvised farm tool |
4 |
4 |
4 |
105 |
+2 |
AP, mount_effect +2, already 'Rustic |
'MTW2_Slow_Halberd_Secondary |
MTW2_Halberd_Secondary |
MTW2_Fast_Halberd_Secondary |
halberd |
6 |
5 |
5 |
120 |
+2 |
AP, mount_effect +6 |
as above |
|
|
billhook |
5 |
5 |
4 |
90 |
+2 |
AP, mount_effect +4 |
as above |
|
|
voulge |
6 |
5 |
4 |
105 |
+2 |
AP, mount_effect +6 |
as above |
|
|
swordstaff |
8 |
5 |
5 |
75 |
+1 |
mount_effect +4 |
as above |
|
|
halberd (phalanx) |
6 |
5 |
7 |
120 |
+2 |
AP, mount_effect +2, light_spear, phalanx formation |
|
MTW2_Halberd_Primary |
|
billhook (phalanx) |
5 |
5 |
6 |
90 |
+2 |
AP, light_spear, phalanx formation |
as above |
|
|
voulge (phalanx) |
6 |
5 |
6 |
105 |
+2 |
AP, mount_effect +2, light_spear, phalanx formation |
as above |
|
|
swordstaff (phalanx) |
8 |
5 |
7 |
75 |
+1 |
light_spear, phalanx formation |
as above |
|
|
***'Aggressive' animation sets make the unit push forward more strongly in melee. Mostly useful against pikes***
MOUNTED MELEE WEAPONS
Weapon Type |
BaseAttack |
BaseCharge |
BaseDefense |
Base AttackDelay |
HeatPenalty |
Special Attributes |
Animation (as defined in descr_skeleton) |
light sword (western) |
3 |
4 |
5 |
30 |
-1 |
Charge Distance 20m |
MTW2_HR_Sword |
arming sword (western) |
4 |
5 |
5 |
45 |
0 |
Charge Distance 20m |
as above |
long sword (western) |
5 |
5 |
5 |
60 |
0 |
Charge Distance 20m |
as above |
light sword (eastern) |
3 |
4 |
5 |
30 |
-1 |
Charge Distance 20m |
MTW2_HR_Mace |
arming sword (eastern) |
4 |
5 |
5 |
45 |
0 |
Charge Distance 20m |
as above |
horseman's hammer |
0 |
5 |
4 |
60 |
0 |
AP, Charge Distance 20m |
as above |
horseman's mace |
1 |
4 |
4 |
75 |
+1 |
AP, Charge Distance 20m |
as above |
hatchet |
2 |
4 |
3 |
75 |
+1 |
AP, Charge Distance 20m |
as above |
***Horseman's AP weapons are somewhat lighter as the rider does not have the body mechanics when mounted to employ weapons of such weight as a footman might use***
***Maximum sword size from a pony is light sword***
MOUNTED CHARGE WEAPONS
Weapon Type |
BaseAttack |
BaseCharge |
BaseDefense |
Base Attack Delay |
Heat Penalty |
Special Attributes |
Animation (as defined in descr_skeleton) |
spear |
2 |
6 |
|
45 |
0 |
Charge Distance 20m, Large Round or Kite Shield Attack -1 |
MTW2_HR_Spear |
non-couched light lance |
3 |
7 |
|
60 |
+1 |
Charge Distance 30m, Large Round or Kite Shield Attack -1 |
MTW2_HR_Spear |
couched light lance |
1 |
11 |
|
90 |
+1 |
Charge Distance 45m, Large Round or Kite Shield Attack -1 |
MTW2_HR_Lance |
couched lance |
0 |
13 |
|
105 |
+2 |
Charge Distance 45m, Large Round or Kite Shield Attack -1 |
MTW2_HR_Lance |
braced lance |
0 |
14 |
|
105 |
+2 |
Charge Distance 45m, Large Round or Kite Shield Attack -1 |
MTW2_HR_Lance |
heavy lance |
0 |
15 |
|
120 |
+3 |
Charge Distance 45m, Cannot use shield |
|
***Braced lance can only be used if the unit starts with Full Plate or Gothic Plate***
***Heavy lance can only be used without a shield and as such will receive +1 attack and -15 attack delay as specified in the next table***
***Maximum charge weapon size from a pony is a spear***
***These weapons all use MTW2_HR_Lance_Primary because MTW2_HR_Spear_Primary is bugged***
MELEE and CHARGE WEAPON EFFECTS MODIFIERS
Weapon Type |
BaseAttack |
BaseCharge |
BaseDefense |
Base AttackDelay |
Heat Penalty |
Additional Information |
1H Melee, no shield |
+1 |
|
|
-15 |
|
for all melee weapons foot or mounted except knife |
Mtd Charge, no shield |
+1 |
|
|
-15 |
|
for all mounted charge weapons |
'Rustic', eg Wood axe |
-1 |
|
|
+15 |
|
|
Kata/Multi-Layer armor |
-1 |
|
-1 |
+15 |
+2 additional heat for first extra layer, +1 additional heat for second extra layer |
MELEE WEAPON QUALITY ADDITIONAL DAMAGE TABLE
....(not applicable to mounted charge weapons)
Melee Quality |
Feudal |
Early Professional |
Late/Urban Professional |
Religious |
Mercenary |
Militia |
Local |
Superior |
|
|
|
|
|
|
|
Elite |
+1 |
|
+1 |
|
|
|
|
Exceptional |
+1 |
+1 |
+1 |
+1 |
+1 |
|
|
***Note this table depends on the unit's Melee Quality, which is one level less than shooting level for skirmishers, and two less for missile units***
UNIT QUALITY MODIFIERS TABLE
....Foot, melee weapon non-spear/pike
Quality |
Attack |
Charge |
Defense Attack Delay |
Attack Delay |
Heat Penalty |
Peasant |
-3 |
-1 |
-3 |
+45 |
+3 |
Peasant Militia |
-2 |
-1 |
-2 |
+30 |
+2 |
Militia |
-1 |
-1 |
-1 |
+15 |
+1 |
Average |
0 |
0 |
0 |
0 |
0 |
Superior |
+1 |
+1 |
+2 |
-15 |
-1 |
Elite |
+3 |
|
+3 |
-30 |
-2 |
Exceptional |
+4 |
+1 |
+4 |
-45 |
-3 |
UNIT QUALITY MODIFIERS TABLE
Foot, melee weapon non-spear/pike
Quality |
Attack |
Charge |
Defense |
Attack Delay |
Heat Penalty |
Peasant |
-3 |
-1 |
-3 |
+45 |
+3 |
Peasant Militia |
-2 |
-1 |
-2 |
+30 |
+2 |
Militia |
-1 |
-1 |
-1 |
+15 |
+1 |
Average |
0 |
0 |
0 |
0 |
0 |
Superior |
+1 |
+1 |
+2 |
-15 |
-1 |
Elite |
+3 |
+1 |
+3 |
-30 |
-2 |
Exceptional |
+4 |
+1 |
+4 |
-45 |
-3 |
Foot, melee weapon spear or pike
Quality |
Attack |
Charge |
Defense |
Attack Delay |
Heat Penalty |
Peasant |
-3 |
-1 |
-3 |
+45 |
+3 |
Peasant Militia |
-2 |
-1 |
-2 |
+30 |
+2 |
Militia |
-1 |
-1 |
-1 |
+15 |
+1 |
Average |
0 |
0 |
0 |
0 |
0 |
Superior |
+1 |
+1 |
+1 |
-15 |
-1 |
Elite |
+2 |
+1 |
+2 |
-30 |
-2 |
Exceptional |
+3 |
+1 |
+3 |
-45 |
-3 |
Mounted, all melee and charge weapons
Quality |
Attack |
Charge |
Defense Attack Delay |
Heat Penalty |
Peasant |
-1 |
-5 |
+45 |
+3 |
Peasant Militia |
0 |
-4 |
+30 |
+2 |
Militia |
+1 |
-3 |
+15 |
+1 |
Average |
+2 |
-2 |
0 |
0 |
Superior |
+3 |
0 |
-15 |
-1 |
Elite |
+5 |
+1 |
-30 |
-2 |
Exceptional |
+6 |
+2 |
-45 |
-3 |
SKIRMISH UNITS MELEE AT ONE LEVEL LESS THAN THEIR SHOOTING LEVEL
MISSILE UNITS MELEE AT TWO LEVELS LESS THAN THEIR SHOOTING LEVEL
MELEE and CHARGE WEAPON SPECIAL CONDITIONS EFFECTS MODIFIERS (start at STEP 1)
Condition |
Base
Attack |
Base
Charge |
Base
Defense |
Base Attack
Delay |
Heat |
Special Attributes |
STEP 1
-15 attack delay? |
+1 |
|
|
+15 |
|
ie if attack delay is calculated at -15 then +1 attack and set attack delay to zero, goto STEP 2 |
-30 attack delay? |
+2 |
|
|
+30 |
|
e if attack delay is calculated at -30 then +2 attack and set attack delay to zero, goto STEP 2 |
STEP 2
-1 defense? |
-1 |
|
+1 |
|
|
ie if defense is calculated at -1 then -1 attack and set defense to zero, goto STEP 4 |
-2 defense? |
-2 |
|
+2 |
|
|
ie if defense is calculated at -2 then -2 attack and set defense to zero, goto STEP 4 |
STEP 3
0 attack? |
+1 |
|
-1 |
|
|
ie if attack is calculated at 0 then set attack to 1 |
-1 attack? |
+2 |
|
-2 |
|
|
ie if attack is calculated at -1 then set attack to 1 and -2 defense |
-2 attack? |
+3 |
|
-3 |
|
|
ie if attack is calculated at -2 then set attack to 1 and -3 defense |
STEP 4
0 attack? |
+1 |
|
|
+15 |
|
ie if attack is calculated at 0 then set attack to 1 and +15 attack delay |
-1 attack? |
+2 |
|
|
+30 |
|
ie if attack is calculated at -1 then set attack to 1 and +30 attack delay |
-2 attack? |
+3 |
|
|
+45 |
|
ie if attack is calculated at -2 then set attack to 1 and +45 attack delay |
Note: these are only very rarely needed.
OPTIONAL UNIT TYPES
Bodyguard: -2 attack, +2 defense
Guard: -1 attack, +1 defense, better-quality units are disciplined
Impetuous: +1 attack, -1 defense, impetuous
Reckless: +2 attack, -2 defense, impetuous
Fanatic: +2 attack, -3 defense, impetuous, lock_morale
Desperate: +1 attack, -2 defense, lock_morale
Attack bonuses and penalties are to non-missile weapons only.
See Morale table for morale implications of these unit types.
MASTER ARMOR TABLE
Armor Type |
Upgrade Level |
Smith Needed |
Armor |
Heat Penalty |
Joules to Penetrate |
Move Anim |
Agility Defense Bonus |
Terrain Penalties |
Mass |
Unarmored |
0 |
0 |
0 |
0 |
|
Fast(1) |
+3 |
Light(1) |
0 |
Leather |
1 |
1 |
2 |
1 |
25 |
Fast(1) |
+2 |
Light(1) |
1 |
Gambeson |
2 |
1 |
2+1def |
2 |
40 |
Fast(1) |
+2 |
Light(1) |
1 |
Leather Lamellar |
3 |
1 |
3 |
2 |
|
Fast(1) |
+2 |
Light(1) |
1 |
Light Brigandine |
4 |
2 |
4 |
4 |
|
Med(2) |
+1 |
Medium(2) |
2 |
Light Lamellar/Scale |
5 |
2 |
5 |
4 |
70 |
Med(2) |
+1 |
Medium(2) |
2 |
Partial Light Mail |
6 |
2 |
4 |
3 |
|
Med(2) |
+1 |
Medium(2) |
2 |
Light Mail |
7 |
2 |
4+1def |
3 |
70/55 vs missiles |
Med(2) |
+1 |
Medium(2) |
2 |
Buff Coat |
8 |
3 |
5 |
3 |
|
Med(2) |
+1 |
Medium(2) |
2 |
Lamellar/Scale |
9 |
3 |
7 |
6 |
100 |
Med(2) |
+1 |
Medium(2) |
3 |
Partial Heavy Mail |
10 |
3 |
6 |
5 |
|
Med(2) |
+1 |
Medium(2) |
3 |
Heavy Mail |
11 |
3 |
6+1def |
5 |
100/85 vs missiles |
Med(2) |
+1 |
Medium(2) |
3 |
Brigandine |
12 |
3 |
6 |
6 |
|
Med(2) |
+1 |
Medium(2) |
3 |
Splint, Coat of Plates |
13 |
4 |
8+1def |
6 |
|
Med(2) |
+1 |
Medium(2) |
4 |
Heavy Lamellar/Scale |
14 |
4 |
9 |
7 |
125 |
Med(2) |
+1 |
Medium(2) |
4 |
Heavy Brigandine |
15 |
4 |
8 |
7 |
|
Med(2) |
+1 |
Medium(2) |
4 |
Partial Plate |
16 |
4 |
11 |
7 |
100-160 |
Slow(3) |
0 |
Heavy(3) |
5 |
Breastplate |
17 |
4 |
7 |
3 |
|
Fast(1) |
+1 |
Light(1) |
2 |
Heavy Splint |
18 |
5 |
10+1def 8 |
|
|
Slow(3) |
0 |
Heavy(3) |
5 |
Kataphract |
19 |
5 |
Special |
Special |
|
Slow(3) |
0 |
Heavy(3) |
5 |
Late Lamellar |
19 |
5 |
11 |
8 |
|
Slow(3) |
0 |
Heavy(3) |
5 |
Late Brigandine |
20 |
5 |
10 |
7 |
|
Slow(3) |
0 |
Heavy(3) |
5 |
Full Plate |
21 |
5 |
13 |
7 |
160 |
Slow(3) |
0 |
Heavy(3) |
5 |
Improved Metallurgy |
22 |
5 |
+2 |
- |
|
|
|
|
|
Gothic Plate |
23 |
6 |
15 |
8 |
185 |
Slow(3) |
0 |
Heavy(3) |
5 |
Renaissance Half Plate |
24 |
6 |
9 |
4 |
|
Med(2) |
+1 |
Medium(2) |
3 |
Advanced Metallurgy |
25 |
6 |
+2 |
|
|
|
|
|
|
Renaissance 3Q Plate |
26 |
6 |
11 |
5 |
|
Med(2) |
0 |
Medium(2) |
4 |
Greater Armor Thickness |
27 |
6 |
+2 |
+1 |
|
|
|
|
|
Average over all armor upgrades: |
|
|
|
Yes |
|
Yes |
Yes |
Yes |
Yes |
Round fractions of 0.5 |
|
|
|
|
|
down |
up |
down |
down |
Fractions less than 0.5 are rounded down.
Fractions greater than 0.5 are rounded up.
Agility Defense Bonus is ONLY FOR FOOT UNITS.
Terrain Penalties are found in the final table in this guide.
###EXAMPLE: The unit has armor upgrades 0, 1, 4, 12
Heat = (0+2+4+6)/4 = 3.
Move Anim = (1+1+2+2)/4 = 1.5 = 1 => Fast
Agility Defense Bonus = (3+2+1+1)/4 = 1.75 => +2 defense
Terrain Penalty = (1+1+2+2)/4 = 1.5 = 1 => Light Infantry
Mass = (0+1+2+3)/4 = 1.5 = 1 => base mass 0.8 (from UNIT MASS table on first page)###
ARMOR QUALITY ADDITIONAL PROTECTION TABLE
Quality |
Feudal |
EarlyProfessional |
Late/UrbanProfessional |
Religious |
Mercenary |
Militia |
Local |
Superior |
+1 |
|
+1 |
|
|
|
|
Elite |
+2 |
+1 |
+1 |
+1 |
+1 |
|
|
Exceptional |
+2 |
+1 |
+1 |
+1 |
+1 |
|
+1 |
***This table applies whether the unit is melee, skirmish or missile, ie Elite Early Professional Skirmishers get +1 armor***
FOOTMAN'S SHIELDS
Shield Type |
Shield |
Defense
Bonus |
Heat
Penalty |
Other |
strapped to back |
|
|
+1 |
Armor +1 |
archer�s/small buckler |
1 |
+1 |
|
|
buckler |
2 |
+1 |
|
|
small round |
3 |
+1 |
+1 |
|
heater |
3 |
+1 |
+1 |
|
large round |
5 |
|
+2 |
mov_speed_mod 0.9 |
kite |
5 |
|
+2 |
mov_speed_mod 0.9 |
pavise |
7 |
-2 |
+3 |
mov_speed_mod 0.8 |
HORSEMAN'S SHIELDS
Shield Type |
Shield |
Defense
Bonus |
Heat
Penalty |
Other |
strapped to back |
|
|
+1 |
Armor +1 |
small buckler |
1 |
+1 |
|
|
buckler |
2 |
+1 |
|
|
small round |
3 |
|
+1 |
|
heater |
3 |
|
+1 |
|
large round |
4 |
-1 |
+2 |
Mounted Charge Weapons Attack -1 |
kite |
5 |
-1 |
+2 |
Mounted Charge Weapons Attack -1 |
All units with melee quality Peasant Militia or worse: -1 shield for quality
MORALE
Quality |
Base Morale |
Peasant |
4 |
Peasant Militia |
5 |
Militia |
7 |
Average |
9 |
Superior |
12 |
Elite |
14 |
Exceptional |
16 |
Modifiers (cumulative) |
|
Discipline Guide |
untrained |
-1 |
More likely to be Low |
highly_trained |
+1 |
More likely to be Disciplined |
Feudal |
+2 |
Low or Impetuous |
Local |
-1 |
Any but usually Low |
Rural |
-1 |
Low or Impetuous |
Urban Militia |
-1 |
Low or Normal |
Religious |
+2 |
Any |
Early Professional |
-1 |
Low but usually Normal |
Late Professional |
0 |
Normal or Disciplined |
Italian Mercenary |
-3 |
Low |
CatalanMercenary |
-3 |
Low |
FlemishMercenary |
-1 |
Normal |
Irish, Welsh, Scots Merc |
-1 |
Low or Normal |
Viking Mercenary |
-1 |
Normal |
Early German Mercenary |
-1 |
Low or Normal |
Late German Mercenary |
0 |
Disciplined |
Serbian Mercenary |
0 |
Normal or Impetuous |
Varangian Mercenary |
+1 |
Disciplined |
Swiss Mercenary |
+1 |
Disciplined or Impetuous |
Other Mercenary |
-2 |
Low |
Crusading/Jihad |
+2 |
Low or Impetuous |
Mounted |
+1 |
|
Lancer |
0 |
|
Charger |
+1 |
|
Brawler |
+2 |
|
Skirmish |
-1 |
|
Missile |
-2 |
|
Reckless |
+1 |
Impetuous |
Bodyguard |
|
Normal or Disciplined |
Desperate |
-2 |
Any |
Fanatic |
+1 |
Disciplined or more likely Impetuous |
GENERAL DISCIPLINE GUIDE
Late/Urban Professional
Quality |
Missle |
Skirmish |
Melee |
Militia |
Low |
Low |
Low |
Average |
Low |
Low |
Normal |
Superior |
Low |
Normal |
Disciplined |
Elite |
Normal |
Disciplined |
Disciplined |
Exceptional |
Disciplined |
Disciplined |
Disciplined |
Other
Quality |
Missile |
Skirmish |
Melee |
Militia |
Low |
Low |
Low |
Average |
Low |
Low |
Low |
Superior |
Low |
Low |
Normal |
Elite |
Low |
Normal |
Disciplined |
Exceptional |
Normal |
Disciplined |
Disciplined |
MAXIMUM DISCIPLINE GUIDE
Late/Urban Professional
Quality |
Missile |
Skirmish |
Melee |
Militia |
Low |
Low |
Normal |
Average |
Low |
Normal |
Disciplined |
Superior |
Normal |
Disciplined |
Disciplined |
Elite |
Disciplined |
Disciplined |
Disciplined |
Exceptional |
Disciplined |
Disciplined |
Disciplined |
Other
Quality |
Missile |
Skirmish |
Melee |
Militia |
Low |
Low |
Low |
Average |
Low |
Low |
Normal |
Superior |
Low |
Normal |
Disciplined |
Elite |
Normal |
Disciplined |
Disciplined |
Exceptional |
Disciplined |
Disciplined |
Disciplined |
GENERAL TRAINING LEVEL GUIDE
Type |
Typical Level |
Maximum Level |
Feudal |
untrained |
trained |
Religious |
trained |
highly_trained |
Late Pro |
trained |
highly_trained |
Urban Pro |
trained |
highly_trained |
Early Pro |
trained |
trained |
Urban Militia |
untrained |
trained |
Local |
untrained |
highly_trained (eg Mongol) |
Rural Levy |
untrained |
untrained |
Mercenary |
trained |
highly_trained |
GEOGRAPHICAL ORIGIN HEAT TABLE
Unit Origin |
Heat Penalty |
Far Northern Europe |
+3 |
Northern Europe, Cuman |
+2 |
Northern Italy, Mongol |
+1 |
Southern Europe, Byzantine |
0 |
Turk, Kwarezm |
-1 |
Egypt, Moor |
-2 |
STAT_GROUND TERRAIN MODIFIER VALUES (stat_ground scrub, sand, forest, snow)
Unit Origin |
Light Cavalry |
Light Infantry |
Medium Cavalry |
Medium Infantry |
Heavy Cavalry |
Heavy Infantry |
Far Northern Europe |
0, -1, -2, 2 |
1, -1, 3, 2 |
-1, -2, -3, 1 |
0, -2, 2, 1 |
-2, -3, -4, 0 |
-1, -3, 1, 0 |
Northern Europe, Cuman |
0, -1, -2, 1 |
1, -1, 3, 1 |
-1, -2, -3, 0 |
0, -2, 2, 0 |
-2, -3, -4, -1 |
-1, -3, 1, -1 |
Northern Italy, European merc |
0, -1, -2, 0 |
1, -1, 3, 0 |
-1, -2, -3, -1 |
0, -2, 2, -1 |
-2, -3, -4, -2 |
-1, -3, 1, -2 |
Mongol |
0, -1, -3, 0 |
1, 0, 2, 0 |
-1, -2, -4, -1 |
0, -1, 1, -1 |
-2, -3, -5, -2 |
-1, -2, 0, -2 |
Southern Europe, Byzantine |
0, 0, -3, -1 |
1, 0, 2, -1 |
-1, -1, -4, -2 |
0, -1, 1, -2 |
-2, -2, -5, -3 |
-1, -2, 0, -3 |
Turk, Kwarezm |
0, 1, -4, -1 |
1, 1, 1, -1 |
-1, 0, -5, -2 |
0, 0, 0, -2 |
-2, -1, -6, -3 |
-1, -1, -1, -3 |
Egypt, Moor |
-1, 1, -4, -2 |
0, 1, 1, -2 |
-2, 0, -5, -3 |
-1, 0, 0, -3 |
-3, -1, -6, -4 |
-2, -1, -1, -4 |
Pikes an additional -1 in scrub.
Pikes an additional -2 in forests, all other 2H weapons an additional -1 in forests.
Terrain specialists an additional +1 in their chosen terrain, eg woodsmen, desert units.