Infantry
-
Class:
Soldiers:
Type:
Quality:
Recruitment Cost:
Upkeep:
Morale:
Primary Attack:
Secodary Attack:
Charge:
Defense:
(armour+skill+shield)
Building:
Availability
-
Levied Peasants
-
Light
101
Rural Levy
Peasant
120
100
3
2
0
2
2
(0+2+0)
Mustering Hall
Until the Heavy Mail Event in the early 13th century (1200-1215)
Bonus Fighting Cavalry
Combat Bonus in Woods
-
Fryd Spearmen
-
Spearmen
76
Rural Levy
Peasant Militia
160
70
5
1
0
2
8
(0+1+7)
Garrison Quarters
Bonus Fighting Cavalry
Combat Bonus in Woods
-
Spear Militia
-
Spearmen
76
Urban Militia
Peasant Militia
160
115
5
1
no
2
8
(0+7+1)
Can do Schiltrom
Bonus Fighting Cavalry
Combat Bonus in Woods
-
Light Men at Arms
-
Light
61
Early Professional
Average
280
180
11
4
no
3
16
(4+7+5)
Drill Square
Combat Bonus in Woods
Good Morale
Good Stamina
-
Norman Serjeants
-
Spearmen
77
Early Professional
Average
280
205
5
12
0
3
14
(4+3+7)
Drill Square
until the Heavy Mail Armor Event in the early 13th Century (around 1200-1215)
Can do Schiltrom
Bonus fighting in Woods
Combat Bonus in Woods
Excellent Morale
-
Class:
Soldiers:
Type:
Quality:
Recruitment Cost:
Upkeep:
Morale:
Primary Attack:
Secodary Attack:
Charge:
Defense:
(armour+skill+shield)
Building:
Availability
Special Abilities:
-
Miles Pedites
-
Heavy
62
Feudal
Superior
505
360
14
7
0
4
17
6+6+5
Fortress
until the Heavy Mail event in the early 13th century ( about 1200 -1215 )
Combat Bonus in Woods
Excellent Morale
May Charge without Orders
Good Stamina
-
Feudal Foot Knights
-
Heavy
63
Feudal
Elite
795
480
15
8
0
4
20
(6+9+5)
Citadel
until the Full Plate event in the late 14th century (1380-1400)
Combat Bonus in Woods
Excellent Morale
Good Stamina
-
Peasant Infantry
-
Light
76
Rural Levy
Peasant
120
100
3
1
0
4
3
(0+3+0)
Mustering Hall
after the Heavy Mail event in the early 13th century (1200-1215)
Bonus Fighting Cavalry
Effective against armor
Combat Bonus in Woods
-
Spearmen Serjeants
-
Spearmen
78
Early Professional
Average
280
200
11
3
0
3
14
(4+3+7)
Drill Square
/div>
Can Do Schiltrom
Combat Bonus in Woods
Goosd Morale
Bonus fighting Cavalry
-
Urban Spear Militia
-
Spearmen
101
Urban Militia
Militia
290
200
7
2
0
2
10
(2+1+7)
City Watch
after the Heavy Mail event in the early 13th century (1200-1215)
Can Do Schiltrom
Combat Bonus in Woods
Bonus fighting Cavalry
-
Class:
Soldiers:
Type:
Quality:
Recruitment Cost:
Upkeep:
Morale:
Primary Attack:
Secodary Attack:
Charge:
Defense:
(armour+skill+shield)
Special Abilities:
-
Militia Serjeants
-
Heavy
75
Late Professional
Average
340
150
8
5
0
4
11
(6+5+0)
Armoury
after the New Era event in 1300.
Bonus Fighting Cavalry
Effective against Armor
Good Morale
-
Urban Militia
-
Heavy
76
-
Urban Militia
-
Peasant Militia
170
115
6
5
0
3
7
(2+5+0)
Militia Drill Square
after the New Era event in 1300.
Bonus Fighting Cavalry
Effective against Armor
Combat Bonus in Woods
-
Billmen
-
Heavy
76
Late Professional
Average
540
150
11
6
0
5
5
(0+5+0)
Drill Square
after the New Era event in 1300.
Bonus Fighting Cavalry
Effective against Armor
Combat Bonus in Woods
Good Morale
-
Heavy Billmen
-
Heavy
78
Late Professional
Average
770
150
11
6
0
5
14
(8+6+0)
Barracks
after the New Era event in 1300.
Bonus Fighting Cavalry
Effective against Armor
Good Stamina
Good Morale
-
Dismounted King's Men
-
Heavy
63
Feudal
Elite
890
480
16
10
0
7
18
(11+7+0)
Fortress
after the Half Plate Plate event (early 13th century 1310-1330) to the Rise of Shot event (mid-16th century 1550-1560).
Bonus Fighting Cavalry
Effective against Armor
Good Stamina
Good Morale
-
Class:
Soldiers:
Type:
Quality:
Recruitment Cost:
Upkeep:
Morale:
Primary Attack:
Secodary Attack:
Charge:
Defense:
(armour+skill+shield)
Special Abilities:
-
Foot Men at Arms
Heavy
63
Early Professional
Superior
480
270
13
7
0
4
21
(11+7+3)
Armoury
aafter the New Era event in 1300
Good Stamina
Good Morale
-
Heavy Swordsmen
Heavy
63
Feudal
Elite
895
480
15
9
0
4
-
22
-
(11+8+3)
Citadel
after the Partial Plate event (1310-1330) until The Rise of Shot event (1550-1560).
Good Stamina
Excellent Morale
-
Halbred Men-at-Arms
-
Heavy
63
Early Professional
Superior
420
270
13
8
0
6
17
(11+6+0)
Armoury
after the Full Plate Armor event of the late 14th (1380-1400) century to the Pike & Shot event of 1530
Bonus Fighting Cavalry
Effective against Armor
Good Stamina
Excellent Morale
-
Halberd Militia
-
Heavy
77
Urban Miliotia
Militia
290
150
8
5
0
4
11
(4+7+0)
Army Barracks
after the Pike and Shot event of 1530
Bonus Fighting Cavalry
Effective against Armor
Can Form a Spear Wall
Good Morale
-
Pikemen
-
Spearmen
128
Late Professional
Average
810
250
11
2
0
3
3
(2+1+0)
Army Barracks
after the Pike & Shot event in 1530.
Bonus Fighting Cavalry
Can Form a Spear Wall
Good Stamina
Very Long Spears
-
Class:
Soldiers:
Type:
Quality:
Recruitment Cost:
Upkeep:
Morale:
Primary Attack:
Secodary Attack:
Charge:
Defense:
(armour+skill+shield)
Special Abilities:
-
Late Pikemen
-
Spearmen
128
Urban Professional
Average
1265
250
11
2
0
3
10
(9+1+0)
Royal Armoury
after the Advanced Matchlock event in the mid-16th century (1550-1560).
Bonus Fighting Cavalry
Effective against Armor
Good Stamina
Excellent Morale
-
Halberdiers
-
Heavy
76
Late Professional
Superior
1165
225
13
8
0
6
18
(11+7+0)
Armoury
after the Advanced Matchlock event in the mid-16th century (1550-1560)
Bonus Fighting Cavalry
Effective against Armor
Can form a spear wall
Excellent Morale
Ranged Infantry
-
Class:
Soldiers:
Type:
Quality:
Recruitment Cost:
Upkeep:
Morale:
Missile Attack:
Range:
Ammo:
Melee Attack:
Charge:
Defense:
(armour+skill+shield)
Building:
Availability
Special Abilities:
-
Levy Archers
-
Skirmish
61
Rural Levy
Pesant
80
55
3
1
80
40
1
1
0
(0+0+0)
Bowyer
Can Use Flaming Arrows
Combat Bonus in Woods
-
Archer Militia
-
Missle
76
Urban Militia
Militia
195
90
5
2
130
40
1
1
0
(0+0+0)
Town Guard
Can Use Flaming Arrows
Combat Bonus in Woods
-
Archers
Missle
-
61
Early Professional
Average
255
120
9
3
160
35
2
2
8
(2+6+2)
Practice Range
Available until the early 13th Century (around 1200-1215)
Long Range Missles
Combat Bonus in Woods
Can Use Flaming Arrows
Good Morale
-
Longbowmen
-
Missle
76
Local
Superior
705
205
11
5
190
30
1
1
6
(0+4+2)
Practice Range
Available until the early 13th Century (around 1200-1215)
Can Use Sharpened Stakes
Combat Bonus in Woods
Long Range Missiles
Good Morale
-
Yeoman Archers
-
Missile
76
Late Professional
Elite
250
150
13
5
200
30
2
1
7
(0+5+2)
Archery Range
after the New Era Event in 1300.
Can Use Sharpened Stakes
Combat Bonus in Woods
Long Range Missiles
Excellent Morale
-
Class:
Soldiers:
Type:
Quality:
Recruitment Cost:
Upkeep:
Morale:
Missile Attack:
Range:
Ammo:
Melee Attack:
Charge:
Defense:
(armour+skill+shield)
Building:
Availability
Special Abilities:
-
Retinue Longbowmen
-
Missile
76
Late Professional
Elite
1345
250
13
5
200
30
4
3
13
(4+7+2)
Marksmen's Range
after the Full Plate Event of the Late 14th century (1380-1400).
Can Use Sharpened Stakes
Combat Bonus in Woods
Long Range Missiles
Excellent Morale
Good Stamina
-
Arquebusiers
-
Skirmish
76
Urban Professional
Average
585
140
9
14
90
12
3
2
11
(7+4+0)
Army Barracks
between the Portable Clock event of 1510 and the "Rise of Shot" event of the mid 16th century (1550-1560).
Combat Bonus in Woods
Good Morale
-
Late Arquebusiers
-
Skirmish
75
Urban Professional
Average
515
140
9
18
110
12
2
1
9
(4+5+0)
Army Barracks
after the Pike and Shot event (1530) & available til the Advanced Matchlock event (1580-1600)
Combat Bonus in Woods
Good Morale
-
Musketeers
-
Skirmish
75
Urban Professional
Superior
565
190
11
32
145
12
3
1
5
(0+5+0)
Royal Armoury
after the Pike and shot event (1530) until the Advanced Matchlock event of the late 16th century (1580-1600)
Combat Bonus in Woods
Good Morale
Long range Missles
-
Late Musketeers
-
Skirmish
75
Urban Professional
Average
405
140
9
22
125
12
2
1
5
(0+5+0)
Royal Armoury
after the Advanced Matchlock event of the late 16th century (1580-1600).
Combat Bonus in Woods
Good Morale
Cavalry
-
Class:
Soldiers:
Type:
Quality:
Recruitment Cost:
Upkeep:
Morale:
Primary Attack:
Secodary Attack:
Charge:
Defense:
(armour+skill+shield)
Building:
Availability
Special Abilities:
-
Hobilars
-
Light
32
Local
Militia
235
175
10
4
6
8
5
(2+3+0)
Stables
-
Good Morale
-
Powerful Charge
-
Miles
-
Heavy
32
Feudal
Elite
790
450
16
5
9
12
12
(4+3+5)
Castle
before the Heavy Mail Event in the early 13th century (1200-1215)
Excellent Morale
Can Form Wedge
May Charge Without Orders
Powerful Charge
Good Stamina
-
Feudal Knights
-
Heavy
32
Feudal
Elite
1110
600
16
7
11
12
17
(8+4+5)
Fortress
until the Full Plate event in the late 14th century (1380-1400)
Excellent Morale
Powerful Charge
Can Form Wedge
May Charge without Orders
Good Stamina
-
King's Men
-
Heavy
32
Feudal
Elite
1165
600
17
6
8
14
19
(13+3+3)
Fortress
after the Half Plate Event (13th century -- 1310-1330) to Rise of Shot event (mid-16th century -- 1550-1560)
Excellent Morale
Powerful Charge
Can Form Wedge
-
Men at Arms
-
Heavy
32
Early Professional
Superior
595
340
15
4
8
14
20
(13+4+3)
Earl's Stables
after the Half-Plate Armor Event in the early 14th century (1310 to 1340)
Excellent Morale
Powerful Charge
Can Form Wedge
Good Stamina
-
Class:
Soldiers:
Type:
Quality:
Recruitment Cost:
Upkeep:
Morale:
Primary Attack:
Secodary Attack:
Charge:
Defense:
(armour+skill+shield)
Building:
Availability
Special Abilities:
-
Demi Lancers
-
Heavy
41
Late Professional
Superior
1525
300
15
5
10
16
15
(11+4+0)
Earl's Stables
after the First Watch event of 1510
Good Morale
Powerful Charge
Missle Cavalry
-
Class:
Soldiers:
Type:
Quality:
Recruitment Cost:
Upkeep:
Morale:
Missile Attack:
Range:
Ammo:
Melee Attack:
Charge:
Defense:
(armour+skill+shield)
Building:
Availability
Special Abilities:
-
Mounted Arquebusiers
-
Skirmish
40
Urban Professional
Average
675
155
10
14
90
18
5
6
4
(2+2+0)
Royal Officers Academy
after the Pike and Shot event in 1530
Good Morale
-
Pistoliers
-
Skirmish
42
Late Professional
Elite
1530
365
15
10
55
4
10
5
15
(11+4+0)
King's Stables
after the Rise of Shot event in the mid-16th century (1550-1560)
Excellent Morale
Effective against armor
Good Stamina
Artillery
-
Class:
Soldiers:
Recruitment Cost:
Upkeep:
Morale:
.vs Soldiers:
.vs Buildings:
Range:
Ammo:
Defense:
(armour+skill+shield)
Building:
Availability
Special Abilities:
-
Ballista
-
Siege/Missile
-
21
-
600
150
11
55
0
280
50
6
(3+3+0)
Ballista Range
Can Use Flaming Missiles
Can Impale Several Men
Very Long Range Missles
Good Morale
Ineffective against Buildings
Can't Hide
-
Catapult
-
Siege/Missile
-
21
-
500
150
11
55
30
300
30
6
(3+3+0)
Catapult Maker
Can Use Flaming Missiles
Inaccurate against Troops
Very Long Range Missles
Good Morale
Area Attack
Can't Hide
-
Mangonel
-
Siege/Missile
-
21
-
590
200
13
63
5
250
10
9
(2+7+0)
Siege Works
Can Use Flaming Missiles
Inaccurate against Troops
Very Long Range Missles
Good Morale
Area Attack
Can't Hide
-
Trebuchet
-
Siege/Missile
-
21
-
700
250
13
55
60
285
30
6
(3+3+0)
Siege Works
after the "First Rudder" event in 1180.
Can Use Flaming Missiles
Inaccurate against Troops
Very Long Range Missles
Good Morale
Area Attack
Can't Hide
Can launch rotting cows
-
Class:
Soldiers:
Recruitment Cost:
Upkeep:
Morale:
.vs Soldiers:
.vs Buildings:
Range:
Ammo:
Defense:
(armour+skill+shield)
Building:
Availability
Special Abilities:
-
Bombard
-
Siege/Missile
-
31
-
900
250
11
45
90
325
30
6
(3+3+0)
Gunsmith
Bombard are recruited in European Cities or Castles with a Gunsmith after the "Man-made Inferno!" Event of 1350.
Can Use Sharpened Stakes
Area Attack
Very Long Range Missles
Good Morale
Can Fire Grapeshot
-
Grand Bombard
-
Siege/Missile
-
31
-
1200
250
11
63
240
375
30
6
(3+3+0)
Cannon Maker
Grand Bombard are recruited in Cities or Castles with a Cannon Maker after the Death of Ibn al-Shatir in 1375.
Can Use Sharpened Stakes
Area Attack
Very Long Range Missles
Good Morale
Can't hide
Can Fire Grapeshot
-
Cannon
-
Siege/Missile
-
21
1300
250
11
63
180
380
30
6
(3+3+0)
Cannon Foundry
after the Gothic Plate Armor Event of the mid 15th century (1450-1460).
Can Use Sharpened Stakes
Area Attack
Very Long Range Missles
Good Morale
Can't hide
Naval Units
-
Class:
Soldiers:
Recruitment Cost:
Upkeep:
Morale:
Primary Attack:
Defense:
(armour+skill+shield)
Building:
Availability
Special Abilities:
-
Cog
-
Light
25
540
150
15
5
8
(0+8+0)
Port
-
Holk
-
Light
37
710
200
15
10
12
(0+12+0)
Shipwright
-
Gun Holk
-
Light
37
840
270
14
16
16
(0+16+0)
Dockyard
-
Carrack
-
Light
62
1540
350
14
30
30
(0+30+0)
Naval Drydock
Naval Drydocks are available after the World is Round Event - early 15th century
Guild Units
-
Class:
Soldiers:
Type:
Quality:
Recruitment Cost:
Upkeep:
Morale:
Primary Attack:
Secodary Attack:
Charge:
Defense:
(armour+skill+shield)
Building:
Availability
Special Abilities:
-
Templar Foot Knights
-
Heavy
63
Religious Order
Exceptional
1030
200
18
11
0
4
19
(6+8+5)
Templar's Major Chapter Housel
Excellent Morale
Powerful Charge
May Charge without orders
Good Stamina
-
Hospitalar Foot Knights
-
Heavy
63
Religious Order
Exceptional
1030
200
18
9
0
4
21
(6+10+5)
St. John's Major Chapter Housel
Excellent Morale
Combat Bonus in Woods
Very Good Stamina
-
Class:
Soldiers:
Type:
Quality:
Recruitment Cost:
Upkeep:
Morale:
Missile Attack:
Range:
Ammo:
Melee Attack:
Charge:
Defense:
(armour+skill+shield)
Building:
Availability
Special Abilities:
-
Sherwood Archers
-
Skirmish
31
Local
Exceptional
480
180
15
6
180
30
7
3
8
(0+8+0)
Woodsmen's Guild
Can Use Flaming Arrows
Combat Bonus in Woods
-
Class:
Soldiers:
Type:
Quality:
Recruitment Cost:
Upkeep:
Morale:
Primary Attack:
Secodary Attack:
Charge:
Defense:
(armour+skill+shield)
Building:
Availability
Special Abilities:
-
Merchant Cavalry Militia
-
Heavy
31
Urban Militia
Militia
305
170
9
5
0
6
12
(6+1+5)
Merchant's Guild
Good Morale
Powerful Charge
-
Knights Templar
-
Heavy
31
Religious Order
Exceptional
1450
250
20
8
13
14
19
(10+4+5)
Templar's Minor Chapter House
Excellent Morale
Powerful Charge
Can Form Wedge
May Charge without orders
Good Stamina
-
Knights Hospitaller
-
Heavy
31
Religious Order
Exceptional
1450
250
20
8
11
14
21
(10+6+5)
St. John's's Minor Chapter House
Excellent Morale
Powerful Charge
Can Form Wedge
Good Stamina
-