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
-
Spearmen
-
Spearmen
77
Early Professional
Militia
140
135
9
2
0
2
8
(0+7+1)
Garrison Quarters
Bonus Fighting Cavalry
Combat Bonus in Woods
Good Morale
Can Do Schiltrom
-
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
-
Mailed Foot Knights
-
Heavy
63
Feudal
Superior
545
360
13
6
0
4
17
4+8+5
Fortress
until the Heavy Mail event in the early 13th century ( about 1200 -1215 )
Combat Bonus in Woods
Excellent Morale
Good Stamina
-
Class:
Soldiers:
Type:
Quality:
Recruitment Cost:
Upkeep:
Morale:
Primary Attack:
Secodary Attack:
Charge:
Defense:
(armour+skill+shield)
Building:
Availability
Special Abilities:
-
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
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
-
Imperial Foot Knights
-
Heavy
63
Feudal
Superior
840
480
15
6
0
3
21
(11+7+3)
Fortress
early 14th century (1310-1300) and available until the Pike and Shot event in 1530.
Excellent Morale
Effective against Armor
Good Stamina
-
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
22
(12+7+3)
Armoury
aafter the New Era event in 1300
Good Stamina
Good Morale
-
Zwei Hander
Heavy
78
Late Professional
Superior
1000
225
13
9
0
6
8
(7+8+0)
Barracks
after the New Era event in 1300
Good Stamina
Excellent Morale
Bonus Fighting Cavalry
Combat Bonus in Woods
-
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
-
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
-
Pike Militia
-
Spearmen
128
Urban Militia
Militia
385
250
7
1
0
2
0
(0+0+0)
Militia Barracks
after the Full Plate event of the late 14th century
Bonus Fighting Cavalry
Bonus Fighting Cavalry
Very Long Spears
-
Class:
Soldiers:
Type:
Quality:
Recruitment Cost:
Upkeep:
Morale:
Primary Attack:
Secodary Attack:
Charge:
Defense:
(armour+skill+shield)
Special Abilities:
-
Verlorene Haufe
-
Spearmen
33
Rural Levy
Militia
190
40
8
10
0
5
13
(9+4+0)
Mayor's Palace
after the Partial Plate event in the early 14th century (1310-1330).
Bonus Fighting Cavalry
Good Morale
Very Good Stamina
-
Gothic Foot Knights
-
Heavy
63
Feudal
Superior
1180
480
15
12
0
7
25
(17+8+0)
Citadel
after the Pike and Shot in 1530 until the Flintlock event in the late 16th century (1580-1600).
Bonus Fighting Cavalry
Good Stamina
Excellent 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
-
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
-
Peasant Crossbowmen
-
Skirmish
61
Peasant
Rural Levy
80
80
1
6
85
30
1
1
0
(0+0+0)
Practice Range
Poor Morale
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
-
Pavise Crossbowmen
-
Missle
61
Early Professional
Average
240
180
9
10
140
20
2
2
13
(4+2+7)
Archery Range
Combat Bonus in Woods
Long Range Missiles
Good Morale
-
Crossbow Militia
Skirmish
61
Urban Militia
Peasant Militia
115
100
13
7
100
25
1
1
1
(1+0+0)
City Watch
until the Full Plate event in the late 14th century (1380-1400).
Combat Bonus in Woods
-
Class:
Soldiers:
Type:
Quality:
Recruitment Cost:
Upkeep:
Morale:
Missile Attack:
Range:
Ammo:
Melee Attack:
Charge:
Defense:
(armour+skill+shield)
Building:
Availability
Special Abilities:
-
Hand Gunners
-
Skirmish
75
Urban Professional
Superior
870
225
11
11
55
12
4
3
19
(7+5+7)
Militia Barracks
after the New Era event in 1300
Combat Bonus in Woods
Good Morale
Good Stamina
-
Arbalest Militia
-
Skirmish
76
Urban Militia
Militia
255
150
6
10
135
20
2
2
7
(4+3+0)
City Watch
until the Full Plate event in the late 14th century (1380-1400).
Combat Bonus in Woods
Long Range Missiles
-
Arquebusiers
-
Skirmish
76
Urban Professional
Average
585
140
9
14
90
12
3
2
11
(7+4+0)
City Watch
until the Full Plate event in the late 14th century (1380-1400).
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
-
Class:
Soldiers:
Type:
Quality:
Recruitment Cost:
Upkeep:
Morale:
Missile Attack:
Range:
Ammo:
Melee Attack:
Charge:
Defense:
(armour+skill+shield)
Building:
Availability
Special Abilities:
-
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:
-
Mounted Sergeants
-
Light
31
Early Professional
Average
305
225
13
3
6
9
10
(2+3+5)
Stables
-
Excellent Morale
-
Powerful Charge
-
Mailed Knights
-
Heavy
32
Feudal
Superior
790
450
15
4
8
12
13
(4+4+5)
Castle
before the Heavy Mail Event in the early 13th century (1200-1215)
Excellent Morale
Can Form Wedge
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
-
Imperial Knights
-
Heavy
32
Feudal
Elite
1125
450
15
4
5
14
21
(15+3+3)
Castle
from the Partial Plate event in the early 14th century ( about 1310-1330) till the Portable Clock event in 1510.
Excellent Morale
Powerful Charge
Can Form Wedge
Good Stamina
-
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:
-
Gothic Knights
-
Heavy
32
Feudal
Superior
1455
480
15
5
6
16
28
(25+3+0)
Fortress
after the Pike and Shot in 1530 until the Flintlock event in the late 16th century (1580-1600).
Excellent Morale
Can Form Wedge
Good Stamina
Powerful Charge
-
Gendarmes
-
Heavy
41
Urban Professional
Elite
2475
400
17
7
12
16
23
(23+5+0)
Royal Officers Academy
only by owning Paris or Bruges following the Pike & Shot event in 1530
Excellent Morale
Powerful Charge
Can Form Wedge
Good Stamina
-
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 Crossbowmen
-
Skirmish
40
Late Professional
Average
825
200
10
7
100
45
5
6
5
(4+1+0)
Marksmen's Range
after the New Era event in 1300.
Good Morale
Can Form a Shooting Circle
Fast Moving
-
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
-
Early Reiters
-
Skirmish
32
Early Professional
Elite (combonation)
935
465
15
8
55
4
10
4
29
(25+4+0)
King's Stables
after the Pike and Shot event of 1530
Excellent Morale
Effective against armor
Good Stamina
-
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
-
Serpentine
-
Siege/Missile
-
23
1100
150
11
63
30
450
36
6
(3+3+0)
Cannon Maker
Can Impale Several Men
Long Range Missles
Good Morale
Can use Sharpened Stakes
-
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
-
Basilisk
-
Siege/Missile
-
21
1600
400
11
63
180
450
30
6
(3+3+0)
Royal Arsenal
after the Machines that Fly event of the Late 15th century (1492)..
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
Guild Units
-
Class:
Soldiers:
Type:
Quality:
Recruitment Cost:
Upkeep:
Morale:
Primary Attack:
Secodary Attack:
Charge:
Defense:
(armour+skill+shield)
Building:
Availability
Special Abilities:
-
Foot Ritterbruders
-
Heavy
63
Religious Order
Exceptional
960
600
17
12
0
4
20
(7+8+5)
Teutonic Knights Minor Chapter House
Excellent Morale
Good Stamina
Frighten Nearby Enemy Infantry
May Charge without Orders
-
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
-
Ritterbruders
-
Heavy
32
Feudal
Exceptional
1230
800
20
10
14
16
18
(9+4+5)
Teutonic Knights Minor Chapter House
Excellent Morale
Powerful Charge
Frighten Nearby Enemy
Can Form Wedge
May Charge without Orders


The Holy Roman Empire is a particularly misleading name for Europe's largest collective of kingdoms and fiefdoms, regardless which way one looks at it. For starters, it is the Empire based around Constantinople, the Queen of Cities, that truly carries on the legacy of the ancient Romans, and the notion that the Kaiser (the Germanic name for "Emperor") truly serves the Roman Catholic Church is presently quite laughable. A great rift in opinion exists between Kaiser Henry IV and Pope Gregory VII as to the legitimacy of the Papacy's recent move to do away with secular investiture, a change of law that has taken away all of the Kaiser's power over the Catholic Church. How the Kaiser should react to this is undoubtedly the biggest dilemma facing the Holy Roman Empire at present. When a ruler of nations allows a man of the cloth to dictate what he can and can't do, he sets a bad precedent. Of course, if he leads his people into open conflict with the church itself, he is arguably setting an even worse one. With both extremes looking like perilous choices the Kaiser will need to find the best middle ground he can, very much the same situation he faces when looking at his borders. The Empire itself is Europe's middle ground, centrally located, with opportunities to expand in almost every direction, but also potential competition to come with each opportunity. It is a far cry from the days of Charlemagne when all of Western Europe answered to the Emperor. Now France is a separate entity, Italy has become a formidable group of city states, the Danes block the route into Scandinavia and the kingdoms to the east are more of a threat than a place to lay claim to. Should the Kaiser successfully deal with the dissent that lingers within the Reich at present, there seems no reason the Reich cannot consolidate and expand into something to rival the first Roman Empire... Though this time it won't be a simple matter of bettering the barbarians..
Surrounded by rivals and subject to internal dissent, the Holy Roman Empire sometimes appears weak, a realm held together only by the most fragile of bonds. No one within the Empire really thinks of themselves as Imperial subjects - their loyalties are to the principality, the duchy, the free city, or even the village where they live. The Holy Roman Empire seems an ideal in the minds of men more than a physical reality, and in the hands of a weak leader it is sometimes barely this much. But under a strong Emperor, Imperial power can be awesome. The magnates can be forced to bow to Imperial authority, and once dissent and disloyalty are controlled great things can be achieved. The Empire can be held together by force of will and force of arms, and it can be made greater still by both of these.