Infantry
-
Class:
Soldiers:
Type:
Quality:
Recruitment Cost:
Upkeep:
Morale:
Primary Attack:
Secodary Attack:
Charge:
Defense:
(armour+skill+shield)
Building:
Availability
-
Levied Peasants
-
Light
102
Urban Militia
Militia
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
-
Baltic Spearmen
-
Spearmen
61
Local
Militia
135
100
7
2
0
2
8
(0+7+1)
Bonus Fighting Cavalry
Combat Bonus in Woods
Can Do Schiltrom
-
Lithuanian Axemen
-
Light
76
Local
Militia
230
150
7
2
no
1
9
(2+4+3)
Effective against Armor
Good Stamina
Combat Bonus in Woods
-
Ducal Speramen
-
Spearmen
78
Early Professional
Average
255
205
11
3
no
3
14
(5+2+7)
Drill Square
Combat Bonus in Woods
Good Morale
Bonus fighting Cavalry
Can Do Schiltrom
-
Ducal Axe Infantry
-
Heavy
63
Early Professional
Superior
315
270
13
10
0
5
10
5+5+0
Drill Square
Bonus fighting Cavalry
Excellent Morale
Good Stamina
Effective against Armor
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:
-
Lithuanian Noble Infantry
-
Heavy
63
Feudal
Elite
730
480
16
9
0
4
17
(5+7+5)
Fortress
Combat Bonus in Woods
Excellent Morale
Good Stamina
Frighten Nearby Enemy Infantry
May Charge Without Orders
-
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
-
Lithuanian Noble Sons
-
Spearmen
63
Feudal
Superior
470
360
11
5
0
3
14
(4+3+7)
Drill Square
after the Heavy Mail event in the early 13th century (1200-1215)
Can Do Schiltrom
Combat Bonus in Woods
Goosd Morale
Bonus fighting Cavalry
-
Lithuanian Regular Swordsmen
-
Heavy
78
Late Professional
Superior
1060
225
13
6
0
4
21
(9+7+5)
Armoury
after the New Era Event of 1300.
Excellent Morale
Good Stamina
-
Lithuanian Regular Spearmen
-
Spearmen
103
Late Professional
Superior
1040
270
13
4
0
4
17
(7+3+7)
Barracks
after the New Era Event of 1300.
Combat Bonus in Woods
Excellent Morale
Bonus Fighting Cavalry
Good Stamina
-
Class:
Soldiers:
Type:
Quality:
Recruitment Cost:
Upkeep:
Morale:
Primary Attack:
Secodary Attack:
Charge:
Defense:
(armour+skill+shield)
Special Abilities:
-
Halberd Militia
-
Heavy
77
Urban Militia
Militia
290
150
8
5
0
4
11
(4+7+0)
Bonus Fighting Cavalry
Effective against Armor
Can Form a Spear Wall
Good 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
-
Lithuanian Skirmishers
-
Skirmish
61
Local
Militia
135
100
6
10
50
4
3
2
5
(0+5+0)
Garrison Quarters
until the Full Plate event of the late 14th century (1380-1400).
Combat Bonus in Woods
-
Latvian Crossbowmen
Skirmish
61
Urban Militia
Peasant Militia
115
100
13
7
100
25
1
1
1
(1+0+0)
Combat Bonus in Woods
-
Lithuanian Archers
Skirmish
-
61
Local
Average
380
120
7
3
120
35
2
2
9
(0+6+3)
Practice Range
Can Use Sharpened Stakes
Combat Bonus in Woods
-
Ruthenian Archers
-
Skirnish
62
Early Professional
Average
255
120
9
4
140
30
1
1
7
(2+3+2)
Practice Range
Combat Bonus in Woods
Long Range Missiles
Good Morale
Can Use Sharpened Stakes
-
Class:
Soldiers:
Type:
Quality:
Recruitment Cost:
Upkeep:
Morale:
Missile Attack:
Range:
Ammo:
Melee Attack:
Charge:
Defense:
(armour+skill+shield)
Building:
Availability
Special Abilities:
-
Lithuanian Noble Sons
-
Heavy
63
Feudal
Superior
470
360
13
12
60
2
5
3
14
(5+4+5)
Citadel
after the New Era event in 1300
Combat Bonus in Woods
Excellent Morale
Good Stamina
Javelins Thrown Before Charge
-
Lithuanian Regular Swordsmen
-
Skirmish
76
Late Professional
Superior
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
Cavalry
-
Class:
Soldiers:
Type:
Quality:
Recruitment Cost:
Upkeep:
Morale:
Primary Attack:
Secodary Attack:
Charge:
Defense:
(armour+skill+shield)
Building:
Availability
Special Abilities:
-
Ducal Cavalry
-
Light
32
Early Professional
Superior
415
335
15
0
6
9
5
(2+0+3)
Cavalry Stables
-
Excellent Morale
Powerful Charge
Can Form Wedge
-
Lithuanian Noble Cavalry
-
Heavy
32
Feudal
Elite
905
600
17
9
11
8
13
(5+3+5)
Castle
Excellent Morale
Frighten Enemy Infantry
Powerful Charge
Good Stamina
May Charge Without Orders
-
Lithuanian Regular Cavalry
-
Heavy
42
Local
Militia
1700
400
17
7
12
12
17
(9+3+5)
Earl's Stables
the New Era Event of 1300
Excellent Morale
Powerful Charge
Can Form Wedge
May Charge without Orders
Good Stamina
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:
-
Lithuanian Cavalry
-
Missile
30
Early Professional
Average
315
150
10
2
140
50
4
6
4
(0+2+2)
Stables
Good Morale
Can Form a Shooting Circle
Good Stamina
Long Range Missles
-
Noble Sons Cavalry
-
Heavy
40
Feudal
Superior
710
450
15
12
60
3
6
4
10
(5+2+3)
Castle
Good Stamina
Excellent Morale
Can Form Shooting Circle
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
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
Guild and Religious Order Units
-
Class:
Soldiers:
Type:
Quality:
Recruitment Cost:
Upkeep:
Morale:
Primary Attack:
Secodary Attack:
Charge:
Defense:
(armour+skill+shield)
Building:
Availability
Special Abilities:
-
Giltine's Chosen
-
Heavy
63
Religious Order
Superior
635
180
14
10
0
7
14
(9+5+1)
Temple of Giltine
Excellent Morale
Good Stamina
Frighten Enemy Infantry
May Charge without Orders
Bonus Fighting Cavalry
Combat Bonus in Woods
Effective Against Armor
-
Followers of Perkunas
-
Light
77
Religious Order
Militia
235
100
10
8
0
4
3
(0+3+0)
Sanctuary of Perkumas
Combat Bonus in Woods
Bonus Fighting Cavalry
Effective Against Armour
Frighten Enemy Infantry
May Charge Without Orders
Good Morale
Good Stamina
-
Class:
Soldiers:
Type:
Quality:
Recruitment Cost:
Upkeep:
Morale:
Primary Attack:
Secodary Attack:
Charge:
Defense:
(armour+skill+shield)
Building:
Availability
Special Abilities:
-
Dievas Guard
-
Heavy
32
Religious Order
Superior
1135
150
16
8
9
7
20
(13+2+5)
Temple of Dievas
Excellent Morale
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:
-
Merchant Cavalry Militia
-
Missle
30
Urban Militia
Militia
225
165
9
10
50
6
5
3
6
2+1+0
Merchant's Guild
Good Morale
Can Form Shooting Circle


Labelled as heathens by their neighbours, the Balts are some of the last remaining pagan worshippers in the region. Under the leadership of the great Mindaugas, they have been compelled to unify under the banner of the Grand Duchy of Lithuania. The new Grand Duchy achieved some early military success and earned respect as a true nation of the region. The gods have been with them so far, bringing hope that their culture and beliefs will continue to prosper through many Lithuanian generations.\n\nLithuania is locked in a bitter war with the Teutonic Order and their parent nation, the Holy Roman Empire. With no clear resolution in sight, it is likely that Lithuania will be forced to leave their pagan ways and convert to Christianity, or be slaughtered to the last man. However, Lithuania knows that many fear the greedy expansion of the Teutonic Order. By working to maintain peace with their other neighbours and through clever diplomacy, they may be able to form an alliance to destroy the common foe. Lithuania can draw much strength by holding to the old ways. Following the pagan Gods of Perkunas, Giltine, and Dievas will unleash religious warriors that instil fear in the hearts of all men. However, surrounded by Christian armies on all sides, the Lithuanians may be forced to change their ways to avoid death, enslavement, or exile at the hands of the Christians. Choosing the right time to convert from paganism to Christianity will be central to Lithuania�s long-term success. Lithuania�s strength in battle lies in its light cavalry and religious zealots, though both are lightly armoured and must use the cover of thick woods or skirmishing tactics. Surprise and speed will be Lithuania�s greatest assets, making good use of the open plains and thick woods prevalent in their home lands. Lithuania must use surprise and guerrilla tactics to weaken the heavier armies of their opponents, and then disappear as they had come � like ghosts.



