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