Infantry
-
Class:
Soldiers:
Type:
Quality:
Recruitment Cost:
Upkeep:
Morale:
Primary Attack:
Secodary Attack:
Charge:
Defense:
(armour+skill+shield)
Building:
Availability
-
Syrian Auxilliaries
-
Light
60
Local
Militia
180
80
7
2 (Axe)
0 (Blunt)
1
7
(0+5+2)
Mustering Hall
Effective against Armor
-
Marinai
-
Light
76
Mercenary
Militia
145
145
8
4 (Mace)
0 (Blunt)
3
4
(0+4+0)
Town Watch
Bonus Fighting Cavalry
Good Morale
Effective against Armour
May Charge withouit Orders
-
Spear Militia
-
Spearmen
76
Urban Militia
Peasant Militia
160
115
5
1 (Spear)
0 (Blunt)
2
8
(0+7+1)
Can do Schiltrom
Bonus Fighting Cavalry
Combat Bonus in Woods
-
Spearmen
-
Spearmen
77
Early Professional
Militia
140
135
9
2 (Spear)
0 (Blunt)
2
8
(0+7+1)
Garrison Quarters
Bonus Fighting Cavalry
Combat Bonus in Woods
Good Morale
Can Do Schiltrom
-
Light Men at Arms
-
Light
61
Early Professional
Average
280
180
11
4 (Spear)
0 (Blunt)
3
16
(4+7+5)
Drill Square
Combat Bonus in Woods
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:
-
Edessan Guard
-
Heavy
78
Urban Professional
Superior
905
225
13
8 (Axe)
0 (Blunt)
5
12
(4+8+0)
Militia Barracks
Good Stamina
Bonus fighting Cavalry
Effective against Armor
Excellent Morale
-
Dismounted St. Lazarus Knights
-
Heavy
62
Religious Order
Elite
760
180
16
11 (Axe)
0 (blunt)
5
15
8+0+1
Citadel
Combat Bonus in Woods
Excellent Morale
May Charge without Orders
Good Stamina
-
Foot Knights of Jerusalem
-
Heavy
63
Feudal
Elite
760
480
16
9 (Sword)
0 (Blunt)
4
18
(4+9+5)
Fortress
Combat Bonus in Woods
Excellent Morale
Good Stamina
-
Templar Zweihander
-
Heavy
63
Religious Order
Superior
625
120
14
10 (Sword)
0 (Blunt)
7
15
(6+9+0)
Barracks
after the Council of Troyes in 1128
Bonus Fighting Cavalry
Excellent Morale
Good Stamina
-
Templar Heavy Spearmen
-
Spearmen
78
Religious Order
Superior
610
135
14
4 (Spear)
0 (Blunt)
4
17
(6+4+7)
Barracks
after the Council of Troyes in 1128
Excellent Morale
Combat Bonus in Woods
Goosd Stamina
Bonus fighting Cavalry
-
Class:
Soldiers:
Type:
Quality:
Recruitment Cost:
Upkeep:
Morale:
Primary Attack:
Secodary Attack:
Charge:
Defense:
(armour+skill+shield)
Special Abilities:
-
Templar Squires
-
Heavy
76
Religious Order
Superior
505
120
14
4 (Mace)
0 (Blunt)
3
16
(4+7+5)
Drill Square
after the Council of Troyes in 1128
Effective Against Armour
Combat Bonus in Woods
Excellent Morale
Good Stamina
-
Templar Serjeants
-
Spearmen
78
Religious Order
Average
420
90
12
3 (Spear)
0 (Blunt)
3
14
(4+3+7)
Drill Square
after the Council of Troyes Event (1128).
Bonus Fighting Cavalry
Can Do Schiltrom
Excellent Morale
Combat Bonus in Woods
-
Urban Militias
-
Heavy
76
-
Urban Militia
-
Peasant Militia
170
115
6
5 (Axe)
0 (Blunt)
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
-
Voulgier
-
Heavy
77
Late Professional
Average
675
150
11
6 (Axe)
0 (Blunt)
5
11
(4+7+0)
Armoury
after the New Era event in 1300.
Effective against Armor
Can Form a Spear Wall
Good Morale
-
Voulge Militia
-
Heavy
78
Urban Militia
Militia
290
150
8
5 (Axe)
0 (Blunt)
4
10
(4+6+0)
Militia Drill Square
with a Militia Drill Square after the New era event of 1300. After the Full Plate event, can be recruited with a City Watch.
Can Form Spear Wall
Effective against Armor
Good Morale
-
Class:
Soldiers:
Type:
Quality:
Recruitment Cost:
Upkeep:
Morale:
Primary Attack:
Secodary Attack:
Charge:
Defense:
(armour+skill+shield)
Special Abilities:
-
Templar Guard
Heavy
63
Religious Order
Elite
945
160
16
10 (Axe)
0 (Blunt)
7
20
(13+7+0)
Armoury
after the Full Plate event (1380-1400)
Good Stamina
Excellent Morale
Bonus Fighting Cavalry
Effective Against Armour
-
Pike Militia
Spearmen
128
Urban Militia
Militia
385
250
7
2 (Spear)
0 (Blunt)
2
0
(0+0+0)
Militia Barracks
after the Full Plate event (1380-1400).
Can Form Spear Wall
Bonus Fighting Cavalry
Very Long Spears
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 (Knife)
1
0
(0+0+0)
Bowyer
Can Use Flaming Arrows
Combat Bonus in Woods
-
Crossbow Militia
-
Skirmish
61
Urban Militia
Peasant Militia
115
100
3
7
100
25
1 (Knife)
1
0
(0+0+0)
City Watch
until the Full Plate Armor event in the late 14th century (1380-1400).
Can Use Flaming Arrows
-
Archers
Missle
-
61
Early Professional
Average
255
120
9
3
160
35
2 (Sword)
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
-
Templar Crossbowmen
-
61
Early Professional
Elite
415
360
13
8
130
25
5 (Sword)
3
12
(6+6+02)
Archery Range
after the Council of Troyes in 1128.
Combat Bonus in Woods
Excellent Morale
-
Templar Longbowmen
-
Missile
60
Early Professional
Superior
290
180
11
5
190
30
4 (Sword)
2
11
(6+5+0)
Marksmen's Range
after the Coat of Plates Event (1240-1260).
Can Use Sharpened Stakes
Combat Bonus in Woods
Long Range Missiles
Good Morale
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:
-
French Foot Archers
-
Missile
76
Late Professional
Average
765
125
9
4
180
30
3 (Sword)
2
10
(6+4+0)
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
Good Morale
Good Stamina
-
Arbalest Militia
-
Skirmish
76
Urban Militial
Militia
255
150
6
10
135
20
2 (Sword)
2
7
(4+3+0)
City Watch
after the Full Plate Event (1380-1400)
Combat Bonus in Woods
Long range Missles
-
Arquebusiers
-
Skirmish
75
Urban Professional
Average
585
140
9
14 (Firearm)
90
12
3
2
11
(7+4+0)
Army Barracks
with Army Barracks from the Spainish Inquesition (1481) to Pike & Shot event (1530). Also in Militia Barracks after First Watch Event (1510).
Combat Bonus in Woods
Good Morale
-
Late Arquebusiers
-
Skirmish
75
Urban Professional
Average
515
140
9
18 (Firearm)
110
12
2
1
9
(4+5+0)
Army Barracks
after the Pike and Shot event (1530)
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 (Spear)
6 (Sword)
9
10
(2+3+5)
Stables
-
Excellent Morale
-
Powerful Charge
-
Knights of Jerusalem
-
Heavy
32
Feudal
Elite
1105
600
18
7 (Spear)
8 (Axe)
12
13
(6+4+3)
Castle
Excellent Morale
Can Form Wedge
May Charge Without Orders
Powerful Charge
Good Stamina
-
St. Lazarus Knights
-
Heavy
31
Religious Order
Elite
1115
200
18
8 (Spear)
9 (Axe)
12
14
(8+3+3)
Fortress
Excellent Morale
Powerful Charge
Can Form Wedge
May Charge without Orders
Good Stamina
-
Constable of Jersusalem
-
Heavy
62
Feudal
Elite
2595
1200
18
6 (Spear)
7 (Mace)
14
18
(10+5+3)
Militia Barracks
Excellent Morale
Powerful Charge
Can Form Wedge
-
Templar Confrère Knights
-
Heavy
32
Religious Order
Elite
200
1105
18
9 (Spear)
8 (Mace)
12
13
(6+4+3)
King's Stables
after the Council of Troyes in 1128
Excellent Morale
Powerful Charge
Can Form Wedge
Good Stamina
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:
-
Demi Lancers
-
Heavy
41
Late Professional
Superior
1525
300
15
5 (Spear)
10 (Sword)
16
15
(11+4+0)
Earl's Stables
after the Rise of Shot event of 1530
Good Morale
Powerful Charge
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
-
Mortar
-
Siege/Missile
-
21
-
800
250
11
63
150
300
30
6
(3+3+0)
Cannon Maker
Can Use Sharpened Stakes
Area Attack
Very Long Range Missles
Good Morale
Can't hide
-
Great Cross
-
Light/Siege
31
Religious Order
Elite
250
250
16
5
0 (Blunt)
4
16
(4+5+7)
Siege Works
Bonus Fighting Cavalry
Combat Bonus in Woods
Excellent Morale
Naval Units
-
Class:
Soldiers:
Recruitment Cost:
Upkeep:
Morale:
Primary Attack:
Defense:
(armour+skill+shield)
Building:
Availability
Special Abilities:
-
Galley
-
Light
25
560
150
15
8
7
(0+7+0)
Port
-
War Galley
-
Light
37
740
200
15
12
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:
-
Templar Foot Knights
-
Heavy
63
Religious Order
Exceptional
1030
200
18
11 (Sword)
0 (Blunt)
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 (Sword)
0 (Blunt)
4
21
(6+10+5)
St. John's Major Chapter Housel
Excellent Morale
Combat Bonus in Woods
Very Good Stamina
-
Canons of the Holy Sepulcher
-
Heavy
63
Religious Order
Exceptional
940
200
18
14 (Sword)
0 (Blunt)
7
17
(7+10+0)
The Holy Sepulcher in Jerusalem
Excellent Morale
Bonus Fighting Cavalry
Very Good Stamina
-
Class:
Soldiers:
Type:
Quality:
Recruitment Cost:
Upkeep:
Morale:
Primary Attack:
Secodary Attack:
Charge:
Defense:
(armour+skill+shield)
Building:
Availability
Special Abilities:
-
Knights Templar
-
Heavy
31
Religious Order
Exceptional
1450
250
20
8 (Spear)
13 (Sword)
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 (Spear)
11 (Sword)
14
21
(10+6+5)
St. John's's Minor Chapter House
Excellent Morale
Powerful Charge
Can Form Wedge
Good Stamina