Post by aspenivan on Nov 10, 2015 3:49:16 GMT
LEVIES
Although professional armies are on the rise, almost all realms depend at least in part on the old feudal institution of the levy to defend themselves. Levies offer a cheaper and quicker alternative to professional troops, as well as a basic level of defense for every settlement. However, raising levies can hurt a realm economically through loss of taxes and resource output. A wise lord must choose which districts and villages to mobilize, and when, very carefully.
When raising levies, specify exactly what villages and/or city districts you are mobilizing, and select the types of levy raised from the following lists.
Standard Levy: Poor Morale / Poor Cohesion / Light Armor
Zealot Levy (Temple Districts Only): Melee-only. May refuse to fight enemies of same religion. Good Morale / Very Poor Cohesion / No Armor (Special Rule: Frenzy - Immune to morale damage at range)
Zealot Knights (Temple Districts Only): Choose Pike, Shock, Roundshier, or Cavalry (300 soldiers). May refuse to fight enemies of same religion. Excellent Morale / Good Cohesion / Medium Armor
Naval Levy (Dockland Districts Only): Poor Morale, Low Endurance. Designating a squad as CARGO removes cannons but allows transport of 1 regiment.
PROFESSIONAL UNITS
More and more over the last several decades, lords have been relying on standing armies.
Professional Army Units: Each costs 6 Gold, 1 Professional Slot, and 1 Food Slot. Gun-armed units also take 1 Gunpowder Slot, and armored units take 1 or 2 Iron Slots.
Core: Traditional Barracks (+6 professional slots)
As cities have grown more important, manors have lost their old function as the military centers of the realm. Nowadays cities support all the necessary infrastructure for a standing army.
*Special Rules: Does not generate tax, cannot be mobilized, and imposes -4 Gold/turn upkeep. Every upgrade costs 12 Gold and 1 Wood and imposes -2 Gold/turn upkeep. Once upgrades are added, ANY barracks must have these same upgrades before others can be added to it. If have 4 upgrades, these are the only ones possible for any barracks in the realm.
Units:
– Musketeers (1,000 / Gunpowder) – In the wake of the Fifteen Years' War, muskets have flooded the Northern market. Realms can easily organize gunner regiments simply by paying peasants and freelancers to bring their own, forming something between a standing militia and a mercenary company. Poor Cohesion / Light Armor
– Roundshiers (1,000) – A time-tested classic: Sword, shield, and decent armor. Fast / Resistant to Flanking / Medium Armor (1 Iron Slot)
– Pikes (1,000) – Soldiers wielding what is perhaps the world's oldest weapon, but still a very powerful one with the right training and discipline. Slow / Powerful Charge / Good Cohesion / Resistant to Charges / Vulnerable to Flanking / Medium Armor (1 Iron Slot)
– Longbows (1,000) – Essentially outdated soldiers, but they retain some important advantages over musketeers. Long Range / Accurate / High Rate of Fire / Weak Against Armor / Light Armor
– Horse Archers (300) – Even in the age of gunpowder, mounted archers are some of the best fighters on the wide open plains. Fast / Accurate / High Rate of Fire / Weak Against Armor / Light Armor
– Knights (300 riders) – Proud noble warriors with some of the highest quality – if most outdated – equipment available. Excellent Morale / Poor Cohesion / Very Effective in Melee / Heavy Armor (2 Iron Slots)
– Siege Engineers (500 soldiers) – Some armies remain short on cannon even in this new age; they must rely on older methods of siege warfare. Can Dig Tunnels and Construct Siege Engines / No Armor
Expansion: Master Armorer – All armored professional units have improved armor, and all professional troops have improved melee.
A skilled and wealthy master armorer, with the help of countless apprentices and day laborers, can produce the highest-quality steel equipment in impressive quantities.
Units:
– Shock Infantry (1,000) – Claymores, halberds, broad axes, glaives – any weapon big and heavy enough to cleave people in twain. Powerful Charge / Excellent Morale / Very Effective in Melee / Heavy Armor (2 Iron Slots)
– Reformed Knights (300) – Super-heavy cavalry supplied by the feudal system, but armed and organized by the Crown. They carry heavy lances in addition to handweapons. Powerful Charge / Excellent Morale / Good Cohesion / Effective in Melee / Heavy Armor (2 Iron Slots)
Expansion: Modern Gunsmiths' Workshop – +4 Professional Slots. Musket-armed units cost 2 less gold per unit to recruit. All muskets become flintlock (improved rate of fire and resistance to harsh weather).
Historically most armies acquired firearms by mass orders relayed to hundreds of smiths across their realms, a somewhat cumbersome process that generates mixed results and slightly-outdated weaponry. Now, by intentionally concentrating master gunsmiths into a large workshop inspired by Southern industrial techniques, some forward-thinking armies assure both efficiency and quality.
Units: None
Expansion: New Model Drill Yard – +2 Professional Slots, replace all Musketeers with any of the following (may also recruit them as new).
Simply having muskets in an army is no longer rare at all, so many rulers now experiment with how firearms are deployed to gain an edge. The result has been a number of new formations, all superior to classic musketeer regiments.
Units:
– Survaekom Square (600 musket, 400 pike / Gunpowder) – The “classic” formation of the Fifteen Years' War, borrowed from the Grand Survaek Empire. Armored infantry with a balance of pikes and muskets. Slow / Excellent Cohesion / Resistant to Charges / Resistant to Flanking / Medium Armor (1 Iron Slot)
– New Model Square (800 musket, 200 pike / Gunpowder) – A variation on the Survaekom Square thought by some to be more effective, trading armor and durability for extra firepower and mobility. Excellent Cohesion / No Armor
– Line Infantry (1,000 soldiers / Gunpowder) – The most “extreme” of new model infantry formations, completely abandoning the pike to achieve maximum firepower. Excellent Cohesion / Vulnerable to Flanking / No Armor
Expansion: Integrated Artillery School (requires Artillery Foundry) – For 1 iron slot may attach 20 infantry guns to a professional infantry unit (High Rate of Fire / Range 400m), all artillery accuracy improved.
One characteristic mark of the old Surv-Akur was that in addition to fielding artillery divisions, it integrated cannon directly into its infantry wing. Such mobile firepower is a great asset to any army that can afford it.
Units:
– Hand Mortar Troop (400 soldiers / Gunpowder) (Requires Modern Gunsmith) – Soldiers bearing heavily-modified flintlocks with short, very wide barrels almost like metal cups attached to musket-stocks. These guns can launch grenades up to 50m, better than a strong throw. Explosive Shot / Accident Prone / Short Range / No Armor
– Swivel Gunners (400 soldiers, 200 guns / Gunpowder) – Miniature cannons usually mounted on tripods, they require time to set up but are faster to load and more powerful than muskets. Slow / Must Set Up Before Firing / High Firepower / Long Range / High Rate of Fire / Light Armor
– Sappers (500 soldiers / Gunpowder) – Elite musket infantry trained to construct field defenses and sabotage enemy positions. Excellent Morale / Excellent Cohesion / Can Handle Explosives, Dig Tunnels, and Sabotage / No Armor
– War Wagons (150 soldiers, 90 guns, 30 wagons / Gunpowder) – Wagons with mounted swivel guns. They can provide portable cover and supporting fire, forming makeshift strong-points on the battlefield, but make for large targets for enemy cannons. Slow / Must Set Up Before Firing / Very Resistant to Muskets & Bows / Vulnerable to Artillery / High Firepower / Long Range / High Rate of Fire / No Armor
Expansion: Royal Stables – +2 Professional Slots. All professional cavalry have improved SPEED.
Many rulers are quite comfortable leaving the management of their cavalry to old feudal devices, but others have chosen to take the task into their own hands. In addition to the best horses and trainers, this has allowed them to reform the tactics and equipment of their riders.
Units:
– Carabiners (300 riders / Gunpowder) – Swift skirmish cavalry with quick-loading carbines. Fast / High Rate of Fire / Vulnerable in Melee / No Armor
– Hussars (300 riders) – Light sword cavalry useful for scouting, guarding flanks, and pursuing fleeing enemies. Very Fast / Effective in Melee / No Armor
– Lancers (300 riders) – All-professional shock cavalry with less armor and longer lances than knights, making for a very powerful punch. Very Powerful Charge / Excellent Morale / Excellent Cohesion / Medium Armor (1 Iron Slot)
– Cuirassiers (300 riders / Gunpowder) – Versatile medium cavalry with pistols and swords or short lances. Excellent Morale / Good Cohesion / Very Effective in Melee / Medium Armor (1 Iron Slot)
– Dragoons (500 riders / Gunpowder) – Mounted infantry with shortened “dragon” muskets who can serve as decent cavalry if necessary. Good Cohesion / Slow reload while mounted / Light Armor
Expansion: Sharpshooting Range – All professional ranged infantry have improved ACCURACY.
Muskets are not especially accurate weapons, but that doesn't mean marksmanship is irrelevant. With modified guns and special training, skirmish forces can inflict serious attrition on enemy armies before they truly connect with their own.
Units:
– Light Infantry (500 soldiers / Gunpowder) – Specially-trained musketeers favoring individual accuracy over drill and rate of fire, they make effective skirmishers who can hold their own in melee. Fast / Resistant to Fatigue / Accurate / Vulnerable to Flanking / No Armor
– Jezailis (500 soldiers / Gunpowder) – Crack shots with oversized muskets (jezails) that can fire great distances. They are slower but more powerful shooters compared to regular light infantry. Resistant to Fatigue / Long Range / Accurate / Slow Reload / Vulnerable to Flanking / No Armor
– Mounted Sharpshooters (500 riders / Gunpowder) (requires Royal Stables) – Light Infantry on horses. Fast / Resistant to Fatigue / Accurate / Vulnerable to Flanking / Cannot reload while mounted / No Armor
Expansion: Beast Trainer – General, Warrior, and Monarch retinues may have giant beasts as mounts (#beasts = retinue size/5).
Sometimes, revisiting old tactics as as important as developing new ones. The sheer shock and power of large war-trained beasts remains an invaluable asset to any army willing to make the investment.
Units:
– War Beast (50 beasts) (Requires Master Armorer) – Giant beasts with armor and a rider or two to keep them under control. Their main weapons are their sheer size, strength, and the fear they impose. Slow / Scares Enemies / Scares Horses / Tough Hide / May Run Amok / Heavy Armor (2 Iron Slots)
– Mobile Tower (50 beasts, 250 troops / Gunpowder) – Small towers tied to the backs of beasts, containing musketeers. Slow / Scares Enemies / Scares Horses / Tough Hide / May Run Amok / No Armor
– Cannon Tower (50 beasts, 150 troops / Gunpowder) (Requires Integrated Artillery School) – The towers on these beasts contain swivel guns or very small cannons. Slow / High Firepower / Long Range / High Rate of Fire / Scares Enemies / Scares Horses / Tough Hide / May Run Amok / No Armor
Expansion: Royal Barracks – Professional infantry have increased MORALE, +2 Professional Slots
Elite forces are nothing new in war, but historically they were limited to the hand-picked retinues of lords and generals. Now, the rising power of royal administrations has opened the option of training entire battalions of superbly skilled soldiers loyal only to the Crown.
Units:
– Pike Guards (500) – These soldiers are so well-drilled that their formations can practically turn on a dime. Inspires Allies / Powerful Charge / Excellent Morale / Excellent Cohesion / Resistant to Charges / Resistant to Flanking / Medium Armor (1 Iron Slot)
– Grenadiers (500 / Gunpowder) – Elite musket infantry trained to handle grenades. Inspires Allies / Excellent Morale / Excellent Cohesion / Can Throw Grenades / No Armor
– House Cavalry (200 / Gunpowder) – The very finest riders the realm has to offer, trained and drilled to perfection. They carry a multitude of weapons including pistols, carbines, swords, and lances. Fast / Inspires Allies / Powerful Charge / Excellent Morale / Excellent Cohesion / Very Effective in Melee / Medium Armor (1 Iron Slot)
Expansion: Mage Warrior School (Requires Academy of Magic) – +1 War-Mage Retinue (may be able to acquire more through Piety Tree), normal Mage Retinues each get a magic combat trait.
The advancing sciences of war-machines and tactics still clack a definitive answer to the terrifying mystic power of battle mages. By endorsing and patronizing this art, realms not only secure the loyalty of great sorcerers but also create new possibilities for regular troops.
Units:
– Can access 2 Unique Units representing non-mages with enchanted equipment or lesser mages (designed by player, approved by moderator)
Expansion: Militia Headquarters
Professional armies have reached new heights of power in this age, but they do not necessarily rule the battlefield. In the past, many a wealthy city or hardy village has humiliated powerful invaders with a well-drilled, properly-equipped militia. By patronizing such militias across the realm, the Crown can gain an important edge in defense.
Units:
– May raise 3 new standard levy types: Pike&Shot (500 pike, 500 musket), Sharpshooter (500 skirmish musketeers), and Cavalry (300 sword and pistol cavalry)
– All Standard Levy units have Average Morale and Average Cohesion
– All Standard Levy units considered to have Medium Armor.
Expansion: Mercenary Grounds
For Kingdoms that rely heavily on mercenaries, a dedicated grounds for housing and screening sellswords can streamline the process of hiring and improve the quality of recruits.
- May automatically hire Traditional Barracks Sellsword regiments for 5 starting gold and 2 gold/turn upkeep.
- Sellsword units now have Average morale when employed by you
- Generates a Mercenary Company or Privateer with troops recruited from your nation which is friendly to you.
_
Non-Barracks Units
Artillery Foundry (Artisan Block) – Artillery units are considered professional army units, and they take up 1 Iron Slot and 1 Gunpowder Slot each.
– Organ Guns (20 guns, 200 soldiers): Many low-caliber cannon barrels fused together on a single carriage, every organ gun is practically its own small battery. Slow / Slow to Load / Spread / Range 400m
– Horse Artillery (40 guns, 200 soldiers): Low-caliber artillery pulled by many horses, capable of keeping pace with quick-marching infantry and trotting cavalry. Range 500m
– Cannons (20 guns, 200 soldiers): The standard fare of most artillery sections, useful in just about any situation as long as they are not required to move much on the battlefield. Slow / Range 800m
– Howitzers (20 guns, 200 soldiers) (requires Manufactoria): Short-barreled field artillery sacrificing range for the ability to fire over most obstacles and load explosive shells. Slow / High Firing Arc / Explosive / Range 600m
– Mortars (20 guns, 200 soldiers) (requires Manufactoria): Large, very short-barreled cannons somewhat reminiscent of pots or bowls. They are poorly suited to field combat, but can devastate the garrisons of fortified positions. Stationary / Large Calibre / Very High Firing Arc / Explosive / Inaccurate / Range 500m
Professional Navy Units: Each costs 8 Gold, 1 Wood, 1 Iron Slot, and 1 Gunpowder Slot
*Marines: Complements of lightly-armored soldiers trained to defend and board ships. They fight with various melee weapons and bows/crossbows (arquebuses/muskets if have Gunpowder). They are considered to have average effectiveness all around.
*Raider Marines: Tougher marines trained to ravage coastlines and river-banks. Fast / Good Morale / Effective in Melee / Light Armor
Arsenal (Docklands): Improves all ships' maneuverability, +6 Professional Navy Slots, -4 Gold/turn upkeep
– Galiots (5 ships, 100 Marines): Single-sail half-galleys that can turn on a dime but lack the hull strength of their larger cousins. Fast / Vulnerable in Rough Waters / Good Maneuver / Low Durability / Firing Platforms / Can Sail up Rivers / Oars & Sails / Forward Cannons
– War Galleys (3 ships, 150 Marines): The mainstray of many navies, punching above their weight with heavy cannons but unreliable on the open ocean. Vulnerable in Rough Waters / Good Maneuver / Medium Durability / Firing Platforms / Oars & Sails / Forward and Rear Cannons
– Galleass (1 ship, 150 Marines): Enormous galleys with enough bulk to sport ship-castles and serious broadside firepower. Slow / Poor Maneuver / Vulnerable in Rough Waters / High Durability / High Deck / Firing Platforms / Oars & Sails / Forward, Rear, Broadside, and “Castle” Cannons
Drydocks (Docklands): Improves all ships' sailing speed, +4 Professional Navy Slots, -4 Gold/turn upkeep
– Longships (5 ships, 500 Raider Marines): Designed purely for raiding, these vessels carry large complements for their size but suffer in combat with even the smallest proper warships. Fast / Good Maneuver / Very Low Durability / Low Deck / Can Sail up Rivers / Oars & Sails [Special: No Iron or Gunpowder Cost]
– Brigs (5 ships, 100 Marines): Simple but effective light warships that carry quite a few cannons for their size. Fast / Low Durability / Sails / Broadside Cannons
– Race-Built Galleons (3 ships, 150 Marines): Galleons with the fore and aft “cut down” and only a single row of cannons on each side. They trade firepower for speed. Fast / Medium Durability / High Deck / Sails / Broadside Cannons
– Full Galleon (1 ship, 150 Marines): These “true galleons” are usually the largest and most powerful ships in a fleet, with double-rows of broadsides as well as a few fore and aft guns. Poor Maneuver / High Durability / High Deck / Sails / Broadside Cannons + Secondary Forward and Rear
Modern Shipwrights' Workshop (Docklands): Improves all ships' durability, this building's ships cost an extra 4 Gold and 1 Iron Slot each, -4 Gold/turn upkeep
– Treasure Galleon (Can carry 1 Regiment) (1 ship, 200 Marines): Truly enormous galleons built both for war and for transporting people and cargo over long distances. Slow / Poor Maneuver / High Durability / High Deck / Sails / Broadside Cannons + Secondary Forward and Rear / Can transport 1 Army Unit
– Man o' War (1 ship, 200 Marines): The ultimate, cutting-edge warship of this age, boasting more sheer firepower than any other class of vessel. Very High Durability / Very High Deck / Sails / Broadside Cannons + Secondary Forward and Rear
Although professional armies are on the rise, almost all realms depend at least in part on the old feudal institution of the levy to defend themselves. Levies offer a cheaper and quicker alternative to professional troops, as well as a basic level of defense for every settlement. However, raising levies can hurt a realm economically through loss of taxes and resource output. A wise lord must choose which districts and villages to mobilize, and when, very carefully.
When raising levies, specify exactly what villages and/or city districts you are mobilizing, and select the types of levy raised from the following lists.
Standard Levy: Poor Morale / Poor Cohesion / Light Armor
- Pike (1,000) – Bunch enough long sticks with pointy ends together and whoever is on the other side will have a difficult time. Strong vs. cavalry and infantry in a single direction, vulnerable to flanking and missiles.
- Roundshier (1,000) – Swords and shields are handy things in almost any situation. Strong in sustained melee, especially when enemy cohesion is damaged.
- Shock (1,000) – It takes a bit of skill and quite a bit of strength to wield a broad axe or a claymore in battle, but the results are easy to see. Very strong when charging and in initial stages of melee, but tires quickly in sustained combat.
- Archer (1,000) – Archery is an old art, increasingly out of fashion in the age of pike and shot. But for the moment, bows and crossbows still have their use. Strong vs. lightly-armored troops, high rate of fire, vulnerable in melee.
- Musket (1,000) (Requires Gunpowder) – These days guns are plentiful, not too expensive to produce, and fairly easy to use. In other words, they are perfect weapons for mass distribution. Inaccurate at long distance but powerful especially en masse, vulnerable in melee.
Zealot Levy (Temple Districts Only): Melee-only. May refuse to fight enemies of same religion. Good Morale / Very Poor Cohesion / No Armor (Special Rule: Frenzy - Immune to morale damage at range)
Zealot Knights (Temple Districts Only): Choose Pike, Shock, Roundshier, or Cavalry (300 soldiers). May refuse to fight enemies of same religion. Excellent Morale / Good Cohesion / Medium Armor
Naval Levy (Dockland Districts Only): Poor Morale, Low Endurance. Designating a squad as CARGO removes cannons but allows transport of 1 regiment.
- Barques (5 Ships, 50 Marines) -- Fast & Maneuverable / Broadside Cannons / Oars & Sails
- Dhows (5 Ships, 50 Marines) -- Very Maneuverable / Forward and Rear Cannons / Oars & Sails
- Galleys (3 Ships, 60 Marines) -- Good Acceleration & Can Ram / Forward Cannons / Oars & Sails
- Caravels (3 Ships, 60 Marines) -- Durable & High Decks / Broadside Cannons / Sails
- Trade Galleass (1 Ship, 50 Marines) -- Slow / Durable / Forward and Broadside Cannons / Oars & Sails
- Trade Galleon (1 Ship, 50 Marines) -- Poor Maneuver / Durable & High Decks / Broadside Cannons / Sails
PROFESSIONAL UNITS
More and more over the last several decades, lords have been relying on standing armies.
Professional Army Units: Each costs 6 Gold, 1 Professional Slot, and 1 Food Slot. Gun-armed units also take 1 Gunpowder Slot, and armored units take 1 or 2 Iron Slots.
Core: Traditional Barracks (+6 professional slots)
As cities have grown more important, manors have lost their old function as the military centers of the realm. Nowadays cities support all the necessary infrastructure for a standing army.
*Special Rules: Does not generate tax, cannot be mobilized, and imposes -4 Gold/turn upkeep. Every upgrade costs 12 Gold and 1 Wood and imposes -2 Gold/turn upkeep. Once upgrades are added, ANY barracks must have these same upgrades before others can be added to it. If have 4 upgrades, these are the only ones possible for any barracks in the realm.
Units:
– Musketeers (1,000 / Gunpowder) – In the wake of the Fifteen Years' War, muskets have flooded the Northern market. Realms can easily organize gunner regiments simply by paying peasants and freelancers to bring their own, forming something between a standing militia and a mercenary company. Poor Cohesion / Light Armor
– Roundshiers (1,000) – A time-tested classic: Sword, shield, and decent armor. Fast / Resistant to Flanking / Medium Armor (1 Iron Slot)
– Pikes (1,000) – Soldiers wielding what is perhaps the world's oldest weapon, but still a very powerful one with the right training and discipline. Slow / Powerful Charge / Good Cohesion / Resistant to Charges / Vulnerable to Flanking / Medium Armor (1 Iron Slot)
– Longbows (1,000) – Essentially outdated soldiers, but they retain some important advantages over musketeers. Long Range / Accurate / High Rate of Fire / Weak Against Armor / Light Armor
– Horse Archers (300) – Even in the age of gunpowder, mounted archers are some of the best fighters on the wide open plains. Fast / Accurate / High Rate of Fire / Weak Against Armor / Light Armor
– Knights (300 riders) – Proud noble warriors with some of the highest quality – if most outdated – equipment available. Excellent Morale / Poor Cohesion / Very Effective in Melee / Heavy Armor (2 Iron Slots)
– Siege Engineers (500 soldiers) – Some armies remain short on cannon even in this new age; they must rely on older methods of siege warfare. Can Dig Tunnels and Construct Siege Engines / No Armor
Expansion: Master Armorer – All armored professional units have improved armor, and all professional troops have improved melee.
A skilled and wealthy master armorer, with the help of countless apprentices and day laborers, can produce the highest-quality steel equipment in impressive quantities.
Units:
– Shock Infantry (1,000) – Claymores, halberds, broad axes, glaives – any weapon big and heavy enough to cleave people in twain. Powerful Charge / Excellent Morale / Very Effective in Melee / Heavy Armor (2 Iron Slots)
– Reformed Knights (300) – Super-heavy cavalry supplied by the feudal system, but armed and organized by the Crown. They carry heavy lances in addition to handweapons. Powerful Charge / Excellent Morale / Good Cohesion / Effective in Melee / Heavy Armor (2 Iron Slots)
Expansion: Modern Gunsmiths' Workshop – +4 Professional Slots. Musket-armed units cost 2 less gold per unit to recruit. All muskets become flintlock (improved rate of fire and resistance to harsh weather).
Historically most armies acquired firearms by mass orders relayed to hundreds of smiths across their realms, a somewhat cumbersome process that generates mixed results and slightly-outdated weaponry. Now, by intentionally concentrating master gunsmiths into a large workshop inspired by Southern industrial techniques, some forward-thinking armies assure both efficiency and quality.
Units: None
Expansion: New Model Drill Yard – +2 Professional Slots, replace all Musketeers with any of the following (may also recruit them as new).
Simply having muskets in an army is no longer rare at all, so many rulers now experiment with how firearms are deployed to gain an edge. The result has been a number of new formations, all superior to classic musketeer regiments.
Units:
– Survaekom Square (600 musket, 400 pike / Gunpowder) – The “classic” formation of the Fifteen Years' War, borrowed from the Grand Survaek Empire. Armored infantry with a balance of pikes and muskets. Slow / Excellent Cohesion / Resistant to Charges / Resistant to Flanking / Medium Armor (1 Iron Slot)
– New Model Square (800 musket, 200 pike / Gunpowder) – A variation on the Survaekom Square thought by some to be more effective, trading armor and durability for extra firepower and mobility. Excellent Cohesion / No Armor
– Line Infantry (1,000 soldiers / Gunpowder) – The most “extreme” of new model infantry formations, completely abandoning the pike to achieve maximum firepower. Excellent Cohesion / Vulnerable to Flanking / No Armor
Expansion: Integrated Artillery School (requires Artillery Foundry) – For 1 iron slot may attach 20 infantry guns to a professional infantry unit (High Rate of Fire / Range 400m), all artillery accuracy improved.
One characteristic mark of the old Surv-Akur was that in addition to fielding artillery divisions, it integrated cannon directly into its infantry wing. Such mobile firepower is a great asset to any army that can afford it.
Units:
– Hand Mortar Troop (400 soldiers / Gunpowder) (Requires Modern Gunsmith) – Soldiers bearing heavily-modified flintlocks with short, very wide barrels almost like metal cups attached to musket-stocks. These guns can launch grenades up to 50m, better than a strong throw. Explosive Shot / Accident Prone / Short Range / No Armor
– Swivel Gunners (400 soldiers, 200 guns / Gunpowder) – Miniature cannons usually mounted on tripods, they require time to set up but are faster to load and more powerful than muskets. Slow / Must Set Up Before Firing / High Firepower / Long Range / High Rate of Fire / Light Armor
– Sappers (500 soldiers / Gunpowder) – Elite musket infantry trained to construct field defenses and sabotage enemy positions. Excellent Morale / Excellent Cohesion / Can Handle Explosives, Dig Tunnels, and Sabotage / No Armor
– War Wagons (150 soldiers, 90 guns, 30 wagons / Gunpowder) – Wagons with mounted swivel guns. They can provide portable cover and supporting fire, forming makeshift strong-points on the battlefield, but make for large targets for enemy cannons. Slow / Must Set Up Before Firing / Very Resistant to Muskets & Bows / Vulnerable to Artillery / High Firepower / Long Range / High Rate of Fire / No Armor
Expansion: Royal Stables – +2 Professional Slots. All professional cavalry have improved SPEED.
Many rulers are quite comfortable leaving the management of their cavalry to old feudal devices, but others have chosen to take the task into their own hands. In addition to the best horses and trainers, this has allowed them to reform the tactics and equipment of their riders.
Units:
– Carabiners (300 riders / Gunpowder) – Swift skirmish cavalry with quick-loading carbines. Fast / High Rate of Fire / Vulnerable in Melee / No Armor
– Hussars (300 riders) – Light sword cavalry useful for scouting, guarding flanks, and pursuing fleeing enemies. Very Fast / Effective in Melee / No Armor
– Lancers (300 riders) – All-professional shock cavalry with less armor and longer lances than knights, making for a very powerful punch. Very Powerful Charge / Excellent Morale / Excellent Cohesion / Medium Armor (1 Iron Slot)
– Cuirassiers (300 riders / Gunpowder) – Versatile medium cavalry with pistols and swords or short lances. Excellent Morale / Good Cohesion / Very Effective in Melee / Medium Armor (1 Iron Slot)
– Dragoons (500 riders / Gunpowder) – Mounted infantry with shortened “dragon” muskets who can serve as decent cavalry if necessary. Good Cohesion / Slow reload while mounted / Light Armor
Expansion: Sharpshooting Range – All professional ranged infantry have improved ACCURACY.
Muskets are not especially accurate weapons, but that doesn't mean marksmanship is irrelevant. With modified guns and special training, skirmish forces can inflict serious attrition on enemy armies before they truly connect with their own.
Units:
– Light Infantry (500 soldiers / Gunpowder) – Specially-trained musketeers favoring individual accuracy over drill and rate of fire, they make effective skirmishers who can hold their own in melee. Fast / Resistant to Fatigue / Accurate / Vulnerable to Flanking / No Armor
– Jezailis (500 soldiers / Gunpowder) – Crack shots with oversized muskets (jezails) that can fire great distances. They are slower but more powerful shooters compared to regular light infantry. Resistant to Fatigue / Long Range / Accurate / Slow Reload / Vulnerable to Flanking / No Armor
– Mounted Sharpshooters (500 riders / Gunpowder) (requires Royal Stables) – Light Infantry on horses. Fast / Resistant to Fatigue / Accurate / Vulnerable to Flanking / Cannot reload while mounted / No Armor
Expansion: Beast Trainer – General, Warrior, and Monarch retinues may have giant beasts as mounts (#beasts = retinue size/5).
Sometimes, revisiting old tactics as as important as developing new ones. The sheer shock and power of large war-trained beasts remains an invaluable asset to any army willing to make the investment.
Units:
– War Beast (50 beasts) (Requires Master Armorer) – Giant beasts with armor and a rider or two to keep them under control. Their main weapons are their sheer size, strength, and the fear they impose. Slow / Scares Enemies / Scares Horses / Tough Hide / May Run Amok / Heavy Armor (2 Iron Slots)
– Mobile Tower (50 beasts, 250 troops / Gunpowder) – Small towers tied to the backs of beasts, containing musketeers. Slow / Scares Enemies / Scares Horses / Tough Hide / May Run Amok / No Armor
– Cannon Tower (50 beasts, 150 troops / Gunpowder) (Requires Integrated Artillery School) – The towers on these beasts contain swivel guns or very small cannons. Slow / High Firepower / Long Range / High Rate of Fire / Scares Enemies / Scares Horses / Tough Hide / May Run Amok / No Armor
Expansion: Royal Barracks – Professional infantry have increased MORALE, +2 Professional Slots
Elite forces are nothing new in war, but historically they were limited to the hand-picked retinues of lords and generals. Now, the rising power of royal administrations has opened the option of training entire battalions of superbly skilled soldiers loyal only to the Crown.
Units:
– Pike Guards (500) – These soldiers are so well-drilled that their formations can practically turn on a dime. Inspires Allies / Powerful Charge / Excellent Morale / Excellent Cohesion / Resistant to Charges / Resistant to Flanking / Medium Armor (1 Iron Slot)
– Grenadiers (500 / Gunpowder) – Elite musket infantry trained to handle grenades. Inspires Allies / Excellent Morale / Excellent Cohesion / Can Throw Grenades / No Armor
– House Cavalry (200 / Gunpowder) – The very finest riders the realm has to offer, trained and drilled to perfection. They carry a multitude of weapons including pistols, carbines, swords, and lances. Fast / Inspires Allies / Powerful Charge / Excellent Morale / Excellent Cohesion / Very Effective in Melee / Medium Armor (1 Iron Slot)
Expansion: Mage Warrior School (Requires Academy of Magic) – +1 War-Mage Retinue (may be able to acquire more through Piety Tree), normal Mage Retinues each get a magic combat trait.
The advancing sciences of war-machines and tactics still clack a definitive answer to the terrifying mystic power of battle mages. By endorsing and patronizing this art, realms not only secure the loyalty of great sorcerers but also create new possibilities for regular troops.
Units:
– Can access 2 Unique Units representing non-mages with enchanted equipment or lesser mages (designed by player, approved by moderator)
Expansion: Militia Headquarters
Professional armies have reached new heights of power in this age, but they do not necessarily rule the battlefield. In the past, many a wealthy city or hardy village has humiliated powerful invaders with a well-drilled, properly-equipped militia. By patronizing such militias across the realm, the Crown can gain an important edge in defense.
Units:
– May raise 3 new standard levy types: Pike&Shot (500 pike, 500 musket), Sharpshooter (500 skirmish musketeers), and Cavalry (300 sword and pistol cavalry)
– All Standard Levy units have Average Morale and Average Cohesion
– All Standard Levy units considered to have Medium Armor.
Expansion: Mercenary Grounds
For Kingdoms that rely heavily on mercenaries, a dedicated grounds for housing and screening sellswords can streamline the process of hiring and improve the quality of recruits.
- May automatically hire Traditional Barracks Sellsword regiments for 5 starting gold and 2 gold/turn upkeep.
- Sellsword units now have Average morale when employed by you
- Generates a Mercenary Company or Privateer with troops recruited from your nation which is friendly to you.
_
Non-Barracks Units
Artillery Foundry (Artisan Block) – Artillery units are considered professional army units, and they take up 1 Iron Slot and 1 Gunpowder Slot each.
– Organ Guns (20 guns, 200 soldiers): Many low-caliber cannon barrels fused together on a single carriage, every organ gun is practically its own small battery. Slow / Slow to Load / Spread / Range 400m
– Horse Artillery (40 guns, 200 soldiers): Low-caliber artillery pulled by many horses, capable of keeping pace with quick-marching infantry and trotting cavalry. Range 500m
– Cannons (20 guns, 200 soldiers): The standard fare of most artillery sections, useful in just about any situation as long as they are not required to move much on the battlefield. Slow / Range 800m
– Howitzers (20 guns, 200 soldiers) (requires Manufactoria): Short-barreled field artillery sacrificing range for the ability to fire over most obstacles and load explosive shells. Slow / High Firing Arc / Explosive / Range 600m
– Mortars (20 guns, 200 soldiers) (requires Manufactoria): Large, very short-barreled cannons somewhat reminiscent of pots or bowls. They are poorly suited to field combat, but can devastate the garrisons of fortified positions. Stationary / Large Calibre / Very High Firing Arc / Explosive / Inaccurate / Range 500m
Professional Navy Units: Each costs 8 Gold, 1 Wood, 1 Iron Slot, and 1 Gunpowder Slot
*Marines: Complements of lightly-armored soldiers trained to defend and board ships. They fight with various melee weapons and bows/crossbows (arquebuses/muskets if have Gunpowder). They are considered to have average effectiveness all around.
*Raider Marines: Tougher marines trained to ravage coastlines and river-banks. Fast / Good Morale / Effective in Melee / Light Armor
Arsenal (Docklands): Improves all ships' maneuverability, +6 Professional Navy Slots, -4 Gold/turn upkeep
– Galiots (5 ships, 100 Marines): Single-sail half-galleys that can turn on a dime but lack the hull strength of their larger cousins. Fast / Vulnerable in Rough Waters / Good Maneuver / Low Durability / Firing Platforms / Can Sail up Rivers / Oars & Sails / Forward Cannons
– War Galleys (3 ships, 150 Marines): The mainstray of many navies, punching above their weight with heavy cannons but unreliable on the open ocean. Vulnerable in Rough Waters / Good Maneuver / Medium Durability / Firing Platforms / Oars & Sails / Forward and Rear Cannons
– Galleass (1 ship, 150 Marines): Enormous galleys with enough bulk to sport ship-castles and serious broadside firepower. Slow / Poor Maneuver / Vulnerable in Rough Waters / High Durability / High Deck / Firing Platforms / Oars & Sails / Forward, Rear, Broadside, and “Castle” Cannons
Drydocks (Docklands): Improves all ships' sailing speed, +4 Professional Navy Slots, -4 Gold/turn upkeep
– Longships (5 ships, 500 Raider Marines): Designed purely for raiding, these vessels carry large complements for their size but suffer in combat with even the smallest proper warships. Fast / Good Maneuver / Very Low Durability / Low Deck / Can Sail up Rivers / Oars & Sails [Special: No Iron or Gunpowder Cost]
– Brigs (5 ships, 100 Marines): Simple but effective light warships that carry quite a few cannons for their size. Fast / Low Durability / Sails / Broadside Cannons
– Race-Built Galleons (3 ships, 150 Marines): Galleons with the fore and aft “cut down” and only a single row of cannons on each side. They trade firepower for speed. Fast / Medium Durability / High Deck / Sails / Broadside Cannons
– Full Galleon (1 ship, 150 Marines): These “true galleons” are usually the largest and most powerful ships in a fleet, with double-rows of broadsides as well as a few fore and aft guns. Poor Maneuver / High Durability / High Deck / Sails / Broadside Cannons + Secondary Forward and Rear
Modern Shipwrights' Workshop (Docklands): Improves all ships' durability, this building's ships cost an extra 4 Gold and 1 Iron Slot each, -4 Gold/turn upkeep
– Treasure Galleon (Can carry 1 Regiment) (1 ship, 200 Marines): Truly enormous galleons built both for war and for transporting people and cargo over long distances. Slow / Poor Maneuver / High Durability / High Deck / Sails / Broadside Cannons + Secondary Forward and Rear / Can transport 1 Army Unit
– Man o' War (1 ship, 200 Marines): The ultimate, cutting-edge warship of this age, boasting more sheer firepower than any other class of vessel. Very High Durability / Very High Deck / Sails / Broadside Cannons + Secondary Forward and Rear