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Austria
Unique Units:
Cuman Auxiliary (fast-firing cavalry archer, requires Hausmacht)
Doppelsldner (heavy infantry with powerful slow attack, damaging adjacent units)
Gefolgsmann (anti-siege lancer)
Landsknecht (unique upgrade to Pikeman)
Unique Technology:
Maximilian Reform (upgrades Pikemen to Landsknechte, enables Doppelsldner)
Team Bonus: Scouting cavalry (including Militia Lancer, Szlachcic and Wend Raider) +2 LOS
Bavaria
Unique Units:
Reichsritter (anti-siege lancer, requires Romzug)
Rhenish Knight (regenerating cavalry, requires Hausmacht, Mercenaries)
Unique Technology:
Landesaufgebot (Militia, Rhenish Knights cheaper)
Team Bonus: Farms +45 food
In trau vast
Bohemia
Unique Units:
War Wagon (mobile tower, requires Hussite Beliefs)
Reichsritter (anti-siege lancer, requires Luxembourg Dynasty)
Unique Technology:
Ius Teutonicum (requires Luxembourg Dynasty, silver miners work 15% faster, town halls work
20% faster)
Team Bonus: Mangonels +2 attack
Pravda vtez
Brandenburg
Unique Units:
German Militia (militia, upgrades automatically upon aging up)
Wend Raider (light cavalry, upgrades automatically upon aging up)
Teutonic Order units (see Teutonic Order)
Unique Technology:
Brandenburg Law (German Militia +2 attack, +20 hit points)
Team Bonus: Lancer/Guard Lancer +1 pierce armour
Brittany
Unique Unit:
Gwaster/Kigner (anti-building, ranged cavalry)
Unique Technology:
Scorched Earth (Peasants +10% faster, carry +5 resources, have -5 hit points)
Team Bonus: Stables 20% faster
Characteristics of the civilisation:
Archers have more hit points, cost more
Spear Infantry +1 range
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th
Mounted Crossbowmen cost -25% 14 cent., -30% 15 cent.
Trebuchets +30% accuracy
Houses support 10 population, start with -50 wood
War Cog cheaper, trains more quickly
Has access to the Princely Court
Kentoc'h mervel
eget beza saotret
Policy Decisions
Francisation (trading fee 10%, knightly cavalry +2 attack, enables Genoese Crossbowman)
English Alliance (Gwaster/Kigner +20 hit points, +1 armour, enables Mercenary Longbowman)
Burgundy
Unique Unit:
Italian Infantry (strong militia, requires Italian Alliance)
Flemish Infantry (pikeman, requires Flemish Relations)
Unique Technology:
Naval Ordonnance (War Cogs and Carracks attack 20% faster)
Bohain Ordonnance (Mercenary Longbowmen and Italian Infantry +1 attack; Flemish Infantry
+1/+1P armour; Militia Lancers +1/+2P)
Team Bonus: Units more resistant to conversion
Je lay emprins
bien en adviegne
Denmark
Unique Units:
Herreman (anti-infantry infantry)
Longship (boarding ship)
Unique Technology:
Dannebrog (+3 infantry attack)
Team Bonus: Light lancers (including Militia Lancers, Bajorai, Liv Auxiliaries, and Stradiots)
+2 attack vs. archers
England
Unique Unit:
Routier (cavalry archer)
Gascon Crossbowman (short ranged crossbowman, requires Mercenaries)
Unique Technologies:
Popular Grievances (Peasant combat skills increased)
Longbowmen (requires Combined Arms, Archers +20 hit points; +4 attack and +2 range)
Team Bonus: Merchant, Merchant Barque return +33% florins
Flanders
Unique Unit:
Scaerwetter (anti-archer pikeman)
Beguine (priest)
Unique Technology:
Koninkstavelrijen (Guild Hall units created 50% faster)
Team Bonus: Levy Quarters 20% faster
Vlaanderen de leeuw
Florence
Unique Units:
Spadaccino (medium infantry)
Condottiero (regenerating, heavy armoured cavalry, requires Mercenaries)
Unique Technology:
Scuola Braccesca (Militia infantry/militia lancers 10% faster)
Team Bonus: Siege Workshops 20% faster
Semper
10
France
Unique Units:
Scots Guard (heavy infantry)
Swiss Guard (anti-infantry pikeman)
Unique Technologies:
Auld Alliance (enables Scots Guard)
Order of the Fleur de Lys (requires Auld Alliance, Scots Guard +4 attack, +10 hit points)
Eternal Peace (requires Papal Protector, enables Swiss Guard)
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Friesland
Unique Units:
Hobescorene (regenerating infantry)
Ruiter (anti-infantry cavalry, requires Fetkeapers)
Longship (boarding ship)
Unique Technologies:
Opstallisbaem Accord (Hobescorene regenerate faster)
Karelsprivileezje (requires Skieringers; Hobescorene +2 attack)
Black Company of Arum (requires Fetkeapers; Ruiters +2 attack, +20 hit points, +1/+2P
armour)
Holk (upgrades the Kogge to the stronger Holk)
12
Genoa
Unique Unit:
Genoese Arbalester (strong, short ranged crossbowman)
Carroccio (heavy armoured cart with healing powers)
Condottiero (regenerating, heavy armoured cavalry, requires Ghibellini, Mercenaries)
Unique Technologies:
Artillery (+2 range Bombard Towers, Florentine Gunners, Privateers)
Ragazzini (Spearmen +5 attack)
Galleass (upgrades the Galley to the stronger Galleass)
Team Bonus: Handgunners, Artillery and Genoese Mercenary Crossbowmen train 20% faster
Respublica superiorem
non recognoscens
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Guelders
Unique Unit:
Ruiter (anti-infantry cavalry)
Unique Technology:
Holsteiner Warhorses (Ruiters cause trample damage)
Team Bonus: Priests +50% heal speed
Characteristics of the civilisation:
Lancers, Pikemen cost -25%
Militia, knightly infantry +1 attack
Military units (except light cavalry, mounted crossbowmen) more hit points, slower
attack/speed
Farm upgrades free (requires Mill)
th
th
th
th
Buildings +10% hit points 12 cent., +20% 13 cent., +30% 14 cent., +15 cent.
Has access to the Princely Court
Gelre, Gelre
Policy Decisions
Baltic Crusades (Knightly infantry +2 attack, conversion resistance +50%, enables conversion)
Treaty of Arnhem (silver gathering rate +15%, castles +2000 hit points)
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Helvetia
Unique Unit:
Swiss Halberdier (anti-infantry pikeman)
Unique Technology:
Eidgenossenschaft (Militia Lancers +40 hit points)
Team Bonus: Walls cost -50%
Characteristics of the civilisation:
Start with Militia Lancer, not Pathfinder, +1 Peasant, -50 food
Skirmishers 2x attack, +10 hit points, -1 range
Spear Infantry +1 range
Resources last 20% longer
th
th
Mounted Crossbowmen cost -10% 14 cent., -20% 15 cent.
Kogge more expensive, takes longer to construct
Has access to the Assembly Hall
Vigor helvetii
Policy Decisions
Landsgemeinde (Militia lancers +3 attack, skirmishers no minimum range)
Reichsstadt (Swiss Halberdiers +2 attack, Mounted Crossbowmen +20 hit points, reload 20%
faster)
15
Hungary
Unique Units:
Cuman Auxiliary (fast-firing cavalry archer, requires Arpad Dynasty)
German Militia (militia infantry, requires Premyslid Dynasty)
Italian Infantry (mercenary infantry, requires Angevin Dynasty)
Szkely Auxiliary (fast lancer)
Unique Technologies:
Black Army (Handgunners +2P armour; siege weapons (excluding Trebuchets) move 50%
faster)
Union of Three Nations (German Militia, Szkely Auxiliary +2 attack, +1/2P armour, +20 HP)
Team Bonus: Towers garrison 2X units, fire 2X normal garrison arrows
Characteristics of the civilisation:
Hunters work 50% faster
th
th
th
Troopers and knightly cavalry attack 10% faster 13 cent., 15% 14 cent., 25% 15
cent.
Receive 15 florins for every enemy building razed
Town Watch and Murder Holes free
Towers cost +25 stone, +25 wood
War Cog more expensive, takes longer to construct
Has access to Princely Court
Policy Decisions
Available in 13th century
- Arpad Dynasty (enable Cuman Auxiliary, Mongol Auxiliary research)
- Premyslid Dynasty (enable German Militia)
Available in 14th century
- Angevin Dynasty (enable Italian Infantry, enable Sallet and Renaissance research)
- Luxembourg Dynasty (Szkely Auxiliary +2 attack, towers cost -25 stone, -25 wood, enable
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Lige
Unique Units:
Haidroit (Halberd militia with a bonus against knightly units, requires Tribunal of XXII)
Rhenish Knight (regenerating cavalry, requires Tribunal of the Palace, Mercenaries)
Beguine (priest)
Unique Technologies:
Corpus Christi (Relics generate double income)
Company of the Green Tent (Haidroits +3 attack, +20 hit points, improved bonuses)
Team Bonus: Priests +10 hit points
Notre-Dame
et saint Lambert
17
Milan
Unique Units:
Spadaccino (medium infantry, requires Lombard League)
Carroccio (heavy armoured cart with healing powers, requires Lombard League)
Condottiero (regenerating, heavy armoured cavalry, requires Mercenaries)
Unique Technology:
Scuola Sforzesca (Spear infantry and Condottieri have +1 attack, +1/+2 armour, slower)
Team Bonus: Castles 20% faster
Col tempo
18
Naples
Unique Units:
Almugavar (ranged infantry with bonus vs. cavalry, requires Trastamarans)
Cuman Auxiliary (fast-firing cavalry archer, requires Durazzo Angevins)
Spadaccino (medium infantry)
Unique Technology:
Military Manuals (Scoppettieri reload more quickly, knightly cavalry +2 attack)
Galeass (upgrades the Galley to the stronger Galeass)
Royal Guard (requires Trastmarans; Almugavars +10 hit points, +2 attack, +2 attack vs.
cavalry, +1/+1P armour)
Noxias herbas
19
Papal States
Unique Units:
Condottiero (regenerating, heavy armoured cavalry, requires Mercenaries)
Genoese Crossbowman (requires Avignon Papacy)
Mercenary Longbowman (requires Roman Papacy)
Missionary (priest, requires Avignon/Roman Papacy)
Spadaccino (medium infantry)
Szekely Auxiliary (mercenary lancer, requires Avignon/Roman Papacy)
Unique Technology:
Jubilee Year (available each century; invest food and wood, receive florins)
Team Bonus: Priests can convert; enable Block Printing and Girdle Book research
Characteristics of the civilisation:
All buildings cost 20% less wood
Stone miners work more quickly
Houses support only 4 population
Town Militia -5 HP, Footmen and Spadaccini -2 attack, -10 HP
Relics generate +50% income
Priests available in 13th century, have +2/+2P armour
Architecture and Court Clergy research free
Castles cheaper, smaller, fewer garrisoning slots
Churches bigger, more expensive
War Cog more expensive, takes longer to construct
Has access to Papal Court
Deus vult
Policy Decisions
Avignon Papacy (enable Genoese Crossbowman, enable Plate Armour research; enable
French Alliance and Neapolitan Alliance)
Roman Papacy (enable Mercenary Longbowman, enable Blast Furnace research; enable
Florentine Alliance and Milanese Alliance)
20
Poland
Unique Units:
Szlachcic (strong light cavalry)
Bajoras (ranged lancer, requires Union of Krewo)
Unique Technology:
Statutes of Nieszawa (Lancers, Szlachta, Bajorai +30 hit points)
Team Bonus: Foot archers +1 attack vs. buildings
Characteristics of the civilisation:
Start with Szlachcic, which receives free upgrade every century
Town Halls support +1 population
Foragers work 25% faster
Stone miners work 20% faster
Spear Infantry +1 range, Pikeman +2 attack
Lancers +10 hit points
Footman +1 attack
Market trade cost only 5%
Has access to the Princely Court
Nihil novi
nisi commune consensu
Policy Decisions
Ostsiedlung (enables Pikeman, Footman, Mounted Crossbowman, Mounted Cranequinier;
Mounted Cranequinier has +2 attack)
Union of Krewo (enables Bajoras)
21
Savoy
Unique Unit:
Ribald (fast-firing artillery)
Unique Technology:
Cannon Foundries (+10% speed Ribalds; Ribalds, Culverins, Privateers train 33% more
quickly)
Team Bonus: Knights +2 attack vs. archers
FERT
22
Saxony
Unique Units:
Rhenish Knight (regenerating cavalry, requires Kurfrst, Mercenaries)
Gotlander Auxiliary (anti-infantry infantry, requires Hanseatic League)
Unique Technologies:
Counterpoise Trebuchet (Trebuchets fire, pack/unpack faster)
Team Bonus: Assembly Halls and Guild Halls +500 hit points
Providentiae memor
23
Scotland
Unique Units:
Cliarthaire (fast infantry)
Longship (boarding ship)
Unique Technologies:
Claidheamh Biorach (requires Gaelicisation, Cliarthaires +1 attack)
Flemish Imports (requires Normanisation, Siege Workshop Units +50% hit points, enables
Flemish Gunner)
Auld Alliance (requires Normanisation, Knightly cavalry +20 hit points)
Team Bonus: Spear infantry +2 attack vs. cavalry
In my defens
God me defend
24
Unique Technologies:
Cistercian Reform (Halbbrder, Ritterbrder and Missionaries +1/+1 pierce armour)
Observant Reform (Halbbrder, Ritterbrder and Missionaries +2/+1 pierce armour)
Consuetudines Maiores (Halbbrder and Ritterbrder +3 attack)
Imperial Privilege (Halbbrder and Ritterbrder +3 attack)
Livonian Diet (Liv and Lett Auxiliaries +2 attack, +20 hit points)
Team Bonus: Towers 15% cheaper
Characteristics of the civilisation:
Can choose Policy Decision in 13th century
Castles 20% cheaper
Treadmill Crane free
Tower upgrades free
Priests and Missionaries can convert
Infantry attack 10% faster 13th cent., 15% 14th cent., 25% 15th cent.
Has access to the Commandry
Policy Decision
Teutonic Order (disables non-siege military units, enables new Order units and technologies,
enables conversion)
25
Venice
Unique Units:
Stradiot (light cavalry)
Spadaccino (medium infantry, requires Domini di Terraferma)
Condottiero (regenerating, heavy armoured cavalry, requires Mercenaries)
Work Barque (ship that can construct Water Walls and Water Gates and repair other ships)
Unique Technology:
Arsenale Nuovo (Peasants carry +5 resources, carracks 10% cheaper, ships +1 pierce
armour)
Galleass (upgrades the Galley to the stronger Galleass)
26
Wales
Unique Unit: Helwr (archer)
Unique Technologies:
Longbow (Helwyr +1 range, towers +2 attack)
Border Forts (Palisades +500 hit points; enables gates)
Team Bonus: Assembly Halls and Guild Halls 20% faster
Characteristics of the civilisation:
Shepherds work 25% faster
th
Helwyr +1 range 14 cent
Skirmishers +10 hit points, faster, cost more
Spear infantry +10 hit points, faster, cost more
Troopers +1 attack, different price
Knightly Cavalry -1 attack, cost more
Town Halls cost -50% wood
Castles cheaper, smaller, fewer garrisoning slots
Palisades +500 hit points
Has access to the Assembly Hall
Cymru am byth
Policy Decisions
English Vassal (knightly cavalry +40 hit points, +1 attack, enables stone walls)
th
Independence (Uchelwr +30 hit points, Helwyr +1 range in 15 century)
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