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cegorach
12-19-2005, 11:06
Hello everyone !

The incoming new release of Pike & Musket TW 1.5 will include so many changes comparing to the previous one and especially to the vanilla MTW VI that obviously it required a detailed guide.

I have decided to place it all in one topic on the ORG, but it will be included with the future download as well.
Most likely it will be the same as here so no wonder that this topic is closed.



Pike & Musket TW is probably the most complicated mod for MTW VI and certainly many features in the mod are hard to understand, especially for the users who didn't follow the main thread in the ORG or haven't tried the previous version of the mod.
Several new ideas appear in this mod, all of them demand explanations, so let's start.

1. Major features

A) Homelands

Unlike the vanilla MTW VI, but in similar way to MedMod of WesW PMTW implements homelands, i.e. restricted zones of recruitment for all the factions in the game.

It means that all national units are available only in some provinces where the nationality/state existed during the historical period of the mod.

This way Sweden can train soldiers in Sweden or Finland, but cannot in Serbia or other places far away from the home country.

Each faction has a different homeland, which sometimes varies for certain units as well. Every single one of them will be described later.
Sometimes, rather rarely recruitment zone can be different in different periods of the mod - it is the matter of historical accuracy and will e described in details later as well.

B) Regional units

There are several units in each period or campaign of the mod which can be recruited only in one/two provinces by either one, several or even all or almost all factions like Maroccan Cimaroons which are available in Religious Turmoil campaign only in Marocco.

The purpose of these units is to add some additional variety to players' armies, allow recruiting some soldiers outside of their homelanf zones or quite opposite - restrict them only to some provinces this way making some territories more valuable than its income or other qualities migh suggest e.g. this way when playing during Sun King's ambition campaign Danemark makes much use from rather backwater Norway, because only there it can train Skilopere infantry or Landdragoner cavalry.

C) Buildible mercenaries

Another feature copied from MedMod, although it is much more important in the PMTW.
Basically in addition to soldiers possible to hire in inn or other places ( more about it later) certain mercenary units are possible to train in usual way, i.e. are build, so can be retrained as the national units in homelands, still they require much more cash than national units.
Very many factions can train mercenaries in quite many provinces, especially in divided states of Germany or Italy. In fact some states like Portugal or Genoa use mostly mercenary based armies.
Provinces where mercenaries can be trained are marked with skull in trade good section of the province.

see the picture:

https://i23.photobucket.com/albums/b356/cegorach/mercenaries.jpg

D) Militia units, non-trainable units and other ways to get soldiers.

Only very few units are available everywhere or almost everywhere e.g. Muslim Feudal Levy available everywhere to muslim factions or Town Militia possible to get in larger urban areas ( marked as Trade centers or Targe trade centers - more later). Their quuality and numbers are inferior to the mainstay units forming the bulk of fighting forces, but still they can provide armies with either cheap cannon fodder or garrison forces.

Of course not all of them are so bad, in fact in later part of the game Line Infantry and Cavalry provide users with some of the best units in the game as the direct result of military improvements heralding the time of massive, conscripted armies. In earlier periods Lancers, Eastern Lancers or Mounted Arquebusiers and Petronels are quite useful as well, but their existance is rather the matter of hardcoded limits than some extensive planning. They shouldn't affect the game to the extent which Line units provide.

Another type of units is represented by very few rebel or marauder bands which often appear during rebellions or when the user doesn't provide a province with some garrison and it attacts some local criminal bands. Sometimes some of these soldiers can appear as a result of loyalist rebellions or in mercenary pool hirable in the old manner in inn or else.


Finally re-appearance of Crusades ( renamed to National Levy) and Jihads adds additional options for some factions ( only some can use them - details later) - the very purpose of these is to support some of them, especially against all conquering forces of the Ottoman Empire.

E) New buildings

The mod adds something around 70 completely new building structures, many of them restricted to certain factions only. They will be described later in building section of the guide or even in faction specific sections of the description.

F) National languages

One of the most important ideas present in the mod is the use of national, local languages in unit names and office titles, whenever possible.

This way the game is more realistic and because all the descriptions are still in English it doesn't confuse the users anyway.

Many languages are present from Finnish to Georgian, from Polish to Italian and from Danish to Irish.

G) NATIONAL LEVY ++++ADDED++++

National Levy represents a new generation of Crusade - it recreates more massive and unusual ways to mobilise more forces in times of need used by countries with neighbouring the Ottoman Empire and Russia. Some sort of 'military border' existed in those regions and special ways of recruitment were used. It is easily recognised where they can be build - check the province information panel to see if the fist is present there, like here for example.

https://i23.photobucket.com/albums/b356/cegorach/nationallevydoporadnika.jpg

https://i23.photobucket.com/albums/b356/cegorach/levy.jpg

End of part 1

Regards Cegorach

cegorach
12-20-2005, 17:42
NEW RESOURCES

Original, unmodded MTW VI makes use of five resources: salt, iron, silver, gold and copper leaving another one ( forest ) unused.
They are to limit availability of some buildings in the game like mines or metalsmith.

Resources in PMTW 1.5 have similar purpose, but the number of structures requiring them is much larger.
Their icons, names and descriptions have been transformed.

The new resources appearing in PMTW 1.5 are:


SETTLERS




They allow building Colonial Houses for colonial factions ( England, France, Spain, Portugal, the Netherlands + Scotland and Cavaliers) which generate very high amounts of cash and sometimes ( Portugal) allow recruitment of Colonial units available to this faction.

Quite many coastal provinces in western europe have this resource making them even more important to all colonial factions.

In addition Portugal, Spain and the Netherlands can create its own colonial empires thus getting even more money and some unique office titles which are upgrated when the colonial empire grows i.e. the building representing it is upgraded.

Settlers have slightly different use in Eastern Europe - none of the factions there can build colonial houses or similar, however still two structures cannot be build in any othe place as the provinces where this resource is present.

Russia makes use of settlers in Colonisation of Siberia structures - which works in similar way to the colonial empires of the three western factions.

All local factions can found Sych, the Cossack stronghold giving access to some of best and cheapest units in the entire Eastern Europe.

CORSAIRS

picture:

https://i23.photobucket.com/albums/b356/cegorach/pirates.jpg

Some coastal provinces seve as pirate lairs which can be used to found Piracy structures.
Creating them allow recruiting pirate units ( several in the mod), corsair ships as well as improving income even futher, but only in the places with this resource, provinces which are rather often of not great value.

BARBARY COAST PIRATES

picture:

https://i23.photobucket.com/albums/b356/cegorach/barbarypirates.jpg

The resource is present only in Northern African provinces where these muslim pirates had their bases. The role of this resource is similar to the previous one, but it is limited to the muslim factions only, with much important impact on Barbary States faction in Sun King's ambition campaign of the game.

BALCAN PEOPLE

picture:

https://i23.photobucket.com/albums/b356/cegorach/balcan.jpg

This time it is more like culture than a real resource. In fact it limits the availability of only a single building-like structure - the Vasal Principality. But its role is quite unique - it generates income and office titles, but also allows recruitment of new units impossible to get by non-balcan factions ( Moldavia, Hungary) like Poland, teh Ottoman Empire of the Hapsburgs. It certainly makes conquering most of balcan provinces far more useful allowing recruitment of whole localised armies, which is sometimes very important for some factions.

GERMAN PROVINCE

Germany was more a region than one political beeing. More than 300 states of often much different foreign policy, friends and enemies made it interesting if quite unstable region to live.

The are of German influence is marked this way

https://i23.photobucket.com/albums/b356/cegorach/germans.jpg

Provinces with German people can be used to form either German Petty State, Protestant Alliance or join Catholic League, all of these give interesting options to use.


End of part II

cegorach
04-10-2006, 09:57
Some units have special abilities reaching far above anything which can be seen in the units description, so I decided yo place them close to its description seen when produced or just checked with right mouse button.

Here they are:

[-->spread MUSLIM faith]

[-->spread ORTHODOX faith]

[-->spread CATHOLIC faith]

[-->spread PROTESTANT faith]

ALL above are pretty obvious. The unit inspire local population increasing the number of followers of 'their' religion.

[--> BANDITS]

The unit is a little 'troublesome'. Number of heretics in local area is increased to re-create instability caused by this unit's presence.

[--> NO RETREAT !]

The unit has a very high morale and is very hard to rout (for the Swiss it works only in the Age of Exploration).

[--> TO THE DEATH !]

The unit NEVER runs away.

[--> invulnerable to cavalry's charge]

Cavalry's charge isn't as powerful vs. this unit as it should be, however cavalry is still dangerous to these troopers.

[--> MOVABLE FORTRESS]

Cavalry is pretty hopeless vs. this unit, however infantry is still dangerous.

[--> SUICIDE MISSION]

The unit is 'one use only'. They are unlikely to survive the battle.

[--> HEAVY CAVALRY KILLERS]

The unit is very dangerous to enemy heavy cavalry except Polish Husaria and Russian Gusary. Usually their favourite target should be western-type heavy cavalry.

[--> GOOD VS. PIKEMEN]

The cavalry is able to crush enemy pikemen and is quite good in this.

[--> SKI INFANTRY]

The unit is equipped with skis which allow very fast movement - much better than infantry, but slower than cavalry. Still unit counts as cavalry for MTW engine for this reason all cavalry advantages/disadvantages apply, but pikemen are less dangerous since they lose their fear causing ability useful vs. cavalry.
It is advised to use full ski infantry's abilities only where there is some snow - in spirit of the game and if you want to play fair.

[--> EXTRA STEED]

Tatar cavalry often was using more than one steed per soldier in their lightning raids for slaves and loot. Some, rather elite units in their army have additional horse visable on the batlefield. The presence of the additional mount results in better resilence to enemy firepower and higher stamina (faster march) of these cavalry units.

[--> PATRIOTS]

Swiss mercenaries disliked fighting each other and even were able to leave a commander or an army marching against their countrymen. Units with this disability fight badly against Swiss units who are patriots themselves.

[--> USE WEDGE FORMATION]

The unit historically used wedge formation. If you care about it you should use it as well, but only if the unit has this ability.

[--> MOUNTED INFANTRY]

The unit is in fact infantry on horseback. It rarely is able to fight against 'proper' cavalry and should either dismount or use its very good firepower. Of course it is still cavalry, so it might be useful when chasing after routed enemy or attack engaged enemy battle line from the rear.

cegorach
04-14-2006, 10:39
THIS IS THE LIST OF THE FACTIONS AND THEIR UNITS AND BUILDINGS in the mod.


-short glossary-

MERCENARY ARMY - with only a small number of national units, the bulk and the core of the army consists of buildable mercenary units.

NATIONAL ARMY - opposite to the previous one. Sometimes the army has no or very small access to buildable mercenaries, still it can hire tham in inn or any other building allowing that.

HEROES - a number can be very varied, some factions have none or very few, despite my best efforts to add as many as possible. It remains up to you to provide me with more - the proposals might be used in the incoming patch in few months time.
--numbers-- NONE - means noone was added,
- FEW - only 1,2 or 3-4, very small number anyway,
- SEVERAL - around 10 - from 7 to 15,
- DOZENS - above 20, often even 30 or more,

COLONIAL POWER - has access to Colonial House and sometimes to more advanced Colonial Empire structures,

CENTRALISED ADMINISTRATION - has the access to this particular building which acts as border forts in MTW i.e. catch spies and assassins,

DEMOCRACY - gets access to Parliament or similar building ( e.g. Polish Sejm),

ABSOLUTE POWER - can build the Seat of Power or similar structures e.g. French Versailles,

SUPERPOWER - the state is one of the main factions in the era/eras it can easily engage several other factions and defeat them alone. Its armies are rather big and often have numerous units to choose from.

MAJOR POWER - larger factions with numerous units to choose from, can fight and win more than 3 wars at the same time.

MINOR FACTION - small factions with one, two, sometimes three provinces which have problems with survival alone and are generally difficult to play with, but give immense satisfaction when led properly.

GERMAN FACTION - one of german states so has access to the units shared by german factions and can recruit these in german homeland.

ITALIAN FACTION - one of italian states so can recruit italian units in italian homeland.

MERCENARY TITLES - some factions have titles with (M) along their name - these usually do not improve loyalty - they represent the titles of mercenary commanders and will appear only in the Age of Exploration and only with some simple structures so will disappear if the structure is upgraded.

EVOLVING OFFICE TITLES - some states have certain titles added to some structures which if upgraded will will upgrade the titles as well. In game works it as a completely new title so the old one will disappear and the general granted with it will lose it as well. This means that you will gave to give it back or perhaps give it to someone else since its value will be different, usually greater.

(B) - means that the unit is used as bodyguards for the leader and heirs.



===========================================================
FACTIONS
--------
===========================================================

SCOTLAND/COVENANT SCOTS ( IN SUN KING'S AMBITION)
----------------------------------------------------

general - minor faction, centralised administration, absolute power,

army - NATIONAL,

heroes - SEVERAL,

unique structures - NONE,

units:

THE AGE OF EXPLORATION

Redshanks

--from 1648-> Veteran Scottish Musketeers

Scottish Pikemen (B)

--from 1572-> Scottish Musketeers

THE RELIGIOUS TURMOIL

Scottish Pikemen (B)

Redshanks

Enniskillen Fusiliers ( Ireland)

Oaghancocharan ( Ireland)

Galloglaidh ( Ireland)

Veteran Scottish Musketeers

Highland Clansmen

THE SUN KING'S AMBITION

Covenant Pikemen (B)

Covenant Musketeers

Moss Troopers

Scottish Lighthorse


IRELAND (ONLY IN RELIGIOUS TURMOIL)
--------------------------------------------

general - minor faction,

army - NATIONAL,

heroes - SEVERAL,

unique structures - Pope's Blessing,

units:

THE RELIGIOUS TURMOIL

Galloglaidh (B)

Enniskillen Fusiliers

Oaghancocharan

Highland Clansmen (Scotland)

Redshanks

Omacach

Taghhoba

Hobilar

Irish Pikemen

Taghcach



*unique* - most of the national units can hide in open.

ENGLAND
------------------------------------------------

general - minor faction, colonial power, democracy,

army - NATIONAL,

heroes - SEVERAL,

unique structures - New Model Army,

units:

THE AGE OF EXPLORATION

Trained Band Billmen

Sprinkler Men

Longbows

--from 1572-> Trained Band Pikemen

--from 1572-> Trained Band Musketeer

--from 1648-> New Model Army Pikemen

--from 1648-> New Model Army Musketeers

--from 1648-> Ironsides



THE RELIGIOUS TURMOIL

Enniskillen Fusiliers ( Ireland)

English Sea Dogs

Trained Band Billmen

Trained Band Pikemen

Trained Band Musketeer

--from 1648-> New Model Army Pikemen

--from 1648-> New Model Army Musketeers

--from 1648-> Ironsides



THE SUN KING'S AMBITION

New Model Army Pikemen

New Model Army Musketeers

Ironsides

Fuisilliers



DANEMARK
-------------------------------------------------

general - centralised administration, absolute power,

army - MERCENARY,

heroes - FEW,

unique structures - Soldiers for hire (late), german petty state (high),

units:

THE AGE OF EXPLORATION

Rostjenste

Musefanen

--from 1648-> Nationale Ryttere

--from 1572-> Snapphanar (Scania, Norway)



THE RELIGIOUS TURMOIL

Rostjenste

Snapphanar (Scania, Norway)

--from 1648-> Nationale Ryttere

Arkebusiere

Pikeniere

Musketiere



THE SUN KING'S AMBITION

Nationale Ryttere

Musketerer

Landdragoner (Norway)

Skilopere (Norway)

Snapphanar (Scania)


*unique* - can train ski troopers during Sun King's Ambition

SWEDEN
-------------------------------------------------------

general - major faction (late) , centralised administration, absolute power,

army - NATIONAL,

heroes - SEVERAL,

unique structures - Utskrivning->Indelningsverket->Nyare indelningsverket,

units:

THE AGE OF EXPLORATION

Dalkarlar

Landsryttare

Kungliga Majestäts Drabanter

Swedish Militia

Saamelaiset heimosoturit (Finland)

--from 1572-> Hakkapeliitta (Finland)

--from 1572-> Pikenerare

--from 1572-> Musketerare

--from 1572-> Latta ryttare

--from 1572-> Kommanderade musketörer

--from 1572-> Dragoner

--from 1648-> Kungliga Maj:ts garde och livregemente

--from 1648-> Grenadiers



THE RELIGIOUS TURMOIL

Svarta Ryttarna

Landsryttare

Kungliga Majestäts Drabanter

Djurskyttar

Hakkapeliitta (Finland)

Pikenerare

Musketerare

Latta ryttare

Dragoner

Kommanderade musketörer

--from 1648-> Kungliga Maj:ts garde och livregemente

Arkebusiere

--from 1648-> Grenadiers

Courland Reiters (Estonia & Livonia)

Pikeniere

Musketiere



THE SUN KING'S AMBITION

Karolinska Ryttare

Karolinskt Infanteri - pikemen

Karolinskt Infanteri - line infantry

Karolinska Livgardet

Hiihto soturi (Finland)

Hakkapeliitta (Finland)

Kungliga Maj:ts garde och livregemente

Pikenerare

Musketerare

Latta ryttare

Dragoner

Grenadiers


*unique* - access to german units during Religious Turmoil, can recruit skii troopers during the late campaign.

LIVONIAN CONFEDERACY ( ONLY AGE OF EXPLORATION)
-----------------------------------------------------------

general - minor faction, german faction,

army - MERCENARY,

heroes - NONE,

unique structures - NONE,

units:

THE AGE OF EXPLORATION

Knights (B)

Livonian Lancers

Knechtsspissen

--from 1572-> Pikeniere

--from 1572-> Musketiere



*unique* - can call for National Levy which works like crusade.



THE NETHERLANDS ( FROM RELIGIOUS TURMOIL)
-----------------------------------------------------------

general - minor faction, colonial power, democracy,

army - NATIONAL,

heroes - FEW,

unique structures - Dutch road to India->The Dutch East India, Polder,

units:

THE RELIGIOUS TURMOIL

Gheappoicteerde curassiers

Ghemeijn ruyteren

Piekeniers met rondas

--from 1648-> Piekeniers

Musketiers

Watergeuzen



THE SUN KING'S AMBITION

Gheappoicteerde curassiers

Ghemeijn ruyteren

Piekeniers

Musketiers

Garde te voet van zijne Majesteit

Fuisilliers

*unique* - huge income for its size allows quick rise to power when led well.

FRANCE
-----------------------------------------------------------

general - major power ( superpower in late) , centralised administration, absolute power, colonial power,

army - NATIONAL,

heroes - DOZENS,

unique structures - Richelieu's reforms->Early reforms
->Maison du Roi->Line Infantry; Versailles, Les Invalides, german petty state (Religious Turmoil),

units:

THE AGE OF EXPLORATION

Swiss Guard

Enfants Perdus

Gendarmes de la Guarde

Arquebusiers royaux

Piquiers royaux

Royal Swiss Pikemen

--from 1572-> Cavalerie lourde

--from 1572-> Cavalerie Légere

--from 1572-> Piquiers

--from 1572-> Mousquetaires

--from 1648-> Mousquetaires du Roi

--from 1648-> Mousquetaires du Roi - cavalry

--from 1648-> Grenadiers



THE RELIGIOUS TURMOIL


Enniskillen Fusiliers ( Ireland)

Oaghancocharan ( Ireland)

Mousquetaires du Roi

Cavalerie lourde

Cavalerie Légere

Piquiers

Mousquetaires

Arquebusiers royaux

Piquiers royaux

Royal Swiss Pikemen

--from 1648-> Mousquetaires du Roi

--from 1548-> Mousquetaires du Roi - cavalry

Arkebusiere

--from 1648-> Grenadiers

Dragons

Courland Reiters (Estonia & Livonia)

Pikeniere

Musketiere




THE SUN KING'S AMBITION


French Line Infantry

Gardes Francaises - pikemen,

Gardes Francaises - musketeers,

Gendarmerie de France

Mousquetaires de la Guarde

Grenadiers á cheval de la Garde

Cavalerie lourde

Cavalerie Légere

Dragones - different than earlier

Piquiers

Mousquetaires

Fuisilliers

WildGeese (Brittany)

Royal Swiss Pikemen (Ile de France)

Gardes Suisses (Ile de France)

Grenadiers



*unique* - superpower in late which means that its armies are extremely large with huge units of cavalry and infantry. The largest number of office titles in the game.

NAVARRE ( ONLY AGE OF EXPLORATION)
----------------------------------------------------------

general - minor faction, centralised administration, absolute power,

army - MERCENARY,

heroes - NONE,

unique structures - NONE,

units:

THE AGE OF EXPLORATION

Argoulets

Arquebusiers royaux

Piquiers royaux



HUGENOTS ( ONLY RELIGIOUS TURMOIL)
-------------------------------------------------------

general - minor faction, absolute power,

army - NATIONAL,

heroes - FEW,

unique structures - NONE,

units:

THE RELIGIOUS TURMOIL

Argoulets

Arquebusiers royaux

Piquiers royaux

Dragons

Millers (B)

Mousquetaires huguenot



PORTUGAL
--------------------------------------------------------

general - minor faction, centralised administration, absolute power, colonial power,

army - MERCENARY (NATIONAL in late),

heroes - NONE,

unique structures - The road to India->India and Brasil->The road to China and Japan,

units:

THE AGE OF EXPLORATION

Arcabuzeiros de Goa

Marinheiro Portugues

--from 1648-> Piqueiro Ligeiro



THE RELIGIOUS TURMOIL

Portuguese Colonial Militia

Marinheiro Portugues

--from 1648-> Piqueiro Ligeiro



THE SUN KING'S AMBITION

Piqueiros do novo exercito

Guerrillada Restauracaro

Cavalaria Nobre

Nobres Revolucionarios

Piqueiro Ligeiro



*unique* - in early and high has access to colonial units possible to recruit in provinces outside its homeland.

SPAIN
-------------------------------------------------------

general - major power ( superpower during Religious Turmoil), centralised administration, absolute power, colonial power,

army - NATIONAL,

heroes - SEVERAL,

unique structures - Mexico->Mexico and Peru->America and Philippines; El Escorial; Spanish Tertio->Reformed Tertio,
german petty state (high),

units:

THE AGE OF EXPLORATION

Guardia Tudesca (B)

Guardia Real

Rodeleros

Ballesteros

Encamisados

Celadas

Corseletes

--from 1572-> Celadas - different type

--from 1572-> Archeros

--from 1572-> Herreruelo

--from 1572-> Wallon Pikemen (Flanders and Lorraine)

--from 1572-> Wallon Musketeers (Flanders and Lorraine)

--from 1648-> Dragones

--from 1648-> Nueva Guardia

Archibuseri

Picchinieri

Italian Corselets

Picas Secas

Arcabuceros

--from 1572-> Mosqueteros

--from 1648-> Mosqueteros - different type

Piqueros

--from 1648-> Piqueros - different type

--from 1572-> Forrajeros



THE RELIGIOUS TURMOIL

Guardia Tudesca (B)

Guardia Real

Encamisados

Archeros

Herreruelo

Celadas

Corseletes

Picas Secas

Arcabuceros

Mosqueteros

--from 1648-> Mosqueteros - different type

--from 1648-> Dragones

--from 1648-> Nueva Guardia

Wallon Pikemen (Flanders and Lorraine)

Wallon Musketeers (Flanders and Lorraine)

Enniskillen Fusiliers ( Ireland)

Oaghancocharan ( Ireland)

Arkebusiere

Courland Reiters (Estonia & Livonia)

Piqueros

--from 1648-> Piqueros - different type

Forrajeros

Alguaciles

Pikeniere

Musketiere




THE SUN KING'S AMBITION

Guardia Tudesca (B)

Guardia Real

Encamisados

Dragones

Nueva Guardia

Herreruelo

Celadas

Mosqueteros - different type

Wallon Pikemen (Flanders and Lorraine)

Wallon Musketeers (Flanders and Lorraine)

Piqueros

--from 1648-> Piqueros - different type

Forrajeros

Alguaciles



GENOA
--------------------------------------------------------

general - minor faction, italian faction,

army - MERCENARY,

heroes - NONE,

unique structures - NONE,

units:

THE AGE OF EXPLORATION

Scapoli

Rotularii

Archibuseri

Picchinieri

Italian Corselets (B)


THE RELIGIOUS TURMOIL

Scapoli


THE SUN KING'S AMBITION

Scapoli



MILAN (ONLY AGE OF EXPLORATION)
----------------------------------------------------------

general - minor faction, italian faction,

army - MERCENARY,

heroes - NONE,

unique structures - NONE,

units:

THE AGE OF EXPLORATION

Rotularii

Archibuseri

Picchinieri

Italian Corselets (B)



FLORENCE/TUSCANY ( IN LATE)
----------------------------------------------------------

general - minor faction, italian faction,

army - MERCENARY,

heroes - FEW,

unique structures - NONE,

units:

THE AGE OF EXPLORATION

Bande Nere

Rotularii

Archibuseri

Picchinieri

Italian Corselets (B)


THE RELIGIOUS TURMOIL

THE SUN KING'S AMBITION

SAVOY (ONLY SUN KING'S AMBITION)
-----------------------------------------------------------

general - minor faction, italian faction,

army - MERCENARY,

heroes - NONE,

unique structures - NONE,

units:

THE SUN KING'S AMBITION

POPE - NONPLAYABLE
--------------------

THE KNIGHTS
----------------------------------------------------------

general - minor faction, italian faction,

army - MERCENARY,

heroes - DOZENS,

unique structures - NONE,

units:

THE AGE OF EXPLORATION

Knights (B)

Order Incendiary Musketeers

Order Militia

Archibuseri

Picchinieri


THE RELIGIOUS TURMOIL

Order Militia

THE SUN KING'S AMBITION

VENICE
----------------------------------------------------------

general - minor faction, italian faction,

army - MERCENARY,

heroes - FEW,

unique structures - Arsenale,

units:

THE AGE OF EXPLORATION

Guardie del palazzo

Milizia coloniale

Rotularii

Archibuseri

Picchinieri

Italian Corselets (B)

Scapoli



THE RELIGIOUS TURMOIL

Sfakioti (Crete)

Balestieri

Scapoli



THE SUN KING'S AMBITION

Corazzieri

Arcieri

Stradioti - different than earlier

Scapoli

Panduks (Croatia, Serbia)



*unique* - can call for National Lev which works like crusade.

SWITZERLAND
----------------------------------------------------------

general - minor faction, german faction,

army - NATIONAL,

heroes - NONE,

unique structures - soldiers for hire (late),

units:

THE AGE OF EXPLORATION

Swiss Guards

Swiss Halbardiers

Swiss Pikemen (B)

Swiss Armoured Pikemen

Verlorener Haufen

--from 1572-> Pikeniere

--from 1572-> Musketiere



THE RELIGIOUS TURMOIL

Swiss Halbardiers

Swiss Pikemen (B)

Swiss Armoured Pikemen

Arkebusiere

Pikeniere

Musketiere



THE SUN KING'S AMBITION

Swiss Pikemen (B)

Swiss Halbardiers

Swiss Skirmishers

Swiss Musketeers

Pikeniere

Musketiere

*unique* - most likely the best infantry in 'early', almost no cavalry.


BAVARIA
-----------------------------------------------------------

general - minor faction, centralised administration, absolute power, german faction,

army - MERCENARY ( FROM HIGH NATIONAL),

heroes - FEW,

unique structures - soldiers for hire (late),

units:

THE AGE OF EXPLORATION

--from 1572-> Pikeniere

--from 1572-> Musketiere

Verlorener Haufen

--from 1572-> Bayrische Schwarze Kürassiere


THE RELIGIOUS TURMOIL

Bayrische Schwarze Kürassiere

Arkebusiere

--from 1648-> Fortified Musketeers

Pikeniere

Musketiere


THE SUN KING'S AMBITION

Bayrische Kürassiere

German Guard Pikemen

German Guard Musketeers

Fortified Musketeers

Pikeniere

Musketiere



SAXONY
----------------------------------------------------------

general - minor faction, centralised administration, absolute power, german faction,

army - MERCENARY (FROM HIGH NATIONAL),

heroes - FEW,

unique structures - soldiers for hire (late), protestant alliance (high),

units:

THE AGE OF EXPLORATION

Verlorener Haufen

--from 1572-> Pikeniere

--from 1572-> Musketiere



THE RELIGIOUS TURMOIL

Sachse Liebgarde

Arkebusiere

--from 1648-> Fortified Musketeers

Pikeniere

Musketiere


THE SUN KING'S AMBITION

Sachse Liebgarde

Sachse Karbiner

German Guard Pikemen

German Guard Musketeers

Fortified Musketeers

Pikeniere

Musketiere



BRANDENBURG
---------------------------------------------------------

general - minor faction, centralised administration, absolute power, german faction,

army - MERCENARY (FROM HIGH NATIONAL),

heroes - NONE,

unique structures - soldiers for hire (late),

units:

THE AGE OF EXPLORATION

Verlorener Haufen

--from 1648-> Grenadiers

--from 1572-> Pikeniere

--from 1572-> Musketiere



THE RELIGIOUS TURMOIL

Brandenburgische Arkebusiere

Arkebusiere

--from 1648-> Grenadiers

--from 1648-> Fortified Musketeers

Pikeniere

Musketiere



THE SUN KING'S AMBITION

Brandenburgische Liebgarde

German Guard Pikemen

German Guard Musketeers

Grenadiers

Fortified Musketeers

Pikeniere

Musketiere


HAPSBURG HRE
----------------------------------------------------------

general - major power, centralised administration, absolute power, german faction,

army - NATIONAL,

heroes - DOZENS,

unique structures - catholic league (high), vasal principality,

units:

THE AGE OF EXPLORATION

Verlorener Haufen

Rondartschiere

--from 1572-> Pikeniere

--from 1572-> Musketiere

--from 1572-> Kaiserliche Kürassiere

--from 1572-> Wallon Pikemen (Flanders and Lorraine)

--from 1572-> Wallon Musketeers

--from 1572-> Hrvati (Croatia)

--from 1572-> Uskoci (Croatia, Serbia)

--from 1572-> Lovas hajdúk (Carpathia, Hungary)

Curteni (Wallachia)

Strajeri (Moldavia)

Razesi (Moldavia)

--from 1572-> Hajdú puskások



THE RELIGIOUS TURMOIL

Kaiserliche Kürassiere

Bayrische Schwarze Kürassiere ( Bavaria)

Kaiserliche Dragoner

Rondartschiere

Wallon Pikemen (Flanders and Lorraine)

Wallon Musketeers (Flanders and Lorraine)

Hrvati (Croatia)

Haramija (Croatia, Serbia)

Arkebusiere

Pikeniere

Musketiere

Uskoci (Croatia, Serbia)

--from 1648-> Fortified Musketeers

Rosiori (Wallachia)

Gyalogszékelyek (Carpathia)

--from 1648-> Panduks (Croatia, Serbia)

Lovas hajdúk (Carpathia, Hungary)

Curteni (Wallachia)

Strajeri (Moldavia)

Razesi (Moldavia)

Martolos (Greece)

Hajdú puskások




THE SUN KING'S AMBITION

Kaiserliche Kürassiere - different than earlier

Kaiserliche Dragoner

German Guard Pikemen

German Guard Musketeers

Kaiserliche Reiters

Pikeniere

Musketiere

Imperial Jeagers (Austria)

Wallon Pikemen (Flanders and Lorraine)

Wallon Musketeers (Flanders and Lorraine)

Hrvati (Croatia)

Pandur

Fortified Musketeers

Panduks (Croatia, Serbia)

Martolos (Greece)


*unique* - can call for National Lev which works like crusade.

HUNGARY
----------------------------------------------------------

general - minor faction, democracy,

army - NATIONAL,

heroes - NONE,

unique structures - balcan stronghold, sych,

units:

THE AGE OF EXPLORATION

Lagator ( Bulgaria and Serbia)

Huszárok

--from 1572-> Hajdú puskások

--from 1572-> Hrvati (Croatia)

--from 1572-> Vozy

--from 1572-> Uskoci (Croatia, Serbia)

Wagon Infantry

Rac

--from 1572-> Lovas hajdúk

Curteni (Wallachia)

Strajeri (Moldavia)

Razesi (Moldavia)

--from 1572-> Cossacks

--from 1572-> Zaporozhye




THE RELIGIOUS TURMOIL

Kék drabantok

Gyalogszékelyek

Huszárok

Hrvati (Croatia)

Haramija (Croatia, Serbia)

Uskoci (Croatia, Serbia)

Wagon Infantry

--from 1648-> Panduks (Croatia, Serbia)

Lovas hajdúk

Curteni (Wallachia)

Strajeri (Moldavia)

Razesi (Moldavia)

Martolos (Greece)

Hajdú puskások




THE SUN KING'S AMBITION

Kék drabantok

Gyalogszékelyek

Hrvati (Croatia)

Pandur

Calarisi (Wallachia)

Rosiori (Wallachia)

Panduks (Croatia, Serbia)

Boieri (Moldavia)

Huszárok

Lovas hajdúk

Martolos (Greece)

Hajdú puskások



*UNique* - has access to warwagons.

MOLDAVIA/WALLACHIA ( NO IN SUN KING'S AMBITION)
-----------------------------------------------------------

general - minor faction,

army - NATIONAL,

heroes - FEW,

unique structures - Oastea Mica-> Oastea Mare; sych,

units:

THE AGE OF EXPLORATION

Boieri (B) (Carpathia, Moldavia)

Curteni (Wallachia)

Strajeri (Moldavia)

Razesi (Moldavia)

Rac

Munteni

Lagator ( Bulgaria and Serbia)

--from 1572-> Vozy

--from 1572-> Hrvati (Croatia)

--from 1572-> Uskoci (Croatia, Serbia)

--from 1572-> Ukrainian Peasants

--from 1572-> Lovas hajdúk (Carpathia, Hungary)

--from 1572-> Hajdú puskások

--from 1572-> Cossacks

--from 1572-> Zaporozhye




THE RELIGIOUS TURMOIL

Boieri (B) (Carpathia, Moldavia)

Gyalogszékelyek (Carpathia)

Dorobanti (Moldavia)

Vanatori (Wallachia)

Hrvati (Croatia)

Haramija (Croatia, Serbia)

Uskoci (Croatia, Serbia)

Ukrainian Peasants

Dzhura

--from 1648-> Panduks (Croatia, Serbia)

Lovas hajdúk (Carpathia, Hungary)

Curteni (Wallachia)

Strajeri (Moldavia)

Razesi (Moldavia)

Martolos (Greece)

Hajdú puskások

Cossacks

Zaporozhye


POLAND
----------------------------------------------------------

general - major power, democracy,

army - NATIONAL,

heroes - DOZENS,

unique structures - sejm, sejmik, Obrona potoczna i kwarciani->Reformy Batorego->Reformy Wladyslawa IV i Koniecpolskiego->Reformy Sobieskiego ;sych, vassal principality, german petty state(high), hadziacz union (late),

units:

THE AGE OF EXPLORATION

Tatarzy

Strzelcy

--from 1572-> Piechota Wybraniecka

--from 1572-> Muszkieterzy

--from 1572-> Piechota Polska

--from 1572-> Pikinierzy

--from 1572-> Husaria

--from 1572-> Lisowczycy

--from 1572-> Petyhorcy

--from 1572-> Kozacy

--from 1572-> Dragoni

--from 1648-> Pancerni

--from 1648-> Wolosi

--from 1572-> Vozy

Wagon Infantry

Rac

--from 1572-> Lovas hajdúk (Carpathia, Hungary)

Curteni (Wallachia)

Strajeri (Moldavia)

Razesi (Moldavia)

--from 1572-> Hajdú puskások

--from 1572-> Zaporozhye




THE RELIGIOUS TURMOIL

Tatarzy

Piechota Wybraniecka

Piechota Polska

Muszkieterzy

Pikinierzy

Lisowczycy

Husaria

Petyhorcy

Kozacy

Rajtarzy

Dragoni

--from 1648-> Pancerni

--from 1648-> Wolosi

Arkebusiere

Courland Reiters (Estonia & Livonia)

Wagon Infantry

Gyalogszékelyek (Carpathia)

Lovas hajdúk (Carpathia, Hungary)

Curteni (Wallachia)

Strajeri (Moldavia)

Razesi (Moldavia)

Hajdú puskások

Zaporozhye




THE SUN KING'S AMBITION

Tatarzy

Gwardia Piesza - musketeers

Gwardia Piesza - pikemen

Muszkieterzy - different than in earlier periods

Pikinierzy - different than in earlier periods

Piechota Polska

Husaria

Litewska Husaria

Petyhorcy - different than in earlier campaigns

Kozacy

Pancerni

Wolosi

Dragoni

Rajtarzy - different than in earlier campaigns

Fuisilliers

Rosiori (Wallachia)

Czeremisi (Volhynia & Volga-Bulgaria)

Dzhura

Hajdú puskások

Cossacks

Zaporozhye


*unique* - one of the most diverse armies in the game, can call for National Levy which works like crusade, has access to warwagons, can use unique fake unit specially designed for multiplayer.


THE OTTOMAN EMPIRE
-----------------------------------------------------------

general - superpower (major power in early),

army - NATIONAL,

heroes - SEVERAL,

unique structures - vassal principality,

units:

THE AGE OF EXPLORATION

Akinji --> to 1648

Lagator ( Bulgaria and Serbia)

Ashaghi Bölüks

Kirmizi Bayrak

Deli

Sari Bayrak

Jebelü

Timarli Sipahi

Iyalaras

Okchu Yenicheri

Zirhli Nefer

Voynuk

--from 1572-> Vozy

--from 1572-> Ta'ifat Al Ru'sa (Marocco, Algieria and Tunisia)

--from 1572-> Tüfekchi

Tüfekchi Yenicheri

Sekbans

Levends

Ashirs

--from 1648-> Panduks (Croatia, Serbia)

--from 1572-> Lovas hajdúk (Carpathia, Hungary)

Curteni (Wallachia)

Strajeri (Moldavia)

Razesi (Moldavia)

--from 1572-> Hajdú puskások

--from 1572-> Cossacks

--from 1572-> Zaporozhye




THE RELIGIOUS TURMOIL

Akinji --> to 1648

Ashaghi Bölüks

Kirmizi Bayrak

Deli

Sari Bayrak

Jebelü

Timarli Sipahi

Zirhli Nefer

Ta'ifat Al Ru'sa (Marocco, Algieria and Tunisia)

Tüfekchi Yenicheri

Tüfekchi

Ashirs

--from 1648-> Panduks (Croatia, Serbia)

Lovas hajdúk (Carpathia, Hungary)

Mamluk Cavalry

Curteni (Wallachia)

Strajeri (Moldavia)

Razesi (Moldavia)

Martolos (Greece)

Hajdú puskások

Cossacks

Zaporozhye




THE SUN KING'S AMBITION

Ashaghi Bölüks

Kirmizi Bayrak

Deli

Sari Bayrak

Jebelü

Timarli Sipahi

Zirhli Nefer

Sarica

Debrebentcis

Eflaks

Jarakisa ( Khazar)

Ta'ifat Al Ru'sa (Marocco, Algieria and Tunisia)

Tüfekchi Yenicheri

Tüfekchi

Rosiori (Wallachia)

Ashirs

Panduks (Croatia, Serbia)

Mamluk Cavalry

Martolos (Greece)

Cossacks

Zaporozhye



*unique* - the biggest faction in the later part of the game. Huge armies of cavalry and infantry.
Timarli Sipahi weaker in the last campaign, Janissaries and Kirmizi Bayrak better than before.

CRIMEAN KHANATE
----------------------------------------------------------

general - minor faction,

army - NATIONAL,

heroes - FEW,

unique structures - NONE,

units:

THE AGE OF EXPLORATION

Kirim Suvari (B)

Atli Tatarlar

Tatar Arkans

Izci Tatarlar

Kipchak Asker

--from 1572-> Keffe Bekci

Nogay Asker

--from 1572-> Vozy

--from 1572-> Ukrainian Peasants

--from 1572-> Lovas hajdúk (Carpathia, Hungary)

Ashirs

Curteni (Wallachia)

Strajeri (Moldavia)

Razesi (Moldavia)

--from 1572-> Hajdú puskások

--from 1572-> Cossacks

--from 1572-> Zaporozhye





THE RELIGIOUS TURMOIL

Kirim Suvari (B)

Atli Tatarlar

Tatar Arkans

Izci Tatarlar

Kipchak Asker

Keffe Bekci

Nogay Asker

Ukrainian Peasants

Dzhura

Ashirs

Lovas hajdúk (Carpathia, Hungary)

Curteni (Wallachia)

Strajeri (Moldavia)

Razesi (Moldavia)

Hajdú puskások

Cossacks

Zaporozhye



THE SUN KING'S AMBITION

Kirim Suvari (B)

Atli Tatarlar

Tatar Arkans

Izci Tatarlar

Kipchak Asker

Keffe Bekci

Nogay Asker

Segmen

Jarakisa ( Khazar)

Ta'ifat Al Ru'sa (Marocco, Algieria and Tunisia)

Ukrainian Peasants

Ashirs

Cossacks

Zaporozhye



*Unique* - army consists almost only of numerous cavalry, have cavalry which can hide in the open.

COSSACKS (ONLY DURING SUN KING'S AMBITION)
----------------------------------------------------------

general - minor faction,

army - NATIONAL,

heroes - FEW,

unique structures - cossack camp, sych,

units:

THE SUN KING'S AMBITION

Cossacks

Zaporozhye

Molodyki

Plastuny

Harakterniki

Storozha

Serdjuk

Vozy z poshkhamy

Ukrainian Peasants

Dzhura (B)


*unique* - can recruit large armies, have access to warwagons, have cavalry which can hide in the open, Harakterniki are almost superhuman in melee, but can be shot to pieces.


CIRCASSIA (ONLY DURING SUN KING'S AMBITION)
-----------------------------------------------------------

general - minor faction,

army - NATIONAL,

heroes - FEW,

unique structures - sych,

units:

THE SUN KING'S AMBITION

Adiga Dzhigit (B)

Lhxwqwel Zevako

Tiley

Abrek Dzhigit

Werq Dzhigit

Czeremisi (Volhynia & Volga-Bulgaria)

Zaporozhye


*unique* - Tiley is in essence a suicidal, sacrificial unit - generally one-shot weapon, one-two should be used per army, only.

GEORGIA
----------------------------------------------------------

general - minor faction,

army - NATIONAL,

heroes - NONE,

unique structures - sych,

units:

THE AGE OF EXPLORATION

Shubosani Mkhedrebi

Elite Mkhedrebi (B)

Mtiulebi

Kveiti Meomrebi

Aragvlebi

--from 1572-> Metopheni

--from 1572-> Lovas hajdúk (Carpathia, Hungary)

Curteni (Wallachia)

Strajeri (Moldavia)

Razesi (Moldavia)

--from 1572-> Hajdú puskások





THE RELIGIOUS TURMOIL

Shubosani Mkhedrebi

Elite Mkhedrebi (B)

Mtiulebi

Kveiti Meomrebi

Aragvlebi

Metopheni

Lovas hajdúk (Carpathia, Hungary)

Curteni (Wallachia)

Strajeri (Moldavia)

Razesi (Moldavia)

Hajdú puskások





THE SUN KING'S AMBITION

Shubosani Mkhedrebi

Elite Mkhedrebi (B)

Mtiulebi

Kveiti Meomrebi

Aragvlebi

Metopheni

Jarakisa ( Khazar)

Rosiori (Wallachia)



NOTE - THE UNIT ROSTER IS GENERALLY TEMPORARY AND WILL BE MODIFIED


RUSSIA
----------------------------------------------------------

general - major power (except early), centralised administration, absolute power, colonial power,

army - NATIONAL,

heroes - NONE,

unique structures - Siberia - early exploration->Siberia - the conquest->Siberia - the road to China; Streltsy Corps-> Oprychnina-> Western regiments-> Peter the Great's reforms; sych, Pereyaslav Union (late),Nemecka Svoboda (late),

units:

THE AGE OF EXPLORATION

Opolcheniye

Pishchalshchiki

Vybranniye Streltsy ( Moscow)

--from 1572-> Streltsy

--from 1572-> Stremenniye Streltsy

--from 1572-> Sluzhiliye Kazaki

--from 1648-> Kopeyshchiki

--from 1648-> Soldaty

--from 1648-> Reytary

--from 1648-> Draguny

--from 1572-> Vozy

Pomestnaya Konnitsa

Ryndy (B)

Znat

TatarskayaKonnitsa

Wagon Infantry

--from 1572-> Lovas hajdúk (Carpathia, Hungary)

Curteni (Wallachia)

Strajeri (Moldavia)

Razesi (Moldavia)

--from 1572-> Hajdú puskások

--from 1572-> Cossacks

--from 1572-> Zaporozhye




THE RELIGIOUS TURMOIL

Opolcheniye

Vybranniye Streltsy ( Moscow)

Streltsy

Stremenniye Streltsy

--from 1648-> Kopeyshchiki

--from 1648-> Soldaty

--from 1648-> Reytary

--from 1648-> Draguny

Oprychniki

Pomestnaya Konnitsa

Ryndy (B)

Znat

Sluzhiliye Kazaki

TatarskayaKonnitsa

--from 1648-> Kalmuk

Wagon Infantry

Lovas hajdúk (Carpathia, Hungary)

Curteni (Wallachia)

Strajeri (Moldavia)

Razesi (Moldavia)

Hajdú puskások

Cossacks

Zaporozhye





THE SUN KING'S AMBITION

Vybranniye Streltsy ( Moscow)

Streltsy

Kopeyshchiki

Soldaty

Poteshnyi

Pomestnaya Konnitsa

Ryndy (B)

Kalmuk

Zhilcy ( Moscow)

Gusary ( Novgorod)

Stremenniye Kopeyshchiki

Reytary

Sluzhiliye Kazaki

TatarskayaKonnitsa

Draguny

Rosiori (Wallachia)

Czeremisi (Volhynia & Volga-Bulgaria)

Dzhura

Cossacks

Zaporozhye



*unique* - large population and its despotic political system means that its armies can be very big and easy to rebuild.
Has access to warwagons.
Feudal cavalry has decreasing quality - the worst in the last campaign.



PERSIA (ONLY DURING RELIGIOUS TURMOIL)
---------------------------------------------------------

general - major power,

army - NATIONAL,

heroes - FEW,

unique structures - NONE,

units:

THE RELIGIOUS TURMOIL

Qizilbash Qullar

Turki Qullar

Qurchis (B)

Tofongchis

Kizilbash Nizari

Shah Savan

Afghani Infantry (Mesopotamia)

Ta'ifat Al Ru'sa (Marocco, Algieria and Tunisia)

Bedouin Camel Guns

Ashirs

Mamluk Cavalry


*unique* - can start jihad, should cause civil war as early as possible to allow taking power by Abbas the Great wo appears as very disloyal talented general.



EGYPT (ONLY DURING AGE OF EXPLORATION)
---------------------------------------------------------

general - minor faction,

army - NATIONAL,

heroes - NONE,

unique structures - NONE,

units:

THE AGE OF EXPLORATION

Mamluk Cavalry (B)

Mamluk Handgunners

--from 1572-> Ta'ifat Al Ru'sa (Marocco, Algieria and Tunisia)

Bedouin Camel Guns

Mamluk Horse Archers

Ashirs



*unique* - can start jihad. NOTE - THE UNIT ROSTER IS TEMPORARY AND WILL BE MODIFIED



BARBARY STATES (ONLY DURING SUN KING'S AMBITION)
-----------------------------------------------------------

general - minor faction,

army - NATIONAL,

heroes - NONE,

unique structures - NONE,

units:

THE SUN KING'S AMBITION

Tunisian Pirates

Baladi

AlgierianLancers

Jarakisa ( Khazar)

Ta'ifat Al Ru'sa (B)

Mamluk Cavalry



*unique* - pirate faction, its armies are not fully able to face regular troops.






=====================================================================================

APPENDIX 1

MERCENARY TROOPS

=====================================================================================

THE AGE OF EXPLORATION
------------------------

Landsknecht-Pikeniere

Gepanzerte Landsknecht-Pikeniere

Landsknecht-Arkebusiere

Landsknecht-Hellebardiere

Doppelsoldner

Free Lancers

Stradioti

Schwarze Reiter

--from 1572-> Mercenary Musketeers

--from 1572-> Mercenary Dragoons

--from 1572-> Mercenary Cuirassiers

--from 1572-> MercenaryReiter


THE RELIGIOUS TURMOIL
-----------------------

Mercenary Musketeers

Mercenary Dragoons

Mercenary Cuirassiers

MercenaryReiter

Scottish Pikemen

Scottish Musketeers

Stradioti - different type


THE SUN KING'S AMBITION
--------------------------

Mercenary Musketeers

Mercenary Dragoons

Mercenary Cuirassiers - lighter than in earlier campaigns

MercenaryReiter













=================================================================================

APPENDIX 2

REGIONAL TROOPS

=================================================================================

THE AGE OF EXPLORATION

Border Reivers - Northumbria & Scotland

Flemish Pikemen - Flandres

Galloglaidh - Ireland ( only Catholic factions)

--from 1572-> Oaghancocharan - Ireland ( only Catholic factions)

Kernbannal - Ireland ( only Catholic factions)

--from 1572-> Courland Reiters - Livonia & Estonia

Adiga Dzhigit - Lesser Khazar





THE RELIGIOUS TURMOIL
-----------------------

Border Reivers - Northumberland

Armenian Archers - Armenia

Cimaroons - Marocco (for all factions except Portugal and Spain)

Netiaga - Lesser Khazar

Kernbannal - Ireland ( only Catholic factions)

Musketyri - Bohemia (only Protestant factions)

Adiga Dzhigit - Lesser Khazar



THE SUN KING'S AMBITION
------------------------

Highland Clansmen - Scotland

Scottish Pikemen - Scotland

Scottish Musketeers - Scotland

Omacach - Ireland ( only Catholic factions)

Enniskillen Fusiliers - Ireland

Galloglaidh - Ireland ( only Catholic factions)

Zuama - Tripoli ( only Muslim factions except Circassia)

Hampas - Libya ( only Muslim factions except Circassia)

Dragouni - Bohemia (only Protestant factions)

Mousquetaires huguenot - Flanders (only Protestant factions)

Danzig Militia - Prussia - except Sweden, Danemark, Russia and Brandenburg



===========================================================================================
APPENDIX 3

TROOPS AVAILABLE BY REBELLIONS, HIRED, BRIBED OR THANK TO 'DISMOUNTING' I.E. CHANGING BATTLE MODE BEFORE A BATTLE OR SIEGE.

============================================================================================

THE AGE OF EXPLORATION
-----------------------

Rebels

Peasant Guerillas

Swordsmen

Szlachta - Poland by the National Levy

--from 1572-> Powiatowe pospolite ruszenie

--from 1572-> Marksmen

Reislaufer Pikeniere

--from 1572-> Piekeniers met rondas

--from 1572-> Watergeuzen

--from 1572-> Musketiers

Knights

in skirmishing mode


THE RELIGIOUS TURMOIL
----------------------

Rebels

Peasant Guerillas

Swordsmen

Szlachta - Poland by the National Levy

Powiatowe pospolite ruszenie

Marksmen

Freireiter

Vozy

Knights

in skirmishing mode - 2 types



THE SUN KING'S AMBITION
------------------------

Rebels

Peasant Guerillas

Swordsmen

Czeladz Obozowa - Poland by the National Levy

Szlachta - Poland by the National Levy

Husarze - 'dismounted'

Pancerni - 'dismounted'

Powiatowe pospolite ruszenie

Marksmen

Schnapphans

Vozy

in skirmishing mode - 3 types


==========================================================================================

APPENDIX 4

COMMON UNITS I.E. AVAILABLE IN LARGE PART OF EUROPE AND OTHER PLACES FOR NUMEROUS FACTIONS - SOMETIMES AVAILABLE ONLY IN LARGER REGIONS E.G. NORTHERN AFRICA

==========================================================================================

THE AGE OF EXPLORATION

Palace Guards

General

Mounted Crossbows

Archers

Pavise Arbalesters

Petronels

Men-at-arms

Mounted Arquebusiers

Demi Lancers

Arquebusiers

Hanseatische Stadtmiliz

--from 1572-> Regimental Cannons

Muslim Feudal Levy - muslim factions only

Saharan Cavalry - muslim factions only

Urban Militia

Bedouin Camel Warriors - muslim factions only

Magharibah - muslim factions only

--from 1572-> Town Militia

--from 1572-> Millers - only protestant factions



THE RELIGIOUS TURMOIL

General

Regimental Cannons

Kaprowie

Pirates

Demi Lancers

Muslim Feudal Levy - muslim factions only

Saharan Cavalry - muslim factions only

Mounted Arquebusiers

Urban Militia

Town Militia

Bedouin Camel Warriors - muslim factions only




THE SUN KING'S AMBITION

General

LineCavalry

Regimental Cannons

Muslim Feudal Levy - muslim factions only (except Circassia)

Saharan Cavalry - muslim factions only (except Circassia)

Urban Militia

Town Militia

Bedouin Camel Warriors - muslim factions only (except Circassia)

Kulogli - muslim factions only (except Circassia)

'Swine Feathers' Pikemen - all factions to the west and north of Poland



================================================================================

APPENDIX 5

UNITS ONLY FOR CUSTOM BATTLES AND MULTIPLAYER MODES

================================================================================

THE SUN KING'S AMBITION

Husaria - for Poland - fake unit pretending to be the real
one.







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APPENDIX 6

UNITS APPEARING ONLY IN HISTORICAL BATTLES

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Kopijnicy - in OBERTYN 1531

cegorach
04-18-2006, 09:48
The present edition of the mod uses modified campaign map prepared by VikingHorde the creator of the popular Medieval XL. Onece again thank you for it !

Still it remains only as something temporary - the mod will need a new map and it will get one.

For now, to recreate some historical politica processes, wars and the most important directions of expansion I have changed some borders sometimes cutting access from one province to another altogether.

So there is no access between:

Libya <-> Tunisia

Will make ground expansion from Spain to Egypt impossible, makes Malta more important and means that you will need a strong fleet to get from Middle East to North African pirate states.

Hungary <-> Poland

There was virtually no access between thos countries thanks to Carphatian mountains. Channels the Expansion of the Ottomans towards Austria and numerous German and Italian states.

Moldavia <-> Poland

IMproves survival rate of Poland (slightly) and although it still is overrun rather quickly slows down and sends the Ottoams westwards.

Milan <-> Burgundy

Makes Spain slightly more difficult to play - you need a different route between those provinces - possibility of a quick war vs. France.

Hungary <-> Bohemia ( High & Late)

Hapsburg Empire needs some protection against the Ottomans which in future will be provided by Royal Hungary, but now at least Bohemia is safe from the east at least.

Bulgaria <-> Moldavia

Again sends the Ottomans towards the Hapsburg Empire and improves the importance of Wallachia as the main crossing place over Danube.

In addition some countries have added rivers on some borders to protect them better, and some rivers were removed.

There is only one , but very important change when it comes to the seas in the game - THERE IS NO LINK BETWEEN ATLANTIC ( SO ALL NORTHERN SEAS) AND MEDITERRANEAN SEA ( SO ALSO THE BLACK SEA) - this way the income from trade is not so massive as in the vanilla MTW VI and there is no easy way to transport soldiers form Africa to England or other northern country.

cegorach
04-21-2006, 09:20
COMMON OR QUITE COMMON BUILDINGS IN PMTW 1.5

Many from the buildings or building-like structures available in the mod are not restricted to one faction only. Here is the list of them with short descriptions of their purposes.



MILITARY STRUCTURES
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========================

Common military reforms which do not generate any income, but act as a backbone of development for catholic and protestant factions ( with exceptions) at least.
These are recreating the changes in warfare, attract mercenaries (or quite opposite) and give units certain upgrades like bonus to weapon or discipline.

Arquebus - Caracol - Tertio - Duch Brigade - Swedish Brigade - Plug in bayonet - Modern Army


----
Metalsmith
----

Appears only during he AGE OF EXPLORATION as unique ( so one per faction) building adding +4 to attack of the soldiers recruited in the province.



POLITICAL STRUCTURES
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====================

They represent how centralised or decentralised political system the faction has, generate income and add more office titles.


National Gathering - Diet - Parliament

or - the Seat of Power
--------------
a different approach democracy or absolutistic state with some consequences.


Watch Towers --> Centralised Administration
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centralised states when reaching a certain level of development can impose the centralised administration which acts as former border forts catching enemy spies and assassins for example.



RELIGIOUS POLICY
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================

Buildings of this type present a certain approach towards religious freedom, tolerance or quite opposite - generally the approach towards religion in the country.

Religious persecution --> Tolerant policy --> Intolerance --> Freedom of belief
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as you see the appear one after another so you can switch from one policy to the other one ( some states can't) without destroying the structures.
Intolerant phases generate decent income, but lower happiness and decrease the number of mercenaries. Tolerant ones increase happiness, the number of mercenaries and morale, but generate much lower income.




PIRATES
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==========

The period of time was in fact the age of pirates even in Europe so you can employ them directly ( units, ships) or indirectly by building those structures which generate income, attract mercenaries, but lower happiness.


Sponsored Pirates --> Oversea Piracy
------
second one only for some states. Both only in provinces with the right resource.



Muslim Pirates' base
-------

only for muslim states and only in provinces with the right resource.



EDUCATION, ART, ENTERTAINMENT
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The purpose of these is increasing the happiness of the local population and attacting mercenaries.



Parish Schools --> Printer ---> Jesuit College

---> Protestant Academy
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Religious schools convert the local population to your state religion as well.


Wandering actor troupes --> Theater --> Opera house

Newspaper

Famous artist
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the last one is available only in the Age of Exploration.




UNUSUAL INCOME
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There are several ways to get money, these structures represent the more extreme ways to gain it.


Slave Market
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only muslim factions


Soldiers for hire
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only in the Sun King's Ambition, only certain faction.




SPECIAL RECRUITMENT CENTERS
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===========================

Only one more common building gives those options.


Sych
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it generates income, decreases happiness, attracts mercenaries and allows recruitment of Cossack units, one per faction and only with settler resource.


POLITICA BEEINGS
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Small, controlled countries can be created giving more money, titles and most important soldiers from the local population.


Vasal principality
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only in Balcan countries

German petty state
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only German provinces, one per faction





SPECIALS
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Even more unusual.


Trade center --> Large trade center
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First level impossible to destroy and to build, probably only earthquaqes or floods can remove it. It is present in more populated regions, in richer provinces generally. It decreases happiness very much so the province is prone to rebellion. Second level decrease it even more. Both attract mercenaries and allow recruitment of Town militia of both types.



Science academy
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The last of scientific structures increase income from farming, much, much income.




War contribution
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This building reduces happiness and number of mercenaries in the region, but is cheap and generates massive income.

BUT it should only be used for a small period of time, because it is its purpose - get money and run away or get money, destroy the structure and include the province to your empire.