WesW
08-28-2003, 07:09
The update still ended up with some pics and textures files, but now many. It's less than half the size of the full beta (1.5Megs).
All the changes I listed yesterday in the 3.03 thread are in, plus some more new ones and ones that weren't on the list. The mod continues to be refined, with more appropriate pics, and better units. This is going to be the last update for a while. I am modded out after spending the last four entire evenings on this. I am aching to play this version, since I feel it is much better than the last one, which I felt was fine a few days ago.
I think the Byzantines, Huns and Poles are the only factions not affected since 3.03. The rest all either have new units, replacements with different characteristics, or/and new graphics for some units. Even the faction descriptions for the Russians and Italians have changed significantly.
The mod description text should now be completely accurate, and I urge everyone to read it slowly and carefully. It is pasted below.
In the spreadsheet, the unit stats page has been updated to show the new Muslim lineup, as well as the stat changes.
The Christian units have not been changed much, but I have put a lot of effort into making the new units' descriptions accurately reference one of these "standard" units, so that you can get a good feel for how all the new units stack up with units you already know.
The unit names are all up-to-date, but the descriptions are not, so don't depend solely on them right now.
The units text pasted into the spreadsheet is also completely up-to-date, and is the best way to learn the building requirements for all the units. I have re-arranged the units to put all the crusaders, jihad, and bodyguard units at the bottom of the file. However, if you need to find a unit quickly, simply use the sort command on the "A" column to list the units in alphabetical order. You can also use this method to sort the units by faction, using column "L".
What I hope were the last few syntax errors with the units text have been corrected, using info from one of you here. This should allow the file to loaded into the Gnome editor.
Oh, if you are lurking, Denis, I apoligise for dismissing your report of the Berdyshi and Dien... texture errors. They are corrected now.
So, take some time to read the description text below, since it has been significantly altered from the concepts all the way down to the listing of the Outremer units in the Minor Factions section. With this update, most all of the Christian factions have gone through two major rounds of refinement, and even the Muslims have now gotten a make-over.
This should be the final unit lineup for the mod. I know I said that last time, but the revelation of how the game read the bodyguard units opened up a lot of opportunities, and once the creative juices got flowing, other things developed as well. I also saw where some of the factions that I hadn't paid much attention to in a while needed some adjustments, and now I think everything has finally come together.
For those holding off until the Public release:
As I said, I am going to finally take some time and do major play-testing of my own now. There will be a lot of work to do before a Public release is ready, mainly in writing up a formal, Word readme. Everything has changed so much that not much of the unit sections from the 1.85 mod will be of any use. I have been writing the description text with the aim of making the readmes basically from it, but you never know what you will get into.
Therefore, I strongly recommend that you go ahead and start playing the mod now. Other than the minor factions, the only things not in yet are oddities like appropriate dismounting units for the cavalry and rebellion groups, and I looked through a lot of the infantry tonight and got their groups fixed.
So, here is the text:
Preliminary unit list:
All factions will have access, in all provinces, to basic Spearmen, plus Archers, bolt, gunpowder, artillery, special attack and naval units, as well as Peasants. Note that these units will not have the two morale points that were added for the expansion.
Current regionally restricted units such as Steppe Cav are implied to still be available as before, though this could change later on for a few such units.
New concept: Standard and Compound bows. Units from non-Catholic regions, primarily the open Steppes and the deserts of the Middle East and North Africa, used superior bows to those of Feudal Europe, and now this is properly reflected in the game.
Units possessing compound bows have more arrows, so that they are easy to spot in the unit lists, and a list of all individual units is appended to the end of this file. A detailed chart listing the exact differences between the bow types will be available for the final edition of the mod.
New concept: Homelands. A dozen or so provinces that share the same ethnicity as a given faction, usually encompassing the faction's territory and some surrounding provinces. Note that two or more factions may claim the same province, where their peoples intermingle. This can often lead to conflict between the factions.
For non-Homeland provinces, you can build basic units like spearmen and archers, plus regional units like Steppe Cav, any generic bolt or gunpowder unit, any artillery unit, any ship unit that your faction can build, and any special attack unit such as spies and assassins. In short, you should almost always be able to put these provinces to good use, freeing up your homeland for the regular and elite troops.
New concepts: Restricted Inns and Buildable Mercenary units.
Inns can now be built only in provinces where the Mercenary "good" is found. These provinces will generally be in areas where ethnic Homelands overlap, and thus conflict is more likely, or in areas where special mercenary troops are available, such as in Ireland.
Each faction will generally have an Inn available at the start of the game. Thus, as your empire expands, you may be able to capture other designated provinces, build them up, and use them as further recruitment centers. However, this will take time and money.
Buildable mercenary units require all of the buildings that they would were they normal troops, in addition to the Inn.
Generic buildable mercenaries may be built by any faction, but cost 50% more than comparable units.
Faction-specific buildable mercenaries are restricted just like native troops, and cost 25% more than normal. The reduced price relative to generic mercs is due to the fact that these troops will not fight for just anyone with money. These troops are generally native to minor provinces or factions, and are hiring themselves out to the nearest, ethnically-compatible major faction.
Buildable mercenaries are a way of:
1)filling in the gaps certain factions have in their native troops, including Muslim factions
2)fielding balanced armies, or
3)just bulking up your forces; but all at a premium.
Note that Inns cost more to construct than before, since their potential effect is greater, especially for factions such as the Byzantines.
Generic buildable merc units (faction-specific units are specified in the faction unit lists below):
Alan Merc Cav- All eras
Germanic Knights- Feudal Kns; High and Late eras
Swiss Mercenary Pikemen- Late era only, Northern Europe
Almughavars- Late era only, Mediterranean region
Expanded concept: Unique Bodyguards
The discovery that the game ignores any era restrictions on bodyguard units allowed the designation of faction-specific units for each faction. Bodyguards can be any regular troop, and now reflect the character of their faction just as the regular units. Bodyguard units are denoted by the initials BG.
Expanded concepts: Crusades and Jihads
Crusades and Jihads now cost four times as much as originally. Crusades give approximately five times as many units as before, while Jihads have four times, since they normally travel shorter distances. Crusades take 10 yrs to build, while Jihads take five.
Special versions of existing units were created specifically for Crusades, in order to allow the increased in the number of units created. Jihads use existing units, but these units can no longer be built.
Jihad units:
Jihad Cavalry- old Royal Ghulams, now 40-man units
Faris
Ghazi Infantry
Jihad Infantry- old Dismounted Faris, now with same stats as the new Nizari
Muwahid Foot
Crusade units:
Templar, Hosp and Teutonic Kns
(Crusader) Mtd. Sgts., Gendarmes and Teutonic Sgts.
(Crusader) Hosp. and Gothic Ft. Kns.
(Crusader) Feudal and Chiv. Sgts.
Order Foot Soldiers
Note that crusading factions have access to all the Crusader Kingdoms units. These units are available in Palestine, Tripoli, Antioch, Cyprus, Edessa, Syria and Lesser Armenia.
Muslim factions: (All changes are from 1.85 stats)
Egyptian and Almohad bodyguard units will consist of Ghulam, Mamluk and Khwarazmian Cavalry.
Turkish bodyguard units are Armenian Hvy Cav, Ottoman Sipahi and Sipahi of the Porte.
Arab Infantry have higher charge and defense, and now carry a large shield. They are available in all eras to the Egyptians and Almohads.
Ottoman Infantry lose their bows, but gain defense and a large shield.
Nizari gain 2 charge points, but lose one point to defense and armour relative to their 1.85 stats.
Armourers have been removed from the requirements list for all Muslim units except heavy cavalry.
Muslim units are now 20-25% larger in size than Christian or Pagan units.
Huns
The Huns have a hybrid force of both Eastern and Western unit types, which reflects their struggles against both Muslim and Christian forces.
Note: The Poles and Hungarians have lost the ability to launch Crusades that was added for v1 of the mod.
Early-
Hungarian Nobles- Feudal Kns. (BG)
Szekely Horsearchers- use VI stats; bonus in Moldavia
Transylvanian Archers- Genoese Sailors; bonus in Carpathia
Woodsman (regional)- Woodsman now have a large shield and a little better descipline, which places them in between Urban Militia and Viking Landsmenn. Also, they can now be found all over Europe, except for the open Steppes, Italy and Iberia.
High-
Vlastela- Kats w/ 8 charge (BG)
Serbian Husars- Teutonic Sgts. w/ -1 valour; bonus in Serbia
Bulgarian Brigands- bonus in Bulgaria
Croatian Spearmen- Chiv. Sgts.; bonus in Croatia
Late-
Knights of the Banderium- Chivalric Kns. (BG)
Clipeati- Pikemen
Armati Infantry- Halberdiers
Poles
The Poles are a somewhat hybrid force as well, though they develop some very nice heavy units in the last half of the medieval period, and are further strengthened in the Late era by their merger with Lithuania.
Note: The Poles and Hungarians have lost the ability to launch Crusades that was added for v1 of the mod. They also share the sme Homeland provinces.
Early-
Polish Retainers (BG)
Szekely Horsearchers- use VI stats; bonus in Moldavia
Bulgarian Brigands
Woodsman- bonus in Livonia
High-
Knights of Dobrzyn- Kns. Templar (BG)
Czeladz Bowmen- Mtd. X-bow w/Byzantine Cav. stats
Czeladz Lancers- Teutonic Sgts.
Polish Militia- Billmen
Silesian Spearmen- Chiv Sgts.
Late-
Rycerz- Kns. of Santiago (BG)
Rycerz Swordsmen- Hospitaller Ft. Kn.
Silesian Pikemen- Pikemen; bonus in Silesia
HRE
HRE units have lower than normal morale, though they do get a boost in the Late era from their unique ability to hire Landsknecht buildable mercenaries, from Inns located within their Homeland. In addition, their Homeland is larger than normal, encompassing the traditional HRE provinces, plus Livonia and parts of Poland and Hungary.
There are two Landsknecht units: Pikemen and Halberdiers.
These units have better than average morale, and impressive stats, so an integrated force, combined with the excellent German mounted units, can be a very potent army.
They *are* mercenaries, however, so they cost somewhat more than regular units, though less than typical mercs.
Early-
Knechte- Feudal Kns.; bonus in Bavaria (reflects seat of power) (BG)
Dienstleuten- Mounted Sgts.
Heerban- Vikings; bonus in Franconia
Swabian Swordsmen- Swabia only, bonus
High-
Teutonic Kns.- Chiv Kns.; bonus in Prussia (BG)
Teutonic Sgts.
Saxon MAA- Saxon Huscarles; bonus in Saxony
Teutonic Spearmen- Chiv. Sgts.
Late-
Gothic Kns.- bonus in Austria (reflects seat of power) (BG)
Gothic Ft. Kns.
Gothic Sgts.
Danes
The descendents of the Vikings remain strong in infantry, but weak in the other areas (spears and cavalry).
Early-
Viking Raider Cav- like VC
Viking Landsmenn- like VC; bonus in Norway (BG)
Viking Karls- like VC but with 1 less arm; 100-man unit
High-
Nordic Mauraders- Mtd. Sgts.
Viking Huscarles- like VC; bonus in Sweden (BG)
Late-
Mtd. Huscarles- Gothic Kns. w/ -1 valour, lower bld reqs
Armoured Huscarles- JomsVikings; bonus in Denmark (BG)
French
The French are somewhat the *default* faction, being the one that CA seems to have built the Catholic factions' unit lineup around. Well, I have managed to work in a couple of wrinkles which I think you will like.
The French bodyguard units are their era's knights, namely the Destriders, Chevaliers and Lancers. This means that those units are available for that era only, though the French nobility will lead impressive, 40-man units, reflecting French supremecy in mounted knighthood.
In addition, the French knights will still retain their bodyguard status, meaning they may be built in *all* French-controlled provinces.
The French, as well as the English, can obtain superior Flemish Pikemen from Flanders, should they be able to capture and hold that rebellious province.
Early-
Destriders- Feudal Kns.; bonus in Anjou (BG)
Feudal MAA
Urban Militia
Woodsman
Pyrenees Brigands- Muwahid Foot; bonus in Navarre
High-
Chevaliers- Chiv. Kns. (BG)
Mtd. Sgts.
Militia Sgts.
Basque Inf.- Chiv. Sgts.
Late-
Lancers- bonus in Burgundy (BG)
Gendarmes- bonus in Paris
Compagnies d'Ordonnance- Hosp. Ft. Kns
Voulgiers- Halbs.
Partisans- Pikemen
English
The English forces gradually developed in response to the superior heavy cavalry forces of their primary rival, the French. To this end, they develop potent archer units as the period progresses, get an early form of Halbardiers in the Billman unit, and maintain adequate knights from their French possessions. Their native spear units are quite poor, however, so care must be taken with both army composition and placement on the battlefield. English royalty lead units of their country's most potent forces, Longbowmen, in the High and Late eras.
The English, as well as the French, can also obtain Scottish Highlanders and/or Pikemen, with Highlanders available in all eras while Pikemen arrive in the High era. Though the Pikemen are of poorer quality than the regular unit that developed later, they, like Billmen, can be an advantage in the High era, and may be the only option available to the English in the Late era. In addition, Irish Bonnaghts (MM v2.04 stats) may be bought as buildable mercenaries.
Early-
Norman Knights- Feudal Kns. w/+1 att.; bonus in Normandy (BG)
Norman Sgts.- Mtd. Sgts.
Claymores- available in Northumbria and Scotland; early only- unarmoured Gallowglasses
Highland Clansmen- Scotland only; bonus in Scotland
Bonnaughts- Irish buildable mercenaries; Ireland only; bonus in Ireland
Irish Dartmen- Irish buildable mercenaries; Ireland only
Longbowmen
Fyrdmen- like VC
High-
Muntators- Sp. Jinettes
Welsh Longbowmen- Welsh Bandits w/bucklers; bonus in Wales (BG)
Billmen- bonus in Mercia
Gallowglasses- available in Northumbria and Scotland; bonus in Northumbria.
Late-
Knights of Gascon- Chiv. Kns.; bonus in Aquitaine
Hobilars- Sp. Jinettes w/ +1 valour
English Longbowmen- Arm. Welsh Bandits w/bucklers; bonus in Wessex (BG)
Note: Arm. means +2 defense and armour
Spanish/Aragonese
When the Medieval period begins, the Christian factions have been pushed to the nothern highlands of the Iberian Peninsula by the Muslim invaders. The Early era covers the time when the Christians turned the tide of the war, the High era when the Almohad Empire collapsed due to losses and civil strife, and the Late era when the Christians set about consolidating their gains, including the initiation of the Inquisition, and the mopping up of the remaining Muslim-controlled areas.
The Sp/Ar enjoy a price discount on their units, and have stronger than average militia troops, as their people are used to defending their towns, and this war was about ethnic and cultural survival, rather than plunder or political aspirations.
Tercio units do not have a price discount, coming as they do after Spanish survival has been assured, but they do not have a price penalty, either, like Landsknechts.
Early-
Kns. of Hidalgo- Feudal Kns.; bonus in Leon (BG)
Spanish Jinetes; bonus in Valencia
Spanish Militia- Early Foot Kns.
Pyrenees Brigands- Muwahid Foot; bonus in Navarre
High-
Kns. Calatrava- Chiv. Kns.; bonus in Aragon (BG)
Caballeros- Teutonic Sgts.
Spanish Militia Sgts.- Viking Huscarles, can melee w/sh.
Basque Inf.- Chiv. Sgts.
Late-
Kns. of Santiago- bonus in Castile (BG)
Spanish Ft. Kns.- Hosp. Ft. Kns.
Tercio Pikemen- Swiss Pikemen
Italians
The Italians will be split between two factions; the Venetians and the Tuscan Confederacy. The Venetians will control Venice and all Italian provinces to the east, while the Tuscans will control everything west of Venice.
This will result in two relatively small factions, though ones with potent defensive troops and the potential to raise large armies through a profitable sea trade over time. The Venetians in particular could be poised to become a major power in the High era, when they will control Constantinople in addition to the normal Italian states.
Italian units are built to defend against attacks by their larger Christian neighbors, such as France and the HRE. This has lead to the development of superior spear units, with lower building requirements and at an earlier era than other Catholic factions. Well-trained, versatile crossbow units are also a hallmark of Italian armies.
In addition, the constant skirmishes and outright wars among each other, along with the Lombards and Sicilians to the south, has resulted in Contadina and Popolo militias that are stronger than normal.
On the negative side, the urban nature of the Italian power structure, built more around trade than feudalism, means that Italian nobles have not attained nor kept pace with the martial prowess and technological development of their Catholic peers.
Italian bodyguard units are rather unique in that they change unit type from era to era.
Early-
Contadina Cav.- Mounted Sgts.
Contadina Inf.- Militia Sgts.
Italian Sailors- X-bows w/ +3 att, +2 honour; bonus in Genoa
Ital. Lt. Inf.- bonus in Naples (BG)
Pavisiers- Chivalric Sgts.
High-
Italian Nobles- Feudal Kns. (BG)
Popolo Cav.- Mtd. Sgts. w/X-bows
Italian Hvy Inf.- 80-man hybrid of Gothic Sgts. and Halbardiers, w/ stats of 5,3,4,5, AP, Large Sh. and cav bonuses of 2,3; bonus in Milan
Popolo Inf.- Billmen; bonus in Tuscany
Pavise Sailors- Arm. Ital. Sailors w/ large sh.
Late-
Carraccio Guard- Gothic Ft. Kns. (BG)
Condoterri- Swiss Halberdiers; bonus in Rome
Pavisier Pikemen- Swiss Arm. Pikemen; bonus in Papal States
Sicilians
The Sicilians have perhaps the most unique army in all of Christendom, in that it employs significant numbers of Muslim troops in its repertoire, as well as Italian units and their own Sicilian Knights. The Sicilians fade in the latter part of the period, and this is reflected in the absence of new units.
Note: Muslim troops are only available in Sicily, in addition to their Muslim Homelands.
Early-
Sicilian Feudal Kns.- +1 att; Malta, Sicily and Naples only; bonus in Sicily (BG)
Saharan Cavalry- Sicily only
Mamluk Horse Archers- Sicily only
Contadina Cav.- Mtd. Sgts.
Contadina Inf.- Militia Sgts.
Futuwwa- Sicily only
Nubian Spearmen- Sicily only
High-
Sicilian Chivalric Kns.- +1 att; Malta, Sicily and Naples only (BG)
Popolo Cav.- Mtd. Sgts. w/X-bows
Popolo Inf.- Billmen
Pavise Sailors- Bul. Brigands w/X-bows and Large Sh.
Murabitin Inf.- Sicily only
Late-
Almughavars (buildable merc)
Russians and People of Novgorod
The Russian forces are characterized by noble cavalry, good spearmen and cheap but plentiful infantry. These forces can form a powerful force when combined with the horsemen of the Steppe. Also, their western provinces do have the ability to produce western-style heavy infantry, if it is needed to combat invading Teutonic Kns. or others.
Early-
Boyars- unchanged; bonus in Smolensk (BG)
Woodsman
Peshtsi- Slav Warriors; 100-man unit
Kop'ya Infantry- Feudal Sgts.
High-
Russian Retainers- Boyars w/ X-bow; bonus in Kiev (BG)
Russian Huscarles- Arm. Vikings
Slavic Infantry- Slav Warriors w/+2 att, def and morale; 100-man unit
Rogatina Infantry- Chiv. Sgts. w/+1 att.
Late-
Russian Dvors- Gothic Kns. w/ ex. speed but -2 def and arm; bonus in Muscovy (BG)
Cossacks- Gendarmes; bonus in Pereyaslavl
Berdyshi- Swiss Halberdiers w/ -1 cav att and def
Ratniki solva- Swiss Arm. Pikemen
Byzantines
The Byzantines are unique in the game for several reasons: the professional nature of their armed forces, the extent to which they used foreign mercenaries, their geographical location, and their history, such as how they begin the High era having lost their capital province to a deceitful combination of hypocritical Crusaders and schemeing trading rivals. Even though they were eventually able to recapture Constantinople, Byzantine power had been dealt a deadly blow, and the following years were simply the death throes of the empire.
Even though very capable units could have been raised or hired by the Byzantines, they were too crippled to make wide use of them. Though a start in the Early era gives you the opportunity to strike at your enemies before they can gain strength, later games will be a task of holding off the numerous aggressors around you, and then using your advanced units to grow your empire.
The Byzantines have access to perhaps more impressive units than any faction in the game, but they are hampered from raising large numbers of these troops by the geographic restrictions of many native units, and the mercenary status of the heaviest units, whose armour and training are foreign to the ways of the East.
To represent the large amounts of mercenaries in the Byzantine armies, they are given the ability to build Inns in three of their Homeland's provinces: Constantinople, Bulgaria and Greece.
Bulgaria and Greece were chosen to represent the fact that most mercenaries hired were fellow Christians from Europe.
Note that Constantinople is considered a European province for purposes of unit availability.
EARLY-
Kataphraktoi- replace shield with bow; bonus in Constan (BG)
Stratiotai- Byz. Lancers; bonus in Crimea
Vardariots- Byz. Cav.; bonus in Lesser Armenia
Hoplitai- Feudal Sgts. with an attack of 2; bonus in Greece
(Early) Varangian Guard- early only; buildable mercs; Constan only
Trebizond archers- bonus in Trebizond
HIGH-
Pronoiai Allagion- bonus in Nicaea; Asia Minor only
Kontaratoi- Italian Lt Inf. w/+1 attack
Paramonai- CMAA; Europe only
Mourtatoi- armoured Trebizonds, only available in certain former Greek provinces (Constantinople, Nicaea, Trebizond, Greece, Cyprus, Rhodes, Crete); bonus in Crete
LATE-
Imperial Kavallarioi- Gothic Kns.; buildable mercs; only Royal Court 1 req'd
Imperial Menavlatoi- Swiss Halberdiers; buildable mercs
Imperial Skutatoi- Swiss Pikemen; buildable mercs
Golden Horde
The Horde will retain their bonuses from the 1.85 version, plus they have some new units from their vast empire, and of course access to all the Steppe units.
High-
Mongol Heavy Cav. (BG)
Mongol HA
Mongol Warriors
Chinese Infantry- Saracen Inf.
Chinese Mangonels- w/exploding ammo ala gunpowder arty
Late-
Berdyshi- Halberdiers (from subjugated Steppe border provinces)
Ratniki solva- Swiss Arm. Pikemen (from subjugated Steppe border provinces)
This finishes up the major factions.
Minor factions:
These small factions will generally consist of one or two provinces, and will use those units from their closest major faction.
Most of these factions have a unit bonus located within their territory, and I may come up with a couple of surprises as well.
Swiss, Late only;- Swiss units, Italian spear units, HRE and French infantry, Fr. and HRE Early-era Kns. and Mtd. Sgts. The Swiss are very strong in infantry, but as weak in mounted units as the Italians. The Swiss have access to most infantry units of their three surrounding neighbors over the entire Homeland of those respective units. This means that the Swiss can potentially recruit troops from a very large area, but will this be enough to build an empire given their weakness in mounted units?
Crusader Kingdoms, High only
Remember that these units will be the only quality units available to crusading factions in Outremer.
Early-
Outremer Kns Templar- bonus in Jerusalem; -1 Arm than normal; Early and High eras only (BG)
Turcopoles- 60-man unit, dismounts to Turcoman Foot; bonus in Tripoli
Outremer Spearmen- Feudal Sgts.
High-
Outremer Sgts.- Teutonic Sgts.
Outremer Infantry- Italian Lt. Inf.
Late-
Outermer Kns. Hospitaller; bonus in Antioch; -2 Arm than normal
Outremer Hosp. Ft. Kns.
Ottoman and Seljuk Turks;- eras yet to be worked out. Both will use current Turkisk units.
Burgundians, Late;- Flemish Pikemen; French units
Papacy- Italian units
Lithuanians, Early and High eras (E&H);- Boyars for BG unit, Lith. Cav. instead of Polish Retainers, Polish units otherwise.
Prussians, E&H;- Lith. Cav. BG, Polish units otherwise.
Teutonic Order, H&L;- Germanic units; Teutonic Kn BGs
Swedes, all eras;- Danish units; Viking Karls BGs
Scots, all eras;- Scottish units; Highlander BGs
Irish, Early only;- Irish units; Bonnachts BGs
Serbians, H&L;- Hungarian units; Vlastela BGs
Kievans, Early only;- Russian units; Boyar BGs
Cumans, E&H;- regional units; Khazar Royal Cav BGs
Georgians, all eras;- Byzantine units; Vardariot BGs
Cilician Armenians, all eras;- Byzantine units; Vardariot BGs
Tunisian Berbers, all eras;- regional units; Saharan Cav BGs
Portuguese, and Basque, all eras;- Spanish units; Basque Inf. BGs
//////////////////////New Bow setup//////////////////////////////
Compound Bows (bow2, mtlg)
Berber Camels*
Bulgarian Brigands
Desert Archers
Futuwwas*
Janissary Archers
Janissary Infantry*
Landsknecht Archers*
Mourtatoi
Nizari
Ottoman Infantry
Szekely
Transylvanian Archers
Trebizond Archers
Turcoman Foot*
Shortbows (bow1, sbow)
Archers
Baltic Infantry*
Boyars
Byzantine Cavalry
Faris Cavalry
Genoese Sailors
Horse Archers
Kataphractoi
Mamluk Horse Archers
Ottoman Sipahi
Turcoman Horse
Turcopoles
Steppe Heavy Cavalry*
Longbows (bow3, long)
Longbowmen
Sherwood Foresters
Welsh Longbowmen
Mercian Longbowmen
All the changes I listed yesterday in the 3.03 thread are in, plus some more new ones and ones that weren't on the list. The mod continues to be refined, with more appropriate pics, and better units. This is going to be the last update for a while. I am modded out after spending the last four entire evenings on this. I am aching to play this version, since I feel it is much better than the last one, which I felt was fine a few days ago.
I think the Byzantines, Huns and Poles are the only factions not affected since 3.03. The rest all either have new units, replacements with different characteristics, or/and new graphics for some units. Even the faction descriptions for the Russians and Italians have changed significantly.
The mod description text should now be completely accurate, and I urge everyone to read it slowly and carefully. It is pasted below.
In the spreadsheet, the unit stats page has been updated to show the new Muslim lineup, as well as the stat changes.
The Christian units have not been changed much, but I have put a lot of effort into making the new units' descriptions accurately reference one of these "standard" units, so that you can get a good feel for how all the new units stack up with units you already know.
The unit names are all up-to-date, but the descriptions are not, so don't depend solely on them right now.
The units text pasted into the spreadsheet is also completely up-to-date, and is the best way to learn the building requirements for all the units. I have re-arranged the units to put all the crusaders, jihad, and bodyguard units at the bottom of the file. However, if you need to find a unit quickly, simply use the sort command on the "A" column to list the units in alphabetical order. You can also use this method to sort the units by faction, using column "L".
What I hope were the last few syntax errors with the units text have been corrected, using info from one of you here. This should allow the file to loaded into the Gnome editor.
Oh, if you are lurking, Denis, I apoligise for dismissing your report of the Berdyshi and Dien... texture errors. They are corrected now.
So, take some time to read the description text below, since it has been significantly altered from the concepts all the way down to the listing of the Outremer units in the Minor Factions section. With this update, most all of the Christian factions have gone through two major rounds of refinement, and even the Muslims have now gotten a make-over.
This should be the final unit lineup for the mod. I know I said that last time, but the revelation of how the game read the bodyguard units opened up a lot of opportunities, and once the creative juices got flowing, other things developed as well. I also saw where some of the factions that I hadn't paid much attention to in a while needed some adjustments, and now I think everything has finally come together.
For those holding off until the Public release:
As I said, I am going to finally take some time and do major play-testing of my own now. There will be a lot of work to do before a Public release is ready, mainly in writing up a formal, Word readme. Everything has changed so much that not much of the unit sections from the 1.85 mod will be of any use. I have been writing the description text with the aim of making the readmes basically from it, but you never know what you will get into.
Therefore, I strongly recommend that you go ahead and start playing the mod now. Other than the minor factions, the only things not in yet are oddities like appropriate dismounting units for the cavalry and rebellion groups, and I looked through a lot of the infantry tonight and got their groups fixed.
So, here is the text:
Preliminary unit list:
All factions will have access, in all provinces, to basic Spearmen, plus Archers, bolt, gunpowder, artillery, special attack and naval units, as well as Peasants. Note that these units will not have the two morale points that were added for the expansion.
Current regionally restricted units such as Steppe Cav are implied to still be available as before, though this could change later on for a few such units.
New concept: Standard and Compound bows. Units from non-Catholic regions, primarily the open Steppes and the deserts of the Middle East and North Africa, used superior bows to those of Feudal Europe, and now this is properly reflected in the game.
Units possessing compound bows have more arrows, so that they are easy to spot in the unit lists, and a list of all individual units is appended to the end of this file. A detailed chart listing the exact differences between the bow types will be available for the final edition of the mod.
New concept: Homelands. A dozen or so provinces that share the same ethnicity as a given faction, usually encompassing the faction's territory and some surrounding provinces. Note that two or more factions may claim the same province, where their peoples intermingle. This can often lead to conflict between the factions.
For non-Homeland provinces, you can build basic units like spearmen and archers, plus regional units like Steppe Cav, any generic bolt or gunpowder unit, any artillery unit, any ship unit that your faction can build, and any special attack unit such as spies and assassins. In short, you should almost always be able to put these provinces to good use, freeing up your homeland for the regular and elite troops.
New concepts: Restricted Inns and Buildable Mercenary units.
Inns can now be built only in provinces where the Mercenary "good" is found. These provinces will generally be in areas where ethnic Homelands overlap, and thus conflict is more likely, or in areas where special mercenary troops are available, such as in Ireland.
Each faction will generally have an Inn available at the start of the game. Thus, as your empire expands, you may be able to capture other designated provinces, build them up, and use them as further recruitment centers. However, this will take time and money.
Buildable mercenary units require all of the buildings that they would were they normal troops, in addition to the Inn.
Generic buildable mercenaries may be built by any faction, but cost 50% more than comparable units.
Faction-specific buildable mercenaries are restricted just like native troops, and cost 25% more than normal. The reduced price relative to generic mercs is due to the fact that these troops will not fight for just anyone with money. These troops are generally native to minor provinces or factions, and are hiring themselves out to the nearest, ethnically-compatible major faction.
Buildable mercenaries are a way of:
1)filling in the gaps certain factions have in their native troops, including Muslim factions
2)fielding balanced armies, or
3)just bulking up your forces; but all at a premium.
Note that Inns cost more to construct than before, since their potential effect is greater, especially for factions such as the Byzantines.
Generic buildable merc units (faction-specific units are specified in the faction unit lists below):
Alan Merc Cav- All eras
Germanic Knights- Feudal Kns; High and Late eras
Swiss Mercenary Pikemen- Late era only, Northern Europe
Almughavars- Late era only, Mediterranean region
Expanded concept: Unique Bodyguards
The discovery that the game ignores any era restrictions on bodyguard units allowed the designation of faction-specific units for each faction. Bodyguards can be any regular troop, and now reflect the character of their faction just as the regular units. Bodyguard units are denoted by the initials BG.
Expanded concepts: Crusades and Jihads
Crusades and Jihads now cost four times as much as originally. Crusades give approximately five times as many units as before, while Jihads have four times, since they normally travel shorter distances. Crusades take 10 yrs to build, while Jihads take five.
Special versions of existing units were created specifically for Crusades, in order to allow the increased in the number of units created. Jihads use existing units, but these units can no longer be built.
Jihad units:
Jihad Cavalry- old Royal Ghulams, now 40-man units
Faris
Ghazi Infantry
Jihad Infantry- old Dismounted Faris, now with same stats as the new Nizari
Muwahid Foot
Crusade units:
Templar, Hosp and Teutonic Kns
(Crusader) Mtd. Sgts., Gendarmes and Teutonic Sgts.
(Crusader) Hosp. and Gothic Ft. Kns.
(Crusader) Feudal and Chiv. Sgts.
Order Foot Soldiers
Note that crusading factions have access to all the Crusader Kingdoms units. These units are available in Palestine, Tripoli, Antioch, Cyprus, Edessa, Syria and Lesser Armenia.
Muslim factions: (All changes are from 1.85 stats)
Egyptian and Almohad bodyguard units will consist of Ghulam, Mamluk and Khwarazmian Cavalry.
Turkish bodyguard units are Armenian Hvy Cav, Ottoman Sipahi and Sipahi of the Porte.
Arab Infantry have higher charge and defense, and now carry a large shield. They are available in all eras to the Egyptians and Almohads.
Ottoman Infantry lose their bows, but gain defense and a large shield.
Nizari gain 2 charge points, but lose one point to defense and armour relative to their 1.85 stats.
Armourers have been removed from the requirements list for all Muslim units except heavy cavalry.
Muslim units are now 20-25% larger in size than Christian or Pagan units.
Huns
The Huns have a hybrid force of both Eastern and Western unit types, which reflects their struggles against both Muslim and Christian forces.
Note: The Poles and Hungarians have lost the ability to launch Crusades that was added for v1 of the mod.
Early-
Hungarian Nobles- Feudal Kns. (BG)
Szekely Horsearchers- use VI stats; bonus in Moldavia
Transylvanian Archers- Genoese Sailors; bonus in Carpathia
Woodsman (regional)- Woodsman now have a large shield and a little better descipline, which places them in between Urban Militia and Viking Landsmenn. Also, they can now be found all over Europe, except for the open Steppes, Italy and Iberia.
High-
Vlastela- Kats w/ 8 charge (BG)
Serbian Husars- Teutonic Sgts. w/ -1 valour; bonus in Serbia
Bulgarian Brigands- bonus in Bulgaria
Croatian Spearmen- Chiv. Sgts.; bonus in Croatia
Late-
Knights of the Banderium- Chivalric Kns. (BG)
Clipeati- Pikemen
Armati Infantry- Halberdiers
Poles
The Poles are a somewhat hybrid force as well, though they develop some very nice heavy units in the last half of the medieval period, and are further strengthened in the Late era by their merger with Lithuania.
Note: The Poles and Hungarians have lost the ability to launch Crusades that was added for v1 of the mod. They also share the sme Homeland provinces.
Early-
Polish Retainers (BG)
Szekely Horsearchers- use VI stats; bonus in Moldavia
Bulgarian Brigands
Woodsman- bonus in Livonia
High-
Knights of Dobrzyn- Kns. Templar (BG)
Czeladz Bowmen- Mtd. X-bow w/Byzantine Cav. stats
Czeladz Lancers- Teutonic Sgts.
Polish Militia- Billmen
Silesian Spearmen- Chiv Sgts.
Late-
Rycerz- Kns. of Santiago (BG)
Rycerz Swordsmen- Hospitaller Ft. Kn.
Silesian Pikemen- Pikemen; bonus in Silesia
HRE
HRE units have lower than normal morale, though they do get a boost in the Late era from their unique ability to hire Landsknecht buildable mercenaries, from Inns located within their Homeland. In addition, their Homeland is larger than normal, encompassing the traditional HRE provinces, plus Livonia and parts of Poland and Hungary.
There are two Landsknecht units: Pikemen and Halberdiers.
These units have better than average morale, and impressive stats, so an integrated force, combined with the excellent German mounted units, can be a very potent army.
They *are* mercenaries, however, so they cost somewhat more than regular units, though less than typical mercs.
Early-
Knechte- Feudal Kns.; bonus in Bavaria (reflects seat of power) (BG)
Dienstleuten- Mounted Sgts.
Heerban- Vikings; bonus in Franconia
Swabian Swordsmen- Swabia only, bonus
High-
Teutonic Kns.- Chiv Kns.; bonus in Prussia (BG)
Teutonic Sgts.
Saxon MAA- Saxon Huscarles; bonus in Saxony
Teutonic Spearmen- Chiv. Sgts.
Late-
Gothic Kns.- bonus in Austria (reflects seat of power) (BG)
Gothic Ft. Kns.
Gothic Sgts.
Danes
The descendents of the Vikings remain strong in infantry, but weak in the other areas (spears and cavalry).
Early-
Viking Raider Cav- like VC
Viking Landsmenn- like VC; bonus in Norway (BG)
Viking Karls- like VC but with 1 less arm; 100-man unit
High-
Nordic Mauraders- Mtd. Sgts.
Viking Huscarles- like VC; bonus in Sweden (BG)
Late-
Mtd. Huscarles- Gothic Kns. w/ -1 valour, lower bld reqs
Armoured Huscarles- JomsVikings; bonus in Denmark (BG)
French
The French are somewhat the *default* faction, being the one that CA seems to have built the Catholic factions' unit lineup around. Well, I have managed to work in a couple of wrinkles which I think you will like.
The French bodyguard units are their era's knights, namely the Destriders, Chevaliers and Lancers. This means that those units are available for that era only, though the French nobility will lead impressive, 40-man units, reflecting French supremecy in mounted knighthood.
In addition, the French knights will still retain their bodyguard status, meaning they may be built in *all* French-controlled provinces.
The French, as well as the English, can obtain superior Flemish Pikemen from Flanders, should they be able to capture and hold that rebellious province.
Early-
Destriders- Feudal Kns.; bonus in Anjou (BG)
Feudal MAA
Urban Militia
Woodsman
Pyrenees Brigands- Muwahid Foot; bonus in Navarre
High-
Chevaliers- Chiv. Kns. (BG)
Mtd. Sgts.
Militia Sgts.
Basque Inf.- Chiv. Sgts.
Late-
Lancers- bonus in Burgundy (BG)
Gendarmes- bonus in Paris
Compagnies d'Ordonnance- Hosp. Ft. Kns
Voulgiers- Halbs.
Partisans- Pikemen
English
The English forces gradually developed in response to the superior heavy cavalry forces of their primary rival, the French. To this end, they develop potent archer units as the period progresses, get an early form of Halbardiers in the Billman unit, and maintain adequate knights from their French possessions. Their native spear units are quite poor, however, so care must be taken with both army composition and placement on the battlefield. English royalty lead units of their country's most potent forces, Longbowmen, in the High and Late eras.
The English, as well as the French, can also obtain Scottish Highlanders and/or Pikemen, with Highlanders available in all eras while Pikemen arrive in the High era. Though the Pikemen are of poorer quality than the regular unit that developed later, they, like Billmen, can be an advantage in the High era, and may be the only option available to the English in the Late era. In addition, Irish Bonnaghts (MM v2.04 stats) may be bought as buildable mercenaries.
Early-
Norman Knights- Feudal Kns. w/+1 att.; bonus in Normandy (BG)
Norman Sgts.- Mtd. Sgts.
Claymores- available in Northumbria and Scotland; early only- unarmoured Gallowglasses
Highland Clansmen- Scotland only; bonus in Scotland
Bonnaughts- Irish buildable mercenaries; Ireland only; bonus in Ireland
Irish Dartmen- Irish buildable mercenaries; Ireland only
Longbowmen
Fyrdmen- like VC
High-
Muntators- Sp. Jinettes
Welsh Longbowmen- Welsh Bandits w/bucklers; bonus in Wales (BG)
Billmen- bonus in Mercia
Gallowglasses- available in Northumbria and Scotland; bonus in Northumbria.
Late-
Knights of Gascon- Chiv. Kns.; bonus in Aquitaine
Hobilars- Sp. Jinettes w/ +1 valour
English Longbowmen- Arm. Welsh Bandits w/bucklers; bonus in Wessex (BG)
Note: Arm. means +2 defense and armour
Spanish/Aragonese
When the Medieval period begins, the Christian factions have been pushed to the nothern highlands of the Iberian Peninsula by the Muslim invaders. The Early era covers the time when the Christians turned the tide of the war, the High era when the Almohad Empire collapsed due to losses and civil strife, and the Late era when the Christians set about consolidating their gains, including the initiation of the Inquisition, and the mopping up of the remaining Muslim-controlled areas.
The Sp/Ar enjoy a price discount on their units, and have stronger than average militia troops, as their people are used to defending their towns, and this war was about ethnic and cultural survival, rather than plunder or political aspirations.
Tercio units do not have a price discount, coming as they do after Spanish survival has been assured, but they do not have a price penalty, either, like Landsknechts.
Early-
Kns. of Hidalgo- Feudal Kns.; bonus in Leon (BG)
Spanish Jinetes; bonus in Valencia
Spanish Militia- Early Foot Kns.
Pyrenees Brigands- Muwahid Foot; bonus in Navarre
High-
Kns. Calatrava- Chiv. Kns.; bonus in Aragon (BG)
Caballeros- Teutonic Sgts.
Spanish Militia Sgts.- Viking Huscarles, can melee w/sh.
Basque Inf.- Chiv. Sgts.
Late-
Kns. of Santiago- bonus in Castile (BG)
Spanish Ft. Kns.- Hosp. Ft. Kns.
Tercio Pikemen- Swiss Pikemen
Italians
The Italians will be split between two factions; the Venetians and the Tuscan Confederacy. The Venetians will control Venice and all Italian provinces to the east, while the Tuscans will control everything west of Venice.
This will result in two relatively small factions, though ones with potent defensive troops and the potential to raise large armies through a profitable sea trade over time. The Venetians in particular could be poised to become a major power in the High era, when they will control Constantinople in addition to the normal Italian states.
Italian units are built to defend against attacks by their larger Christian neighbors, such as France and the HRE. This has lead to the development of superior spear units, with lower building requirements and at an earlier era than other Catholic factions. Well-trained, versatile crossbow units are also a hallmark of Italian armies.
In addition, the constant skirmishes and outright wars among each other, along with the Lombards and Sicilians to the south, has resulted in Contadina and Popolo militias that are stronger than normal.
On the negative side, the urban nature of the Italian power structure, built more around trade than feudalism, means that Italian nobles have not attained nor kept pace with the martial prowess and technological development of their Catholic peers.
Italian bodyguard units are rather unique in that they change unit type from era to era.
Early-
Contadina Cav.- Mounted Sgts.
Contadina Inf.- Militia Sgts.
Italian Sailors- X-bows w/ +3 att, +2 honour; bonus in Genoa
Ital. Lt. Inf.- bonus in Naples (BG)
Pavisiers- Chivalric Sgts.
High-
Italian Nobles- Feudal Kns. (BG)
Popolo Cav.- Mtd. Sgts. w/X-bows
Italian Hvy Inf.- 80-man hybrid of Gothic Sgts. and Halbardiers, w/ stats of 5,3,4,5, AP, Large Sh. and cav bonuses of 2,3; bonus in Milan
Popolo Inf.- Billmen; bonus in Tuscany
Pavise Sailors- Arm. Ital. Sailors w/ large sh.
Late-
Carraccio Guard- Gothic Ft. Kns. (BG)
Condoterri- Swiss Halberdiers; bonus in Rome
Pavisier Pikemen- Swiss Arm. Pikemen; bonus in Papal States
Sicilians
The Sicilians have perhaps the most unique army in all of Christendom, in that it employs significant numbers of Muslim troops in its repertoire, as well as Italian units and their own Sicilian Knights. The Sicilians fade in the latter part of the period, and this is reflected in the absence of new units.
Note: Muslim troops are only available in Sicily, in addition to their Muslim Homelands.
Early-
Sicilian Feudal Kns.- +1 att; Malta, Sicily and Naples only; bonus in Sicily (BG)
Saharan Cavalry- Sicily only
Mamluk Horse Archers- Sicily only
Contadina Cav.- Mtd. Sgts.
Contadina Inf.- Militia Sgts.
Futuwwa- Sicily only
Nubian Spearmen- Sicily only
High-
Sicilian Chivalric Kns.- +1 att; Malta, Sicily and Naples only (BG)
Popolo Cav.- Mtd. Sgts. w/X-bows
Popolo Inf.- Billmen
Pavise Sailors- Bul. Brigands w/X-bows and Large Sh.
Murabitin Inf.- Sicily only
Late-
Almughavars (buildable merc)
Russians and People of Novgorod
The Russian forces are characterized by noble cavalry, good spearmen and cheap but plentiful infantry. These forces can form a powerful force when combined with the horsemen of the Steppe. Also, their western provinces do have the ability to produce western-style heavy infantry, if it is needed to combat invading Teutonic Kns. or others.
Early-
Boyars- unchanged; bonus in Smolensk (BG)
Woodsman
Peshtsi- Slav Warriors; 100-man unit
Kop'ya Infantry- Feudal Sgts.
High-
Russian Retainers- Boyars w/ X-bow; bonus in Kiev (BG)
Russian Huscarles- Arm. Vikings
Slavic Infantry- Slav Warriors w/+2 att, def and morale; 100-man unit
Rogatina Infantry- Chiv. Sgts. w/+1 att.
Late-
Russian Dvors- Gothic Kns. w/ ex. speed but -2 def and arm; bonus in Muscovy (BG)
Cossacks- Gendarmes; bonus in Pereyaslavl
Berdyshi- Swiss Halberdiers w/ -1 cav att and def
Ratniki solva- Swiss Arm. Pikemen
Byzantines
The Byzantines are unique in the game for several reasons: the professional nature of their armed forces, the extent to which they used foreign mercenaries, their geographical location, and their history, such as how they begin the High era having lost their capital province to a deceitful combination of hypocritical Crusaders and schemeing trading rivals. Even though they were eventually able to recapture Constantinople, Byzantine power had been dealt a deadly blow, and the following years were simply the death throes of the empire.
Even though very capable units could have been raised or hired by the Byzantines, they were too crippled to make wide use of them. Though a start in the Early era gives you the opportunity to strike at your enemies before they can gain strength, later games will be a task of holding off the numerous aggressors around you, and then using your advanced units to grow your empire.
The Byzantines have access to perhaps more impressive units than any faction in the game, but they are hampered from raising large numbers of these troops by the geographic restrictions of many native units, and the mercenary status of the heaviest units, whose armour and training are foreign to the ways of the East.
To represent the large amounts of mercenaries in the Byzantine armies, they are given the ability to build Inns in three of their Homeland's provinces: Constantinople, Bulgaria and Greece.
Bulgaria and Greece were chosen to represent the fact that most mercenaries hired were fellow Christians from Europe.
Note that Constantinople is considered a European province for purposes of unit availability.
EARLY-
Kataphraktoi- replace shield with bow; bonus in Constan (BG)
Stratiotai- Byz. Lancers; bonus in Crimea
Vardariots- Byz. Cav.; bonus in Lesser Armenia
Hoplitai- Feudal Sgts. with an attack of 2; bonus in Greece
(Early) Varangian Guard- early only; buildable mercs; Constan only
Trebizond archers- bonus in Trebizond
HIGH-
Pronoiai Allagion- bonus in Nicaea; Asia Minor only
Kontaratoi- Italian Lt Inf. w/+1 attack
Paramonai- CMAA; Europe only
Mourtatoi- armoured Trebizonds, only available in certain former Greek provinces (Constantinople, Nicaea, Trebizond, Greece, Cyprus, Rhodes, Crete); bonus in Crete
LATE-
Imperial Kavallarioi- Gothic Kns.; buildable mercs; only Royal Court 1 req'd
Imperial Menavlatoi- Swiss Halberdiers; buildable mercs
Imperial Skutatoi- Swiss Pikemen; buildable mercs
Golden Horde
The Horde will retain their bonuses from the 1.85 version, plus they have some new units from their vast empire, and of course access to all the Steppe units.
High-
Mongol Heavy Cav. (BG)
Mongol HA
Mongol Warriors
Chinese Infantry- Saracen Inf.
Chinese Mangonels- w/exploding ammo ala gunpowder arty
Late-
Berdyshi- Halberdiers (from subjugated Steppe border provinces)
Ratniki solva- Swiss Arm. Pikemen (from subjugated Steppe border provinces)
This finishes up the major factions.
Minor factions:
These small factions will generally consist of one or two provinces, and will use those units from their closest major faction.
Most of these factions have a unit bonus located within their territory, and I may come up with a couple of surprises as well.
Swiss, Late only;- Swiss units, Italian spear units, HRE and French infantry, Fr. and HRE Early-era Kns. and Mtd. Sgts. The Swiss are very strong in infantry, but as weak in mounted units as the Italians. The Swiss have access to most infantry units of their three surrounding neighbors over the entire Homeland of those respective units. This means that the Swiss can potentially recruit troops from a very large area, but will this be enough to build an empire given their weakness in mounted units?
Crusader Kingdoms, High only
Remember that these units will be the only quality units available to crusading factions in Outremer.
Early-
Outremer Kns Templar- bonus in Jerusalem; -1 Arm than normal; Early and High eras only (BG)
Turcopoles- 60-man unit, dismounts to Turcoman Foot; bonus in Tripoli
Outremer Spearmen- Feudal Sgts.
High-
Outremer Sgts.- Teutonic Sgts.
Outremer Infantry- Italian Lt. Inf.
Late-
Outermer Kns. Hospitaller; bonus in Antioch; -2 Arm than normal
Outremer Hosp. Ft. Kns.
Ottoman and Seljuk Turks;- eras yet to be worked out. Both will use current Turkisk units.
Burgundians, Late;- Flemish Pikemen; French units
Papacy- Italian units
Lithuanians, Early and High eras (E&H);- Boyars for BG unit, Lith. Cav. instead of Polish Retainers, Polish units otherwise.
Prussians, E&H;- Lith. Cav. BG, Polish units otherwise.
Teutonic Order, H&L;- Germanic units; Teutonic Kn BGs
Swedes, all eras;- Danish units; Viking Karls BGs
Scots, all eras;- Scottish units; Highlander BGs
Irish, Early only;- Irish units; Bonnachts BGs
Serbians, H&L;- Hungarian units; Vlastela BGs
Kievans, Early only;- Russian units; Boyar BGs
Cumans, E&H;- regional units; Khazar Royal Cav BGs
Georgians, all eras;- Byzantine units; Vardariot BGs
Cilician Armenians, all eras;- Byzantine units; Vardariot BGs
Tunisian Berbers, all eras;- regional units; Saharan Cav BGs
Portuguese, and Basque, all eras;- Spanish units; Basque Inf. BGs
//////////////////////New Bow setup//////////////////////////////
Compound Bows (bow2, mtlg)
Berber Camels*
Bulgarian Brigands
Desert Archers
Futuwwas*
Janissary Archers
Janissary Infantry*
Landsknecht Archers*
Mourtatoi
Nizari
Ottoman Infantry
Szekely
Transylvanian Archers
Trebizond Archers
Turcoman Foot*
Shortbows (bow1, sbow)
Archers
Baltic Infantry*
Boyars
Byzantine Cavalry
Faris Cavalry
Genoese Sailors
Horse Archers
Kataphractoi
Mamluk Horse Archers
Ottoman Sipahi
Turcoman Horse
Turcopoles
Steppe Heavy Cavalry*
Longbows (bow3, long)
Longbowmen
Sherwood Foresters
Welsh Longbowmen
Mercian Longbowmen