contents (use control + f to find)
morale
mines
trade resource value
valour bonus
bridges
stat ratings
rebellious provences
What do my cavalry units dismount into?
effects of desert on armoured units
generals hitpoints
location of new king
loyalty buildings
combat modifiers
reappearing factions
morale
Impetuous: 10 and above
Steady: 2 to 14
Uncertain: -5 to 5
Wavering: -14 to -6
Routing:
*** Positive Morale Factors ****
+2 Morale for every point of valor
+2 Morale for the Generals unit (automatic)
+1 Morale for being within 50 meters of your General (for every command point the General has)
+1 Morale if further than 50 meters from your General (for every TWO command points the General has)
+4 Morale for outnumbering enemy troops
+4 Morale for having a units flank protected
+2 Morale for being uphill of enemy units
+4 Morale bonus to units charging on their own because they are impetuous
+6 Morale if a unit is "winning"
+4 Morale to nearby units if there is a 3:1 advantage in local superiority
+8 Morale when two or more enemy units are routed
+8 Morale to any units fighting where there is no escape (ie Castle defense, or surrounded by enemy provinces)
+4 Morale for routing units with no enemy nearby
+8 Morale for routing units that rally
*** Negative Morale Modifiers ***
-2 Morale to units in "Loose" or a disordered formation
-3 Morale for units being "Very Tired"
-6 Morale for units being "Exhausted"
-8 Morale for units being "Completely Exhausted"
-2 Morale for being shot at by Missles
-4 Morale if those Missiles "Cause Fear" (ie Cannon)
-4 Morale is outnumbered by the enemy at 2:1
-12 Morale maximum if outnumbered by the enemy 10:1 (could be less)
-2 Morale if a flank is threatened
-6 Morale if both flanks or a flank and the rear is threatened
-4 Morale if charged on a flank
-6 Morale additional if infantry is charged on a flank by Cavalry
-8 Morale if charged on a flank by a hidden unit
-2 Morale if unit takes 10% casualties
-8 Morale if unit takes 50% casualties
-12 Morale if unit takes 80% casualties
-8 Morale maximum if unit is "Losing" (could be less)
-6 Morale additional to infantry "Losing" against Cavalry
-12 Morale maximum if two or more friendly units rout (could be less, depending on type)
-8 Morale immediately following General's death (temporary)
-2 Morale permanently following General's death (does not impact Elite or Disciplined units)
-6 Morale to skirmishers running out of ammunition
-6 Morale to skirmishers being pursued long distances (not sure just how long)
SP Campaign Game settings:
+4 Morale to your troops on Easy
+4 Morale to AI faction troops on Expert
+12 Morale to ALL units if Morale is turned off in realism settings
mines
mines take 12 years to pay off complexes take 22
trade resource value (trading post 100% merchant 120% guold 140% master 160%
glassware 40, wood 20, furs 40, wine 40, wool 30, silk 40, cotton 30, linen 30, wax 20, honey 40, salt 20, hides 30, butter 20, pottery 30, fish 20, spices 50, gems 50, sugar 40, dyes 50, ivory 40, olive oil 30, grain 30. #This tells you why Antioch, with its gems, spices and silks, is so profitable
valour bonus
Highland Clansman-------Scotland
Genoese Sailors-------Genoa
Trebizond Archers-------Trebizond
Bulgarian Brigands-------Bulgaria
Janissary Bows-------Georgia
Nizari-------Syria
Turcoman Foot-------Anatolia
Longbows-------Wales
Turcopoles-------Antioch
Berber Camels-------Morocco, Algeria
Mamluk HA-------Sinai
Turcoman Horse-------Tripoli
Hospitaller Foot-------Rhodes
Urban Militia-------Tuscany
JHI-------Bulgaria
Billmen-------Mercia
All viking units-------Norway
Ottoman Inf-------Rum
Chiv Foot-------Ile-de-France
Gothic Knights-------Saxony
AUM-------Granada
Gallowglass-------Ireland
Peasants-------Provence
Pikemen-------Tyrolia
Swiss Pikemen-------Switzerland
Saharan Cav-------Cyrenacia
Mamluk Cav-------Egypt
AHC-------Armenia
Ghulam Cav-------Lesser Armenia
Pronoiai Allagion-------Nicaea
Kataphraktoi-------Constantinople
Ottoman Sipahi-------Edessa, Rum
Knights Hospitaller-------Malta
Knights Santiago-------Leon
Knights Templar-------Jerusalem
Teutonic Knights-------Prussia
Chiv Knights-------Toulouse
Gothic Foot-------Brandenburg
Sipahi of the Porte-------Tripoli
Woodsmen-------Lithuania
Dhow-------Tunisia
Longboat-------Denmark
Galley-------Venice
Caravel-------Portugal
Cog-------Wessex
Gun Gallery-------Aragon
Assassin-------Syria (+2)
Inquisitor-------Castile
Grand Inquisitor-------Castile
bridges
1. The first list will be borders in which you'll find a bridge battle going BOTH WAYS:
Cordoba/Valencia
Aragon/Valencia
Mercia/Wessex
Ile de France/Burgundy
Toulouse/Provence
Saxony/Brandenburg
Franconia/Bavaria
Bohemia/Bavaria
Silesia/Poland
Carpathia/Poland
Bulgaria/Wallachia
Bulgaria/Moldavia
Kiev/Crimea
Kiev/Khazar
Khazar/Chernigov
Khazar/Ryazan
Muscovy/Volga-Bulgaria
2. This list contains the ONE WAY bridge battles.
ATTACKING FROM--INTO
Toulouse----------Burgundy
Anjou-------------Burgundy
Flanders----------Normandy
Flanders----------Ile de France
Friesland----------Lorraine
Lorraine-----------Franconia
Denmark----------Saxony
Pomerania---------Brandenburg
Austria------------Hungary
Serbia-------------Hungary
Lithuania----------Kiev
Chernigov---------Kiev
stat ratings
---
above 5
Charge : Irresistible
ATK/DEF : Excellent
Armour : Very Heavily Armoured
Morale : Excellent
---
4 to 5
Charge : Very Strong
ATK/DEF : Very Good
Armour : Heavily Armoured
Morale : Good (same as below)
---
3 to 4
Charge : Strong
ATK/DEF : Good
Armour : Armoured
Morale : Good
---
1 to 2
(won't be written in unit descriptions)
---
-1 to 1
(Charge won't be written)
ATK/DEF : weak
Armour : vulnerable to missiles
Morale : poor
---
below -1
(charge won't be written)
ATK/DEF : very weak
Armour/morale : same as above
rebellious provences
Rebellious degree 0-4
4/4 Portugal, Livonia
3/4 Lithuania
2/4 Prussia, Scotland
1/4 Ireland, Khazar, Pomerania, Serbia
0/4 All other
What do my cavalry units dismount into?
Alan Mercenary Cavalry -> Archers
Steppe Cavalry -> Spearmen
Turcopole -> Archers
Berber Camel -> Desert Archers (yes)
Mamluk Horse Archers -> Desert Archers
Turcoman Horse -> Turcoman Foot
Horse Archers -> Archers
Golden Horde Horse Archers -> Golden Horde Warriors (yes)
Byzantine Cavalry -> Trebizond Archers
Golden Horde Heavy Cavalry -> Golden Horde Warriors (yes)
Gothic Knights -> Gothic Foot Knights (yes)
Saharan Cavalry -> Murabitin Infantry
Mamluk Cavalry -> Saracen Infantry
Armenian Heavy Cavalry -> Feudal Sergeants
Bedouin Camel Warriors -> Muslim Peasants (yes)
Hobilars -> Feudal Sergeants
Ghulam Cavalry -> Saracen Infantry
Khwarazmian Cavalry Saracen Infantry
Pronoiai Allagion -> Byzantine Infantry
Kataphraktoi -> Byzantine Infantry
Ottoman Sipahi -> Turcoman Foot
Feudal Knights -> Feudal Foot Knights
Teutonic Sergeants -> Order Foot Soldiers
Knights Hospitaller -> Hospitaller Foot Knights (yes)
Knights Santiago -> Chivalric Foot Knights (yes)
Knights Templar -> Chivalric Foot Knights (yes)
Teutonic Knights -> Chivalric Foot Knights (yes)
Lancers -> Chivalric Foot Knights
Chivalric Knights -> Chivalric Foot Knights (yes)
Gendarmes -> Chivalric Man-at-Arms (yes)
Early Royal Knights ->Feudal Foot Knights
High Royal Knights -> Chivalric Foot Knights (yes)
Late Royal Knights -> Chivalric Foot Knights (yes)
Early Royal Ghulam Knights -> Saracen Infantry
High Royal Ghulam Knights -> Saracen Infantry
Late Royal Ghulam Knights -> Saracen Infantry
Spanish Jinetes -> Feudal Sergeants
Sipahi of the Porte -> Janissary Infantry
Boyar -> Feudal Man-at-Arms
Lithuanian Cavalry -> Archers (yes)
Polish Retainer -> Feudal Sergeants
Mounted Crossbows -> Crossbows
Mounted Sergeants -> Feudal Sergeants
Avar Nobles -> Armoured Spearmen
Byzantine Lancers -> Armoured Spearmen
Druzhina Cavalry -> Feudal Foot Knights (yes)
Faris -> Dismounted Faris
Khazar Royal Cavalry -> Armoured Spearmen
Medium Cavalry -> Round Shield Spearmen
Pictish Cavalry -> Celtic Warriors
Dark Age Royal Knights -> Early Royal Foot Knights
Dark Age Knights -> Early Foot Knights
Steppe Heavy Cavalry -> Armoured Spearmen
Szekely -> Slav Warriors
Viking Raider Cavalry -> Viking Carls (yes)
The units that can dismount in any battle have been marked with a "(yes)." If there is no "(yes)," then the units may only dismount in castle assaults.
effects of desert on armoured units
Cavalry Armour Level 2&3 (depletion 50%/recovery 50%)
Cavalry Armour Level 4&5 (depletion 75%/recovery 25%)
Cavalry Armour Level 6&+ (depletion 100%/recovery 0%)
Infantry Armour Level 1&2 (depletion 50%/recovery 50%)
Infantry Armour Level 3&4 (depletion 75%/recovery 25%)
Infantry Armour Level 5&+ (depletion 100%/recovery 0%)
generals hitpoints
Base hitpoints: 4
King: +6
Prince: +4
Command: Adds +1 per rank
V&V: 1/3 of Health bonus, rounding down. +5 to Health means +1 hitpoint.
So a king of Rank 6 with the Virtue Mighty Warrior (+ 10 Health) would look like this:
4
+6
+6
+(1/3 * 10 = 3)
= 19 hitpoints. Not bad at all.
location of new king
It's the province with the highest number of buildings, whatever they are. If there's a tie it's the last such region in the faction's list. (amount of buildings not upgrades)
loyalty buildings
Town Watch (+10)
Town Guard (+10)
Town Militia (+10)
County Militia (+10)
Brothel (+10/level)
College of Surgeons (+40)
Church (+20)
Mosque (+20)
Monestery (+10)
Reliquary (+30)
Cathedral (+40)
Grand Mosque (+40)
Watch Towers (+10)
Border Fort (+10)
Combat modifiers:
Formations
+3 atk, -3 def for wedge formation
-2 atk, +2 def for hold formation
Spear/pikes
+1 def per rank (up to 2 for spear, 4 for pike)
+1 atk per 2 ranks when not charging
+1 atk per rank when charging
No rank bonuses in trees
Terrain
+1 atk for camels in sandy desert
-1 atk for camels in lush or temperate
-2 atk, -2 def for cavalry or camel in trees
Bonus to atk for being uphill (amount depends on height difference)
Penalty to atk for being downhill (amount depends on height difference)
Fear of camels
+4 def for camels against horses
+2 atk for camels against horses
Positional
+5 atk for flank attack
+7 atk for rear attack
+2 atk for charging into flank/rear
+6 atk on the following combat cycle after 'pushing back' the enemy
+5 atk when target squeezed too tight (example: bridge or castle gate)
Exhaustion
-2 atk when quite tired
-3 atk, -1 def very tired
-4 atk, -2 def exhausted
-6 atk, -3 def totally exhausted
Routing
+4 atk against routing enemies
-8 def if routing
Armor Piercing
atk bonus = (target armor - 1)/2
(remove the contribution of the shield and horse to target's armor before making this calculation)
Shield
If striker hits target from the rear:
+2 atk if target is footman with large shield
+1 atk if target is mounted or footman with small shield
reappearing factions
- the pope can always re-emerge, regardless of loyalty
- the game tracks underage heirs of eliminated factions(after 60 years the factions completely dead if they havent reappeared)
- re-emergences only happen along with a regular rebellion (i.e. less than 100% loyalty) and only in a province they held for at least one turn. Once the game determines a re-emergence has occured, ANY province that faction once held that is below 120% can also see loyalist troops appear.
- rebellions cause neighboring provinces to suffer lower loyalty.
- large empires suffer a provincial happiness penalty.
im adding more as i find it so feel free to add to it![]()
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