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This page deals with the the individual land unit types.

For information on the recruitment and maintenance of armies see army. For land combat mechanics see land warfare.



This article discusses the three types of land units[1] – infantry, cavalry and artillery – that make up an army, and their different models throughout the eras of the game. Land units are the main resource utilised in land warfare.

Infantry [ edit ]

The backbone of any army, the humble infantryman has marched since time immemorial. The bedrock of your army that sets the platform for your other arms to fight, and first in the breech when a fortress is stormed.

Total infantry pips by tech group compared to tech level

The core of any army, infantry are required in order to hold the main line. All infantry have 1 pip in maneuver.

Cost [ edit ]

These ideas and other modifiers reduce the cost of recruiting and maintaining infantry.

Traditions Ideas Bonuses Policies −20% Berg traditions

Mewari traditions Imerina idea 7: Foloalindahy

Maratha idea 3: Peasant Soldiers

Burmese idea 7: Bayingyi Georgian ambition — −15% Ava traditions — — — −10% Butua traditions

Guarani traditions

Jaunpuri traditions

Lorraine traditions

Malvi traditions

Maravi traditions

Nivernais traditions

Polotskian traditions

Sistani traditions

Somali traditions Arawak idea 1: Warrior Culture

Bulgarian idea 4: Reform The Army

Interlacustrine idea 5: Emitwe

Kongolese idea 4: Initiation Rites

Montenegrin idea 3: Clan Society

Odoyev idea 5: Cities of the Upper Oka Valley

Piratical idea 3: Buccaneers

Romanian idea 5: Peasant Soldiers

Slovak idea 5: Town Air Liberates

Teutonic idea 1: Reform the Army

Yaroslavlyian idea 3: Reform Boyars

Zaporozhian idea 6: Army First Baden ambition

Tupi ambition —

Combat ability [ edit ]

These ideas and other modifiers increase the damage dealt by infantry during combat.

Traditions Ideas Bonuses Policies +20% Swedish traditions Prussian idea 5: The Goose Step — — +15% Imperial German traditions Dalmatian idea 5: Dalmatian Independent Army

Great Shun idea 6: From Sticks to Guns

Hindustani idea 1: Sepahi

Italian (cU) idea 2: The Tradition of the Legion Bulgarian ambition

Japanese ambition

Three Leagues ambition — +10% Ashanti traditions

Aztec traditions

Beloozero traditions

Bengal Sultanate traditions

Bengali traditions

Chosokabe tradition

Date traditions

English traditions

Georgian traditions

German traditions

Gujarat Sultanate traditions

Hosokawa traditions

Iroquois traditions

Lotharingian traditions

Lur traditions

Malvi traditions

Mewari traditions

Milanese traditions

Mindanao traditions

Mushasha traditions

Oda traditions

Québécois traditions

Rassid traditions

Saluzzo traditions

Shimazu traditions

Slovak traditions

Songhai traditions

Swiss traditions

Tokugawa traditions

Tripuran traditions

Tyrone traditions

Veronese traditions

Vijayanagar traditions

Yemeni traditions

Zambezi traditions Quality idea 1: Private to Marshal

Ainu idea 7: Fierce Resistance

Amago idea 2: Izumo Shugo

Arawak idea 5: Arawak Raiders

Asakura idea 4: Asakura Soteki

Australian idea 4: The Diggers

Bohemian idea 3: Wagenburg

Brandenburg idea 1: Northern March

Brazilian idea 4: Halting Foreign Incursions

Butua idea 3: Empowering the Rozwi

Carib idea 2: Poisonous Warfare

Caspian idea 2: A Time of Turmoil

Chickasaw idea 2: Spartans of the Lower Mississippi

Chinese idea 5: Firearm Training

Croatian idea 7: Pandurs

Dai Viet idea 1: The Great Proclamation

Deccani Sultanate idea 4: Purchase Habshis

Dithmarscher idea 1: Resistance to Feudalism

Ethiopian idea 7: Reformed Armies

French ducal idea 3: Qui Ruit Et Lethum

Galician idea 7: Irmandinos

Garjati idea 5: Jungle Warfare

Gond idea 5: Raiding the Lowlands

Greek idea 3: Klephtic Recruitment

Guarani idea 7: Royal Armaments

Interlacustrine idea 6: Unity of the Clans

Jaunpuri idea 7: Modernization of the Army

Laotian idea 5: Laotian Elephant Cavalry

Leonese idea 7: Leonese Nationalism

Maravi idea 5: Serving Abroad

Nepali idea 6: The Gurkhas

Orissan idea 1: Lord of the Elephants

Ormond idea 1: English Service

Polish idea 3: Piechota Wybraniecka

Roman idea 4: The Roman Legions

Sadiyan idea 6: Reform the Sadiya Armies

Satake idea 4: Kashima Jingu

Shiba idea 7: Mogami Family

Somali idea 4: Offensive Warfare

Tarascan idea 1: Copperworking

Teutonic idea 3: Adjust our Infantry Tactics

Tsutsui idea 1: Warrior Monks

Tupi idea 3: It Is A Good Day To Die

Tverian idea 6: Tverian Tercio Deccani ambition

Imerina ambition

Indian Sultanate ambition

Korean ambition

Malian ambition

Mantuan ambition

Mayan ambition

Montenegrin ambition

Nepalese Princedom ambition

Nivernais ambition

Polotskian ambition

Sistani ambition

Serbian ambition

Uesugi ambition — +5% — Athenian idea 7: Athenian Army Reform

Kongo idea 5: The Triangle Trade

Ryazan idea 5: March of Russia

Tunisian idea 1: Catalan Guard — Innovative-Quality: Modern Firearm Techniques

Other modifiers include:

+10% Is the Emperor of China (with the Boost Officer Corps decree)

Is the Emperor of China (with the decree) +10% Is a Daimyo

Is a Daimyo +10% Is Mayan (with the Central Armories reform)

Is Mayan (with the reform) +5% Is Confucian (with Shinto harmonized)

Is Confucian (with Shinto harmonized) +10% Is an Independent Daimyo

Cavalry [ edit ]

With the owning and maintaining of a horse being an expensive undertaking, the mounted warrior is the elite of any army. The speed of the horse gives this soldier greater mobility on the battlefield, while only the most disciplined soldiers can stand in the face of the cavalry charge.

Total cavalry pips by tech group compared to tech level

Cavalry is good for flanking once the main line has been filled, but are much more expensive than infantry. All cavalry have 2 pips in maneuver. Cavalry costs 2.5 times as much as infantry. They are more powerful than infantry, especially during the shock phase of combat.

Native American tech groups have no cavalry until military tech level 6 (historically, the horse was extinct in the Americas until its reintroduction by the Europeans).

Cost [ edit ]

These ideas and other modifiers reduce the cost of recruiting and maintaining cavalry.

Traditions Ideas Bonuses Policies −20% — Aq Qoyunlu idea 2: Unite the Clans — — −15% Ilkhanid traditions — — — −10% French ducal traditions

Fulani traditions

Hejazi traditions

Indian Sultanate traditions

Khivan traditions

Polish traditions

Takeda traditions

Transoxianian traditions Aristocratic idea 1: Noble Knights

Al-Haasa idea 1: Desert Warfare

Arabian idea 2: Arabian Horses

Beloozero idea 1: Martial Heritage

Charruan idea 4: Horse Adoption

Circassian idea 1: Horsemen of the Steppe

Couronian idea 7: Promote the Curonian Kings

Mazovian idea 4: Szlachta Zasciankowa

Nanbu idea 2: Owner of the 'Nine Gates'

Odoyev idea 3: Commit to Tatar Ties

Oirat idea 1: Fearsome Warriors of Tumu

Permian idea 2: Turkic Mercenaries

Punjabi idea 6: Strength of the Misls

Ryazan idea 2: Tatar Mercenaries

Samtskhe idea 6: Frontier Warriors

Serbian idea 3: Home of the Hussars

Shiba idea 5: Oshu Ties

Swedish idea 3: The 'Hakkapeliitta'

Teutonic idea 1: Reform the Army

West African idea 5: Royal Stables

Yaroslavlyian idea 3: Reform Boyars

Zaporozhian idea 6: Army First — Aristocratic-Economic: The Court of Wards and Liveries −5% — Mahri idea 5: Mahra Camels — —

The Cossacks estate applies a modifier depending on its loyalty and influence levels (from +20% to −20% ).

Cossacks estate applies a modifier depending on its loyalty and influence levels (from to ). The Tribes estate applies a modifier depending on its loyalty and influence levels (from 0 to −20% )

Combat ability [ edit ]

These ideas and other modifiers increase the damage dealt by cavalry during combat.

Traditions Ideas Bonuses Policies +33% — Polish idea 4: Winged Hussars — — +20% Aq Qoyunlu traditions

Chagatai traditions

Great Yuan traditions

Hungarian traditions

Ilkhanid traditions

Mughal traditions

Oirat traditions

Qara Qoyunlu traditions Burmese idea 2: Elephant Warfare

Crimean idea 1: Genghisid Legacy

Golden Horde idea 3: Tatar Traditions

Horde idea 2: Traditions of the Great Khan

Kazani idea 3: Warrior Society

Lithuanian idea 5: Lithuanian Hussars

Mongolian idea 1: Ghostly Horses of the Plain

Transoxianian idea 1: Mawarannahr, the land Beyond the River — — +15% Delhian traditions

Khorasani traditions

Persian traditions Afghan idea 5: Durrani Imperialism

Anatolian idea 3: Akîncî Cavalry

Ansbach idea 7: Dragoons of Ansbach

Ardabili idea 2: The Qizilbash

Bharathi idea 1: Modernized War Elephant Tactics

Chernihiv idea 2: Field Cossack Regiments

Couronian idea 7: Promote the Curonian Kings

Epirote idea 5: Latin Knights

Finnish idea 2: The Hakkapeliitta

Karamanid idea 3: Karamanid Cavalry

Khivan idea 1: Horde Legacy

Manchu idea 5: Link with the Mongol Dynasty

Maratha idea 1: Tradition of Military Service

Ottoman idea 3: Timar System

Rajput idea 3: Marwari Horses

Rajputana idea 3: Marwari Horses

Ruthenian idea 3: Zaporozhian Cossacks

Serbian idea 4: Alemannic Guard

Shirvani idea 3: Tribesmen of the Caucasus

Transylvanian idea 1: Unio Trium Nationum Ava ambition

Hejazi ambition — +10% Al-Haasa traditions

Bahmani traditions

Bavarian traditions

Croatian traditions

Deccani Sultanate traditions

Indian Sultanate traditions

Mamluk traditions

Mazovian traditions

Mossi traditions

Northumbrian traditions

Takeda traditions

Teutonic traditions Aristocratic idea 1: Noble Knights

Quality idea 3: Finest of Horses

Ayyubid idea 4: Elite Warriors

Berber idea 5: Tuareg Cavalry

Caucasian idea 7: Cavalry Armies

Franconian idea 4: Free Imperial Knights of Franconia

Gujarati Princedom idea 1: Kathiawari Horses

Kildarean idea 5: Curragh Horsemanship

Lan Xang idea 2: Elephant Cavalry

Moroccan idea 6: Slave Soldiers

Nubian idea 6: Desert Cavalry

Sukhothai idea 7: War Elephants

Vijayanagar idea 2: Arab Horses

Wurzburgian idea 3: Franconian Circle Charruan ambition

Punjabi ambition

Vindhyan ambition Aristocratic-Espionage: Noble Loyalty Act +5% — Circassian idea 1: Horsemen of the Steppe

Ogasawara idea 3: Kiso-uma — —

The Cossacks estate applies a modifier depending on its loyalty and influence levels (from −10% and up to +20% ).

Cavalry to infantry ratio [ edit ]

Armies exceeding their nation's ratio of cavalry to infantry receive the "insufficient support" penalty which applies a −25% military tactics to those armies until their ratio has been restored to normal. This ratio threshold is checked daily even during battles, and is based on the actual headcount of individual soldiers instead of regiments. Since infantry tends to take more casualties than cavalry, it is advisable to take at least a bit more infantry than the ratio would suggest.

The base cavalry to infantry ratio is 50%. This is further modified by the following:

Traditions Ideas Bonuses Policies +10% — Polish idea 4: Winged Hussars — —

+25% Has a Steppe Horde government

Has a Steppe Horde government +25% Has a Tribal Federation government

Has a Tribal Federation government +25% Is Tengri (with no syncretic faith)

Is Tengri (with syncretic faith) +20% Has Cavalry Armies ability (an Age of Discovery only ability)

Has Cavalry Armies ability (an Age of Discovery only ability) +20% Has the Sich Rada government reform (available to Zaporozhie)

Has the Sich Rada government reform (available to Zaporozhie) +10% Is Sunni

Is Sunni +10% A loyal Cossacks estate (max value)

Artillery [ edit ]

Artillery is quite specifically gunpowder cannon, in its primitive form are at their most effective in a siege situation. The evolution of the cannon will see it become a destructive weapon on the battlefield.

Total artillery pip compared to tech level

Artillery not only fight in battles like infantry and cavalry but also speed up sieges. All artillery have 2 pips in maneuver and costs three times as much as infantry.

Unlike infantry or cavalry, artillery can fight from the back-row, attacking with 50% of their combat power. Additionally, artillery regiments bestow half (rounded down) of their defensive Shock/Fire/Morale pips to the regiment in front of them. However, Artillery takes double damage when attacked (if it gets moved to front rank). Hence artillery are best used to provide supporting fire from the second line.

Cost [ edit ]

These ideas and other modifiers reduce the cost of recruiting and maintaining artillery.

Traditions Ideas Bonuses Policies −20% — Smolenskian idea 4: The Great Foundry — — −15% — Rajputana idea 6: Expanded Artillery Arm

Transoxianian idea 4: Turkoman Cannoneers — — −10% — Russian idea 3: Russian Artillery Yard — —

Artillery fire [ edit ]

These ideas increase artillery's offensive and defensive fire values beyond the unit's inherent pips.

Traditions Ideas Bonuses Policies +1 Spanish traditions — Aragonese ambition —

Combat ability [ edit ]

These ideas and other modifiers increase the damage dealt by artillery during combat.

Traditions Ideas Bonuses Policies +10% — Quality idea 7: Massed Battery

Bharathi idea 7: Develop Rocket Technology

Ferraran idea 3: Alfonso I's Reforms

Portuguese idea 7: Royal Academy of Fortification, Artillery and Drawing

Russian idea 3: Russian Artillery Yard

Smolenskian idea 6: Artillery Before All Otomo ambition

Satake ambition Offensive-Economic: Horse Artillery +5% — Athenian idea 7: Athenian Army Reform — —

Damage from Backrow [ edit ]

+20% : Improved Artillery Range ( , an Age of Revolutions only ability)

: Improved Artillery Range ( , an Age of Revolutions only ability) +15% : Bengal Sultanate ambition

Units [ edit ]

Note: All technology groups share the same artillery units.

Name Fire Shock Morale Total

pips Off. Def. Off. Def. Off. Def. 7 Houfnice 1 1 2 7 Large Cast Bronze Mortar 1 1 2 10 Culverin 1 1 1 1 4 10 Pedrero 1 1 1 1 4 13 Large Cast Iron Cannon 2 1 1 2 6 13 Small Cast Iron Cannon 1 1 1 2 1 6 16 Chambered Demi Cannon 2 2 1 2 1 8 18 Leather Cannon 2 2 1 1 2 2 10 20 Swivel Cannon 3 2 1 1 3 2 12 22 Coehorn Mortar 3 3 1 1 3 3 14 25 Royal Mortar 4 4 1 1 3 3 16 29 Flying Battery 4 4 2 2 4 4 20

Unit groups [ edit ]

Note: This unit group is shared by the Central African, East African and West African technology groups.

Name Fire Shock Morale Total

pips Off. Def. Off. Def. Off. Def. 1 African Clubmen 1 1 1 3 1 African Spearmen 1 1 1 3 5 Central African Warrior 1 1 2 2 6 5 North African Warrior 2 2 1 1 6 5 South African Warrior 2 1 2 1 6 5 West African Warrior 1 2 1 2 6 12 African Forest Warriors 1 1 2 2 2 2 10 12 African Hill Warriors 2 1 1 2 2 2 10 12 African Mountain Warriors 1 2 2 2 1 2 10 12 African Plains Warriors 2 1 2 2 2 1 10 15 Central African Musketeers 3 2 2 2 2 2 13 15 East African Musketeers 2 2 2 2 2 3 13 15 North African Musketeers 2 3 2 3 1 2 13 15 South African Musketeers 3 2 3 2 2 1 13 23 Central African Guerrillas 3 2 2 3 3 2 15 23 East African Guerrillas 3 3 2 2 2 3 15 23 North African Guerrillas 2 3 2 3 2 3 15 26 Westernized Central African Infantry 3 3 3 3 4 3 19 26 Westernized East African Infantry 4 4 2 2 3 4 19 26 Westernized North African Infantry 3 4 2 4 3 3 19 26 Westernized South African Infantry 4 3 3 3 3 3 19 30 African Western Franchise Infantry 3 3 3 3 4 4 20 Name Fire Shock Morale Total

pips Off. Def. Off. Def. Off. Def. 1 Abyssinian Light Cavalry 1 1 2 4 1 Mandekalu Cavalry 1 1 1 1 4 6 Somali Light Cavalry 2 1 1 2 6 6 Tuareg Cavalry 2 1 2 1 6 10 Abyssinian Barded Cavalry 3 2 3 2 10 10 Mossi Horsemen 2 2 3 3 10 14 African Hussar 1 3 2 3 3 12 17 African Swarm Cavalry 1 4 3 3 2 13 23 African Dragoon 1 1 3 3 4 4 16 28 African Cuirassier 1 1 4 4 4 4 18

Name Fire Shock Morale Total

pips Off. Def. Off. Def. Off. Def. 1 Yaya Infantry 1 1 1 3 5 Azab Infantry 1 1 2 1 5 9 Janissary Infantry 1 1 1 2 2 7 12 Sekban Infantry 2 2 2 1 2 3 12 19 Reformed Janissary Infantry 2 2 2 2 3 2 13 23 Nizami Cedid Infantry 2 3 2 2 3 3 15 26 Eastern Carabinier 4 3 3 3 3 3 19 30 Eastern New Model Infantry 3 3 3 3 4 4 20 Name Fire Shock Morale Total

pips Off. Def. Off. Def. Off. Def. 1 Musellem Cavalry 2 1 1 1 5 6 Timariot Cavalry 2 1 2 1 6 10 Spahi Cavalry 3 2 3 2 10 18 Reformed Spahi Cavalry 1 1 3 3 3 3 14 23 Toprakli Hit and Run Cavalry 2 4 3 4 3 16 26 Eastern Skirmisher 1 2 4 3 4 3 17 26 Eastern Uhlan 2 1 3 4 4 3 17 28 Reformed Lancer 1 1 5 3 5 3 18 28 Toprakli Dragoons 2 2 3 3 4 4 18

Name Fire Shock Morale Total

pips Off. Def. Off. Def. Off. Def. 1 Asian Longbow 1 1 2 1 Asian Longspear 1 1 2 1 East Asian Spearmen 1 1 2 5 Defensive Asian Footsoldier 1 1 1 1 4 5 Offensive Asian Footsoldier 1 2 1 4 9 Asian Arquebusier 1 1 1 1 1 1 6 12 Banner Infantry 1 2 2 1 2 2 10 15 Asian Mass Infantry 3 2 2 2 2 2 13 19 Asian Musketeer 3 3 2 2 3 2 15 26 Reformed Asian Musketeer 4 4 3 3 3 3 20 Name Fire Shock Morale Total

pips Off. Def. Off. Def. Off. Def. 1 Archer Cavalry 1 1 1 3 1 East Asian Archer Cavalry 1 1 1 3 6 Asian Steppe Cavalry 2 2 1 1 6 6 Samurai Cavalry 2 1 2 1 6 10 Reformed Asian Steppe Cavalry 1 2 2 2 2 9 14 Asian Charge Cavalry 1 3 2 3 3 12 17 Banner Cavalry 1 1 3 3 3 3 14 23 Asian Dragoons 1 2 3 3 4 3 16 28 Green Standard Cavalry 2 1 4 4 4 4 19 28 Reformed Asian Cavalry 1 2 5 4 3 4 19

Name Fire Shock Morale Total

pips Off. Def. Off. Def. Off. Def. 1 Bardiche Infantry 1 1 2 1 Eastern Medieval Infantry 1 1 2 5 Eastern Militia 1 1 1 1 4 9 Pike Infantry 1 2 1 2 6 12 Defensive Eastern Musketeers 2 2 1 2 2 2 11 12 Offensive Eastern Musketeers 2 1 2 1 3 2 11 15 Eastern Tercio 2 2 1 2 2 3 12 15 Soldaty Infantry 3 1 2 1 3 2 12 19 Saxon Infantry 3 2 3 2 2 2 14 23 Petrine Infantry 2 3 2 3 3 3 16 26 Green Coat Infantry 3 3 3 3 4 4 20 30 Mass Infantry 4 3 4 3 4 3 21 Name Fire Shock Morale Total

pips Off. Def. Off. Def. Off. Def. 1 Druzhina Cavalry 1 1 1 3 1 Eastern Knights 1 1 1 3 6 Stratioti Cavalry 2 1 1 1 5 10 Eastern Hussar 2 2 3 2 9 14 Eastern Caracole 2 2 2 3 3 12 14 Reformed Eastern Hussars 1 1 3 3 2 2 12 14 Southern Cossacks 1 4 2 2 3 12 22 Cossack Cavalry 1 1 4 3 4 4 17 22 Winged Hussars 1 5 4 4 3 17 26 Lancers 1 5 4 4 4 18 26 Reformed Cossack Cavalry 1 1 4 4 4 4 18 28 Advanced Cossack Cavalry 2 1 4 4 5 4 20 28 Eastern Cuirassiers 1 2 5 4 4 4 20

Note: This is a fantasy technology group. It only appears by enabling fantasy elements within Random New World (requires DLC), playing a custom nation with the nation designer (requires DLC) or by playing an exported game from Crusader Kings II with the "Sunset Invasion" DLC active.

Name Fire Shock Morale Total

pips Off. Def. Off. Def. Off. Def. 1 Xantican Warrior 1 1 1 1 4 5 Reformed Xantican Warrior 2 1 1 1 2 7 9 Xiuhtecuhtli Soldier 3 2 1 1 3 2 12 12 Xiuhtecuhtlian Infantry 3 3 2 1 4 3 16 18 Xoloti 3 3 2 2 4 2 16 23 Foreign Influenced Infantry 4 3 2 2 4 3 18 26 Reformed Influenced Infantry 4 4 3 3 4 3 21 30 Reformed Xoloti 4 4 4 3 4 3 22 Name Fire Shock Morale Total

pips Off. Def. Off. Def. Off. Def. 6 American Horsemen 1 2 1 1 1 6 10 Xiuhtecuhtli Cavalry 2 1 3 2 2 2 12 14 American Hussar 2 2 3 2 3 2 14 19 American Swarm Cavalry 3 2 3 3 3 2 16 23 American Dragoon 4 2 3 3 4 4 20

Name Fire Shock Morale Total

pips Off. Def. Off. Def. Off. Def. 1 Indian Footsoldier 1 1 1 3 5 Indian Arquebusier 1 1 1 1 4 9 Poligar Infantry 1 2 1 1 1 1 7 9 Toofangchis 1 1 1 1 2 1 7 12 Akbarid Musketeers 2 2 1 2 2 2 11 12 South Indian Infantry 2 1 2 1 3 2 11 18 Deccani Musket Infantry 3 3 2 2 2 2 14 18 North Indian Musket Infantry 3 2 2 2 3 2 14 23 Telingas 4 3 2 2 2 3 16 26 North Indian Sepoy 3 3 3 3 3 4 19 30 Indian Drill Infantry 4 3 3 3 4 3 20 Name Fire Shock Morale Total

pips Off. Def. Off. Def. Off. Def. 1 Elephant Archers 1 1 1 3 1 Indian Cavalry 1 1 1 3 6 Indian Cavalry Archers 2 2 1 1 6 10 Mansabdar Cavalry 1 3 2 2 2 10 14 Dai-Phat Cavalry 2 2 3 3 2 12 17 Maratha Raiders 2 4 3 3 2 14 23 Deccani Light Cavalry 1 1 4 3 4 3 16 28 Mysorean Light Cavalry 2 1 4 4 3 4 18 28 Sowars 1 2 4 4 4 3 18

Name Fire Shock Morale Total

pips Off. Def. Off. Def. Off. Def. 1 Muslim Archer 1 1 1 3 1 Muslim Footsoldier 1 1 1 3 5 Muslim Duel Infantry 1 1 1 1 4 9 Shamshir Infantry 2 1 2 2 7 12 Muslim Musketeer 2 1 1 2 2 3 11 15 Afsharid Reformed Infantry 3 2 2 2 2 2 13 23 Reformed Muslim Musketeers 1 2 3 3 4 3 16 26 Muslim Mass Infantry 3 4 3 3 3 3 19 30 Muslim Rifle Infantry 3 3 3 3 4 4 20 Name Fire Shock Morale Total

pips Off. Def. Off. Def. Off. Def. 1 Charge Cavalry 2 1 1 4 1 Muslim Cavalry 1 2 1 4 1 Muslim Cavalry Archers 1 1 1 1 4 6 Shayhanid Cavalry 2 1 1 2 6 10 Qizilbash Cavalry 2 2 3 2 9 14 Muslim Musketeer Cavalry 1 2 2 3 2 10 18 Afsharid Reformed Cavalry 1 4 3 3 3 14 18 Musket Charge Cavalry 1 1 4 3 3 2 14 23 Ali Bey Reformed Cavalry 2 1 4 3 4 3 17 23 Muslim Dragoon 1 2 3 4 3 4 17 28 Durrani Cavalry 2 1 5 3 4 4 19 28 Durrani Swivel Cavalry 1 2 4 5 4 3 19

Native American groups [ edit ]

Native American cavalry [ edit ]

Note: All native American technology groups (except the fantasy High American tech group) share the same cavalry units[2].

Name Fire Shock Morale Total

pips Off. Def. Off. Def. Off. Def. 6 North American Horsemen 2 1 1 1 5 10 North American Cavalry 1 3 2 2 2 10 14 North American Hussar 1 1 3 2 3 2 12 19 North American Swarm Cavalry 1 2 3 3 3 2 14 23 North American Dragoon 2 2 3 3 4 4 18

Name Fire Shock Morale Total

pips Off. Def. Off. Def. Off. Def. 1 Mesoamerican Spearmen 1 1 1 3 5 American Forest Warriors 1 1 1 1 4 5 American Hill Warriors 2 1 1 4 5 American Plains Warriors 1 2 1 4 10 Reformed American Hill Warriors 3 1 2 2 8 10 Reformed American Forest Warriors 2 2 2 2 8 10 Reformed American Plains Warriors 1 2 3 2 8 14 American Hill Musketeers 2 1 3 2 2 2 12 14 American Forest Musketeers 2 2 2 2 2 2 12 14 Offensive American Musketeers 2 1 1 2 3 3 12 19 Central American Guerrillas 2 2 2 2 3 3 14 19 American Guerrilla Warfare 3 2 3 2 2 2 14 26 Westernized American Hill Infantry 3 4 2 3 3 4 19 26 Westernized American Plains Infantry 4 3 4 3 3 2 19 30 Westernized Central American Infantry 4 3 3 3 3 4 20

Name Fire Shock Morale Total

pips Off. Def. Off. Def. Off. Def. 1 Clubmen 1 1 1 3 1 Native American Archer 1 1 1 3 5 Ambush Infantry 1 2 1 4 5 American Plains Warriors 1 1 1 1 4 5 Algonkin Tomahawk Warriors 1 2 1 4 10 Native American Mountain Warriors 1 1 1 2 2 1 8 14 Native American Arquebusier 2 2 2 1 3 2 12 14 Creek Arquebusier 2 2 2 2 2 2 12 19 Rifle Scout Infantry 3 3 2 2 2 2 14 26 North American Guerrillas 4 3 2 4 3 3 19 30 American Westernized Infantry 4 3 3 3 4 3 20

Note: This unit group is also shared by the Andean technology group.

Name Fire Shock Morale Total

pips Off. Def. Off. Def. Off. Def. 1 South American Spearmen 1 1 1 3 1 American Mountain Warriors 1 1 1 3 5 Reformed Mountain Warriors 2 2 4 5 South American Forest Warriors 1 1 1 1 4 5 Incan Slingshots 2 1 1 4 5 Incan Axemen 1 2 1 4 10 Defensive American Musketeers 1 1 1 2 1 2 8 10 South American Arquebusier 1 2 1 1 2 1 8 14 Reformed American Musketeers 2 2 2 2 2 2 12 19 Incan Guerrilla 2 3 2 2 2 3 14 19 South American Guerrilla 2 2 2 2 3 3 14 26 Westernized South American Infantry 3 4 2 3 3 4 19 26 Westernized Incan Infantry 4 3 3 3 3 3 19 30 Reformed Westernized Incan Infantry 4 4 3 3 3 3 20

Name Fire Shock Morale Total

pips Off. Def. Off. Def. Off. Def. 1 Eastern Archers 1 1 1 1 4 9 Steppe Raiders 2 1 1 2 6 12 Steppe Footmen 1 1 2 2 2 2 10 15 Steppe Musketeers 2 1 3 2 2 2 12 19 Steppe Infantry 2 2 3 3 3 2 15 26 Steppe Rifles 2 3 3 3 4 4 19 30 Reformed Steppe Rifles 3 3 3 3 4 4 20 Name Fire Shock Morale Total

pips Off. Def. Off. Def. Off. Def. 1 Eastern Steppe Cavalry 1 1 2 2 6 1 Eastern Swarm Cavalry 2 1 2 1 6 10 Steppe Riders 3 2 3 2 10 14 Steppe Lancers 3 3 3 3 12 18 Mounted Steppe Raiders 1 3 3 3 3 13 23 Steppe Cavalry 1 1 4 3 3 3 15 28 Steppe Uhlans 1 1 5 4 4 3 18

Name Fire Shock Morale Total

pips Off. Def. Off. Def. Off. Def. 1 Halberd Infantry 1 1 2 1 Latin Medieval Infantry 1 1 2 5 Galloglaigh Infantry 1 2 3 5 Longbow 1 1 1 3 5 Men at Arms 1 1 1 3 9 Condotta Infantry 2 1 1 1 5 9 Landsknechten Infantry 1 1 1 2 5 9 Reformed Galloglaigh Infantry 2 2 1 5 12 Free Shooter Infantry 1 2 2 1 3 1 10 12 Tercio Infantry 1 2 1 2 2 2 10 15 Charge Infantry 1 2 3 1 3 2 12 15 Maurician Infantry 2 2 2 1 3 2 12 19 Gustavian Infantry 3 2 3 2 3 2 15 19 Highlanders Infantry 2 2 3 2 4 2 15 19 Reformed Tercio 2 2 2 3 3 3 15 23 Caroline Infantry 3 2 3 2 3 3 16 23 Grenzer Infantry 2 3 2 3 3 3 16 23 Line Infantry 3 3 2 2 3 3 16 26 Blue Coat Infantry 3 3 3 3 4 4 20 26 Frederickian Infantry 4 3 3 3 4 3 20 26 Red Coat Infantry 3 4 3 3 4 3 20 26 White Coat Infantry 4 3 3 3 3 4 20 28 Impulse Infantry 4 3 3 3 4 4 21 28 Square Infantry 3 4 3 3 4 4 21 30 Drill Infantry 4 4 3 3 4 4 22 30 Jaeger Infantry 4 4 4 3 3 4 22 30 Mixed Order Infantry 4 3 4 3 4 4 22 30 Napoleonic Square 4 4 4 3 4 3 22 Name Fire Shock Morale Total

pips Off. Def. Off. Def. Off. Def. 1 Chevauchée 1 1 1 3 1 Western Medieval Knights 1 1 1 3 10 Schwarze Reiter 1 2 1 2 2 8 14 Latin Caracole Cavalry 1 3 2 2 2 10 18 Gallop Cavalry 1 1 4 3 3 3 15 23 Armee Blanche Cavalry 1 1 5 3 5 3 18 23 Latin Dragoons 1 1 4 4 4 4 18 23 Latin Hussars 1 2 4 3 4 4 18 26 Carabiners 2 1 5 4 3 4 19 26 Reformed Latin Hussars 1 2 4 4 4 4 19 26 Uhlan Cavalry 1 2 5 4 4 3 19 28 Latin Chasseur 2 1 4 4 5 5 21 28 Latin Cuirassiers 1 2 5 4 4 5 21 28 Latin Lancers 2 6 4 5 4 21

Best unit group by tech level [ edit ]

Total infantry pips by tech group compared to tech level

Total cavalry pips by tech group compared to tech level

Notes: To avoid clutter several tech groups are represented with one groups' icon:

North American also represents Andean, Mesoamerican and South American. West African also represents Central African and East African. High American is not shown (due to not appearing in normal games), but it is amongst the strongest in each tech level.

References [ edit ]