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Land units

(Redirected from Cavalry combat ability)
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.

Contents

Infantry.png InfantryEdit

 
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.

CostEdit

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

  Traditions Ideas Bonuses Policies
−20%
  • 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 abilityEdit

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
  • Innovative-Quality: Modern Firearm Techniques
+15%
  • 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
+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
  • Lur traditions
  • Malvi traditions
  • Mewari traditions
  • Milanese traditions
  • Mindanao traditions
  • Mushasha traditions
  • Oda traditions
  • Québécois traditions
  • Rassid traditions
  • Shimazu traditions
  • Slovak traditions
  • Songhai traditions
  • Swiss traditions
  • Tokugawa traditions
  • Tripuran traditions
  • Tyrone 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
  • 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
  • Mayan ambition
  • Montenegrin ambition
  • Nepalese Princedom ambition
  • Nivernais ambition
  • Polotskian ambition
  • Sistani ambition
  • Serbian ambition
  • Uesugi ambition
+5%
  • Athenian idea 7: Athenian Army Reform
  • Bohemian idea 3: Wagenburg
  • Kongo idea 5: The Triangle Trade
  • Ryazan idea 5: March of Russia
  • Tunisian idea 1: Catalan Guard

Other modifiers include:

  • +10% Is the   Emperor of China (with the Boost Officer Corps decree)
  • +10% Is a   Daimyo
  • +10% Is   Mayan (with the Central Armories reform)
  • +5% Is   Confucian (with   Shinto harmonized)
  • +10% Is an   Independent Daimyo

Cavalry.png CavalryEdit

 
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).

CostEdit

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

Combat abilityEdit

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
  • Aristocratic-Espionage: Noble Loyalty Act
+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
  • 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
  • Hanoverian 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
  • 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
+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 ratioEdit

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
  • +25% Has a   Tribal Federation government
  • +25% Is   Tengri (with no syncretic faith)
  • +20% Has   Cavalry Armies ability (an   Age of Discovery only ability)
  • +20% Has the Sich Rada government reform (available to Zaporozhie)
  • +10% Is   Sunni
  • +10% A loyal   Cossacks estate (max value)

Artillery.png ArtilleryEdit

 
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 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.

CostEdit

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

Combat abilityEdit

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
  • 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 BackrowEdit

UnitsEdit

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 groupsEdit

  African groupsEdit

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

  AnatolianEdit

    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

  ChineseEdit

    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

  EasternEdit

    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

  High AmericanEdit

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

  IndianEdit

    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

  MuslimEdit

    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 groupsEdit

Native American cavalryEdit

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

  MesoamericanEdit

    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

  North AmericanEdit

    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

  South AmericanEdit

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

  NomadEdit

    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

  WesternEdit

    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 levelEdit

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

  1.   North American also represents   Andean,   Mesoamerican and   South American.
  2.   West African also represents   Central African and   East African.
  3.   High American is not shown (due to not appearing in normal games), but it is amongst the strongest in each tech level.
Infantry
  Top technology group(s)
1−4  
5−8  
9      
10−11  
12−13  
14    
15−17      
18  
19−22      
23−25        
26−27      
28−32  
Cavalry
  Top Technology group(s)
1-5  
6-9            
10-13          
14-16            
17    
18-21  
22  
23-25    
26-27  
28-32  

ReferencesEdit

  1. Files are located in the /Europa Universalis IV/common/units/ folder.
  2. Unit pip values remain the same between the groups though names may differ.