- 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
InfantryEdit
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.24. |
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.
Combat abilityEdit
These ideas and other modifiers increase the damage dealt by infantry during combat.
Other modifiers include:
CavalryEdit
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.24. |
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.
- 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.
- 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% | — |
|
— | — |
- +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)
ArtilleryEdit
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.24. |
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.
Combat abilityEdit
These ideas and other modifiers increase the damage dealt by artillery during combat.
Damage from BackrowEdit
- +20%: Improved Artillery Range ( , an Age of Revolutions only ability)
- +15%: Bengal Sultanate ambition
UnitsEdit
Note: All technology groups share the same artillery units.
Unit groupsEdit
African groupsEdit
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.24. |
Note: This unit group is shared by the Central African, East African and West African technology groups.
AnatolianEdit
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.24. |
ChineseEdit
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.24. |
EasternEdit
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.24. |
High AmericanEdit
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.24. |
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.
IndianEdit
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.24. |
MuslimEdit
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.24. |
Native American groupsEdit
Native American cavalryEdit
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.24. |
Note: All native American technology groups (except the fantasy High American tech group) share the same cavalry units[2].
MesoamericanEdit
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.24. |
North AmericanEdit
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.24. |
South AmericanEdit
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.24. |
Note: This unit group is also shared by the Andean technology group.
NomadEdit
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.24. |
WesternEdit
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.24. |
Best unit group by tech levelEdit
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.24. |
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.
- 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
Land warfare | Army • Land units • Discipline • Manpower |
Naval warfare | Navy • Naval units • Sailors |
Other concepts | Casus belli • War exhaustion • Military tradition • Leaders • Alliance |