- 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 – 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.
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.
The core of any army, infantry are required in order to hold the main line. All infantry have 1 pip in maneuver.
These ideas and other modifiers reduce the cost of recruiting and maintaining infantry.
These ideas and other modifiers increase the damage dealt by infantry during combat.
Other modifiers include:
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.
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).
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%)
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.
- +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 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.
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.
These ideas and other modifiers reduce the cost of recruiting and maintaining artillery.
These ideas increase artillery's offensive and defensive fire values beyond the unit's inherent pips.
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
Note: All technology groups share the same artillery units.
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.
Native American groupsEdit
Native American cavalryEdit
Note: All native American technology groups (except the fantasy High American tech group) share the same cavalry units.
Best unit group by tech levelEdit
Notes: To avoid clutter several tech groups are represented with one groups' icon:
- Files are located in the folder.
- Unit pip values remain the same between the groups though names may differ.