Radious The Empire units
158 The Empire units Radious Total War Mod changes against patch 9.0.4, 32 it adds, and 76 skills, 178 buildings and 32 technologies. Vanilla → Radious: green makes the unit stronger or cheaper, red weaker or dearer.
Units
| Unit | Men / HP | Armour | Melee atk / def | Weapon (base + AP) | Cost (campaign / MP) | Other changes |
|---|---|---|---|---|---|---|
| 44,356 → 5,740 | 20 → 34 | 10 → 146 → 11 | 21 → 223 → 2 | 800 → 1,250750 → 1,250 | Leadership 50 → 55; Charge bonus 5 → 11; Mass 2,100 → 2,600; Range 380 m → 400 m; Ammunition 22 → 42; Missile base damage 105 → 110; Upkeep 200 → 130; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3 | |
| 606,480 → 11,700 | 110 → 132 | 26 → 3934 → 43 | 21 → 239 → 10 | 1,000 → 1,2001,000 → 1,200 | Missile block 55% → 65%; Leadership 70 → 80; Speed 78 → 70; Charge bonus 48 → 76; Mass 1,800 → 2,000; Upkeep 250 → 150; Fire resistance 0% → 25%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3; New: Strider | |
| 606,480 → 12,000 | 120 → 132 | 30 → 4130 → 47 | 21 → 249 → 14 | 1,100 → 1,3001,100 → 1,300 | Missile block 55% → 50%; Leadership 70 → 80; Speed 78 → 70; Bonus vs large 0 → 15; Charge bonus 48 → 78; Mass 1,100 → 1,200; Upkeep 275 → 160; Spell resistance 0% → 20%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3 | |
| 606,480 → 12,000 | 110 → 132 | 32 → 4432 → 41 | 14 → 1238 → 34 | 1,000 → 1,2501,000 → 1,250 | Leadership 80 → 85; Speed 78 → 70; Charge bonus 34 → 70; Mass 1,120 → 1,220; Upkeep 250 → 155; Missile resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3; New: Perfect Vigour | |
| 48 → 604,464 → 8,700 | 30 → 46 | 18 → 2014 → 20 | 21 → 253 → 5 | 1,000 → 1,1001,000 → 1,100 | Leadership 50 → 55; Speed 84 → 85; Charge bonus 12 → 32; Mass 800 → 850; Range 100 m → 115 m; Ammunition 18 → 36; Missile base damage 4 → 6; Upkeep 250 → 140; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3; New: Immune to Psychology | |
| 604,560 → 7,500 | 50 → 64 | 26 → 2524 → 27 | 21 → 253 → 5 | 700 → 850700 → 850 | Leadership 50 → 55; Speed 90 → 95; Charge bonus 30 → 45; Mass 600 → 650; Range 80 m → 100 m; Ammunition 12 → 21; Missile base damage 15 → 16; Missile AP damage 4 → 5; Upkeep 175 → 115; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3; New: Strider | |
| 13,988 → 5,000 | 45 → 64 | 40 → 4538 → 46 | 230 → 280100 → 125 | 1,000600 → 800 | Leadership 70 → 75; Bonus vs infantry 0 → 22; Charge bonus 30 → 42; Range 90 m → 115 m; Ammunition 50 → 65; Missile base damage 33 → 60; Missile AP damage 117 → 150 | |
| 14,188 → 5,000 | 120 → 132 | 40 → 4535 → 44 | 60 → 115220 → 260 | 1,000750 → 800 | Charge bonus 14 → 28; Mass 1,100 → 1,200; Range 180 m → 165 m; Ammunition 50 → 65; Missile base damage 60 → 115; Missile AP damage 180 → 215; Reload time 8 s → 6 s; Spell resistance 35% → 25% | |
| 13,988 → 4,900 | 50 → 64 | 5848 → 52 | 235 → 27590 → 115 | 1,000700 → 800 | Leadership 70 → 75; Charge bonus 28 → 35; Range 190 m → 175 m; Ammunition 40 → 50; Missile base damage 196 → 250; Missile AP damage 84 → 105; Reload time 8 s → 7 s | |
| 14,088 → 5,000 | 95 → 108 | 50 → 5245 → 52 | 255 → 310135 → 180 | 1,000475 → 700 | Missile block 35% → 50%; Leadership 70 → 75; Bonus vs infantry 0 → 22; Bonus vs large 20 → 0; Charge bonus 45 → 52 | |
| 13,908 → 4,800 | 45 → 60 | 43 → 4540 → 45 | 270 → 33590 → 140 | 1,000750 → 1,000 | Bonus vs large 0 → 18; Charge bonus 30 → 40; Range 180 m → 190 m; Ammunition 45 → 55; Missile base damage 240 → 285; Missile AP damage 160 → 190; Reload time 8 s → 7 s; Upkeep 250 → 130 | |
| 14,268 → 5,100 | 50 → 64 | 58 → 6045 → 57 | 270 → 33590 → 140 | 1,000 → 1,2001,000 → 1,200 | Bonus vs large 0 → 18; Charge bonus 30 → 42; Range 180 m → 195 m; Ammunition 45 → 55; Missile base damage 100 → 180; Missile AP damage 230 → 300; Reload time 8 s → 7 s; Upkeep 250 → 135 | |
| 906,210 → 10,350 | 20 → 34 | 14 → 1517 → 22 | 21 → 223 → 2 | 350 → 440350 → 440 | Leadership 50 → 44; Charge bonus 4 → 6; Range 130 m → 140 m; Ammunition 20 → 36; Missile base damage 17 → 18; Missile AP damage 2 → 3; Upkeep 88 → 80 | |
| 906,210 → 10,800 | 20 → 36 | 19 → 2023 → 27 | 21 → 243 → 6 | 550 → 620550 → 620 | Leadership 60 → 55; Charge bonus 4 → 8; Range 130 m → 150 m; Ammunition 20 → 42; Missile base damage 17 → 19; Missile AP damage 2 → 4; Upkeep 138 → 100; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3 | |
| 906,210 → 10,800 | 20 → 40 | 14 → 1717 → 24 | 21 → 243 → 6 | 675 → 760675 → 760 | Leadership 50 → 55; Charge bonus 4 → 10; Range 160 m → 170 m; Ammunition 22 → 42; Missile base damage 20 → 21; Upkeep 169 → 105; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3 | |
| 1209,120 → 16,200 | 95 → 116 | 32 → 4330 → 42 | 10 → 1525 → 29 | 1,000 → 1,1501,000 → 1,150 | Bonus vs infantry 14 → 12; Charge bonus 18 → 30; Upkeep 250 → 135; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3 | |
| 1208,760 → 15,600 | 30 → 64 | 30 → 3446 → 48 | 8 → 1220 → 22 | 700 → 880700 → 880 | Leadership 70 → 75; Bonus vs large 16 → 20; Charge bonus 8 → 16; Upkeep 175 → 115; Spell resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3; New: Causes Fear | |
| 906,210 → 10,800 | 20 → 52 | 2825 → 30 | 21 → 243 → 7 | 800 → 900800 → 900 | Leadership 50 → 55; Charge bonus 4 → 17; Melee attack interval 4.3 s → 4.2 s; Range 160 m → 185 m; Ammunition 22 → 42; Missile base damage 5 → 7; Missile AP damage 17 → 18; Reload time 13 s → 12 s; Upkeep 200 → 115; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3; New: Woodsman | |
| 906,210 → 11,250 | 25 → 38 | 16 → 2017 → 30 | 21 → 223 → 7 | 650 → 920650 → 920 | Leadership 55 → 60; Charge bonus 4 → 11; Range 160 m → 175 m; Ammunition 22 → 38; Missile base damage 16 → 12; Missile AP damage 4 → 11; Upkeep 163 → 140; New: Hide (forest); Removed: Fire Whilst Moving | |
| 906,210 → 11,700 | 25 → 44 | 36 → 3532 → 39 | 21 → 247 | 900 → 1,100900 → 1,100 | Charge bonus 14 → 17; Range 160 m → 185 m; Ammunition 22 → 42; Missile base damage 16 → 13; Missile AP damage 4 → 12; Upkeep 225 → 150; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3 | |
| 1208,280 → 15,000 | 70 → 84 | 20 → 3042 → 49 | 19 → 236 → 7 | 600 → 770600 → 770 | Missile block 60% → 65%; Leadership 60 → 65; Bonus vs large 15 → 18; Charge bonus 4 → 14; Upkeep 150 → 105; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3 | |
| 1208,280 → 15,000 | 30 → 58 | 34 → 3632 → 40 | 23 → 258 | 550 → 750550 → 750 | Missile block 35% → 50%; Leadership 60 → 65; Bonus vs infantry 0 → 6; Charge bonus 18 → 22; Upkeep 138 → 105; Physical resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3 | |
| 19,102 → 11,300 | 160 → 168 | 36 → 4020 → 25 | 70180 → 200 | 2,400 → 2,4502,600 → 2,450 | Missile block 70% → 75%; Charge bonus 80 → 100; Range 380 m → 390 m; Ammunition 40 → 60; Upkeep 600 → 295; Physical resistance 0% → 15%; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3 | |
| 4 → 64,800 → 13,140 | 80 → 104 | 18 → 2312 → 22 | 20 → 226 → 10 | 875 → 1,000875 → 1,000 | Speed 60 → 70; Charge bonus 29 → 50; Mass 3,300 → 3,400; Range 130 m → 160 m; Ammunition 35 → 43; Missile AP damage 25 → 23; Upkeep 213 → 130; Missile resistance 0% → 15%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 4 | |
| 4 → 64,672 → 12,300 | 80 → 104 | 18 → 2312 → 22 | 20 → 226 → 10 | 950 → 1,200950 → 1,100 | Speed 60 → 70; Charge bonus 29 → 50; Mass 3,300 → 3,400; Range 380 m → 350 m; Ammunition 22 → 26; Missile base damage 100 → 105; Upkeep 238 → 135; Missile resistance 0% → 15%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 4 | |
| 4 → 64,672 → 13,800 | 80 → 108 | 24 → 2617 → 27 | 20 → 246 → 12 | 1,900 → 1,8001,900 → 1,800 | Leadership 75 → 70; Speed 60 → 70; Bonus vs infantry 0 → 8; Charge bonus 29 → 55; Mass 3,300 → 3,400; Range 250 m → 260 m; Ammunition 17 → 22; Missile base damage 18 → 22; Missile AP damage 57 → 62; Reload time 10 s → 9 s; Upkeep 475 → 220; Missile resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → 3; Quest battle cap (main_units.multiplayer_qb_cap) 1 → 3 | |
| 124,488 → 5,820 | 120 → 132 | 30 → 3215 → 26 | 38 → 5012 → 16 | 01,000 → 1,050 | Charge bonus 25 → 32; Mass 700 → 750; Range 100 m → 120 m; Ammunition 25 → 30; Missile base damage 10 → 12; Missile AP damage 20 → 22; Upkeep 250 → 130; Missile resistance 0% → 10% | |
| 13,420 → 3,900 | 20 → 32 | 25 → 2630 → 32 | 210 → 23090 → 105 | 1,000250 → 800 | Charge bonus 15 → 22; Upkeep 250 → 130 | |
| 14,016 → 4,460 | 50 → 62 | 25 → 2830 → 34 | 210 → 23090 → 105 | 1,350650 → 1,300 | Charge bonus 35 → 55; Upkeep 337 → 175 | |
| 13,848 → 4,460 | 50 → 62 | 25 → 3030 → 35 | 210 → 23090 → 105 | 1,200500 → 1,100 | Speed 78 → 70; Charge bonus 35 → 50; Mass 1,800 → 1,900; Upkeep 300 → 155 | |
| 14,168 → 5,460 | 70 → 90 | 50 → 5955 → 66 | 115 → 170265 → 315 | 800800 | Bonus vs infantry 20 → 30; Charge bonus 35 → 52 | |
| 15,902 → 6,820 | 0 → 34 | 7050 → 56 | 120 → 165350 → 395 | 1,1001,150 → 1,100 | Bonus vs large 35 → 40; Charge bonus 65 → 70; Mass 1,500 → 1,600; Spell resistance 35% → 30% | |
| 13,968 → 4,700 | 50 → 64 | 5046 → 52 | 250 → 275200 → 225 | 1,000 → 1,150900 → 1,150 | Charge bonus 25 → 35; Ammunition 30 → 55; Missile base damage 124 → 175; Missile AP damage 84 → 110 | |
| 14,580 → 5,310 | 80 → 84 | 5046 → 52 | 250 → 275200 → 225 | 1,150 → 1,2501,100 → 1,250 | Speed 78 → 80; Charge bonus 50 → 60; Mass 2,100 → 2,200; Ammunition 30 → 75; Missile base damage 124 → 175; Missile AP damage 84 → 110 | |
| 14,287 → 5,300 | 95 → 98 | 62 → 5553 → 51 | 290 → 340140 → 195 | 900 → 1,100900 → 1,100 | Missile block 55% → 60%; Leadership 80 → 70; Bonus vs infantry 0 → 22; Charge bonus 55 → 45; Upkeep 225 → 130 | |
| 14,900 → 5,760 | 115 → 112 | 62 → 5753 → 52 | 290 → 340140 → 195 | 1,150 → 1,2001,150 → 1,200 | Missile block 35% → 45%; Leadership 80 → 70; Speed 78 → 70; Bonus vs infantry 0 → 22; Charge bonus 80 → 75; Mass 2,300 → 2,400; Upkeep 287 → 145 | |
| 15,200 → 5,860 | 100 → 104 | 62 → 6053 | 290 → 340140 → 195 | 1,450 → 1,3001,450 → 1,300 | Missile block 35% → 50%; Leadership 80 → 70; Bonus vs infantry 0 → 22; Charge bonus 80 → 90; Mass 2,300 → 2,100; Upkeep 362 → 155 | |
| 16,835 → 6,160 | 100 → 104 | 45 → 5246 → 47 | 160 → 205290 → 330 | 1,700 → 1,5001,700 → 1,500 | Missile block 35% → 0%; Leadership 80 → 70; Charge bonus 80 → 95; Mass 3,100 → 3,000; Upkeep 425 → 160; Missile resistance 15% → 20% | |
| 13,420 → 3,900 | 20 → 32 | 30 → 3725 → 22 | 210 → 23090 → 105 | 1,000250 → 400 | Charge bonus 15 → 20; Upkeep 250 → 130; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 13,848 → 4,460 | 50 → 62 | 30 → 3925 → 24 | 210 → 23090 → 105 | 1,200500 → 600 | Speed 78 → 70; Charge bonus 35 → 40; Mass 1,800 → 1,900; Upkeep 300 → 145; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 15,736 → 4,760 | 50 → 62 | 4030 → 35 | 160 → 205290 → 330 | 1,6001,300 → 1,000 | Mass 2,600 → 2,700; Upkeep 375 → 175; Missile resistance 15% → 20%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 14,016 → 4,510 | 50 → 62 | 30 → 4225 | 210 → 23090 → 105 | 1,500 → 1,350650 → 750 | Charge bonus 30 → 50; Upkeep 325 → 155; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 44,356 → 5,740 | 20 → 32 | 13 → 1710 → 16 | 21 → 223 → 2 | 1,100 → 1,4001,100 → 1,400 | Leadership 60 → 55; Charge bonus 5 → 6; Mass 2,100 → 2,600; Range 450 m → 475 m; Ammunition 30 → 42; Missile base damage 145 → 150; Missile AP damage 435 → 375; Reload time 22 s → 21 s; Upkeep 275 → 125; Per-unit cap (main_units.multiplayer_cap) 1 → 3 | |
| 44,356 → 5,740 | 20 → 32 | 14 → 179 → 16 | 21 → 223 → 2 | 1,800 → 2,0001,800 → 2,000 | Leadership 60 → 55; Charge bonus 5 → 6; Mass 2,100 → 2,600; Ammunition 8 → 11; Missile base damage 30 → 25; Missile AP damage 70 → 65; Upkeep 450 → 190; Per-unit cap (main_units.multiplayer_cap) 1 → 3 | |
| 606,960 → 12,000 | 100 → 130 | 40 → 4426 → 46 | 29 → 2013 → 22 | 1,200 → 1,6001,200 → 1,600 | Missile block 30% → 50%; Leadership 70 → 90; Speed 78 → 75; Bonus vs large 0 → 12; Charge bonus 78 → 98; Mass 1,300 → 1,400; Upkeep 300 → 170; Spell resistance 25% → 15%; Fire resistance 0% → 30%; New: Lance, Encourage, Devastating Flanker | |
| 32 → 307,456 → 12,150 | 125 → 140 | 43 → 4745 → 47 | 1838 → 44 | 1,850 → 1,8001,850 → 1,800 | Leadership 90 → 85; Speed 75 → 80; Bonus vs large 25 → 35; Charge bonus 60 → 70; Melee attack interval 4.8 s → 4.9 s; Mass 1,600 → 1,700; Upkeep 463 → 205; Per-unit cap (main_units.multiplayer_cap) 1 → 3 | |
| 606,960 → 11,700 | 120 → 130 | 43 → 4239 → 42 | 28 → 3212 → 11 | 1,350 → 1,3001,300 | Missile block 30% → 50%; Leadership 85 → 80; Speed 78 → 70; Charge bonus 62 → 78; Mass 1,100 → 1,200; Upkeep 338 → 150; Per-unit cap (main_units.multiplayer_cap) 1 → 3; New: Lance, Glorious Charge | |
| 14,068 → 6,450 | 95 → 110 | 35 → 4155 → 57 | 266 → 310114 → 140 | 1,000 → 1,200550 → 1,200 | Bonus vs infantry 10 → 20; Charge bonus 26 → 38; Upkeep 225 → 155; Missile resistance 15% → 25%; Spell resistance 0% → 15% | |
| 14,680 → 7,110 | 120 → 134 | 35 → 4555 → 60 | 266 → 310114 → 140 | 1,350800 → 1,350 | Speed 78 → 70; Bonus vs infantry 10 → 20; Charge bonus 46 → 64; Mass 2,100 → 2,200; Upkeep 275 → 180; Missile resistance 15% → 25%; Spell resistance 0% → 15% | |
| 14,672 → 5,900 | 50 → 62 | 55 → 5245 → 42 | 230 → 310150 → 200 | 1,100 → 1,200750 → 1,200 | Bonus vs infantry 0 → 22; Charge bonus 30 → 40; Upkeep 300 → 155 | |
| 16,648 → 6,750 | 100 → 112 | 30 → 5525 → 44 | 240 → 260160 → 150 | 1,550 → 1,5001,550 → 1,500 | Speed 50 → 55; Bonus vs infantry 25 → 16; Charge bonus 50 → 58; Upkeep 387 → 165; Spell resistance 40% → 25% | |
| 15,316 → 6,510 | 80 → 90 | 55 → 5845 → 46 | 230 → 310150 → 200 | 1,100 → 1,4001,000 → 1,400 | Speed 78 → 70; Bonus vs infantry 0 → 22; Charge bonus 50 → 67; Mass 2,300 → 2,400; Upkeep 350 → 180 | |
| 1208,760 → 14,400 | 0 | 32 → 3512 → 23 | 25 → 288 → 16 | 600 → 650600 → 650 | Charge bonus 28 → 38; Upkeep 150 → 95 | |
| 1207,320 → 13,200 | 25 → 38 | 28 → 3025 → 30 | 21 → 227 → 6 | 450 → 620450 → 620 | Charge bonus 14 → 18; Ammunition 18 → 30; Missile base damage 12 → 13; Missile AP damage 2 → 3; Upkeep 113 → 85 | |
| 1208,880 → 15,000 | 30 → 48 | 41 → 4041 → 48 | 23 → 257 | 700 → 770700 → 770 | Charge bonus 20 → 24; Upkeep 175 → 110; Missile resistance 0% → 10%; Per-unit cap (main_units.multiplayer_cap) 1 → 3 | |
| 906,210 → 10,800 | 20 → 38 | 22 → 2423 → 26 | 21 → 223 → 2 | 850 → 770850 → 770 | Charge bonus 4 → 9; Range 150 m → 155 m; Ammunition 22 → 42; Missile AP damage 18 → 20; Upkeep 213 → 115; Per-unit cap (main_units.multiplayer_cap) 1 → 3 | |
| 1207,320 → 13,800 | 25 → 38 | 36 → 3732 → 40 | 21 → 247 | 800 → 930800 → 930 | Leadership 65 → 70; Charge bonus 14 → 22; Range 90 m → 100 m; Ammunition 18 → 36; Missile base damage 2 → 3; Missile AP damage 14 → 15; Upkeep 200 → 125; Per-unit cap (main_units.multiplayer_cap) 1 → 3 | |
| 16011,680 → 20,000 | 0 | 41 → 4517 → 29 | 25 → 298 → 17 | 800 → 940800 → 940 | Charge bonus 28 → 41; Upkeep 200 → 125; Per-unit cap (main_units.multiplayer_cap) 1 → 3 | |
| 14,648 → 5,950 | 60 → 50 | 17 → 1612 → 20 | 206 | 1,900 → 2,4001,900 → 2,400 | Leadership 70 → 75; Speed 50 → 55; Charge bonus 18 → 36; Ammunition 14 → 25; Missile base damage 495 → 625; Missile AP damage 855 → 725; Reload time 11 s → 13 s; Upkeep 475 → 260; Per-unit cap (main_units.multiplayer_cap) 1 → 3 | |
| 13,420 → 3,900 | 20 → 32 | 25 → 2630 → 32 | 210 → 23090 → 105 | 1,000250 → 400 | Charge bonus 15 → 20; Upkeep 250 → 130; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 13,848 → 4,460 | 50 → 62 | 25 → 2830 → 34 | 210 → 23090 → 105 | 1,200500 → 600 | Speed 78 → 70; Charge bonus 35 → 40; Mass 1,800 → 1,900; Upkeep 300 → 140; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 14,016 → 4,510 | 50 → 62 | 25 → 3030 → 35 | 210 → 23090 → 105 | 1,500650 → 800 | Charge bonus 35 → 50; Upkeep 325 → 150; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 13,420 → 3,900 | 20 → 32 | 25 → 2630 → 32 | 210 → 23090 → 105 | 1,000250 → 400 | Charge bonus 15 → 20; Upkeep 250 → 130; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 13,848 → 4,460 | 50 → 62 | 25 → 2830 → 34 | 210 → 23090 → 105 | 1,200500 → 600 | Speed 78 → 70; Charge bonus 35 → 40; Mass 1,800 → 1,900; Upkeep 300 → 140; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 14,016 → 4,510 | 50 → 62 | 25 → 3030 → 35 | 210 → 23090 → 105 | 1,500 → 1,350650 → 800 | Charge bonus 35 → 50; Upkeep 325 → 150; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 44,356 → 5,500 | 20 → 32 | 106 | 21 → 223 → 2 | 800 → 1,000800 → 900 | Charge bonus 5 → 6; Mass 2,100 → 2,600; Ammunition 22 → 36; Missile base damage 88 → 100; Missile AP damage 352 → 325; Reload time 22 s → 21 s; Upkeep 200 → 105 | |
| 44,356 → 5,500 | 20 → 32 | 106 | 21 → 223 → 2 | 1,050 → 1,7501,000 → 1,650 | Charge bonus 5 → 6; Mass 2,100 → 2,600; Range 290 m → 320 m; Ammunition 22 → 19; Missile base damage 18 → 10; Missile AP damage 57 → 12; Reload time 10 s → 8 s; Upkeep 263 → 200 | |
| 44,356 → 5,500 | 20 → 34 | 106 | 21 → 223 → 2 | 1,050 → 1,6001,050 → 1,500 | Charge bonus 5 → 6; Mass 2,100 → 2,600; Range 480 m → 470 m; Ammunition 22 → 30; Missile base damage 30 → 25; Missile AP damage 70 → 60; Upkeep 263 → 175 | |
| 44,356 → 5,500 | 20 → 32 | 106 | 21 → 223 → 2 | 650 → 900600 → 800 | Charge bonus 5 → 6; Mass 2,100 → 2,600; Ammunition 22 → 36; Reload time 19 s → 20 s; Upkeep 163 → 115 | |
| 32 → 307,456 → 11,850 | 125 → 140 | 40 → 4438 → 42 | 20 → 1840 → 48 | 1,400 → 1,5001,400 → 1,500 | Missile block 30% → 50%; Leadership 80 → 75; Speed 75 → 80; Charge bonus 60 → 75; Mass 1,600 → 1,700; Upkeep 350 → 180 | |
| 32 → 307,456 → 11,850 | 125 → 140 | 34 → 3936 → 39 | 18 → 1538 → 45 | 1,450 → 1,5001,450 → 1,500 | Leadership 80 → 75; Speed 75 → 80; Bonus vs large 25 → 32; Charge bonus 48 → 65; Mass 1,600 → 1,700; Upkeep 363 → 180 | |
| 606,480 → 9,600 | 110 → 112 | 26 → 3030 → 34 | 219 | 850 → 900850 → 900 | Missile block 30% → 45%; Leadership 70 → 75; Speed 78 → 70; Charge bonus 48 → 62; Mass 1,100 → 1,200; Upkeep 213 → 105; New: Lance | |
| 605,340 → 8,400 | 30 → 40 | 18 → 1614 → 15 | 21 → 223 → 2 | 700700 | Speed 84 → 85; Charge bonus 12 → 22; Mass 800 → 850; Range 115 m → 120 m; Ammunition 19 → 22; Missile base damage 2 → 5; Reload time 13 s → 12 s; Upkeep 175 → 105 | |
| 484,368 → 6,720 | 30 → 40 | 18 → 1614 → 15 | 21 → 223 → 2 | 900 → 800900 → 800 | Speed 84 → 85; Charge bonus 12 → 22; Mass 800 → 850; Range 100 m → 80 m; Ammunition 18 → 30; Missile base damage 10 → 4; Reload time 10 s → 11 s; Upkeep 225 → 110 | |
| 604,560 → 7,200 | 30 → 40 | 20 → 1214 → 13 | 21 → 223 → 2 | 500 → 600500 → 600 | Speed 90 → 95; Charge bonus 20 → 22; Mass 600 → 650; Range 80 m → 65 m; Ammunition 12 → 18; Missile base damage 13 → 15; Missile AP damage 2 → 1; Upkeep 125 → 105 | |
| 606,960 → 11,400 | 120 → 130 | 34 → 3531 → 36 | 28 → 3012 → 10 | 1,100 → 1,2001,100 → 1,200 | Missile block 30% → 45%; Speed 78 → 70; Charge bonus 62 → 75; Mass 1,100 → 1,200; Upkeep 275 → 155; New: Lance, Glorious Charge | |
| 13,688 → 4,500 | 20 → 32 | 34 → 3538 → 41 | 210 → 23090 → 105 | 1,000 → 1,300350 → 1,300 | Leadership 65 → 70; Charge bonus 30 → 35; Upkeep 250 → 155 | |
| 14,464 → 5,010 | 50 → 62 | 34 → 3838 → 44 | 210 → 23090 → 105 | 1,400 → 1,450750 → 1,450 | Leadership 65 → 70; Charge bonus 70 → 75; Upkeep 350 → 180 | |
| 13,796 → 4,910 | 50 → 64 | 34 → 3838 → 44 | 210 → 23090 → 105 | 1,350 → 1,420600 → 1,425 | Leadership 65 → 70; Speed 78 → 70; Charge bonus 55 → 70; Mass 2,400 → 2,500; Upkeep 330 → 180 | |
| 13,688 → 4,600 | 85 → 98 | 5040 → 45 | 250 → 315125 → 170 | 1,000350 → 800 | Missile block 35% → 45%; Leadership 65 → 70; Bonus vs infantry 0 → 20; Charge bonus 40 → 46; Upkeep 250 → 130; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 14,176 → 5,110 | 105 → 112 | 50 → 5440 → 46 | 250 → 315125 → 170 | 1,200600 → 1,000 | Missile block 35% → 45%; Leadership 65 → 70; Speed 78 → 70; Bonus vs infantry 0 → 20; Charge bonus 70 → 85; Mass 2,300 → 2,400; Upkeep 300 → 155; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 14,464 → 5,210 | 85 → 102 | 50 → 5540 → 47 | 250 → 315125 → 170 | 1,350825 → 1,100 | Missile block 35% → 45%; Leadership 65 → 70; Bonus vs infantry 0 → 20; Charge bonus 85 → 90; Upkeep 337 → 175; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 14,068 → 4,800 | 85 → 98 | 5545 → 48 | 290 → 340140 → 195 | 1,000600 → 1,000 | Missile block 55% → 65%; Leadership 70 → 75; Bonus vs infantry 0 → 22; Charge bonus 40 → 50; Upkeep 250 → 130 | |
| 14,680 → 5,410 | 105 → 112 | 55 → 5745 → 49 | 290 → 340140 → 195 | 1,200850 → 1,200 | Missile block 55% → 65%; Leadership 70 → 75; Speed 78 → 70; Bonus vs infantry 0 → 22; Charge bonus 65 → 80; Mass 2,100 → 2,200; Upkeep 300 → 155 | |
| 14,980 → 5,610 | 85 → 102 | 55 → 5845 → 50 | 290 → 340140 → 195 | 1,3501,150 → 1,350 | Missile block 55% → 65%; Leadership 70 → 75; Bonus vs infantry 0 → 22; Charge bonus 80 → 90; Upkeep 337 → 175 | |
| 16,384 → 6,060 | 90 → 102 | 47 → 4830 → 42 | 160 → 205290 → 330 | 1,400 → 1,5001,400 → 1,500 | Leadership 70 → 75; Charge bonus 70 → 95; Mass 2,900 → 3,000; Upkeep 375 → 185; Missile resistance 15% → 20% | |
| 14,288 → 5,150 | 100 → 110 | 6545 → 44 | 140 → 205330 → 335 | 1,100 → 1,2001,100 → 1,500 | Leadership 80 → 85; Bonus vs infantry 0 → 22; Upkeep 275 → 155 | |
| 16,836 → 6,260 | 100 → 114 | 56 → 5038 → 47 | 145 → 215345 | 1,900 → 1,7001,900 → 1,950 | Leadership 80 → 85; Bonus vs large 0 → 24; Charge bonus 90 → 100; Mass 3,300 → 3,400; Upkeep 475 → 215; Missile resistance 15% → 20% | |
| 15,216 → 5,910 | 100 → 114 | 65 → 6845 → 46 | 140 → 210330 | 1,5001,650 → 1,800 | Leadership 80 → 85; Bonus vs large 0 → 20; Charge bonus 90 → 95; Upkeep 375 → 185 | |
| 14,900 → 5,710 | 120 → 130 | 65 → 6745 | 140 → 205330 → 335 | 1,350 → 1,4001,350 → 1,700 | Leadership 80 → 85; Speed 78 → 70; Bonus vs infantry 0 → 22; Mass 2,300 → 2,400; Upkeep 337 → 180 | |
| 13,688 → 5,200 | 85 → 84 | 45 → 4935 → 41 | 240 → 320120 → 190 | 1,000350 → 850 | Leadership 70 → 75; Bonus vs infantry 0 → 22; Charge bonus 30 → 42; Upkeep 250 → 130; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3; New: Army of the Faithful | |
| 14,176 → 5,810 | 105 → 96 | 45 → 5135 → 45 | 240 → 320120 → 190 | 1,200600 → 1,050 | Leadership 70 → 75; Speed 78 → 70; Bonus vs infantry 0 → 22; Charge bonus 50 → 70; Mass 2,100 → 2,200; Upkeep 300 → 155; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3; New: Army of the Faithful | |
| 13,688 → 4,600 | 45 → 48 | 36 → 4034 → 40 | 230 → 280100 → 125 | 1,000500 → 900 | Leadership 65 → 70; Bonus vs infantry 0 → 22; Charge bonus 30 → 39; Range 90 m → 115 m; Ammunition 50 → 85; Missile base damage 33 → 60; Missile AP damage 117 → 150; Upkeep 250 → 130; Spell resistance 25% → 0%; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3; New: To the Exclusion of All Else, The Heldenfammer Protects | |
| 13,420 → 3,900 | 20 → 32 | 25 → 2630 → 32 | 210 → 22090 → 100 | 1,000250 → 800 | Charge bonus 15 → 22; Upkeep 250 → 130; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 14,016 → 4,460 | 50 → 62 | 25 → 2830 → 34 | 210 → 22090 → 100 | 1,350650 → 1,300 | Charge bonus 35 → 45; Upkeep 337 → 145; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 13,848 → 4,460 | 50 → 62 | 25 → 3030 → 35 | 210 → 22090 → 100 | 1,200500 → 1,100 | Speed 78 → 70; Charge bonus 35 → 40; Mass 1,800 → 1,900; Upkeep 300 → 155; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 13,420 → 3,900 | 20 → 32 | 25 → 2630 → 32 | 210 → 23090 → 105 | 1,000250 → 800 | Charge bonus 15 → 22; Upkeep 250 → 130; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 14,016 → 4,460 | 50 → 62 | 25 → 2830 → 34 | 210 → 23090 → 105 | 1,500 → 1,350650 → 1,300 | Charge bonus 35 → 45; Upkeep 325 → 175; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 13,848 → 4,460 | 50 → 62 | 25 → 3030 → 35 | 210 → 23090 → 105 | 1,200500 → 1,100 | Speed 78 → 70; Charge bonus 35 → 40; Mass 1,800 → 1,900; Upkeep 300 → 155; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 13,420 → 3,900 | 20 → 32 | 25 → 2630 → 32 | 210 → 23090 → 105 | 1,000250 → 800 | Charge bonus 15 → 22; Upkeep 250 → 130; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 14,016 → 4,460 | 50 → 62 | 25 → 2830 → 34 | 210 → 23090 → 105 | 1,500 → 1,350650 → 1,300 | Charge bonus 35 → 45; Upkeep 325 → 175; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 13,848 → 4,460 | 50 → 62 | 25 → 3030 → 35 | 210 → 23090 → 105 | 1,300500 → 1,100 | Speed 78 → 70; Charge bonus 35 → 40; Mass 1,800 → 1,900; Upkeep 325 → 165; Quest battle cap (main_units.multiplayer_qb_cap) 2 → 3 | |
| 906,210 → 10,350 | 20 → 32 | 1417 → 20 | 21 → 223 → 2 | 475 → 525475 → 525 | Leadership 50 → 48; Charge bonus 4 → 6; Range 160 m → 165 m; Ammunition 22 → 36; Missile base damage 18 → 16; Reload time 13 s → 11 s; Upkeep 119 → 95 | |
| 1209,120 → 15,600 | 95 → 102 | 32 → 4030 → 38 | 10 → 1225 → 27 | 850 → 900850 → 900 | Bonus vs infantry 14 → 10; Charge bonus 18 → 27; Upkeep 225 → 120 | |
| 1208,760 → 15,000 | 30 → 44 | 26 → 3042 → 43 | 8 → 1020 | 550 → 650550 → 650 | Bonus vs large 16 → 18; Charge bonus 8 → 10; Upkeep 138 → 105 | |
| 906,210 → 10,350 | 20 → 32 | 1617 → 20 | 21 → 223 → 2 | 600600 | Charge bonus 4 → 6; Range 145 m → 150 m; Ammunition 22 → 36; Missile AP damage 17 → 15; Reload time 13 s → 12 s; Upkeep 150 → 105 | |
| 1208,280 → 13,800 | 30 → 40 | 20 → 2434 → 37 | 19 → 206 → 5 | 300300 | Leadership 60 → 50; Charge bonus 4 → 8; Upkeep 81 → 65 | |
| 1208,280 → 14,400 | 30 → 40 | 20 → 2642 → 43 | 19 → 216 → 5 | 350 → 400350 → 400 | Missile block 35% → 45%; Leadership 60 → 55; Charge bonus 4 → 11; Upkeep 94 → 85 | |
| 1208,280 → 14,400 | 30 → 40 | 32 → 3332 → 35 | 21 → 227 | 375 → 400375 → 400 | Missile block 35% → 45%; Leadership 60 → 55; Charge bonus 14 → 18; Upkeep 100 → 85 | |
| 14,648 → 5,550 | 60 → 50 | 12 → 138 → 15 | 206 | 1,700 → 2,2001,700 → 2,200 | Leadership 60 → 65; Speed 50 → 55; Charge bonus 18 → 32; Range 320 m → 300 m; Ammunition 14 → 18; Missile base damage 495 → 600; Missile AP damage 855 → 700; Reload time 11 s → 15 s; Upkeep 425 → 280 | |
| 19,102 → 9,700 | 160 → 162 | 36 → 3820 → 23 | 70180 → 200 | 2,100 → 2,2502,400 → 2,250 | Missile block 70% → 75%; Charge bonus 80 → 95; Ammunition 40 → 55; Missile base damage 95 → 100; Missile AP damage 370 → 350; Upkeep 525 → 285; Physical resistance 0% → 10%; Missile resistance 0% → 10% | |
| 44,356 → 5,740 | 20 → 36 | 10 → 126 → 8 | 21 → 223 → 2 | 1,050 → 1,7001,050 → 1,700 | Leadership 50 → 55; Charge bonus 5 → 8; Mass 2,100 → 2,600; Ammunition 22 → 32; Missile base damage 15 → 18; Missile AP damage 35 → 38; Upkeep 387 → 180 | |
| 607,560 → 12,000 | 120 → 130 | 3650 → 52 | 28 → 3012 | 1,250 → 1,2251,250 → 1,225 | Missile block 30% → 45%; Leadership 75 → 80; Speed 78 → 70; Charge bonus 34 → 48; Mass 1,100 → 1,200; Upkeep 312 → 150; New: Causes Fear, Encourage, Strider | |
| 48 → 605,664 → 9,000 | 110 → 122 | 2630 | 21 → 223 → 2 | 1,000 → 1,1501,000 → 1,150 | Leadership 75 → 70; Speed 84 → 85; Mass 800 → 850; Range 100 m → 115 m; Ammunition 25 → 35; Missile base damage 10 → 12; Missile AP damage 2 → 4; Upkeep 250 → 145; Missile resistance 0% → 10% | |
| 13,688 → 4,100 | 20 → 38 | 38 → 3944 → 45 | 100 → 110220 → 230 | 1,000 → 1,200550 → 1,200 | Charge bonus 20 → 24; Upkeep 250 → 120 | |
| 18,230 → 8,610 | 70 → 84 | 5044 → 49 | 150 → 165350 → 365 | 2,300 → 2,4002,550 → 2,400 | Charge bonus 55 → 58; Upkeep 575 → 240 | |
| 13,796 → 4,310 | 50 → 64 | 38 → 4044 → 47 | 100 → 110220 → 230 | 1,200 → 1,500800 → 1,500 | Speed 78 → 70; Charge bonus 50 → 54; Mass 2,000 → 2,100; Upkeep 300 → 150 | |
| 13,548 → 4,000 | 50 → 64 | 34 → 3532 → 36 | 220 → 230100 → 110 | 1,000700 → 1,000 | Charge bonus 15 → 20; Range 135 m → 145 m; Ammunition 40 → 50; Missile base damage 18 → 35; Missile AP damage 72 → 95; Reload time 11 s → 8 s; Upkeep 250 → 100 | |
| 14,556 → 5,010 | 90 → 104 | 38 → 3936 | 220 → 235100 → 115 | 1,000 → 1,2001,000 → 1,200 | Charge bonus 70 → 75; Range 135 m → 145 m; Ammunition 40 → 50; Missile base damage 18 → 35; Missile AP damage 72 → 95; Reload time 11 s → 8 s; Upkeep 250 → 120 | |
| 13,986 → 4,410 | 70 → 84 | 34 → 3532 → 36 | 220 → 230100 → 110 | 1,000 → 1,100900 → 1,100 | Speed 78 → 70; Charge bonus 50 → 55; Mass 1,600 → 1,700; Range 135 m → 145 m; Ammunition 40 → 50; Missile base damage 18 → 35; Missile AP damage 72 → 95; Reload time 11 s → 8 s; Upkeep 250 → 110 | |
| 13,854 → 4,500 | 50 → 64 | 34 → 3532 → 36 | 220 → 230100 → 110 | 1,000 → 1,100900 → 1,100 | Charge bonus 15 → 20; Range 115 m → 125 m; Ammunition 35 → 55; Missile base damage 40 → 55; Missile AP damage 40 → 55; Reload time 10 s → 8 s; Upkeep 250 → 110 | |
| 14,862 → 5,310 | 90 → 104 | 38 → 3936 → 40 | 220 → 235100 → 115 | 1,200 → 1,3001,200 → 1,300 | Charge bonus 70 → 75; Range 115 m → 125 m; Ammunition 35 → 55; Missile base damage 40 → 55; Missile AP damage 40 → 55; Reload time 10 s → 8 s; Upkeep 300 → 130 | |
| 19,102 → 9,550 | 160 → 162 | 36 → 4020 → 26 | 70180 → 200 | 2,100 → 2,5002,700 → 2,500 | Missile block 70% → 75%; Charge bonus 80 → 100; Ammunition 40 → 65; Missile base damage 95 → 100; Missile AP damage 370 → 350; Upkeep 525 → 250 | |
| 14,300 → 4,710 | 70 → 84 | 34 → 3532 → 36 | 220 → 230100 → 110 | 1,100 → 1,2001,100 → 1,200 | Speed 78 → 70; Charge bonus 50 → 55; Mass 1,600 → 1,700; Range 115 m → 125 m; Ammunition 35 → 55; Missile base damage 40 → 55; Missile AP damage 40 → 55; Reload time 10 s → 8 s; Upkeep 275 → 120 | |
| 14,660 → 5,200 | 100 → 114 | 60 → 6150 → 55 | 300 → 315160 → 170 | 0700 → 1,300 | Bonus vs infantry 0 → 15; Charge bonus 40 → 45; Mass 1,100 → 1,200; Physical resistance 0% → 10% | |
| 15,680 → 6,210 | 110 → 122 | 55 → 5640 → 48 | 160 → 175300 → 310 | 01,100 → 1,500 | Bonus vs large 0 → 15; Charge bonus 60 → 65; Physical resistance 0% → 10% | |
| 13,420 → 3,900 | 20 → 34 | 25 → 2730 → 34 | 210 → 23090 → 105 | 1,000250 → 1,000 | Charge bonus 15 → 20; Upkeep 250 → 100 | |
| 14,016 → 4,410 | 50 → 64 | 25 → 2830 → 34 | 210 → 23090 → 105 | 1,500 → 1,400650 → 1,400 | Charge bonus 35 → 40; Upkeep 325 → 140 | |
| 13,848 → 4,210 | 50 → 64 | 25 → 2930 → 33 | 210 → 23090 → 105 | 1,200500 → 1,200 | Speed 78 → 70; Charge bonus 35 → 44; Mass 1,800 → 1,900; Upkeep 300 → 120 | |
| 32 → 453,840 → 8,100 | 20 → 64 | 18 → 2420 → 33 | 21 → 223 → 2 | 900 → 1,150900 → 1,150 | Leadership 60 → 70; Charge bonus 4 → 10; Ammunition 24 → 40; Missile base damage 7 → 12; Missile AP damage 30 → 31; Reload time 13 s → 12 s; Upkeep 225 → 135 | |
| 32 → 453,840 → 8,325 | 60 → 66 | 24 → 2827 → 37 | 21 → 223 → 2 | 1,200 → 1,4001,200 → 1,400 | Leadership 70 → 75; Charge bonus 4 → 15; Range 260 m → 265 m; Ammunition 24 → 45; Missile base damage 7 → 13; Missile AP damage 30 → 32; Reload time 13 s → 12 s; Upkeep 300 → 145; Missile resistance 0% → 10% | |
| 60 → 906,240 → 12,150 | 60 → 84 | 32 → 3026 → 29 | 21 → 227 | 875 → 1,275825 → 1,275 | Leadership 65 → 70; Charge bonus 12 → 16; Mass 100 → 120; Range 145 m → 160 m; Ammunition 30 → 40; Missile base damage 5 → 7; Upkeep 218 → 145 | |
| 60 → 906,240 → 12,600 | 90 → 104 | 3232 → 33 | 21 → 227 | 1,150 → 1,4501,025 → 1,450 | Leadership 70 → 75; Charge bonus 14 → 18; Mass 110 → 120; Range 145 m → 165 m; Ammunition 30 → 45; Missile base damage 5 → 8; Missile AP damage 17 → 18; Upkeep 288 → 150; Spell resistance 0% → 10% | |
| 1208,280 → 15,000 | 30 → 64 | 27 → 3152 → 53 | 19 → 236 → 7 | 550 → 800550 → 800 | Missile block 35% → 50%; Bonus vs large 15 → 18; Charge bonus 4 → 15; Upkeep 138 → 110; Spell resistance 0% → 15%; Per-unit cap (main_units.multiplayer_cap) 1 → 3 | |
| 110,210 → 14,300 | 90 → 104 | 24 → 2618 → 23 | 50 → 80160 → 180 | 1,800 → 2,0002,100 → 2,000 | Ammunition 30 → 60; Missile base damage 75 → 80; Missile AP damage 330 → 340; Upkeep 450 → 200 | |
| 110,210 → 14,850 | 90 → 108 | 24 → 2818 → 26 | 50 → 85160 → 185 | 2,000 → 2,2002,300 → 2,200 | Bonus vs infantry 10 → 15; Charge bonus 80 → 85; Ammunition 30 → 65; Missile base damage 75 → 80; Missile AP damage 330 → 340; Upkeep 500 → 220 | |
| 110,202 → 15,140 | 90 → 108 | 31 → 3224 → 29 | 50 → 90160 → 190 | 2,200 → 2,4002,500 → 2,400 | Bonus vs infantry 10 → 12; Charge bonus 80 → 90; Ammunition 30 → 70; Missile base damage 75 → 80; Missile AP damage 330 → 340; Upkeep 500 → 240; Fire resistance 0% → 25% | |
| 19,102 → 9,700 | 160 → 162 | 36 → 3820 → 23 | 70180 → 200 | 2,100 → 2,3002,400 → 2,300 | Missile block 70% → 75%; Charge bonus 80 → 95; Range 250 m → 260 m; Ammunition 40 → 50; Missile base damage 45 → 55; Missile AP damage 143 → 160; Upkeep 525 → 290; Physical resistance 0% → 10%; Missile resistance 0% → 10% | |
| 606,960 → 7,080 | 100 → 114 | 3940 | 1835 | 1,2001,200 | Speed 78 → 70; Mass 1,120 → 1,220; Removed: Hide (forest), Immune to Psychology | |
| 606,960 → 7,080 | 100 → 114 | 4950 | 1835 | 1,4501,450 | Speed 78 → 70; Mass 1,120 → 1,220; Removed: Hide (forest), Immune to Psychology, Unyielding Assault | |
| 607,200 → 7,320 | 110 → 122 | 4244 | 3010 | 1,2501,250 | Missile block 30% → 45%; Speed 78 → 70; Mass 1,100 → 1,200; Removed: Hide (forest), Immune to Psychology | |
| 14,287 | 95 → 108 | 6253 | 290 → 340140 → 195 | 900900 | Missile block 55% → 65%; Bonus vs infantry 0 → 22 | |
| 14,900 → 4,902 | 115 → 128 | 6253 | 290 → 340140 → 195 | 1,1501,150 | Missile block 35% → 50%; Speed 78 → 70; Bonus vs infantry 0 → 22; Mass 2,300 → 2,400 | |
| 15,200 → 5,202 | 100 → 114 | 6253 | 290 → 340140 → 195 | 1,4501,450 | Missile block 35% → 50%; Bonus vs infantry 0 → 22 | |
| 16,835 → 6,837 | 100 → 114 | 4546 | 160 → 205290 → 330 | 1,7001,700 | Missile block 35% → 50%; Mass 3,100 → 3,200 | |
| 14,268 | 90 → 104 | 4846 | 140240 | 700700 | Removed: Encourage, Hide (forest), Immune to Psychology | |
| 14,876 → 4,878 | 110 → 122 | 4846 | 140240 | 950950 | Speed 78 → 70; Mass 2,300 → 2,400; Removed: Encourage, Hide (forest), Immune to Psychology | |
| 14,068 | 85 → 96 | 4138 | 140220 | 450450 | Removed: Encourage, Hide (forest) | |
| 14,556 → 4,558 | 105 → 118 | 4138 | 140220 | 700700 | Speed 78 → 70; Mass 2,100 → 2,200; Removed: Encourage, Hide (forest) | |
| 14,288 | 95 → 108 | 5044 | 140330 | 1,100650 | Removed: Encourage, Hide (forest) | |
| 14,906 → 4,908 | 115 → 128 | 5044 | 140330 | 1,350900 | Speed 78 → 70; Mass 2,500 → 2,600; Removed: Encourage, Hide (forest) | |
| 806,000 | 15 → 28 | 2820 | 164 | 400400 | Removed: Vanguard Deployment, Hide (forest), Strider | |
| 806,000 | 15 → 28 | 3627 | 164 | 550550 | Removed: Causes Fear, Encourage, Vanguard Deployment, Hide (forest), Strider | |
| 809,840 | 95 → 108 | 4346 | 1532 | 1,1501,150 | Removed: Expert Charge Defence, Hide (forest), Immune to Psychology | |
| 809,840 | 95 → 108 | 5358 | 1532 | 1,4501,450 | Removed: Expert Charge Defence, Hide (forest), Immune to Psychology | |
| 1207,920 → 8,160 | 30 → 44 | 3421 | 237 | 450450 | Removed: Hide (forest) | |
| 1208,760 | 30 → 44 | 3928 | 1227 | 700700 | Removed: Hide (forest) | |
| 16,468 → 6,474 | 55 → 66 | 3025 | 14070 | 1,5501,550 | Removed: Encourage |
Not in custom battle with Radious
14 The Empire units of the game no faction can field in custom battle with Radious on: no custom-battle roster row names them — Radious ships its own units_custom_battle_permissions, which replaces the game's whole table.
Boris Todbringer (Custom VO), Celestial Hurricanum, Emil Valgeir, Fellwolf Brotherhood (Knights of the White Wolf), Hounds of Ulricsberg (Hunting Hounds), Hunting Hounds, Knights of the White Wolf, Knights Panther, Order of the Axe (Teutogen Guard), Priest of Ulric, Seneschal of the White Wolf, Teutogen Guard, Warriors of Ulric, Wolf-kin
New units in Radious
Empire Captain (Demigryph)op3_main_unit_emp_empire_captain_demigryph1 model
5,570
122
70
80
57
48
500
96
15
1,350
Death's Heads Handgunnersagu_deathsguns90 models
11,700
46
60
33
19
24
28
8
24
160
805
Leopold's Leopard Archersagu_leopard_archers90 models
11,250
40
60
33
17
22
26
7
25
175
750
Leopold's Leopard Companyagu_leopard_spearmen120 models
15,000
52
70
30
31
41
32
13
700
Knights of the Black Rose (Great Swords)emp_black_guard_cav60 models
12,000
130
80
70
38
54
44
55
1,250
Knights of the Black Rose (Halberds)emp_black_guard_inf120 models
16,200
112
80
30
37
52
39
21
1,200
Knights of the Black Rose (Shields)emp_black_knights120 models
16,200
112
80
30
41
51
42
27
1,250
Altdorf Company of Honourwh_emp_aldorf100 models
14,000
116
85
30
41
52
41
25
15
1,300
Armored Spearmenwh_emp_arm_spears120 models
15,600
70
65
30
36
40
34
16
840
Armored Swordsmenwh_emp_arm_swords120 models
15,600
70
65
30
38
38
35
17
850
Averland Halberdierswh_emp_aver_halb120 models
16,200
98
75
30
39
50
38
22
10
1,050
Dismounted Knights of the Blazing Sun (Swords)wh_emp_blazing100 models
15,000
130
90
30
48
51
47
31
30
1,600
Knights of the Blazing Sun (Swords)wh_emp_blazing_cav60 models
12,300
130
90
75
46
51
47
75
30
1,550
Dismounted Knights of the Blazing Sun (Halberds)wh_emp_blazing_halb100 models
15,000
130
90
30
46
50
45
29
30
1,550
Drakwald Patrol Cavalrywh_emp_drak_cav60 models
9,600
64
70
80
29
32
33
56
10
770
Hammers of Sigmarwh_emp_hammers100 models
14,000
120
85
30
46
53
45
29
15
1,350
Knights of the Hammers of Sigmarwh_emp_hammers_cav60 models
12,300
120
85
70
45
53
45
62
15
1,350
Von Blucher's Sharpshooterswh_emp_hoch_long45 models
8,100
66
70
33
25
32
32
14
45
255
10
1,200
Wulfhart´s Hunterswh_emp_huntsmen90 models
11,700
40
65
33
21
29
32
12
24
180
950
Imperial Footwh_emp_imp_foot120 models
16,200
108
75
28
40
48
39
24
1,100
Imperial Foot (Great Swords)wh_emp_imp_sw120 models
16,200
108
75
28
44
49
40
26
1,150
Imperial Engineers (Grenade Launchers)wh_emp_nuln_gre90 models
12,600
74
70
33
26
31
31
13
8
105
20
1,300
Imperial Engineers (Repeating Rifles)wh_emp_nuln_rep90 models
12,600
74
70
33
25
30
31
13
13
155
20
1,350
Warrior Priests of Ulricwh_emp_priests100 models
14,000
120
85
30
50
59
48
34
5
15
1,400
Warrior Priests of Sigmarwh_emp_priests_sigmar100 models
14,000
120
85
30
48
56
47
35
5
15
1,380
Patrollers of the Old Forest Roadwh_emp_surefire90 models
12,150
58
70
33
23
30
30
12
26
165
10
900
Veteran Halberdierswh_emp_vet_halb120 models
16,200
70
75
30
38
48
37
19
10
910
Drakwald Gruncapswh_main_agu_drakwald_halb120 models
15,000
64
70
30
34
40
35
19
10
770
Drakwald Crimson Defiantswh_main_agu_drakwald_sword120 models
15,000
64
70
30
37
38
35
20
10
800
Veteran Crossbowmenwh_main_agu_ranger_cross90 models
11,700
48
70
33
19
29
29
10
25
170
10
850
Veteran Swordsmenwh_main_agu_veteran_swords120 models
16,200
70
75
30
40
42
38
22
10
920
Death's Headswh_main_emp_deathsheads120 models
15,600
64
75
30
32
47
33
15
750
Skills
- −Level 2: Upkeep: -6% (Lord's army)
- −Level 3: Upkeep: -10% (Lord's army)
- +Level 2: Upkeep: -5% (Lord's army)
- +Level 3: Upkeep: -7% (Lord's army)
- −Level 1: Casualty replenishment rate: +2% (Lord's army)
- −Level 2: Casualty replenishment rate: +4% (Lord's army)
- −Level 3: Casualty replenishment rate: +6% (Lord's army)
- +Level 1: Casualty replenishment rate: +4% (Lord's army)
- +Level 2: Casualty replenishment rate: +6% (Lord's army)
- +Level 3: Casualty replenishment rate: +8% (Lord's army)
- +Level 1: Explosive missile damage: +10%
- +Level 2: Explosive missile damage: +15%
- −Level 2: Melee defence: +4 for Melee Infantry units (Lord's army)
- −Level 3: Melee defence: +6 for Melee Infantry units (Lord's army)
- +Level 2: Melee defence: +6 for Melee Infantry units (Lord's army)
- +Level 3: Melee defence: +8 for Melee Infantry units (Lord's army)
- −Level 1: Missile strength: +4% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)
- −Level 2: Missile strength: +6% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)
- −Level 3: Missile strength: +8% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)
- +Level 1: Missile strength: +2% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)
- +Level 2: Missile strength: +4% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)
- +Level 3: Missile strength: +6% for Missile, Missile Cavalry and Missile Chariot units (Lord's army)
- −Level 1: Missile strength: +4% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)
- −Level 2: Missile strength: +6% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)
- −Level 3: Missile strength: +8% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)
- +Level 1: Missile strength: +3% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)
- +Level 2: Missile strength: +5% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)
- +Level 3: Missile strength: +7% for Mortar, Great Cannon, Helblaster Volley Gun and Helstorm Rocket Battery units (Lord's army)
- −Missile strength: +12% for Missile, Missile Cavalry and Missile Chariot units (Rank 7 and above) (Lord's army)
- −Missile resistance: 15% for Missile, Missile Cavalry and Missile Chariot units (Rank 7 and above) (Lord's army)
- +Missile strength: +8% for Missile, Missile Cavalry and Missile Chariot units (Rank 7 and above) (Lord's army)
- +Missile resistance: 10% for Missile, Missile Cavalry and Missile Chariot units (Rank 7 and above) (Lord's army)
- −Missile strength: +12% for Mortar, Great Cannon, Helblaster Volley Gun, Helstorm Rocket Battery, Marienburg Land Ship, Celestial Hurricanum, Luminark of Hysh and Steam Tank units (Rank 7 and above) (Lord's army)
- +Missile strength: +8% for Mortar, Great Cannon, Helblaster Volley Gun, Helstorm Rocket Battery, Marienburg Land Ship, Celestial Hurricanum, Luminark of Hysh and Steam Tank units (Rank 7 and above) (Lord's army)
- −Recruit rank: +2 for all units (Lord's army)
- +Recruit rank: +1 for all units (Lord's army)
- −Recruit rank: +2 for all units
- +Recruit rank: +1 for all units
- −Missile strength: +10% for Huntsmen and Archers units (Lord's army)
- +Missile strength: +7% for Huntsmen and Archers units (Lord's army)
- +Explosive missile damage: +10%
- +Level 1: Explosive missile damage: +10%
- +Level 2: Explosive missile damage: +15%
- +Level 3: Explosive missile damage: +20%
- Rank: 7 → 11
- Rank: 16 → 18
- −Recruitment cost: -25% for Gunnery units (all armies)
- −Upkeep: -10% for Gunnery units (Lord's army)
- +Recruitment cost: -15% for Gunnery units (all armies)
- +Upkeep: -5% for Gunnery units (Lord's army)
- −Upkeep: -10% for Empire Artillery and War Machine units (Lord's army)
- +Upkeep: -5% for Empire Artillery and War Machine units (Lord's army)
- −Ward save: +15%
- +Ward save: +10%
- −Weapon strength: +10% for Demigryph units (own army)
- +Weapon strength: +8% for Demigryph units (own army)
- Rank: 7 → 11
- Rank: 22 → 24
- +Passive Ability: "Onwards, Sons of the Empire", while this Mount is equipped, for Melee Cavalry units (all units in army)
- +Passive Ability: "No Pity, No Remorse", while this Mount is equipped, for Outrider, Pistolier, War Wagon, and Demigryph units (all units in army)
- Rank: 16 → 18
- +Passive Ability: "Onwards, Sons of the Empire", while this Mount is equipped, for Melee Cavalry units (all units in army)
- Rank: 4 → 7
- +Splash attack power: +25%
- +Splash attack power: +25%
- +Splash attack power: +25%
- +Passive Ability: "Onwards, Sons of the Empire", while this Mount is equipped, for Melee Cavalry units (all units in army)
- Rank: 4 → 7
- −Speed: +20% for Flagellants, Empire Knights and Free Company Militia units (Lord's army)
- +Speed: +15% for Flagellants, Empire Knights and Free Company Militia units (Lord's army)
- Rank: 7 → 11
- Rank: 16 → 18
- Rank: 7 → 11
- Rank: 16 → 18
- +Passive Ability: "Onwards, Sons of the Empire", while this Mount is equipped, for Melee Cavalry units (all units in army)
- Rank: 7 → 11
- +Passive Ability: "No Pity, No Remorse", while this Mount is equipped, for Outrider, Pistolier, War Wagon, and Demigryph units (all units in army)
- −Missile strength: +10% for Gunnery Infantry units (Lord's army)
- +Missile strength: +8% for Gunnery Infantry units (Lord's army)
- −Weapon strength: +10% for Melee Infantry units (Lord's army)
- +Weapon strength: +8% for Melee Infantry units (Lord's army)
- Rank: 7 → 11
- Rank: 16 → 18
- +Passive Ability: "Onwards, Sons of the Empire", while this Mount is equipped, for Melee Cavalry units (all units in army)
- Rank: 4 → 7
- +Passive Ability: "No Pity, No Remorse", while this Mount is equipped, for Outrider, Pistolier, War Wagon, and Demigryph units (all units in army)
- Rank: 12 → 15
- −Upkeep: -5% for Melee Cavalry (Hero's army)
- +Upkeep: -4% for Melee Cavalry (Hero's army)
- −Upkeep: -5% for Melee Infantry (Hero's army)
- +Upkeep: -4% for Melee Infantry (Hero's army)
- Rank: 7 → 11
- Rank: 16 → 18
- +Passive Ability: "Onwards, Sons of the Empire", while this Mount is equipped, for Melee Cavalry units (all units in army)
- Rank: 4 → 7
- +Passive Ability: "No Pity, No Remorse", while this Mount is equipped, for Outrider, Pistolier, War Wagon, and Demigryph units (all units in army)
- Rank: 12 → 14
- Rank: 16 → 18
- −Bonus vs Infantry: +10 for Greatswords units (Lord's army)
- −Bonus vs Large: +10 for Reiksguard units (Lord's army)
- +Bonus vs Infantry: +8 for Greatswords units (Lord's army)
- +Bonus vs Large: +8 for Reiksguard units (Lord's army)
- −Armour: +10 for all Elector Count State Troop units (all armies)
- +Armour: +8 for all Elector Count State Troop units (all armies)
- −Upkeep: -15% for Empire Knights, Knights of the Blazing Sun, Knights of the Black Rose and Reiksguard units (Lord's army)
- +Upkeep: -8% for Empire Knights, Knights of the Blazing Sun, Knights of the Black Rose and Reiksguard units (Lord's army)
- Rank: 7 → 11
- Rank: 16 → 18
- +Passive Ability: "Onwards, Sons of the Empire", while this Mount is equipped, for Melee Cavalry units (all units in army)
- Rank: 4 → 7
- +Passive Ability: "No Pity, No Remorse", while this Mount is equipped, for Outrider, Pistolier, War Wagon, and Demigryph units (all units in army)
- Rank: 12 → 14
- Rank: 16 → 18
- −Recruitment cost: -10%
- +Recruitment cost: -5%
- −Upkeep: -5% (Lord's army)
- +Upkeep: -4% (Lord's army)
- +Passive Ability: "Onwards, Sons of the Empire", while this Mount is equipped, for Melee Cavalry units (all units in army)
- Rank: 4 → 7
- +Splash attack power: +25%
- +Splash attack power: +25%
- +Splash attack power: +25%
- −Level 1: Melee defence: +4 for Spearmen, Swordsmen, Free Company Militia, Halberdiers and Greatswords units (Lord's army)
- −Level 2: Melee defence: +6 for Spearmen, Swordsmen, Free Company Militia, Halberdiers and Greatswords units (Lord's army)
- −Level 3: Melee defence: +8 for Spearmen, Swordsmen, Free Company Militia, Halberdiers and Greatswords units (Lord's army)
- +Level 1: Melee defence: +5 for Spearmen, Swordsmen, Free Company Militia, Halberdiers and Greatswords units (Lord's army)
- +Level 2: Melee defence: +7 for Spearmen, Swordsmen, Free Company Militia, Halberdiers and Greatswords units (Lord's army)
- +Level 3: Melee defence: +9 for Spearmen, Swordsmen, Free Company Militia, Halberdiers and Greatswords units (Lord's army)
- −Level 2: Missile strength: +7% for Missile Infantry units (Lord's army)
- −Level 3: Missile strength: +12% for Missile Infantry units (Lord's army)
- +Level 2: Missile strength: +6% for Missile Infantry units (Lord's army)
- +Level 3: Missile strength: +8% for Missile Infantry units (Lord's army)
- −Level 2: Weapon strength: +7% for Empire Knights, Knights of the Blazing Sun, and Reiksguard units (Lord's army)
- −Level 3: Weapon strength: +12% for Empire Knights, Knights of the Blazing Sun, and Reiksguard units (Lord's army)
- +Level 2: Weapon strength: +6% for Empire Knights, Knights of the Blazing Sun, and Reiksguard units (Lord's army)
- +Level 3: Weapon strength: +8% for Empire Knights, Knights of the Blazing Sun, and Reiksguard units (Lord's army)
- −Level 2: Missile strength: +7% for Artillery units (Lord's army)
- −Level 3: Missile strength: +12% for Artillery units (Lord's army)
- +Level 2: Missile strength: +6% for Artillery units (Lord's army)
- +Level 3: Missile strength: +9% for Artillery units (Lord's army)
- +Level 1: Bonus vs Large: +5
- +Level 2: Bonus vs Large: +8
- +Level 3: Bonus vs Large: +15
- +Passive ability: "Strength of the Penitent" (Lord's army)
- +Casualty replenishment rate: +15% (Lord's army)
- +Mount: Demigryph
- +Melee Defence: +5 for Melee Infantry units (Shields) (Lord's army)
- +Melee Attack +5 for Melee Infantry units (No Shields) (Lord's army)
- +Reload Time Reduction: +5% for All Ranged units (Including Artillery) (Lord's army)
- +Charge Bonus: +8 for Melee Cavalry units (Lord's army)
- +Attrition: -15% casualties suffered from Vampire and Chaos attrition (Lord's army)
- +Corruption: -3 (local province)
- +Spell resistance: 10% (Lord's army)
- +Income From All Buildings: +8% (Regionwide) (local region)
- +Control: +4 (local province)
- +Growth: +10 (local province)
- +Enables "Army of the Faithful" Ability
- +Enables "To the Exclusion of All Else" Ability
- +Enables "The Heldenhammer Protects" Ability
Buildings
- −Campaign movement range: +10% for own armies starting their turn in this province (armies in province)
- +Campaign movement range: +5% for own armies starting their turn in this province (armies in province)
- +Growth: +5
- −Campaign movement range: +15% for own armies starting their turn in this province (armies in province)
- +Campaign movement range: +10% for own armies starting their turn in this province (armies in province)
- +Growth: +8
- Cost: 4500 → 5000
- −Income generated: 200
- +Income generated: 400
- Cost: 500 → 1000
- Turns: 2 → 3
- −Income generated: 400
- +Income generated: 550
- Cost: 1000 → 2500
- Turns: 3 → 4
- −Income generated: 600
- +Income generated: 700
- Cost: 2000 → 5000
- Turns: 4 → 5
- Cost: 2000 → 1500
- −Recruitment cost: -20% for Demigryph units (local province)
- −Income generated: 100
- +Recruitment cost: -10% for Demigryph units (local province)
- +Income generated: 150
- Cost: 500 → 750
- Turns: 1 → 2
- −Recruitment cost: -25% for Demigryph units (local province)
- −Income generated: 150
- +Recruitment cost: -15% for Demigryph units (local province)
- +Income generated: 200
- Cost: 1000 → 2000
- Turns: 2 → 3
- −Recruitment cost: -30% for Demigryph units (local province)
- −Recruit rank: +2 for Demigryph units (local province)
- −Income generated: 200
- +Recruitment cost: -20% for Demigryph units (local province)
- +Recruit rank: +1 for Demigryph units (local province)
- +Income generated: 280
- Cost: 2000 → 3000
- Turns: 3 → 4
- −Income generated: 100
- +Income generated: 150
- Cost: 500 → 750
- Turns: 1 → 2
- −Income generated: 150
- +Income generated: 200
- Cost: 1000 → 2000
- Turns: 2 → 3
- −Income generated: 200
- +Income generated: 280
- Cost: 2000 → 3000
- Turns: 3 → 4
- −Income generated: 100
- +Income generated: 150
- Cost: 500 → 750
- Turns: 1 → 2
- −Income generated: 150
- +Income generated: 200
- Cost: 1000 → 2000
- Turns: 2 → 3
- −Income generated: 200
- +Income generated: 280
- Cost: 2000 → 3000
- Turns: 3 → 4
- −Income generated: 100
- +Income generated: 150
- Cost: 500 → 600
- Turns: 1 → 2
- −Income generated: 150
- +Income generated: 200
- Cost: 1000 → 1800
- Turns: 2 → 3
- −Income generated: 200
- +Income generated: 280
- Cost: 2000 → 2500
- Turns: 3 → 4
- Cost: 1500 → 2000
- Cost: 2000 → 3000
- Cost: 3000 → 4000
- −Recruitment cost: -15% for Reiksguard units
- +Recruitment cost: -10% for Reiksguard units
- −Recruitment cost: -35% for Reiksguard units
- −Local Recruitment duration: -1 turn for Reiksguard units (minimum 1) in this province (local province)
- −Recruit rank: +3 for Reiksguard units (factionwide)
- +Recruitment cost: -15% for Reiksguard units
- +Recruit rank: +1 for Reiksguard units (factionwide)
- Cost: 8000 → 7000
- Units: 1 → 3
- +Elector Count State Troop pool capacity: +1
- +Mercenary replenishment time: -10% for all Elector Count State Troop units
- Cost: 10000 → 16000
- −Upkeep: -25% for Demigryph units (all armies)
- +Upkeep: -15% for Demigryph units (all armies)
- −Attrition: -10% when under siege (armies in region)
- −Growth: +40
- +Attrition: -15% when under siege (armies in region)
- +Growth: +50
- +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
- Turns: 3 → 2
- Units: 2 → 0
- −Defensive supplies: +1000
- −Attrition: -10% when under siege (armies in region)
- −Growth: +50
- +Growth: +65
- +Defensive supplies: +1300
- +Attrition: -15% when under siege (armies in region)
- +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
- Turns: 4 → 3
- Units: 2 → 0
- −Defensive supplies: +1000
- −Attrition: -10% when under siege (armies in region)
- −Growth: +60
- +Growth: +85
- +Defensive supplies: +1800
- +Attrition: -15% when under siege (armies in region)
- +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
- Turns: 5 → 4
- Units: 2 → 0
- −Defensive supplies: +1000
- −Attrition: -10% when under siege (armies in region)
- −Growth: +70
- +Growth: +100
- +Defensive supplies: +2200
- +Attrition: -15% when under siege (armies in region)
- +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
- Cost: 8000 → 6000
- Units: 2 → 0
- −Defensive supplies: +1000
- −Attrition: -10% when under siege (armies in region)
- −Growth: +80
- +Growth: +120
- +Defensive supplies: +2500
- +Attrition: -15% when under siege (armies in region)
- +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
- Cost: 16000 → 8500
- Units: 2 → 0
- −Research rate: +6
- +Research rate: +8
- Cost: 8000 → 12000
- −Research rate: +12
- +Research rate: +15
- Cost: 10000 → 15000
- Units: 2 → 1
- −Income generated: 60
- −Growth: +10
- +Income generated: 120
- +Growth: +30
- +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
- Cost: 1000 → 800
- Turns: 3 → 2
- Units: 2 → 0
- −Defensive supplies: +1000
- −Income generated: 90
- −Growth: +20
- +Defensive supplies: +1250
- +Income generated: 200
- +Growth: +40
- +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
- Units: 2 → 0
- −Defensive supplies: +1000
- −Grants 6 construction slots in the settlement
- −Income generated: 120
- −Growth: +30
- +Grants 5 construction slots in the settlement
- +Defensive supplies: +1500
- +Income generated: 280
- +Growth: +60
- +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
- Units: 2 → 1
- −Defensive supplies: +1000
- −Grants 8 construction slots in the settlement
- −Income generated: 150
- −Growth: +40
- +Grants 7 construction slots in the settlement
- +Defensive supplies: +1750
- +Income generated: 360
- +Growth: +70
- +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
- Cost: 8000 → 7000
- Units: 2 → 3
- −Prestige gained: +3 per turn (Reikland only)
- −Defensive supplies: +1000
- −Grants 9 construction slots in the settlement
- −Income generated: 180
- −Growth: +50
- +Grants 11 construction slots in the settlement
- +Prestige gained: +4 per turn (Reikland only)
- +Defensive supplies: +2000
- +Income generated: 450
- +Growth: +80
- +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
- Cost: 16000 → 8500
- Units: 2 → 3
- −Income from all buildings: +10% (local province)
- −Income generated: 300
- −Wine resource production: 40 barrels
- +Income from all buildings: +15% (local province)
- +Income generated: 400
- +Wine resource production: 50 barrels
- −Research rate: +6
- +Research rate: +8
- −Hero recruit rank: +5 for Battle Wizards
- −Research rate: +12
- +Hero recruit rank: +4 for Battle Wizards
- +Research rate: +16
- Cost: 10000 → 15000
- Units: 2 → 1
- Cost: 1500 → 2000
- Units: 4 → 5
- +Hero recruit rank: +3 for Witch Hunters
- Cost: 2500 → 4000
- Turns: 3 → 4
- Units: 7 → 8
- −Recruitment cost: -15% for Knights of the Black Rose units
- +Recruitment cost: -10% for Knights of the Black Rose units
- Cost: 4000 → 4500
- Units: 1 → 2
- −Upkeep: -5% for Reiksguard, Knights of the Blazing Sun, Knights Panther, Knights of the White Wolf, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies)
- −Recruitment cost: -35% for Knights of the Black Rose units
- −Recruit rank: +3 for Knights of the Black Rose units (factionwide)
- −Local Recruitment duration: -1 turn for Knights of the Black Rose units (minimum 1) in this province (local province)
- +Upkeep: -4% for Reiksguard, Knights of the Blazing Sun, Knights Panther, Knights of the White Wolf, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies)
- +Recruitment cost: -15% for Knights of the Black Rose units
- +Recruit rank: +1 for Knights of the Black Rose units (factionwide)
- Cost: 8000 → 9000
- Units: 1 → 4
- −Arcane Essays: 20 per turn (The Golden Order only)
- +Arcane Essays: 30 per turn (The Golden Order only)
- Units: 0 → 4
- −Hall of Eternal Flame provides: Fervour: 5 per turn
- −Hall of Eternal Flame provides: Fervour: 10 per turn
- −Hall of Eternal Flame provides: Fervour: 15 per turn
- −Unlocks Hero recruitment: Priest of Ulric
- −Income from post-battle loot: +15% (all your armies in adjacent regions)
- −Hall of Eternal Flame provides: Melee attack: +4 (all armies in local province)
- −Hall of Eternal Flame provides: Melee attack: +6 (all armies in local province)
- −Hall of Eternal Flame provides: Melee attack: +8 (all armies in local province)
- −Hall of Eternal Flame provides: Melee attack: +10 (all armies in local province)
- −Hall of Eternal Flame provides: Physical resistance: 5% (all armies in local province)
- −Hall of Eternal Flame provides: Physical resistance: 10% (all armies in local province)
- Units: 2 → 0
- −Hall of Eternal Flame provides: Fervour: 5 per turn
- −Hall of Eternal Flame provides: Fervour: 10 per turn
- −Hall of Eternal Flame provides: Fervour: 15 per turn
- −Unlocks Hero recruitment: Priest of Ulric
- −Hero recruit rank: +1 for Priests of Ulric
- −Income from post-battle loot: +30% (all your armies in adjacent regions)
- −Hall of Eternal Flame provides: Melee attack: +4 (all armies in local province)
- −Hall of Eternal Flame provides: Melee attack: +6 (all armies in local province)
- −Hall of Eternal Flame provides: Melee attack: +8 (all armies in local province)
- −Hall of Eternal Flame provides: Melee attack: +10 (all armies in local province)
- −Hall of Eternal Flame provides: Physical resistance: 5% (all armies in local province)
- −Hall of Eternal Flame provides: Physical resistance: 10% (all armies in local province)
- Units: 4 → 0
- −Income from post-battle loot: +2% (factionwide)
- −Hall of Eternal Flame provides: Fervour: 5 per turn
- −Hall of Eternal Flame provides: Fervour: 10 per turn
- −Hall of Eternal Flame provides: Fervour: 15 per turn
- −Hero capacity: +1 for Priests
- −Unlocks Hero recruitment: Priest of Ulric
- −Hero recruit rank: +2 for Priests of Ulric
- −Income from post-battle loot: +50% (all your armies in adjacent regions)
- −Hall of Eternal Flame provides: Melee attack: +4 (all armies in local province)
- −Hall of Eternal Flame provides: Melee attack: +6 (all armies in local province)
- −Hall of Eternal Flame provides: Melee attack: +8 (all armies in local province)
- −Hall of Eternal Flame provides: Melee attack: +10 (all armies in local province)
- −Hall of Eternal Flame provides: Physical resistance: 5% (all armies in local province)
- −Hall of Eternal Flame provides: Physical resistance: 10% (all armies in local province)
- Units: 5 → 0
- −Upkeep: -10% for Hunting Hounds units (all armies)
- −Recruit rank: +2 for Hunting Hounds units
- −Melee attack: +5 for Hunting Hound units (all armies)
- −Armour-piercing weapon damage: +2 for Hunting Hounds units (all armies)
- Units: 1 → 0
- −Corruption: -2
- −Prestige gained: +1 per turn (Reikland only)
- −Defensive supplies: +1000
- −Corruption: -2
- −Grants 2 construction slot in the settlement
- −Income generated: 40
- −Growth: +10
- −When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
- Units: 2 → 0
- −Prestige gained: +1 per turn (Reikland only)
- −Defensive supplies: +1000
- −Corruption: -2
- −Grants 4 construction slots in the settlement
- −Income generated: 60
- −Growth: +20
- −Control: +1
- −When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
- Units: 2 → 0
- −Prestige gained: +2 per turn (Reikland only)
- −Defensive supplies: +1000
- −Corruption: -2
- −Grants 6 construction slots in the settlement
- −Income generated: 80
- −Growth: +30
- −Control: +2
- −When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
- Units: 2 → 0
- −Prestige gained: +2 per turn (Reikland only)
- −Defensive supplies: +1000
- −Corruption: -2
- −Grants 8 construction slots in the settlement
- −Income generated: 100
- −Growth: +40
- −Control: +2
- −When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
- Units: 2 → 0
- −Prestige gained: +3 per turn (Reikland only)
- −Defensive supplies: +1000
- −Corruption: -2
- −Grants 9 construction slots in the settlement
- −Income generated: 120
- −Growth: +50
- −Control: +3
- −When outside Wood Elf, Ogre or Norscan homeland: Adds walls to the settlement
- Units: 2 → 0
- −Upkeep: -10% for Knights of the White Wolf (all armies)
- −Recruit rank: +2 for Knights of the White Wolf
- Units: 1 → 0
- Cost: 2000 → 4000
- Cost: 4000 → 5000
- −Income generated: 100
- +Income generated: 150
- Cost: 500 → 600
- Turns: 1 → 2
- −Income generated: 150
- +Income generated: 200
- Cost: 1000 → 2000
- Turns: 2 → 3
- −Income generated: 200
- +Income generated: 250
- Cost: 2000 → 3000
- Turns: 3 → 4
- Cost: 750 → 1000
- Units: 2 → 3
- Cost: 1500 → 2500
- Units: 4 → 7
- Cost: 2500 → 5000
- Turns: 3 → 4
- Units: 7 → 13
- Cost: 750 → 500
- −Casualty replenishment rate: +4% (armies in province)
- +Casualty replenishment rate: +3% (armies in province)
- Cost: 1500 → 1000
- −Casualty replenishment rate: +6% (armies in province)
- +Casualty replenishment rate: +5% (armies in province)
- Cost: 2250 → 2000
- −Research rate: +3
- +Research rate: +5
- Cost: 1500 → 2000
- −Research rate: +5
- +Research rate: +8
- Cost: 2500 → 4000
- −Research rate: +7
- +Research rate: +12
- Cost: 4000 → 6000
- −Hero recruit rank: +2 for Engineer (factionwide)
- −Research rate: +10
- +Hero recruit rank: +4 for Engineer
- +Research rate: +15
- Cost: 8000 → 10000
- Units: 9 → 11
- −Enemy Hero action success chance: -10%
- +Enemy Hero action success chance: -12%
- −Enemy Hero action success chance: -15%
- +Enemy Hero action success chance: -18%
- +Control: +1
- Units: 0 → 3
- −Income generated: 250
- +Income generated: 300
- Cost: 1000 → 750
- Turns: 1 → 2
- −Income generated: 375
- +Income generated: 420
- Cost: 1750 → 1500
- Turns: 2 → 3
- −Income generated: 500
- +Income generated: 540
- Turns: 3 → 4
- −Income generated: 100
- +Income generated: 250
- Cost: 1500 → 1000
- Turns: 2 → 1
- −Income generated: 300
- +Income generated: 400
- Cost: 3000 → 4000
- Turns: 4 → 3
- −Income generated: 500
- +Income generated: 800
- +Control: +2
- Cost: 6000 → 10000
- Turns: 6 → 5
- −Grants 1 construction slot in the settlement
- −Income generated: 40
- −Growth: +10
- +Grants 2 construction slots in the settlement
- +Income generated: 150
- +Growth: +15
- +Schematics gained: 15 per turn (Wissenland & Nuln only)
- +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
- Cost: 1000 → 800
- Turns: 3 → 2
- Units: 2 → 0
- −Prestige gained: +1 per turn (Reikland only)
- −Defensive supplies: +1000
- −Grants 2 construction slots in the settlement
- −Income generated: 60
- −Growth: +20
- +Grants 4 construction slots in the settlement
- +Defensive supplies: +1250
- +Income generated: 200
- +Growth: +25
- +Prestige gained: +2 per turn (Reikland only)
- +Schematics gained: 20 per turn (Wissenland & Nuln only)
- +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
- Cost: 2000 → 1600
- −Defensive supplies: +1000
- −Grants 3 construction slots in the settlement
- −Income generated: 80
- −Growth: +30
- +Grants 5 construction slots in the settlement
- +Defensive supplies: +1500
- +Income generated: 250
- +Growth: +35
- +Schematics gained: 25 per turn (Wissenland & Nuln only)
- +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
- Units: 2 → 5
- −Prestige gained: +2 per turn (Reikland only)
- −Defensive supplies: +1000
- −Grants 5 construction slots in the settlement
- −Income generated: 100
- −Growth: +40
- −Control: +2
- +Grants 7 construction slots in the settlement
- +Prestige gained: +3 per turn (Reikland only)
- +Defensive supplies: +1750
- +Income generated: 300
- +Growth: +45
- +Control: +3
- +Schematics gained: 35 per turn (Wissenland & Nuln only)
- +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
- Cost: 8000 → 7000
- Units: 2 → 8
- −Prestige gained: +3 per turn (Reikland only)
- −Defensive supplies: +1000
- −Grants 7 construction slots in the settlement
- −Income generated: 120
- −Growth: +50
- −Control: +3
- +Grants 9 construction slots in the settlement
- +Prestige gained: +4 per turn (Reikland only)
- +Defensive supplies: +2000
- +Income generated: 350
- +Growth: +55
- +Control: +4
- +Schematics gained: 50 per turn (Wissenland & Nuln only)
- +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
- Cost: 16000 → 9500
- Units: 2 → 9
- −Income generated: 40
- −Growth: +10
- +Income generated: 150
- +Growth: +15
- Cost: 1000 → 800
- Turns: 3 → 2
- Units: 2 → 0
- −Prestige gained: +1 per turn (Reikland only)
- −Defensive supplies: +1000
- −Income generated: 60
- −Growth: +20
- +Prestige gained: +2 per turn (Reikland only)
- +Defensive supplies: +1250
- +Income generated: 200
- +Growth: +25
- +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
- Cost: 2000 → 1600
- Units: 2 → 0
- −Defensive supplies: +1000
- −Income generated: 80
- −Growth: +30
- +Defensive supplies: +1500
- +Income generated: 250
- +Growth: +35
- +Adds defences to the settlement (battles fought here will be unwalled settlement battles)
- Units: 2 → 4
- Cost: 1500 → 2500
- +Lord recruit rank: +1
- Cost: 2500 → 5000
- Units: 5 → 3
- +Lord recruit rank: +3
- +Hero recruit rank: +3 for Empire Captains
- Cost: 4000 → 7500
- −Upkeep: -5% (armies in region)
- −Control: +4
- +Control: +5
- +Upkeep: -3% (armies in region)
- +Research rate: +3
- Units: 0 → 2
- −Upkeep: -10% (armies in region)
- −Control: +6
- +Upkeep: -5% (armies in region)
- +Control: +7
- +Research rate: +5
- Cost: 2500 → 3000
- Units: 0 → 9
- −Recruitment cost: -15% (armies in region)
- −Upkeep: -15% (armies in region)
- −Control: +10
- +Recruitment cost: -8% (armies in region)
- +Upkeep: -8% (armies in region)
- +Control: +9
- +Research rate: +7
- Cost: 4000 → 6000
- Units: 0 → 10
- −Enemy Hero action success chance: -10%
- −Attrition: -5% when under siege (armies in region)
- +Enemy Hero action success chance: -12%
- +Attrition: -10% when under siege (armies in region)
- Cost: 2000 → 2500
- Turns: 4 → 3
- −Enemy Hero action success chance: -15%
- −Attrition: -10% when under siege (armies in region)
- +Enemy Hero action success chance: -18%
- +Attrition: -15% when under siege (armies in region)
- +Control: +1
- Cost: 4000 → 5000
- Turns: 5 → 4
- Units: 0 → 3
- −Enemy Hero action success chance: -20%
- −Attrition: -15% when under siege (armies in region)
- +Enemy Hero action success chance: -25%
- +Attrition: -20% when under siege (armies in region)
- +Control: +2
- Cost: 6000 → 7500
- Turns: 6 → 5
- Units: 0 → 5
- −Arcane Essays: 2 per turn (The Golden Order only)
- −Winds of Magic power reserve: +5 per turn [PH] (armies in local province)
- +Arcane Essays: 3 per turn (The Golden Order only)
- +Winds of Magic power reserve: +5 per turn (armies in local province)
- Cost: 2500 → 7500
- −Arcane Essays: 3 per turn (The Golden Order only)
- −Winds of Magic power reserve: +10 per turn [PH] (armies in local province)
- +Arcane Essays: 4 per turn (The Golden Order only)
- +Winds of Magic power reserve: +10 per turn (armies in local province)
- Cost: 5000 → 9000
- −Arcane Essays: 5 per turn (The Golden Order only)
- −Winds of Magic power reserve: +15 per turn [PH] (armies in local province)
- −Hero recruit rank: +2 for Battle Wizards (factionwide)
- +Arcane Essays: 6 per turn (The Golden Order only)
- +Winds of Magic power reserve: +15 per turn (armies in local province)
- +Hero recruit rank: +4 for Battle Wizards
- Cost: 10000 → 12000
- Units: 2 → 1
- −Corruption: -5
- +Corruption: -4
- Cost: 1750 → 5000
- −Corruption: -10
- −Hero capacity: +1 for Priests
- −Hero recruit rank: +2 for Warrior Priests
- +Corruption: -8
- Cost: 3000 → 7000
- Units: 1 → 5
- −Income generated: 100
- −Dyes resource production: 20 ounces
- +Income generated: 150
- +Dyes resource production: 28 ounces
- Cost: 500 → 750
- Turns: 1 → 2
- −Income generated: 150
- −Dyes resource production: 30 ounces
- +Income generated: 200
- +Dyes resource production: 42 ounces
- Cost: 1000 → 1500
- Turns: 2 → 3
- −Income generated: 200
- −Dyes resource production: 45 ounces
- +Income generated: 250
- +Dyes resource production: 64 ounces
- Cost: 2000 → 2500
- Turns: 3 → 4
- −Growth: +5
- −Furs resource production: 20 bundles
- +Growth: +6
- +Furs resource production: 28 bundles
- −Growth: +8
- −Furs resource production: 30 bundles
- +Growth: +10
- +Furs resource production: 42 bundles
- −Growth: +10
- −Furs resource production: 45 bundles
- +Growth: +12
- +Furs resource production: 64 bundles
- −Recruitment cost: -20% for Free Company Militia units (local province)
- −Income generated: 200
- +Recruitment cost: -5% for Free Company Militia units (local province)
- +Income generated: 600
- Cost: 500 → 1000
- Turns: 2 → 3
- −Recruitment cost: -25% for Free Company Militia units (local province)
- −Income generated: 400
- +Recruitment cost: -10% for Free Company Militia units (local province)
- +Income generated: 900
- Cost: 1000 → 2000
- Turns: 3 → 4
- −Recruitment cost: -30% for Free Company Militia units (local province)
- −Upkeep: -3% for Free Company Militia units (all armies)
- −Income generated: 600
- +Recruitment cost: -15% for Free Company Militia units (local province)
- +Upkeep: -2% for Free Company Militia units (all armies)
- +Income generated: 1200
- Cost: 2000 → 4000
- Turns: 4 → 5
- −Income generated: 100
- −Iron resource production: 20 ingots
- −Recruitment cost: -20% for Swordsmen, Greatswords and Knight units (local province)
- +Income generated: 150
- +Iron resource production: 28 ingots
- +Recruitment cost: -5% for Swordsmen, Greatswords and Knight units (local province)
- Cost: 500 → 750
- −Income generated: 150
- −Iron resource production: 30 ingots
- −Recruitment cost: -25% for Swordsmen, Greatswords and Knight units (local province)
- +Income generated: 200
- +Iron resource production: 42 ingots
- +Recruitment cost: -10% for Swordsmen, Greatswords and Knight units (local province)
- Cost: 1000 → 1500
- −Upkeep: -3% for Swordsmen, Greatswords and Knight units (all armies)
- −Income generated: 200
- −Iron resource production: 45 ingots
- −Recruitment cost: -30% for Swordsmen, Greatswords and Knight units (local province)
- −Recruit rank: +2 for Swordsmen, Greatsword and Knights units (local province)
- +Upkeep: -2% for Swordsmen, Greatswords and Knight units (all armies)
- +Income generated: 250
- +Iron resource production: 64 ingots
- +Recruitment cost: -15% for Swordsmen, Greatswords and Knight units (local province)
- +Recruit rank: +1 for Swordsmen, Greatsword and Knights units (local province)
- Cost: 2000 → 2500
- Units: 0 → 3
- −Income generated: 100
- −Marble resource production: 20 slabs
- +Income generated: 150
- +Marble resource production: 28 slabs
- Cost: 500 → 750
- Turns: 1 → 2
- −Income generated: 150
- −Marble resource production: 30 slabs
- +Income generated: 200
- +Marble resource production: 42 slabs
- Cost: 1000 → 1500
- Turns: 2 → 3
- −Income generated: 200
- −Marble resource production: 45 slabs
- +Income generated: 250
- +Marble resource production: 64 slabs
- Cost: 2000 → 2500
- Turns: 3 → 4
- −Income generated: 100
- −Recruitment cost: -20% for Pistoliers and Outriders units (local province)
- +Income generated: 150
- +Recruitment cost: -5% for Pistoliers and Outriders units (local province)
- −Income generated: 150
- −Recruitment cost: -25% for Pistoliers and Outriders units (local province)
- +Income generated: 200
- +Recruitment cost: -10% for Pistoliers and Outriders units (local province)
- −Income generated: 200
- −Recruitment cost: -30% for Pistoliers and Outriders units (local province)
- −Upkeep: -3% for Pistoliers and Outriders units (all armies)
- +Income generated: 250
- +Recruitment cost: -20% for Pistoliers and Outriders units (local province)
- +Upkeep: -2% for Pistoliers and Outriders units (all armies)
- −Income generated: 100
- −Pottery resource production: 20 kilnful
- +Income generated: 150
- +Pottery resource production: 28 kilnful
- Cost: 500 → 750
- Turns: 1 → 2
- −Income generated: 150
- −Pottery resource production: 30 kilnful
- +Income generated: 200
- +Pottery resource production: 42 kilnful
- Cost: 1000 → 1500
- Turns: 2 → 3
- −Income generated: 200
- −Pottery resource production: 45 kilnful
- +Income generated: 250
- +Pottery resource production: 64 kilnful
- Cost: 2000 → 2500
- Turns: 3 → 4
- −Income generated: 100
- −Salt resource production: 20 barrels
- +Income generated: 150
- +Salt resource production: 28 barrels
- Cost: 500 → 750
- Turns: 1 → 2
- −Income generated: 150
- −Salt resource production: 30 barrels
- +Income generated: 200
- +Salt resource production: 42 barrels
- Cost: 1000 → 1500
- Turns: 2 → 3
- −Income generated: 200
- −Salt resource production: 45 barrels
- +Income generated: 250
- +Salt resource production: 64 barrels
- Cost: 2000 → 2500
- Turns: 3 → 4
- −Timber resource production: 20 logs
- −Recruitment cost: -20% for Crossbowmen and Spearmen units (local province)
- +Timber resource production: 28 logs
- +Recruitment cost: -5% for Crossbowmen and Spearmen units (local province)
- Cost: 500 → 750
- Turns: 1 → 2
- −Income generated: 150
- −Timber resource production: 30 logs
- −Recruitment cost: -25% for Crossbowmen and Spearmen units (local province)
- +Income generated: 200
- +Timber resource production: 42 logs
- +Recruitment cost: -10% for Crossbowmen and Spearmen units (local province)
- Cost: 1000 → 1500
- Turns: 2 → 3
- Units: 0 → 2
- −Upkeep: -3% for Crossbowmen and Spearmen units (all armies)
- −Income generated: 200
- −Timber resource production: 45 logs
- −Recruitment cost: -30% for Crossbowmen and Spearmen units (local province)
- −Recruit rank: +2 for Crossbowmen and Spearmen units (local province)
- +Upkeep: -2% for Crossbowmen and Spearmen units (all armies)
- +Income generated: 250
- +Timber resource production: 64 logs
- +Recruitment cost: -20% for Crossbowmen and Spearmen units (local province)
- +Recruit rank: +1 for Crossbowmen and Spearmen units (local province)
- Cost: 2000 → 2500
- Turns: 3 → 4
- Units: 0 → 6
- −Income generated: 100
- −Control: +3
- −Wine resource production: 20 barrels
- +Income generated: 150
- +Control: +4
- +Wine resource production: 28 barrels
- Cost: 500 → 750
- Turns: 1 → 2
- −Income generated: 150
- −Control: +4
- −Wine resource production: 30 barrels
- +Income generated: 200
- +Control: +5
- +Wine resource production: 42 barrels
- Cost: 1000 → 1500
- Turns: 2 → 3
- −Income generated: 200
- −Control: +5
- −Wine resource production: 45 barrels
- +Income generated: 250
- +Control: +6
- +Wine resource production: 64 barrels
- Cost: 2000 → 2500
- Turns: 3 → 4
- −Control: +4
- −Spices resource production: 24 sacks
- −Wine resource production: 24 barrels
- +Control: +5
- +Spices resource production: 30 sacks
- +Wine resource production: 30 barrels
- Cost: 4000 → 6000
- Cost: 6000 → 15000
- Units: 0 → 3
- −Recruit rank: +3 for Knights of the Blazing Sun units (factionwide)
- −Control: +8
- +Recruit rank: +1 for Knights of the Blazing Sun units (factionwide)
- +Control: +6
- Cost: 10000 → 16000
- Units: 1 → 4
- −Recruitment cost: -15% for Knights of the Blazing Sun units
- +Recruitment cost: -5% for Knights of the Blazing Sun units
- Cost: 4000 → 5000
- Turns: 3 → 4
- Units: 1 → 2
- −Upkeep: -5% for Reiksguard, Knights of the Blazing Sun, Knights Panther, Knights of the White Wolf, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies)
- −Recruit rank: +3 for Knights of the Blazing Sun units (factionwide)
- −Recruitment cost: -35% for Knights of the Blazing Sun units
- −Local Recruitment duration: -1 turn for Knights of the Blazing Sun units (minimum 1) in this province (local province)
- +Upkeep: -3% for Reiksguard, Knights of the Blazing Sun, Knights Panther, Knights of the White Wolf, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies)
- +Recruit rank: +1 for Knights of the Blazing Sun units (factionwide)
- +Recruitment cost: -15% for Knights of the Blazing Sun units
- Cost: 8000 → 9000
- Turns: 4 → 5
- Units: 1 → 4
- −Winds of Magic power reserve: +10 per turn [PH] (armies in local province)
- +Winds of Magic power reserve: +10 per turn (armies in local province)
- Cost: 3000 → 10000
- Turns: 5 → 4
- −Arcane Essays: 50 per turn (The Golden Order only)
- −Winds of Magic power reserve: +20 per turn [PH] (armies in local province)
- +Arcane Essays: 60 per turn (The Golden Order only)
- +Winds of Magic power reserve: +20 per turn (armies in local province)
- Cost: 10000 → 15000
- Units: 2 → 1
- −Fervour: 10 per turn (Middenland only)
- −Corruption: -2 (local province)
- −Local recruitment capacity: +1
- Units: 1 → 0
- −Fervour: 15 per turn (Middenland only)
- −Unlocks recruitment of Swords of Ulric Elector Count State Troops (Middenland only)
- −Corruption: -4 (local province)
- −Unlocks Hero recruitment: Priest of Ulric
- −Recruit rank: +1 for all units (local province)
- −Local recruitment capacity: +1
- Units: 2 → 0
- −Fervour: 25 per turn (Middenland only)
- −Mercenary replenishment time: -20% for Swords of Ulric Elector Count State Troops
- −Unlocks recruitment of Swords of Ulric Elector Count State Troops (Middenland only)
- −Corruption: -6
- −Hero capacity: +1 for Priests
- −Unlocks Hero recruitment: Priest of Ulric
- −Hero recruit rank: +3 for Priests of Ulric
- −Recruit rank: +1 for all units (local province)
- −Local recruitment capacity: +2
- Units: 4 → 0
- −Fervour: 50 per turn (Middenland only)
- −Mercenary replenishment time: -50% for Swords of Ulric Elector Count State Troops
- −Unlocks recruitment of Swords of Ulric Elector Count State Troops (Middenland only)
- −Corruption in adjacent provinces: -2
- −Corruption: -8
- −Hero capacity: +2 for Priests
- −Unlocks Hero recruitment: Priest of Ulric
- −Hero recruit rank: +6 for Priests of Ulric
- −Recruit rank: +2 for all units (local province)
- −Local recruitment capacity: +2
- Units: 4 → 0
- −Recruitment cost: -15% for Knights Panther units
- −Recruit rank: +1 for Knights Panther units (factionwide)
- +Recruit rank: +1 for Empire Knights units (factionwide)
- +Recruitment cost: -10% for Empire Knights units
- Cost: 2500 → 3000
- Turns: 2 → 3
- −Upkeep: -5% for Reiksguard, Knights of the Blazing Sun, Knights Panther, Knights of the White Wolf, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies)
- −Recruitment cost: -35% for Knights Panther units
- −Recruit rank: +3 for Knights Panther units (factionwide)
- +Upkeep: -4% for Reiksguard, Knights of the Blazing Sun, Knights Panther, Knights of the White Wolf, Knights of the Black Rose, Empire Knights and Demigryph Knights units (all armies)
- +Recruitment cost: -15% for Empire Knights units
- +Recruit rank: +1 for Empire Knights units (factionwide)
- Cost: 6000 → 7000
- Turns: 3 → 4
- Units: 1 → 3
- −Recruit rank: +2 for Artillery and Gun units (all characters)
- −Recruitment cost: -10% for Artillery and Gun units (all armies)
- −Upkeep: -5% for Artillery and Gun units (all armies)
- −Unlocks recruitment of Emperor's Wrath Elector Count State Troops (Wissenland & Nuln only)
- −Schematics gained: 50 per turn (Wissenland & Nuln only)
- +Recruit rank: +1 for Artillery and Gun units (all characters)
- +Recruitment cost: -5% for Artillery and Gun units (all armies)
- +Upkeep: -4% for Artillery and Gun units (all armies)
- +Unlocks recruitment of Emperor's Wrath Elector Count State Troops
- +Schematics gained: 60 per turn (Wissenland & Nuln only)
- Cost: 6000 → 3000
- Units: 0 → 4
- −Recruit rank: +3 for Artillery and Gun units (all characters)
- −Recruitment cost: -15% for Artillery and Gun units (all armies)
- −Upkeep: -5% for Artillery and Gun units (all armies)
- −Unlocks recruitment of Emperor's Wrath Elector Count State Troops (Wissenland & Nuln only)
- −Schematics gained: 100 per turn (Wissenland & Nuln only)
- +Recruit rank: +1 for Artillery and Gun units (all characters)
- +Recruitment cost: -10% for Artillery and Gun units (all armies)
- +Unlocks recruitment of Emperor's Wrath Elector Count State Troops
- +Schematics gained: 120 per turn (Wissenland & Nuln only)
- +Upkeep: -6% for Artillery and Gun units (all armies)
- Units: 0 → 6
- −Income generated: 100
- −Growth: +10
- +Income generated: 150
- +Growth: +15
- +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
- Cost: 1000 → 800
- Units: 2 → 0
- −Prestige gained: +1 per turn (Reikland only)
- −Defensive supplies: +1000
- −Income generated: 150
- −Growth: +20
- +Defensive supplies: +1250
- +Income generated: 250
- +Growth: +25
- +Prestige gained: +2 per turn (Reikland only)
- +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
- Cost: 2000 → 1600
- Turns: 3 → 4
- −Defensive supplies: +1000
- −Grants 6 construction slots in the settlement
- −Income generated: 200
- −Growth: +30
- +Grants 5 construction slots in the settlement
- +Defensive supplies: +1500
- +Income generated: 320
- +Growth: +35
- +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
- Turns: 4 → 5
- Units: 2 → 3
- −Prestige gained: +2 per turn (Reikland only)
- −Defensive supplies: +1000
- −Grants 8 construction slots in the settlement
- −Income generated: 250
- −Growth: +40
- +Grants 7 construction slots in the settlement
- +Defensive supplies: +1750
- +Income generated: 400
- +Growth: +45
- +Prestige gained: +3 per turn (Reikland only)
- +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
- Cost: 8000 → 7000
- Turns: 5 → 6
- Units: 2 → 6
- −Prestige gained: +3 per turn (Reikland only)
- −Defensive supplies: +1000
- −Income generated: 300
- −Growth: +50
- +Defensive supplies: +2000
- +Income generated: 500
- +Growth: +55
- +Prestige gained: +4 per turn (Reikland only)
- +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
- Cost: 16000 → 9500
- Turns: 6 → 7
- Units: 2 → 6
- −Income generated: 40
- −Growth: +10
- +Income generated: 120
- +Growth: +20
- +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
- Cost: 1000 → 800
- Units: 2 → 0
- −Prestige gained: +1 per turn (Reikland only)
- −Defensive supplies: +1000
- −Income generated: 60
- −Growth: +20
- +Defensive supplies: +1250
- +Income generated: 200
- +Growth: +35
- +Prestige gained: +2 per turn (Reikland only)
- +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
- Cost: 2000 → 1600
- Turns: 3 → 4
- −Defensive supplies: +1000
- −Grants 6 construction slots in the settlement
- −Income generated: 80
- −Growth: +30
- +Grants 5 construction slots in the settlement
- +Defensive supplies: +1500
- +Income generated: 280
- +Growth: +55
- +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
- Turns: 4 → 5
- Units: 2 → 3
- −Prestige gained: +2 per turn (Reikland only)
- −Defensive supplies: +1000
- −Grants 8 construction slots in the settlement
- −Income generated: 100
- −Growth: +40
- +Grants 7 construction slots in the settlement
- +Defensive supplies: +1750
- +Income generated: 360
- +Growth: +75
- +Prestige gained: +3 per turn (Reikland only)
- +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
- Cost: 8000 → 7000
- Turns: 5 → 6
- Units: 2 → 6
- −Prestige gained: +3 per turn (Reikland only)
- −Defensive supplies: +1000
- −Income generated: 120
- −Growth: +50
- +Defensive supplies: +2000
- +Income generated: 450
- +Growth: +90
- +Prestige gained: +4 per turn (Reikland only)
- +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
- Cost: 16000 → 9500
- Turns: 6 → 7
- Units: 2 → 6
- −Income generated: 40
- −Growth: +10
- +Income generated: 120
- +Growth: +20
- +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
- Cost: 1000 → 800
- Units: 2 → 0
- −Prestige gained: +1 per turn (Reikland only)
- −Defensive supplies: +1000
- −Income generated: 60
- −Growth: +20
- +Defensive supplies: +1250
- +Income generated: 200
- +Growth: +35
- +Prestige gained: +2 per turn (Reikland only)
- +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
- Cost: 2000 → 1600
- Turns: 3 → 4
- −Defensive supplies: +1000
- −Grants 6 construction slots in the settlement
- −Income generated: 80
- −Growth: +30
- +Grants 5 construction slots in the settlement
- +Defensive supplies: +1500
- +Income generated: 280
- +Growth: +55
- +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
- Turns: 4 → 5
- Units: 2 → 3
- −Prestige gained: +2 per turn (Reikland only)
- −Defensive supplies: +1000
- −Grants 8 construction slots in the settlement
- −Income generated: 100
- −Growth: +40
- +Grants 7 construction slots in the settlement
- +Defensive supplies: +1750
- +Income generated: 360
- +Growth: +75
- +Prestige gained: +3 per turn (Reikland only)
- +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
- Cost: 8000 → 7000
- Turns: 5 → 6
- Units: 2 → 6
- −Prestige gained: +3 per turn (Reikland only)
- −Defensive supplies: +1000
- −Income generated: 120
- −Growth: +50
- +Defensive supplies: +2000
- +Income generated: 450
- +Growth: +90
- +Prestige gained: +4 per turn (Reikland only)
- +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
- Cost: 16000 → 9500
- Turns: 6 → 7
- Units: 2 → 6
- −Income generated: 40
- −Growth: +10
- +Income generated: 120
- +Growth: +20
- +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
- Cost: 1000 → 800
- Units: 2 → 0
- −Prestige gained: +1 per turn (Reikland only)
- −Defensive supplies: +1000
- −Income generated: 60
- −Growth: +20
- +Defensive supplies: +1250
- +Income generated: 200
- +Growth: +35
- +Prestige gained: +2 per turn (Reikland only)
- +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
- Cost: 2000 → 1600
- Turns: 3 → 4
- −Defensive supplies: +1000
- −Grants 6 construction slots in the settlement
- −Income generated: 80
- −Growth: +30
- +Grants 5 construction slots in the settlement
- +Defensive supplies: +1500
- +Income generated: 280
- +Growth: +50
- +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
- Turns: 4 → 5
- Units: 2 → 3
- −Prestige gained: +2 per turn (Reikland only)
- −Defensive supplies: +1000
- −Grants 8 construction slots in the settlement
- −Income generated: 100
- −Growth: +40
- +Grants 7 construction slots in the settlement
- +Defensive supplies: +1750
- +Income generated: 350
- +Growth: +70
- +Prestige gained: +3 per turn (Reikland only)
- +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
- Cost: 8000 → 7000
- Turns: 5 → 6
- Units: 2 → 6
- −Prestige gained: +3 per turn (Reikland only)
- −Defensive supplies: +1000
- −Income generated: 120
- −Growth: +50
- +Defensive supplies: +2000
- +Income generated: 500
- +Growth: +90
- +Prestige gained: +4 per turn (Reikland only)
- +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
- Cost: 16000 → 9500
- Turns: 6 → 7
- Units: 2 → 6
- −Income generated: 50
- −Control: +2
- +Income generated: 150
- +Control: +3
- Cost: 4000 → 1500
- −Income generated: 100
- +Income generated: 300
- −Income generated: 300
- +Income generated: 500
- Cost: 2000 → 3000
- −Income generated: 500
- +Income generated: 900
- +Control: +2
- Cost: 4000 → 6000
- −Enemy Hero action success chance: -10%
- −Attrition: -5% when under siege (armies in region)
- +Enemy Hero action success chance: -12%
- +Attrition: -10% when under siege (armies in region)
- −Enemy Hero action success chance: -15%
- −Attrition: -10% when under siege (armies in region)
- +Enemy Hero action success chance: -18%
- +Attrition: -15% when under siege (armies in region)
- +Control: +1
- −Enemy Hero action success chance: -20%
- −Attrition: -15% when under siege (armies in region)
- +Enemy Hero action success chance: -25%
- +Attrition: -20% when under siege (armies in region)
- +Control: +2
- −Growth: +10
- +Growth: +20
- +Income generated: 150
- +Allows settlements to perform a Garrison Sally Attack with +600 range (local region)
- Cost: 1000 → 800
- −Defensive supplies: +1000
- −Growth: +20
- +Defensive supplies: +1250
- +Growth: +35
- +Income generated: 200
- +Allows settlements to perform a Garrison Sally Attack with +800 range (local region)
- Cost: 2000 → 1600
- Turns: 3 → 4
- −Defensive supplies: +1000
- −Grants 6 construction slots in the settlement
- −Growth: +30
- +Grants 5 construction slots in the settlement
- +Defensive supplies: +1500
- +Growth: +50
- +Income generated: 250
- +Allows settlements to perform a Garrison Sally Attack with +1000 range (local region)
- Turns: 4 → 5
- −Defensive supplies: +1000
- −Grants 8 construction slots in the settlement
- −Growth: +40
- +Grants 7 construction slots in the settlement
- +Defensive supplies: +1750
- +Growth: +70
- +Income generated: 300
- +Allows settlements to perform a Garrison Sally Attack with +1250 range (local region)
- Cost: 8000 → 7000
- Turns: 5 → 6
- −Defensive supplies: +1000
- −Growth: +50
- +Defensive supplies: +2000
- +Growth: +90
- +Income generated: 350
- +Allows settlements to perform a Garrison Sally Attack with +1500 range (local region)
- Cost: 16000 → 9500
- Turns: 6 → 7
Technologies
- −Recruit rank: +2 for Infantry units
- +Recruit rank: +1 for Infantry units
- −Armour: +15 for Infantry units
- +Armour: +10 for Infantry units
- −Recruitment cost: -15% for Missile units
- +Recruitment cost: -8% for Missile units
- −Missile strength: +10% for Pistoliers and Outriders units
- +Missile strength: +8% for Pistoliers and Outriders units
- −Armour: +15 for Cavalry units
- +Armour: +10 for Cavalry units
- −Speed: +10% for Cavalry and Hunting Hounds units
- −Vigour loss reduction: -15% for Cavalry and Hunting Hounds units
- +Speed: +10% for Cavalry units
- +Vigour loss reduction: -15% for Cavalry units
- −Recruitment cost: -5% for Artillery units
- +Recruitment cost: -4% for Artillery units
- −Upkeep: -5% for Artillery units
- −Missile strength: +10% for Artillery units
- +Upkeep: -4% for Artillery units
- +Missile strength: +5% for Artillery units
- −Weapon strength: +10% for Melee Infantry units
- +Weapon strength: +5% for Melee Infantry units
- −Missile strength: +10% for Missile Infantry units
- +Missile strength: +5% for Missile Infantry units
- −Charge bonus: +10 for Cavalry and Hunting Hounds units
- −Leadership: +8 for Cavalry and Hunting Hounds units
- +Charge bonus: +10 for Cavalry units
- +Leadership: +8 for Cavalry units
- −Recruit rank: +2 for artillery units
- +Recruit rank: +1 for artillery units
- −Local Recruitment duration: -2 turn for Steam Tank, Celestial Hurricanum, Luminark and Land Ship units (minimum 1)
- +Local Recruitment duration: -1 turn for Steam Tank, Celestial Hurricanum, Luminark and Land Ship units (minimum 1)
- −Tradable resources produced: +10%
- +Tradable resources produced: +5%
- −Income from Iron, Gem and Gold Mines: +15%
- −Income from trade tariffs: +20%
- +Income from Iron, Gem and Gold Mines: +10%
- +Income from trade tariffs: +10%
- −Construction cost: -25% for resource-producing buildings
- +Construction cost: -15% for resource-producing buildings
- −Income from Ports: +10%
- +Income from Ports: +5%
- −Diplomatic relations: +20 with Empire
- +Diplomatic relations: +15 with Empire
- −Hero action cost: -15%
- +Hero action cost: -10%
- +Lord recruit rank: +3
- −Construction cost: -10% for all buildings
- +Construction cost: -5% for all buildings
- −Income from Industry: +15%
- +Income from Industry: +8%
- −Income from Province Capital/Settlement buildings: +10%
- +Income from Province Capital/Settlement buildings: +5%
- −Hero recruit rank: +3 for Priests
- −Corruption: -2 (all provinces)
- −Hero capacity: +1 for Priests
- −Tradable resources produced: +10%
- +Tradable resources produced: +8%
- −Melee defence: +5 when fighting against Greenskins, Skaven, Ogres and Lizardmen
- +Melee defence: +6 when fighting against Greenskins, Skaven, Ogres and Lizardmen
- −Melee attack: +5 when fighting against Undead factions
- +Melee attack: +6 when fighting against Undead factions
- −Recruitment cost: -5% for Cavalry units
- +Recruitment cost: -4% for Cavalry units
- −Income from trade tariffs: +20%
- +Income from trade tariffs: +10%
- −Allied recruitment cost: -10%
- +Allied recruitment cost: -5%
- −Missile resistance: 5% when fighting against Elves
- +Missile resistance: 10% when fighting against Elves
- −Weapon strength: +5% for all units when fighting against Norsca, Warriors of Chaos, Chaos Dwarfs, Daemons of Chaos and Beastmen
- +Weapon strength: +4% for all units when fighting against Norsca, Warriors of Chaos, Chaos Dwarfs, Daemons of Chaos and Beastmen