Land unit types

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This article is accurate for the latest versions of EU3, Napoleon’s Ambition, In Nomine, Heir to the Throne and Divine Wind.

Infantry

Main article: Infantry

Infantry regiments are the basic unit of your military. Along with being the quickest unit to recruit, they are also the cheapest to purchase and maintain. These units will perform better when defending in rugged terrain and worse when attacking in open terrain. Infantry are essential to any siege if you wish to make an assault.

Unlike cavalry and artillery, infantry tends to have balanced effectiveness in both shock and fire, although the fire modifier is 0 until Land Tech 17 and isn't really meaningful until it reaches .5 at Land Tech 22. Infantry units generally have more dots than artillery and cavalry units at the same respective level, but lower damage modifiers - this makes them generally better at defense and morale than the other respective units, while doing less damage.

Every infantry unit has a maneuver value of 1. The developers tried to share certain units like the Eastern Carabiniers between the Ottoman and Eastern techgroup, which can be seen from the text files. (The lines unit_type = eastern; unit_type = ottoman can be found in these text files) However, for such units, they are only available to the Ottoman techgroup, when played in the game.

Western techgroup

Tech Unit Off. fire Def. fire Off. shock Def. shock Off. morale Def. morale
1 Halberd Infantry 0 0 0 0 2 0
1 Latin Medieval Infantry 0 0 0 0 1 1
5 Men at Arms 0 0 1 1 2 2
5 Longbow 0 0 2 1 2 1
11 Galloglaigh Infantry 0 0 2 0 4 1
13 Condotta Infantry 0 0 1 3 2 4
13 Landsknechten Infantry 0 0 1 2 3 5
13 Reformed Galloglaigh Infantry 0 0 3 0 5 1
18 Tercio Infantry 3 3 2 3 4 6
18 Maurician Infantry 4 3 3 1 6 4
18 Free Shooter Infantry 0 3 4 2 6 3
23 Charge Infantry 1 3 5 2 7 3
28 Reformed Tercio 4 4 2 4 5 6
28 Gustavian Infantry 5 4 4 3 7 5
28 Highlanders Infantry 3 4 6 3 8 4
34 Grenzer Infantry 3 4 2 6 6 8
34 Caroline Infantry 6 4 5 4 8 6
34 Line Infantry 5 5 4 4 7 7
43 White Coat Infantry 5 5 6 8 8 9
43 Blue Coat Infantry 7 6 7 6 9 9
43 Redcoat Infantry 6 8 6 6 8 10
43 Frederickian Infantry 8 7 5 4 10 8
55 Impulse Infantry 10 7 8 6 11 9
55 Square Infantry 7 10 6 8 9 11
56 Drill Infantry 10 10 7 7 10 10
56 Jaeger Infantry 9 8 10 8 10 9
58 Mixed Order Infantry 11 8 9 8 11 10
59 Napoleonic Square 10 11 9 9 10 11

Eastern techgroup

Tech Unit Off. fire Def. fire Off. shock Def. shock Off. morale Def. morale
1 Bardiche Infantry 0 0 0 0 1 1
1 Eastern Medieval Infantry 0 0 1 0 1 0
11 Eastern Militia 0 0 1 0 2 1
13 Pike Infantry 0 0 1 1 3 2
18 Defensive Eastern Musketeers 2 3 1 1 3 4
18 Offensive Eastern Musketeers 2 2 2 1 4 3
27 Soldaty Infantry 3 3 2 2 5 5
27 Eastern Tercio 3 3 2 3 4 6
28 Petrine Infantry 3 5 3 4 6 4
28 Saxon Infantry 4 3 5 3 6 5
43 Green Coat Infantry 6 5 6 5 7 7
57 Mass Infantry 7 7 9 9 10 10

Ottoman techgroup

Tech Unit Off. fire Def. fire Off. shock Def. shock Off. morale Def. morale
1 Yaya Infantry 0 0 1 0 2 1
6 Azab Infantry 0 0 2 2 3 1
13 Janissary Infantry 0 0 2 2 4 4
18 Sekban Infantry 2 3 3 3 5 5
28 Reformed Janissary Infantry 4 4 4 3 6 5
36 Nitzami Cedid Infantry 4 5 5 4 7 6
43 Eastern Carabiner 7 4 6 4 7 6
43 Eastern New Model Infantry 5 6 6 5 8 8

Muslim techgroup

Tech Unit Off. fire Def. fire Off. shock Def. shock Off. morale Def. morale
1 Muslim Foot Soldier 0 0 1 0 1 1
2 Muslim Archer 0 0 1 0 1 1
11 Muslim Duel Infantry 0 0 1 1 2 1
13 Shamshir Infantry 0 0 1 1 3 2
15 Muslim Musketeer 2 2 2 1 3 2
30 Afsarid Reformed Infantry 4 4 4 4 5 4
34 Muslim Mass Infantry 5 5 5 4 6 4
36 Reformed Muslim Musketeers 5 4 5 3 7 6
43 Muslim Rifle Infantry 6 6 5 5 8 7

Indian techgroup

Tech Unit Off. fire Def. fire Off. shock Def. shock Off. morale Def. morale
1 Indian Foot Soldier 0 0 1 0 1 1
15 Mansabdar Musketeers 2 2 2 1 3 2
15 South Indian Musketeers 2 3 1 2 2 3
18 Rajput Musketeer 4 3 3 2 5 3
18 Indian Longbow Infantry 2 1 2 0 3 2
18 Reformed Indian Musketeer 4 2 4 2 4 3
28 Hit and Run Infantry 5 2 5 2 6 4
30 Bhonsle Infantry 5 3 5 3 6 4
33 Indian Guerrillas 5 2 5 2 5 3
34 Reformed South Indian Musketeers 6 3 5 3 7 5
51 Tipu Sultan Rocket Infantry 6 4 6 2 7 1

Chinese techgroup

Tech Unit Off. fire Def. fire Off. shock Def. shock Off. morale Def. morale
1 Asian Longspear Infantry 0 0 1 0 1 1
1 Asian Longbow 0 0 1 1 1 1
1 East Asian Spearman 0 0 1 0 1 0
13 Offensive Asian Foot Soldier 0 0 2 1 2 1
13 Defensive Asian Foot Soldier 0 0 1 1 2 2
18 Asian Arquebusier 2 2 4 3 4 3
18 Banner Infantry 3 3 3 2 3 2
18 Asian Mass Infantry 4 2 2 1 4 3
27 Asian Musketeer 4 3 2 2 5 4
34 Reformed Asian Musketeer 6 3 5 3 6 5

Sub-saharan techgroup

Tech Unit Off. fire Def. fire Off. shock Def. shock Off. morale Def. morale
0 African Spearmen 0 0 1 0 1 1
0 African Clubmen 0 0 1 0 1 1
5 West African Warriors 0 0 0 1 0 3
5 Central African Warriors 0 0 1 1 1 1
5 South African Warriors 0 0 1 0 2 1
5 North African Warrior 0 0 0 1 1 2
13 African Plain Warriors 0 0 2 0 3 1
13 African Forest Warriors 0 0 1 1 2 2
13 African Hill Warriors 0 0 0 2 2 3
13 African Mountain Warriors 0 0 0 2 1 4
15 South African Musketeers 2 1 2 1 4 1
15 Central African Musketeers 2 2 1 1 3 3
15 East African Musketeers 1 2 0 2 3 4
15 North African Musketeers 1 2 0 2 2 5
15 Chest and Horn Infantry 0 0 4 2 5 2
20 Westernised South African Infantry 3 2 3 2 5 2
20 Westernised Central African Infantry 3 3 2 2 4 4
20 Westernised East African Infantry 2 3 1 3 4 5
20 Westernised North African Infantry 2 3 1 3 2 6
29 African Western Franchise Infantry 4 3 4 3 6 3
29 Central African Guerrillas 4 4 3 3 5 5
29 East African Guerrilas 3 4 4 4 5 6
29 Ehtiopian Guerialla Warfare 3 4 2 4 3 7

New World techgroup

Tech Unit Off. fire Def. fire Off. shock Def. shock Off. morale Def. morale
0 Native American Spearmen 0 0 1 0 1 1
0 Native American Archer 0 0 1 0 1 0
0 Clubmen 0 0 1 0 1 0
5 American Mountain Warriors 0 0 0 1 0 3
5 American Hill Warriors 0 0 1 0 1 2
5 American Forest Warriors 0 0 1 1 1 1
5 Ambush Infantry 0 0 0 1 1 2
5 American Plains Warriors 0 0 1 0 2 1
13 Reformed Mountain Warriors 0 0 0 2 1 4
13 Reformed American Hill Warriors 0 0 0 2 2 3
13 Reformed American Forest Warriors 0 0 2 2 2 2
13 Reformed American Plains Warriors 0 0 2 0 3 1
13 Algonkin Tomahawk Warriors 1 0 1 0 3 1
15 Defensive American Musketeers 1 2 0 2 2 5
15 American Hill Musketeers 1 2 0 2 3 4
15 American Forest Musketeers 1 1 2 2 3 3
15 Offensive American Musketeers 1 1 2 1 4 1
15 Native American Arquebusier 2 1 1 0 4 2
15 Creek Arquebusier 2 1 2 1 3 3
18 Native American Mountain Warriors 2 4 1 2 2 4
20 Westernised South American infantry 2 3 1 3 2 6
20 Westernised American Hill Infantry 2 3 1 3 4 5
20 Westernised Central American infantry 3 3 2 2 4 4
20 Westernised American Plains Infantry 2 2 3 2 5 2
20 Rifle Scout Infantry 5 2 2 1 5 3
29 South American Guerillas 3 4 2 4 3 7
29 Mexican Guerrilla Warfare 3 4 2 3 5 6
29 American Guerilla Warfare 4 4 3 3 5 5
29 American Westernised Infantry 7 3 7 3 7 5
29 North American Guerrillas 4 3 4 2 7 4

Steppe Nomad techgroup

Tech Unit Off. fire Def. fire Off. shock Def. shock Off. morale Def. morale
3 Eastern Archers 0 0 1 1 1 1

Cavalry

Main article: Cavalry

Cavalry regiments at the start of the game will be far superior than infantry. As time and technology progresses infantry will close this gap until cavalry only have a minor advantage in combat. As of Heir to the Throne, cavalry have the same movement speed as infantry, whereas previously they were faster. They are more expensive than infantry to purchase and maintain, take longer to recruit and are essentially useless in an assault.

Cavalry have the best shock modifiers in the game, but are generally useless at delivering fire damage. Moreover, they tend to have relatively low morale and defense values compared to infantry. This makes them able to deliver a punishing first strike (as shock is the first phase), but leaves them vulnerable to being short on morale or being slaughtered in the fire phase - especially from about Land Tech 33 on. However, armies that contain cavalry gain a 'flanking' bonus for up to 4 regiments of cavalry during combat resolution that will greatly improve the damage done by your army. Therefore it is advisable to have around 4 or 5 regiments of cavalry in your army.

Every cavalry unit has a maneuver value of 2. The developers tried to share certain units like the Eastern Skirmishers and Eastern Uhlans between the Ottoman and Eastern techgroup, which can be seen from the text files. (The lines unit_type = eastern; unit_type = ottoman can be found in these text files) However, for such units, they are only available to the Ottoman techgroup, when played in the game.

Latin techgroup

Tech Unit Off. fire Def. fire Off. shock Def. shock Off. morale Def. morale
1 Chevauchee 0 0 1 0 2 0
1 Latin Knights 0 0 1 0 1 1
22 Latin Caracole Cavalry 2 0 3 2 2 2
27 Gallop Cavalry 0 0 4 2 4 2
36 Arme Blache Cavalry 3 5 5 4 5 3
36 Latin Dragoons 5 4 2 2 5 5
36 Latin Hussars 4 4 4 4 4 4
52 Latin Cuirassiers 4 5 9 7 8 6
53 Carabiners 7 6 5 4 7 7
53 Uhlan cavalry 5 5 7 6 8 8
53 Reformed Latin Hussars 5 7 5 7 8 7
58 Open Order Cavalry 10 8 10 6 11 8
59 Napoleonic Lancers 10 8 11 8 11 10

Eastern techgroup

Tech Unit Off. fire Def. fire Off. shock Def. shock Off. morale Def. morale
2 Druzhina Cavalry 0 0 0 0 2 1
2 Eastern Knights 0 0 1 0 1 1
10 Stradioti Cavalry 0 0 2 0 2 2
13 Eastern Hussar 0 0 2 1 3 2
26 Reformed Eastern Hussars 0 0 2 2 4 2
26 Eastern Caracole 2 0 3 2 2 2
26 Southern Cossacks 2 2 3 2 3 3
32 Winged Hussars 0 0 4 1 5 2
32 Cossack Cavalry 3 2 2 2 4 3
39 Lancers 0 0 5 2 5 3
39 Reformed Cossack Cavalry 3 3 3 2 4 3
48 Eastern Cuirassiers 3 4 8 6 8 6
48 Advanced Cossack Cavalry 6 4 5 4 8 5

Ottoman techgroup

Tech Unit Off. fire Def. fire Off. shock Def. shock Off. morale Def. morale
2 Musellem Cavalry 1 0 1 0 2 1
10 Timariot Cavalry 0 0 2 2 2 2
13 Spahi Cavalry 0 0 3 1 3 2
28 Reformed Spahi Cavalry 3 1 3 1 4 3
36 Toprakli Hit and Run Cavalry 4 1 4 1 5 3
46 Toprakli Dragoons 7 6 4 3 7 7
50 Eastern Skirmisher 7 4 5 3 7 4
50 Eastern Uhlan 5 2 7 6 8 6
50 Reformed Lancer 0 0 9 5 9 7

Muslim techgroup

Tech Unit Off. fire Def. fire Off. shock Def. shock Off. morale Def. morale
1 Muslim Cavalry Archers 1 0 2 0 2 1
1 Muslim Cavalry 0 0 2 1 2 1
2 Charge Cavalry 0 0 3 1 2 0
11 Shaybanid Cavalry 0 0 3 1 2 2
15 Qizilbash Cavalry 0 0 3 2 3 2
23 Muslim Musketeer Cavalry 2 1 3 2 3 2
34 Musket Charge Cavalry 2 2 2 1 4 3
43 Ali Bey Reformed Infantry 6 4 6 5 7 6
44 Afsharid Reformed Cavalry 4 3 5 4 5 4
45 Muslim Dragoon 5 4 2 2 6 6
47 Durrani Swivel Cavalry 5 4 5 4 7 5
52 Durrani Cavalry 7 6 4 3 7 4

Indian techgroup

Tech Unit Off. fire Def. fire Off. shock Def. shock Off. morale Def. morale
0 Indian Archers 0 0 1 0 2 1
1 Hill Fighter Cavalry 0 0 0 2 1 2
15 Indian Shock Cavalry 3 1 5 2 5 2
20 Mansabdar Cavalry 3 2 2 1 3 2
23 Indian War Elephants 2 1 3 1 3 3
30 Reformed Mansabdar Cavalry 4 2 4 2 5 3
33 Indian Cavalry 5 2 5 2 5 2
38 Bhonsle Cavalry 6 5 5 4 6 4
46 Indian Matchlock Cavalry 6 4 6 3 7 6

Chinese techgroup

Tech Unit Off. fire Def. fire Off. shock Def. shock Off. morale Def. morale
1 Archer Cavalry 0 0 1 1 1 0
1 East Asian Archer Cavalry 0 0 1 0 2 0
13 Asian Steppe Cavalry 0 0 2 1 2 1
13 Samurai Cavalry 0 0 2 1 2 2
16 Reformed Asian Steppe Cavalry 2 1 2 1 2 1
23 Asian Charge Cavalry 3 2 5 3 5 4
29 Banner Cavalry 4 5 3 5 4 5
35 Asian Dragoons 5 4 2 2 6 5
38 Reformed Asian Cavalry 6 4 5 4 8 5
50 Green Standard Cavalry 6 5 7 4 8 6

Sub-saharan techgroup

None

New World techgroup

Tech Unit Off. fire Def. fire Off. shock Def. shock Off. morale Def. morale
13 Native American Horsemen 2 1 1 0 2 1
34 American Swarm Cavalry 3 3 3 1 4 3
49 American Dragoon 0 0 4 2 6 4

Steppe Nomad techgroup

Tech Unit Off. fire Def. fire Off. shock Def. shock Off. morale Def. morale
2 Eastern Swarm Cavalry 0 0 2 1 2 1
4 Eastern Steppe Cavalry 0 0 2 1 2 2

Artillery

Main article: Artillery

Artillery regiments represent a smaller infantry regiment with artillery support. For most countries, artillery will become available once that country reaches land technology level 12. At first artillery will be most effective at greatly reducing the time needed for sieges. With refinements to cannons through greater technology they will become weapons that are quite effective in the field as well. They are very slow moving and very expensive to purchase and maintain.

IN Onwards: Artillery can fight from the back row, doing half damage and lending half its defense to the unit in front of it. In doing so, you can essentially deliver more combat power and staying power in a shorter line. While artillery will never have a very powerful shock phase, the fire phase reaches a modifier of 2 at Land Tech 33, 3 at 35, 4 at 39, 5, at 52, 6 at 59, and 8 at 61 - at level 61, an artillery unit in the back row has nearly the same fire modifier as a cavalry unit in the front row!

All artilleries have a maneuver value of 2.

Tech Unit Off. fire Def. fire Off. shock Def. shock Off. morale Def. morale
12 Large Cast Bronze Mortar 2 0 1 0 1 0
12 Houfnice 1 0 1 0 1 1
13 Culverin 2 2 2 2 3 3
13 Pededro 2 3 1 2 1 2
15 Small Cast Iron Cannon 2 1 2 1 2 2
15 Large Cast Iron Cannon 3 1 3 1 2 1
21 Chambered Demi Cannon 3 3 3 3 2 2
26 Leather Cannon 3 2 2 2 4 3
30 Swivel Cannon 3 3 2 2 4 4
33 Coehorn Mortar 4 4 3 3 5 5
47 Royal Mortar 6 6 5 5 6 6
53 Flying Battery 8 5 7 5 9 6

Military:

Leaders  • Maintenance  • Morale  • Manpower  • Ship types (Big ship  • Light ship  • Galley  • Transport)  • Land unit types (Infantry  • Cavalry  • Artillery)  

Warfare:

Assault  • Basic Warfare  • Casus Belli  • Combat • Making peace • Siege • Supply & attrition • War Capacity  • War Exhaustion