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Grand Campaign

    The Byzantine Empire 
Culture: Greek
Religion: Orthodox
Notable Units: Varangian Guard, Kataphractoi, Fire Ships, Vardariotai, Byzantine Guard Archers, Latinkon

A remnant of the Roman Empire that lives on in the east. The Byzantine Empire still holds on to Constantinople, jewel of the East. A long history of warfare with the Turks has given the Byzantines quite a few horse archer units. It is uncertain whether the old empire can catch up to the up and coming Catholic and Muslim factions surrounding it...


  • Arch-Enemy: The Turks, who are pushing west along the Anatolian peninsula and represent an existential threat to the empire. In the Short Campaign the Turks have to be eliminated as a win condition.
  • Cadre of Foreign Bodyguards:
    • The Varangian Guard, Scandivanians and Englishmen fighting as royal bodyguards for the Byzantine emperor, in the classic nordic style of war - two-handed great axe and round wooden shield, in mail.
    • Latinkons, foreign mercenaries from all over Europe who fight with swords and kite shields in heavy mail, on foot or on horseback as knights.
  • A Commander Is You: Ranger/Specialist (Naval) with a bit of Economist. Byzantium has poor infantry but strong archers despite the lack of armour-piercing longbows or crossbows. Heavy cavalry start out terrible but Latinkons and Kataphractoi soon make Byzantium competitive in this regard. Fire boats have an incredible advantage against early game navies. Constantinople is one of the largest and most developed cities in the world by the start date of 1080, but being surrounded by enemies, you will need it.
  • Crutch Character: Byzantium starts with very strong professional units while everyone else is making do with militia and rabble. They start strong overall, but they are also completely lacking in strong late-game units and technologies. No late period gunpowder infantry or artillery for you; in real life Byzantium didn't make it that far. To overcome this, a Byzantine player must ensure they keep hold of veteran units with plenty of upgrades and experience to make up the technology deficit.
  • Shining City: The capital, Constantinople is one of the largest and richest cities in the world.
  • Vestigial Empire: Make no mistake, the Byzantine Empire has seen better days. The Turks are closing in and the Byzantine ways are falling behind, but it is possible to avert Byzantium's fate.

    Denmark 
Culture: Northern European
Religion: Catholic
Notable Units: Norse Axemen, Viking Raiders, Obudshaer, Norse War Clerics, Huscarls, Norse Archers, Norse Swordsmen

The Kingdom of Denmark in 1080 has only recently embraced Catholicism, but their style of warfare is still influenced by the Vikings. Infantry have axes, cavalry have axes, some infantry even have big axes... starting in Arhus, Denmark has the Swedish and Norwegian rebels to subjugate, or maybe it can take on the rebels in northern Germany?


  • A Commander Is You: Brute/Specialist (Shock Infantry). Denmark has some of the best melee infantry available to any faction - Dismounted Huscarls, Viking Raiders, Norse Axemen and soon Obudshaer and Swordstaff Militia. All are devastating especially on the offense and most have armour-piercing attacks as they use axes and other heavy weapons. However the rest of the army is rather subpar, with basic archers and crossbowmen. Heavy cavalry is quite decent however.
  • Arch-Enemy: Conflict with the Holy Roman Empire is practically inevitable as Denmark, and it represents the one kingdom you have to eliminate as a win condition.
  • Church Militant: Norse War Clerics, Scandinavian bishops who take to battle on horseback, clad in heavy armour and wielding maces. These men of the cloth are a formidable force on the battlefield.
  • Horny Vikings: The days of the viking raids have come and gone, but many Danish units retain a nordic flavour like Viking Raiders, Norse Axemen and Huscarls. They also use longboats and dragon ships in the early game, though these get phased out soon.
  • National Weapon: Danes just love giving all their neighbours the axe.

    Egypt 
Culture: Middle-Eastern
Religion: Islam
Notable Units: Tabardariyya, Mamluks, Royal Mamluks, Mamluk Archers, Naffatun

Represents the Fatimid dynasty, later the Mamluk rule of Egypt. Egypt starts in very close proximity to the Holy Land, and will be a prime target for Crusades from the Catholics even if they don't take it as the Pope seems happy to call a crusade on Cairo as well. Its main advantage is the extremely fertile lands in Egypt that will serve well as an economic hub, as long as you keep them safe from rampaging Crusaders with your Mamluk armies...


  • A Commander Is You: Generalist/Economist. Quite strong all-around army, with some really outstanding units that can easily rival or surpass their European counterparts, such as the Tabardariyya and the Mamluks. Holds some of the richest provinces in the game, and as such boast a very powerful economy. It's hard to go wrong with Egypt really.
  • Arch-Enemy: The Moors and the Turks, who you must eliminate to win in the Short campaign.
  • Kill It with Fire: Naffatuns are men who throw burning pots of Naphtha, a sticky burning concoction, at enemies. Needless to say even the most heavily armoured troops are not safe and even the bravest warriors are unnerved at the prospect of a fiery death. However they are short ranged, and though they are decent melee fighters, they are few in number and will quickly get overwhelmed in melee or annihilated by ranged troops (they have no shields) should they come under fire.
  • Old Soldier: Sultan Al-Zahir, your starting faction leader, is sixty years old and can lead troops into battle and fight.
  • Slave Mooks: Mamluks and Royal Mamluks are soldiers recruited from slaves. They form into elite cavalry groups.

    England 
Culture: Northern European
Religion: Catholic
Notable Units: Longbowmen, Sherwood Archers, English Knights, Retinue Longbowmen, Armoured Swordsmen, Heavy Billmen, Demi Lancers, Yeoman Archers

Having recently taken England from the Saxons, the faction of England actually represents the Norman realm ruled by William the Conqueror, as shown by its control of Caen in Normandy in northern France. English longbows only get better and better as time goes on, and never lose their utility as long range armor piercing archers. The greatest obstacle in unifying the British Isles is Scotland, and after taking care of them, you can conquer just about anywhere with longbows backed by tough English Knights!


  • Aerith and Bob: Despite ostensibly starting as Norman and Plantagenet England, you can have members of your royal family with Anglo-Saxon names like Tostig, Morcar and Uhtred well into the 15th Century. It gets even worse when you have a general with a very Anglo-Saxon first name and a very Norman surname, such as "Aelfgar Beaufort". England in the Britannia expansion generally averts this.
  • A Commander Is You: Ranger early on, Generalist later. Starts out with excellent Longbowmen archers and Billmen to protect them, and later get much stronger equivalents like Retinue Longbowmen, Armoured Swordsmen (a Dismounted Feudal Knight with more armor and less upkeep), and English Knights for a well-rounded army. So England is quite strong overall and their isolated island position keep them relatively safe as well, making them a good choice for a first time player.
  • Arch-Enemy: Eliminating Scotland in the north is not only a win condition, but it will leave you unchallenged in the British isles, and Scotland is considerably weaker than you so focusing on them first is recommended. France is also a target but France will be harder to destroy.
  • Annoying Arrows: Averted, hard. Longbows and their long-range, armour-piercing projectiles give England an absurd edge in the opening skirmish. Only end-game gunpowder units have a chance of outshooting them.
  • Knight In Shining Armour: Where would England be without her English Knights? Clad in steel plate and exceptionally well trained, English Knights lack the wild abandon of their mainland counterparts in France and Germany but remain solid warriors nonetheless.
  • Men of Sherwood: You can recruit the famed expert archers of Sherwood Forest.
  • National Weapon: Two. The longbow, a large bow crafted of English yew wood that can shoot arrows at incredible distances and velocities, and the bill, a polearm derived from an agricultural tool where the cutting blade curves inwards, able to sever limbs and find weakspots in armour.

    France 
Culture: Northern European
Religion: Catholic
Notable Units: Lancers, Noble Knights, Aventurier, Gendarmes, French Mounted Archers, Scots Guard, Voulgier

The Kingdom of France starts mostly unified, but the map represents the decentralized nature of French nobility as a few settlements such as Bordeaux and Dijon start under rebel control. It has also seen the region of Normandy slip away into English hands. It is boxed in by numerous powers like Spain and the Holy Roman Empire. France will need to rely on its elite cavalry to drive them back, though later France does gain some powerful infantry and ranged units.


  • Arch-Enemy: Perfide Albion has the gall to claim Normandy as their own, when it is rightfully French land. Eliminating England is a win condition for France.
  • Bow and Sword in Accord: Aventuriers, French nobles equally skilled in the use of the sword and the crossbow, fighting to protect France from her enemies in heavy plate.
  • Cadre of Foreign Bodyguards: The Scots Guard are Scottish soldiers who fight for the French king as archers.
  • Cheese-Eating Surrender Monkeys: Averted. France is the bane of the Moors or the Holy Roman Empire, with large armies of formidable units pulled out of nowhere, and France is also one of the most aggressive factions in the game, constantly calling Crusades on the Muslim and Pagans and waging war with their neighbours for little reason at all.
  • A Commander Is You: Brute Force/Elitist. France has some of the best heavy infantry and cavalry in the game, but also fields very good late ranged units in their Aventuriers (armoured crossbowmen) and Scots Guard (armoured longbowmen) and very good gunpowder artillery later on. However you pay a premium for these expensive, heavily-armoured noble units.
  • Knight In Shining Armour: If France has a hat, it is surely a shiny knight's helmet. Noble Knights are the creme-de-la-creme of France's noble class, who fight on horseback in steel armour with a deadly lance and a headstrong spirit that shocks their enemies. French Lancers are arguably the ultimate evolution of the European knight, with sophisticated all-body protection that will stop any attack short of a well-aimed musket bullet. No other faction besides arguably Poland has such supremacy in heavy cavalry.
  • National Weapon: The Voulgier infantry fight with a voulge, a curved-bladed polearm of French origin that no other faction has access to.
  • Shining City: Paris, of course!

    The Holy Roman Empire 
Culture: Northern European
Religion: Catholic
Notable Units: Forlorn Hope, Zweihanders, Gothic Knights, Teutonic Knights, Reiters, Imperial Knights

Famously described by Voltaire as "neither Holy, nor Roman, nor an Empire" the Holy Roman Empire starts out with lots of regions, mostly in Germany, it even controls one region in Italy! As a result it has to deal with lots of potential enemies. Care must be taken that the HRE does not run into too many conflicts at once... In the case that it needs to fight though, the HRE is fairly well-rounded and its signature unit is the Zweihander, used to slice through enemy formations.


  • A Commander Is You: Elitist/Specialist (Two-handed Swords): Has some of the best heavy troops in the game, both infantry and cavalry, but more focused on infantry with hefty two-handed swords, devastating on the charge but suffer in a protracted melee due to the lack of a shield. Though like the Byzantines they are lacking in late-game technology and professional troops.
  • Arch-Enemy: Denmark represents the main rival of the HRE in the north (and the faction you have to eliminate to win) but honestly the kingdom is surrounded by them: France to the west, Venice to the south, Poland and Russia to the east...
  • Army of Thieves and Whores: The Forlorn Hope, prisoners and volunteers desperate for glory, armed with thick armour and heavy swords and thrown into wall breaches and pike formations. They are strong, but lack discipline and numbers.
  • Cool, but Inefficient: In vanilla, infantry with two-handed weapons have a considerable windup before each attack and are prone to being stunlocked, making them much weaker in combat than their stats would indicate. No other faction is affected as badly as the HRE, as two-handed sword infantry are the kingdom's main feature. It also bears repeating that as they lack shields, missile troops will usually pick them apart, especially armour-piercing troops like gunpowder, crossbows and English longbows. This bug is rectified in the Teutonic campaign and German zweihander swordsmen are fierce troops indeed.
    • Gothic Knights of both varieties are this - they wear the distinctive style of armor like their name suggests, but dismounted ones suffer from the aforementioned drawbacks of two-handed weapons, and while the mounted ones even get to use armor-piercing maces in melee, their lack of shield and no defense bonus because of this still means they will probably lose against other comparable late-game cavalry despite being of a greater cost than them.
  • National Weapon: The mighty zweihander sword, able to shatter pikes and cleave armour with ease. Also, crossbows represent the ranged weapon of choice for the Germans.
  • Non-Indicative Name: Zigzagged. The Holy Roman Empire is not Roman in culture or origin (although parts of it did include remnants of the roman empire), it continually feuds with the Pope (but recieved the approval of the papal states a few times during its existence), and it doesn't even qualify as an empire in the classic sense, being a collection of feuding petty kingdoms and fiefdoms instead (all of whom did theorically answer to the emperor, at least).
  • Knight In Shining Armour: The Gothic Knights, so named for the distinctive style of their plate armour, are the elite German heavy shock cavalry, armed with a lance and a hefty mace.

    Hungary 
Culture: Eastern European
Religion: Catholic
Notable Units: Battlefield Assassins, Magyar Cavalry, Bosnian Archers, Royal Banderium, Hungarian Nobles, Croat Axemen, Transylvanian Peasants, Pavise Spearmen

The Kingdom of Hungary is a recent (re-)addition to the Catholic flock. Positioned on the border between Christendom and Orthodox and Muslims, Hungary faces a variety of enemies. It is much the better that the Hungarian roster of units is well varied, with heavy knights, Magyar horse archers, shielded Bosnian Archers, and even halberd wielding Transylvanian peasants.


  • A Commander Is You: Guerilla/Ranger. Starts with good light infantry and ranged cavalry, but no heavy melee cavalry to speak of. Later gets excellent heavy cavalry and Hussars, one of the best light cavalry in the game, but their heavy infantry is always lacking.
  • Born in the Saddle: The Magyar peoples who constitute much of Hungary's population and lend one of their most notable unique units.
  • Knight In Shining Armour: The so-called "Royal Banderium", who fight on horseback with lances, swords and heavy plate armour as the bodyguards and personal retainers of Hungarian nobles.
  • Ruritania: Accept no substitute.

    Milan 
Culture: Southern European
Religion: Catholic
Notable Units: Famiglia Ducale, Genoese Crossbowmen, Genoese Crossbow Militia, Carroccio Standard

The rich state of Milan already controls Genoa and Milan on Italy, instantly giving it a better position in Italy over its hated rival Venice. That's it, though. Milan must move quickly to take rebel settlements before nearby factions do, leaving Milan weak and cornered in its little spot in Italy. The Milanese specialty unit is the Genoese Crossbowmen, which can take a lot of punishment with pavise shields and deal it right back, and then some more with the most powerful crossbows in the entire game!


  • A Commander Is You: Spammer early on, Specialist/Technician later, Economist through out. Starts with lots and lots of cheap and better-than-average Italian militia, but later gets units like Famiglia Ducale, Genoese Crossbowmen and their Militia variant, also Musketeers and Monster Ribaults once gunpowder has been discovered. Genoese Crossbowmen are the best missile infantry in the game, but Milan's melee infantry and cavalry options are lackluster, leading them into a Specialist role. Like Venice on the other side of Italy, Milan has a very good starting position to build up a trade empire.
  • Arch-Enemy: Venice is your main rival in the Italian peninsula, and France also presents an existential crisis for Milan.
  • Chronic Backstabbing Disorder: The Milanese AI tends to betray any alliances made with it and attack their neigbours at the worst possible moment.
  • National Weapon: The crossbow, wielded by Milanese and other Italian militias and favoured for ease of use and stopping power. The Genoese who fight for Milan are professional mercenaries who fight with the crossbow and sometimes with a pavise, a large shield that provides cover while the crossbows reload.

    Moors 
Culture: Middle-Eastern
Religion: Islam
Notable Units: Tuareg Camel Spearmen, Christian Guard, Lamtuna Spearmen, Camel Gunners, Desert Cavalry, Granadine Jinetes, Granadine Lancers, Granadine Crossbow Cavalry, Crossbow Militia

The Moors represent the Moroccan and Granadan Muslim sultanates. Pushed back by the Reconquista, the Moors must take on two Catholic factions at once, Spain and Portugal, if they hope to claim the Iberian Peninsula all for themselves. They might have to fight long wars with Sicily and maybe even Egypt over control of Tunis. Though the Moors possess excellent skirmishers and mastery over camel units, their heaviest units come in the form of the Christian Guard...


  • A Commander Is You: Guerilla/Specialist (Cavalry) and a dash of Economist. Very good skirmishers and desert units, strong sword infantry in the Urban Militia and Dismounted Christian Guard, adequate heavy cavalry, and in the late-game very dangerous gunpowder units with Sudanese Gunners and Camel Gunners. Potential Game-Breaker with Timbuktu and Arguin, two of the richest provinces in the game, isolated from everyone else in the world and almost impossible to lose once you take them.
  • Arch-Enemy: Sandwiched between Spain and Egypt, the Moors have a desperate fight on their hands on two fronts.
  • Cadre of Foreign Bodyguards: Christian Guard combine this with The Quisling. They are Christian knights who lend their services to Muslim Sultans, which is beneficial for the latter as guards from outside the Muslim culture cannot attain power themselves and their loyalty can thus be relied upon.
  • Crutch Character: They have exceptional light cavalry and infantry in the early period, some of the best available, but they lack heavier late-game units.
  • From Nobody to Nightmare: In the 8th Century the Moors were a simple nomadic people living along the north coast of Africa. They converted to Islam and spread rapidly in all directions, including into the Iberian peninsula.

    Poland 
Culture: Eastern European
Religion: Catholic
Notable Units: Hussars, Polish Nobles, Strzelcy, Lithuanian Cavalry, Polish Knights, Polish Retainers, Polish Guard, Polish Shooters, Lithuanian Archers

Poland forms the eastern front of Christendom, and is known for fantastic cavalry, at least later on in the game. Even early on, Poland has both horse archers and horse crossbowmen, giving them a unique advantage. It has plenty of room to expand East towards Russia, but will quickly find rebel territories run out in the west, taken by factions like Denmark, the Holy Roman Empire, and Hungary.


  • A Commander Is You: Guerilla early on, Brute Force later. Needs to employ hit-and-run-tactics early on, due to the generic Mailed Knights being replaced by ranged Polish Nobles, but gets some very good heavy cavalry units later. Generally lacks good missile infantry, so Polish armies will often be outshot.
  • Arch-Enemy: Russia will be sweeping west to get contact with the other courts of Europe, and while weaker than you initially, they have plenty of room to grow and lack other immediate rivals unlike you - you have the Holy Roman Empire breathing down your neck, and Hungary to the south.
  • Born in the Saddle: The Poles pride themselves on the quality and diversity of their cavalry. They adopted western knightly traditions quickly, and their Polish Knights are some of the most formidable in all Europe.
  • National Weapon: The javelin, a weapon used by Polish nobles on horseback to deal heavy damage before closing into melee.

    Portugal 
Culture: Southern European
Religion: Catholic
Notable Units: Portuguese Arquebusiers, Portuguese Knights, Aventuros, Lusitanian Javelinmen, Jinetes

The Portuguese start out splintered, Lisbon in the west and Pamplona in the east. They share Spain's affinity with skirmishers and light troops, but later on distinguish themselves with superior Portuguese Arquebusiers and Aventuros, deadly pikemen that can stand up to even Scottish pikes. However, they are clearly threatened by Spain driving a wedge between both halves of Portugal, and the Moors to the south look eager for conquest...


  • A Commander Is You: Guerilla early on, Elitist/Brute later. Has some of the best skirmisher units in the game that stay useful throughout the game, but later gets things like Conquistadores from New World settlements (both mounted and on foot), Portuguese Arquebusiers and Aventuros (elite pikemen) allowing for very powerful and relatively high-tech pike and shot armies. Portugal also has a very good naval game too.
  • Arch-Enemy: Spain is the faction you must eliminate to win. King Alfonso has made it his goal to become King of all Iberia, so you are right in the firing line.
  • Cool Boat: The Caravel, the most powerful late-game warship, ensuring Portuguese dominance in naval affairs.
  • Magikarp Power: They start with good militia and skirmishers but little else. However they soon develop large and powerful professional armies bristling with gunpowder weapons and elite cavalry.
  • The Musketeer: Portuguese Arquebusiers are deadly with their guns, but also comfortable in melee, fighting with swords.
  • Rising Empire: The youngest fledging power in Europe, Portugal is a nation with a lot of potential, as they proved in real life.

    Russia 
Culture: Eastern European
Religion: Orthodox
Notable Units: Boyar Sons, Tsar's Guard, Cossack Musketeers, Kazaks, Dvor Cavalry, Cossack Cavalry, Bardiche Axemen, Druzhina

Hailing from isolated Novgorod, the faction of Russia faces rebels galore. While it may be a relaxing change of pace away from the crowded Europe, Russia still needs to expand into the world before the world expands into Russia. Russia eventually gains both great melee and missile cavalry, playing quite differently from any other faction.


  • A Commander Is You: Spammer early on, later Ranger, Technician or Generalist, depending on the playstyle. In the early game, Russian troops are strictly mediocre, especially in regards to infantry. Russia's cavalry is a much different story, with superb missile, medium and heavy cavalry in the Cossack Cavalry, Boyar Sons and Tsar's Guard. In late-game Russia's infantry improves marketedly with good (and in the case of missile infantry, downright impressive) units like Berdiche Axemen, Dismounted Dvor and Cossack Musketeers.
  • Arch-Enemy: Poland is the kingdom that separates Russia from the rest of the world and will be your main competitor in vying for territory in the east. Later on, the Mongols will arrive and pose the greatest threat to Russia's existence.
  • Born in the Saddle: Who else but the famous Cossacks, who fight as skilled (if unruly) horse archers?
  • Early Game Hell: You start isolated with no nearby allies, facing a Polish kingdom who likely will have superior forces to you, and what's worse, you are right in the firing line of the Mongols, so you will be wiped out if you do not prepare for their coming.
  • Horny Vikings: The Rus retain much of their Nordic ancestry. Druzhina fight in the classic Scandinavian style, with a wicked axe, chainmail or brigandine and a round wooden shield. The Lad'ya ship is like a cross of a Cog and a longship.
  • Magikarp Power: Poor and isolated from the rest of Europe, Russia is a kingdom with very limited power early on. Poorly-armed militia and Woodsmen will make up the bulk of your armies. Survive, and the rewards are great: superb heavy cavalry and one of the best gunpowder units available, the Cossack Musketeers.
  • National Weapon: Nearly all Russian units prefer axes over swords in a fight, but Bardiche axemen particularly strike fear into the hearts of their enemies, right before striking at their enemies!
  • Not the Intended Use: When playing as Russia, several campaign guides advise that you load your starting forces onto a ship and take them to Scotland. There are several Rebel settlements present to gain a foothold and, being an Eastern Orthodox rather than Catholic faction, you don't have to worry about excommunication when the time comes to wage war on your Catholic neighbors. Russia's biggest weakness is its impoverished, resource-poor territories which are surrounded by enemies that keep it from reaching its elite, late-game roster units for a very long time. The territories of the British Isles and western Europe generally don't have this problem, turning Russia into a juggernaut. Plus, you'll be very far from the eastern edge of the map when the Mongols show up, another major obstacle for the Russians when remaining in their historical territories.
  • Palette Swap: Novgorod in the Teutonic campaign is functionally the vanilla Russia with a new colour scheme. They have all the same units.
  • The Power of Friendship: Druzhina roughly translates to "Fellowship" or "Brothers" in Ukrainian. They serve as the bodyguards to Rus chieftains and are formidable in battle.

    Scotland 
Culture: Northern European
Religion: Catholic
Notable Units: Highland Nobles, Highlanders, Highland Rabble, Highland Pikemen, Noble Highland Archers, Scots Pike Militia, Heavy Pike Militia, Noble Pikemen, Noble Swordsmen

The small kingdom of Scotland is pinned in the British Isles by England down south. Take down the English, or strike out into Europe, or maybe even the Holy Land? Any way you choose, Scotland is famous for their pikes that can stop even the heaviest cavalry charge in its tracks.


  • A Commander Is You: Brute/Specialist (melee infantry). All of Scotland's melee infantry hit hard on the charge with near-unbreakable morale and shred armour like chainsaws, and they also have good pikemen, but by far the worst ranged units in the game (with poor range and zero access to armour-piercing) and below-average cavalry. Possibly also a Pariah, due to the dominance of cavalry over infantry generally.
  • Arch-Enemy: Eliminating England and establishing Scotland's control of Britain is the first task at hand, but Denmark might also attempt to invade.
  • Artistic License – History: Scotland in this game is depicted as "Braveheart-land". Their best units are highlanders going for Mel Gibson's William Wallace look, complete with ahistorical kilt and blue woad. Averted by their late-game units, who follow the medieval fashion and wouldn't have looked so out of place in Scotland at the time.
  • Barbarian Tribe: The most isolated and primitive of the European kingdoms, but fierce in battle and lovers of war.
  • Brave Scot: Scottish troops, even their basic Highland Rabble, are Blood Knights with high morale who will only ever flee if the situation is clearly utterly hopeless.
  • Crippling Overspecialization: Scotland is considered one of the lower tier kingdoms in the game, as they are heavy infantry specialists in a game and time period where cavalry was king. As many Scottish units are lacking shields and armour, they also take casualties when shot at by missile troops or counter-charged by heavy cavalry.
  • National Weapon: The pike, and the claymore.

    Sicily 
Culture: Southern European
Religion: Catholic
Notable Units: Norman Knights, Muslim Archers

The Norman kingdom of Sicily is renowned for its fierce knights, and controls Naples and Sicily in Italy. It starts with great expansion opportunities to the west (Sardinia and Corsica), east (Durazzo), and south (Tunis).


  • A Commander Is You: Spammer early on, Generalist later. Starts with high-quality Italian militia, above-average Muslim Archers, and excellent Norman Knights once Palermo has been upgraded once; later fans out into an average all around, but without the Carracio Standard for Italian armies morale can be a problem.
  • Knight In Shining Armour: Of all the knigtly traditions in Europe, none surpass the Normans. They practically invented the concept! So it comes as no surprise that Sicilian Norman Knights are some of the strongest knights available to any kingdom, with incredibly heavy armour and high morale.

    Spain 
Culture: Southern European
Religion: Catholic
Notable Units: Tercio Pikemen, Conquistadores, Jinetes, Gendarmes

Represents the Christian kingdoms in Spain but mostly Castile (as they historically rose to prominence), Spain enjoys both tough knights and speedy javelinmen and Jinetes that can harass enemies. But the Iberian Peninsula is shattered between Spain, the Moors, and Portugal...


  • A Commander Is You: Guerilla early on, Elitist/Brute Force later. Has some of the best skirmisher units in the game that stay useful throughout the game, but later gets units like Sword & Buckler Men, Tercio Pikemen and Conquistadores once they capture settlements in America.
  • Arch-Enemy: The Moors. The Muslims must be driven out of the Iberian peninsula, and Portugal also represents an early rival as well.
  • Elite Army: By the end game, Spain will have one of the most powerful and varied unit rosters in the game, fittingly as they became a superpower in the time-frame represented in game.
  • War for Fun and Profit: Conquistadores are some of the bravest, most skilled and most ruthless fighting men around. They can only be recruited in America, and are devastating against the Aztec natives.

    The Turks 
Culture: Middle-Eastern
Religion: Islam
Notable Units: Sipahi Lancers, Janissary Archers, Janissary Musketeers, Janissary Heavy Infantry, Ottoman Infantry, Qapukulu, Naffatun

Represents the Seljuk Turks and later the Ottoman Empire. Notorious for an extensive roster of horse archers early on, and professional Janissary troops make excellent infantry in the late game, wielding muskets, bows, and halberds.


  • A Commander Is You: Guerrilla/Ranger early on, Brute Force/Technician later. Starts out with mostly light infantry and ranged units, leaving them with issues when contending with heavier opponents and in sieges. Later on the Turks get Qapukulu, Janissary units and Monster Bombards, all very impressive units. While Byzantium is strong and slowly peters out as her rivals catch up, the Turks start out leaving quite a bit to be desired, but soon become a force to be reckoned with.
  • Army of Thieves and Whores: The famed Janissary troops, made up of levies of Christian boys and prisoners who have converted to Islam, often at the point of a sword. They are renowned for their courage and skill.
  • Barbarian Tribe: Early on, the Turks represent the Seljuks, a tribal people who migrated west from the steppes of the Caspian.
  • BFG: The famous Dardanelles gun is available as the Grand Bombard. It is an insanely effective siege gun able to smash most walls in one shot, but it is inaccurate against infantry.
  • Born in the Saddle: The Turks have exceptional cavalry, like the famous Sipahi lancers and Qapukulu.
  • Bow and Sword in Accord: Armed with a composite bow, a sword and light armour, Ottoman Infantry are just as much at home fighting in melee as shooting at enemies.
  • Composite Character: The Turks represent the Seljuk early on, and the Ottomans later.
  • Slave Mooks: The Qapakulu, or "court slaves", are fierce heavy cavalry raised from poor noble sons. The entry requirements are strict and so is the training, but they are one of the few troops who outrank a Janissary.

    Venice 
Culture: Southern European
Religion: Catholic
Notable Units: Venetian Heavy Infantry, Stradiots, Venetian Archers, Carroccio Standard

Italian merchant republic with ambitions of a maritime empire, starting in control of the prosperous city of Venice, nearby rocky Ragusa, and the island of Crete. Tough Italian spearmen and Venetian Heavy Infantry form the backbone of their armies. Really hates Milan.


  • A Commander Is You: Spammer early on, Specialist/Technician later, Economist throughout. Starts with lots and lots of cheap and better-than-average militia, but later gets units like Stradiots (one of the best light cavalry in the game), Venetians Archers and armor-piercing Venetian Heavy Infantry. Venice is in a good starting position to build a trade empire and benefits a lot from gunpowder technology, with armies bristling with matchlock muskets and ships equally bristling with cannons.
  • Arch-Enemy: To the west, the Milanese are poised to go to war for control over Italy. To the north, the Holy Roman Empire looms, blocking the path for northward expansion. And to the east, the Byzantines represent Venice's greatest obstacle in founding a Mediterrainean trade empire.
  • Bow and Sword in Accord: Venetian archers are the ultimate fusion of east and west; clad in European armour but equipped with an Asian composite bow. They hit hard and defend well.

Americas Campaign

    Apachean Tribes 
Culture: Native American
Religion: Great Spirit/Pagan
Notable Units: Koitsenko

Native American tribe that resides in Southern North America. Alongside with the Chichimec tribes, they can unlock more units by conquering settlements and winning against battles of the Europeon powers. Also uniquely, they can call in Warpaths, which functions similar to the main game's Jihad.


  • A Commander Is You: Spammer/Ranger type. Like all Native American factions, they lack armor, focusing on mere numbers to outdo their enemies. Unlike the other Native American factions, the Apache has access to better archer units. They are the only Native American faction that has access to mounted archers and mounted gunpowder units (Outside of European factions)
  • Not the Intended Use: The Apache can use Warpath to just travel long distances to anywhere they would want to conquer. Just note that your Warpath army will desert if you take too long.

    The Aztecs 
Culture: Mesoamerican
Religion: Sun God/Pagan
Notable Units: Jaguar Warriors

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    Chichimec Tribes 
Culture: Mesoamerican
Religion: Sun God/Pagan
Notable Units: Guachichil Warriors, Zacateco Archers

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  • A Commander Is You: Guerilla faction. Their Zacateco Archers can hide anywhere in the battlefield. Like all other Native American factions, they lack armor.
  • Palette Swap: They function similar to the Apaches without the ability to use Warpath. Like the Apaches, they have to conquer or win battles with the Europeon powers to gain the ability to create certain units.

    The Mayans 
Culture: Mesoamerican
Religion: Sun God/Pagan
Notable Units: Hornet Throwers

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    The Tarascans 
Culture: Mesoamerican
Religion: Sun God/Pagan
Notable Units: Priests of Quetzalcoatl

[This description was copied in violation of our Plagiarism policy. Please replace it with original writing.]


  • Palette Swap: They function similar to the Aztec Empire- with the same unit roster, except as a weaker faction.

    The Tlaxcalans 
Culture: Mesoamerican
Religion: Sun God/Pagan
Notable Units: Priests of Quetzalcoatl

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  • Palette Swap: They function similar to the Aztec Empire- with the same unit roster, except as a weaker faction.

Britannia Campaign

    Ireland 
Culture: Northern European
Religion: Catholic
Notable Units:''' Deisi Javelinmen, Ridire, Muire, Ulster Swordsmen, Calivermen, Ceitherne, Ostmen

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  • A Commander Is You: Guerrilla/Technician. Lots of skirmishers and light troops, very good Calivermen gunpowder units (infantry and cavalry), and some decent light and medium cavalry too. Unfortunately they lack quality spearmen and heavy cavalry, and their line infantry while decent are also unreliable.

    Norway 
Culture: Northern European
Religion: Catholic
Notable Units: Gotland Footmen

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  • A Commander Is You: Brute Force. Mostly a copy of Denmark, with the addition of Gotland Footmen, heavy two-handed swordsmen. Focused on heavy infantry with some cavalry and ranged units acting in support.

    Wales 
Culture: Northern European
Religion: Catholic
Notable Units:''' Saethwyr

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  • A Commander Is You: Guerrilla/Ranger: Wales has a focus on superior longbowmen (better even than England's) and light infantry, but no real heavy infantry. Many Welsh units have multiple functions; their Magnelwyr gunners for instance also have heavy armour and an axe, so they are quite capable faux-heavy infantry as well.

Teutonic Campaign

    Lithuania 
Culture: Eastern European
Religion: Pagan
Notable Units: Dievas' Guard

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  • A Commander Is You: Guerilla/Loyal as Pagans, Generalist as Christians. Unable to stand to the Teutonic Order man-to-man, but with some really scary pagan melee troops and high-morale religious fanatics. After their conversion to Christianity, they get heavier infantry and some very good gunpowder troops.
  • Discard and Draw: Converting to Christianity disbands all of Lithuania's pagan units in exchange for access to Arquebusiers and Chivalric Knights.

    The Teutonic Order 
Culture: Northern European
Religion: Catholic
Notable Units: Ritterbruder

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  • A Commander Is You: Brute Force/Elitist. Brimming with heavy troops, yet little in the way of skirmishers and only mediocre ranged units, save the Livonian Auxiliaries.


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