I have made a visual guide for all units in the game and their classifications. So next time you see a technology that boosts Gunpowder Units, or Archers, or Hand Infantry, you know where to look. It can also help to learn what counters what.
Every classification is taken from the game’s code, even though some of them are invisible in the UI (such as Archer tag or the ‘AbstractCoyoteman’ tag).
I have to say that some of the Revolution units were not included simply because they are just reskins of other ones, with a few tweaks. The units not included are:
Settler: Metis Pathfinder (Canada)
Renegado: Hajduk (Hungary, Romania), Chinaco (Mexico)
Pirate: Buccaneer (Haiti)
Comanchero: Gaucho (Argentina), Morochuco (Peru), Cowboy (USA)
Revolutionary: Voluntario da Patria (Brazil), Grenzer (Hungary), Peruvian Legion (Peru), Dorobant (Romania)
Musketeer: Independence Guard (Gran Colombia)
Grenadier: Hungarian Grenadier (Hungary)
Skirmisher: Karelian Jaeger (Finland)
Hussar: Hussar of Death (Chile), Magyar Hussar (Hungary)
Dragoon: Independence Dragoon (Brazil), Rostor Dragoon (Romania)
Cavalry Archer: Wallachian Horse Archer (Romania)
Jaeger: Pandour (Hungary, Romania) – exactly same stats as regular Jaeger, just different name
Stradiot: Crabat (Hungary, Romania)
A few interesting things to know about the european arsenal techs
- Infantry Breastplate increases the HP of ALL Hand Infantry (yes, including Pets!), However, for archers, it only boosts Foot Archers (including the Eagle Runner Knight, which is also shock infantry). So, mounted archers are not affected by this particular tech.
- Flint Lock and Paper Cartridge (Advanced Arsenal techs) will boost ALL Gunpowder Units. So this means also Leather Cannons and Cetbang Cannons.
PS: Contrary to popular belief, when a tech says it affects “Ranged Infantry”, it means ALL, not just skirmisher-type units.
A few interesting things to know about the native techs
- The Carib techs for archers applies to ALL archers (including cavalry). The same is true for Seminole and Tupi techs.
- In this game, techs that boost fishing boat gather rate, such as the Huron Fish Wedding will also affect the War Ships that can gather from fish/whale (such as the Caravel), cause they are also tagged as Fishing Boats.
- Similarly, techs that affect villagers will also affect fishing boats, cause they are also villagers. One example is the Nootka Bark Clothing and the Jesuit Christian Schools.
Stealth units are not tagged because they are not a classification, but rather an ability. Nonetheless, I have included them in the visual guide. The list of Stealth units are:
□ Jaguar Prowl Knight
□ Coyote Runner (needs card)
□ Forest Prowler
□ Tashunke Prowler
□ Lakota War Chief (needs card)
□ Japanese Monk (needs monastery tech)
□ Navajo Rifleman
□ Native Scout
Most units have their speed halved when going into stealth mode, except the Shinobi and the Navajo Rifleman, who lose 25%/30% speed respectively.
When it comes to stances, they are based on the Ranged/Hand tags.
The Defend and Stand Ground stances are present for all infantry, shock infantry and cavalry. They don’t change any of the unit stats.
Exception: Pets don’t have these buttons. Petard and Ram also have this button layout, despite not being tagged as Hand Infantry.
Exception: The Flamethrower is the only Ranged Infantry that does not have Melee Mode.
Exception: The Flail Elephant is the only Hand Cavalry that does not have Trample Mode.
(HAKKAPELIT + HARQUEBUSIER)
Since these two are the only units that are both Ranged Cavalry and Hand Cavalry at the same time, they have both Stagger Mode and Trample Mode available for them simultaneously.
NOTE: For Artillery, the Leather Cannon and the Cetbang Cannon are the only ones that are always in Bombard Mode. They really should be viewed as Gunpowder Infantry rather than Artillery.
That’s it for now. If I think of other things to add, I’ll edit it.