List units of Cossacks: European Wars

This article lists and details the various units of the video game Cossacks: European Wars as of its let us add-ons, Cossacks: The Art off War and Cossacks: Back to War .

Introduction

In this play, the units do not create for themselves ex nihilo , except for certain campaigns, for the editor or if certain codes are used. To create a unit, it is necessary before to be ensured to have the resources (wood, food, stone, gold, iron and coal) necessary: according to the wished unit, one will need a variable quantity of one or several resources. Moreover, one cannot all build as of the beginning: for the buildings, the first three available is the mill, the mine and the town hall. The construction of the town hall allows that of the forging mill, the latter authorizes the acquisition of a barracks, etc This will be detailed in the article. Lastly, the passage to the eighteenth century (not available for all the nations) authorizes to him also new creations (Barracks 18th) or new units (in particular in the stable). This change of century also makes it possible to acquire the technology of the Montgolfier whose startup makes it possible to reveal the totality of the chart.

Note on the examples

In this article, unless otherwise specified, the examples given (resources required, characteristic,…) are starting from the nation by defect, the Bavaria.

Moreover, the prices indicated are those for the first unit created. The cost can indeed increase according to the number by already existing units. The units whose price can thus vary are announced by an asterisk (*) in the title of their paragraph.

Will also know that certain units or characteristics mentioned come into play only with the first extension, " The Art off the War".

Eighteenth century?

The passage to the eighteenth century brings many advantages to the player concerned: new units (barracks 18th…), technologies (montgolfier: revelation of all the chart…),…

To pass to the 18th century, it is already necessary to have at least a specimen of each building in operating condition, except for the dwellings, ports, mines, turns, walls/palisades and diplomatic center. The necessary resources depend on the nation.

Captures?

The civil buildings (excluded church), the peasants, the arsenals, the mines and any building in the course of construction can be captured by the enemy if no allied unit protects them. The capture of a unit by the enemy makes it possible this last to profit from new units, technologies, etc and conversely for you and the enemy units.

Dwellings?

Certain buildings (town halls, barracks, dwelling) provide you a variable number of dwellings. When the number of your human units reaches the total of these dwellings, it is necessary to build news or to remove existing human units of them to be able to continue creation of it.

Civil buildings

Except contrary mention, all the buildings of this category can be captured by the enemy.

Hotel of ville*

  • Points of life: 4030

  • Value: 10.00
  • necessary Resources: hone (700), wood (700)
  • Raccourci keyboard: C

The town hall is the place of generation of the peasants. It provides 100 dwellings normally (50 for a nation like the Algérie). This building also makes it possible to pass to the eighteenth century, to select the idle peasants and the mines in underdevelopments (which do not contain the authorized maximum of peasants). Moreover, just like the reserve, it can, even in ruins, to store the stone, the wood or food collected by the peasants.

Its creation allows those of the forging mill, the dwelling, the reserve and the church.

Moulin*

  • Points of life: 20000

  • Value: 0.01
  • necessary Resources: wood (30), stone (150)
  • Shortened keyboard: Y

The mill is often the first means used to produce food. It is surrounded by fields, which logically encourages to place it in a cleared zone, without layer, or buildings in the vicinity immediate. The mill, if it is not in the course of improvement (two possible evolutions, improving the output, of which one at the 18th century), is the principal stock room of the food collected in the fields which it generates.

Its construction (jointly with that of the reserve) allows that of the market.

Mine

  • Points of life: 2500

  • Value: 5.00
  • necessary Resources: wood (100), stone (100)
  • Shortened keyboard: NR

The mine is construction making it possible to extract gold, the iron and the coal of their respective layers. One can distinguish three besides " modèles" with the identical functionalities for these three types of layers. The mine can be built only on one of these layers. For an optimal output, the mine can be improved six times to reach an inside working maximum of 95 peasants (however, the mine does not act like a dwelling). In the play, a mine never becomes exhausted. The mine works in autonomy: it does not require, contrary to the work of wood or the stone, a reserve or a town hall.

Note: not very current thing compared to the other buildings, the mine does not burn before falling in ruin; it explodes directly after the loss of its points of life.

Forge*

  • Points of life: 5500

  • Value: 5.00
  • necessary Resources: wood (100), stone (50), iron (740)
  • Shortened keyboard: L

The forging mill allows various technologies improvements concerning metal: " new tools agricoles" (increase in the capacity of the mills) or " iron forgé" structures; (increased resistance of the buildings) are examples of these improvements.

Its creation opens the way with those of the barracks and the stable.

Réserve*

  • Points of life: 10000
  • Value: 0.30
  • necessary Resources: wood (50), stone (20)
  • Shortened keyboard: T

The reserve is only one stock room of the resources wood and stone. She proposes itself no improvement (profitability, etc).

Its creation allows those of fences, walls and turns.

Habitation*

  • Points of life: 4000

  • Value: 1.00
  • necessary Resources: wood (50), stone (50)
  • Shortened keyboard: D

The dwelling cabin 15 units. Like the reserve, she does not propose improvement in itself and its capacity is affected by no discovery.

This building is not necessary to pass to the 18th century.

Marché*

  • Points of life: 4000

  • Value: 5.00
  • necessary Resources: wood (450)
  • Shortened keyboard: E

The gone makes it possible to exchange a resource against another. There are very variable ratios of exchange: for example, 10000 of food are exchanged against a few hundreds of gold. With each exchange carried out, the " prix" required resource increases, i.e. one has some less for all that resource offered. In general, the resources the best with dimensions ones are gold, iron and coal. It can be interesting to be focused on resources such as the stone or wood to constitute a reserve of several million and to thus be able of it to counter a lack of gold or food for example.

After the creation of the market, that of the port becomes possible.

Cathédrale*

  • Points of life: 4200

  • Value: 5.00
  • necessary Resources: wood (100), stone (100), iron (50)
  • Shortened keyboard: H

The cathedral is one of the rare nonmilitary buildings not being able to be captured by the enemy. It produces chaplains exclusively.

Académie*

  • Points of life: 63000

  • Value: 5.00
  • necessary Resources: wood (1450), stone (900)
  • Shortened keyboard: J

The academy is the building being used to discover new technologies in very diverse fields: output of agriculture, of fishing or the peasants in general, effectiveness of artillery (carried, precision, damage,…), improvement of the production of stone or wood, speed of the construction of the boats, etc After the 18th century, the majority of the nations can also reach the montgolfier (revelation of all the chart).

Its creation activates the possibility of founding the diplomatic center.

Military buildings

Except contrary mention, the units quoted in this category are not capturables by the enemy.

Barracks 17e*

  • Points of life: 40000

  • Value: 5.00
  • necessary Resources: wood (100), stone (100), but (300)
  • Shortened keyboard: B

The barracks 17th is the place of training and creation of all the infantrymen 17th (except the diplomatic center). One can find thus there the piquiers, the musketeers, the roundshier, the halberdiers, as well as the drums and the officers 17th. It makes have 150 additional dwellings.

Its creation authorizes that of the academy.

Écurie*

  • Points of life: 10000
  • Value: 5.00
  • necessary Resources: wood (3750), stone (850), but (950)
  • Shortened keyboard: S

The stable is the place of formation and creation of all the cavalry of the play (except the diplomatic center). After the passage to the 18th century, the stable proposes new units (example: dragon 18th).

Once the built stable, there is possibility of founding an arsenal.

Arsenal*

  • Points of life: 40000

  • Value: 5.00
  • necessary Resources: wood (350), stone (1000), iron (1400)
  • Shortened keyboard: R

The arsenal is the place of improvement and production of your units of artilleries: gun, howitzer, mortar and ribaudequin are its monopolies. Rare fact for a military building, the arsenal can be made capture by the enemy.

Tour*

  • Points of life: 20000

  • Value: 5.00
  • necessary Resources: wood (100), stone (100), but (150)
  • Shortened keyboard: V

The turn is a building provided with guns. Its relatively high time of construction in fact especially a construction to build at home to defend oneself. Six successive improvements make it possible to increase the number of guns inside the tower and thus to improve considerably rate of shooting. The tower consumes 3 units of iron and 13 units of coal by shooting and its maintenance requires gold (like the majority of the pieces of artillery: if there is no more gold, the tower will not draw).

This building is not necessary to pass to the 18th century.

Diplomatic center

  • Points of life: 4500

  • Value: 5.00
  • necessary Resources: wood (4700), stone (1900)
  • Shortened keyboard: no

The diplomatic center is the only building which cannot exist in two specimens at the same time. It is the place of creation of roundshier, infantrymen, archers, pomegranates, cossacks and dragons 18th. These units require only gold to fight: it acts mercenaries. However, their power compared to the " originaux" is limited by the absence of improvements.

Caution: if you do not have gold sufficient any more to maintain your mercenaries, remove them or send them far from your positions, because they will be mutineront.

This building is not necessary to pass to the 18th century.

Barracks 18e*

  • Points of life: 55000

  • Value: 5.00
  • necessary Resources: wood (1700), stone (2950), but (12500)
  • Shortened keyboard: K

The barracks 18th is the evolution of the barracks 17th. It can be created only after the passage to the 18th century. It has a capacity of dwelling " record" : 250 people. The units available are the piquier and the musketeer 18es, the pomegranate, the drum and the officer 18es.

Various buildings

The buildings of this category are not capturables by the enemy.

Port

  • Points of life: 65000

  • Value: 5.00
  • necessary Resources: wood (1700), stone (1100), iron (500)
  • Shortened keyboard: F

The port is the place of production of the various ships of the play, that they are simple fishing vessels or imposing buildings like the frigates or the ship of the lines. One can produce also there ships of transport, sailing ships, etc

In the case of the fishing vessels, the port their is what the mill is to the peasants working with the fields: the place where they bring back captured fish.

The improvements available directly in the port are the " New ships of reconnaissance" (evolution of the sailing ships) and " Ships equipped with mortiers" (evolution of the galères). After the passage to the 18th century and subject having as a preliminary " découvert" the ship of the lines and the frigates in the academy, one can also create and repair frigates and ship of the lines 18es.

The port can be built only on one bank, but all the charts are not equipped with water. For this reason the construction of a port is not necessary for the passage to the 18th century.

Wall

  • Not of life: 65000

  • Value: 0.01
  • necessary Resources: hone (51)
  • Raccourci keyboard: W

The wall is seldom used with the unit. It is about a construction with primarily defensive, resistant and insuperable vocation in the state. A wall can be destroyed only by the artillery (guns, howitzers, mortars, turns, men-of-war,…) and by units like pomegranate, the tatar or the archer (these two last drawing from the arrows ignited on the buildings).

One can, by preoccupation with a convenience, to set up doors in the place of each piece of wall which itself is located between two other pieces " brutes" (without door). These doors (cost per unit: 500 of stone) open and are closed again at will (shortened keyboard: L).

This building is not necessary to pass to the 18th century.

Caution: peasants without monitoring can be made capture by the enemy even through a wall if they approach too much it.

Enclose

  • Not of life: 500

  • Value: 0.01
  • necessary Resources: wood (5)
  • Shortened keyboard: X

The fence is seldom used because it offers only few advantages compared to the wall. It is about a construction whose time of manufacture is extremely short and through which the units can draw. However, it can be made destroy by privates (piquiers, riders,…).

There exists a system of doors similar to that of the wall (cost of a door: 400 of wood).

Caution: peasants without monitoring can be made capture by the enemy even through a fence if they approach too much it.

Civil units

Peasant

  • Points of life: 100

  • Value: 0.20
  • Place of production: town hall
  • necessary Resources: food (100)
  • Shortened keyboard: no

The country is the unit which cultivates the fields, which works in the mines or with the various layers. It is advised to protect the groups from peasants with a few other human units (infantrymen or riders) in order to prevent that the enemy does not capture them. Moreover, protected (or only, if there are only other peasants opposite), the peasants can be used soldiers with 20 points as attack.

Chaplain

  • Points of life: 100

  • Value: 0.10
  • Place of production: cathedral
  • necessary Resources: food (50), but (5)
  • Shortened keyboard: S

The chaplain is a rather special unit at various levels. Initially, it is a civil unit which cannot be captured. Then, it with the capacity to look after the units which surround it (5 points of life recovered by cycle). Moreover, it protects the units that it côtoie from the capture (peasants, artillery,…).

Fishing vessel

  • Points of life: 300

  • Value: 0.50
  • Place of production: port
  • necessary Resources: wood (600)
  • Shortened keyboard: B

The vessel fishing regularly brings back to the port its unceasingly renewed cargo. After the improvements relating to it in the academy, it is a unit at low cost, of fast and very profitable construction. It can pass in " mode; garde" to prevent the capture of a vulnerable unit located on a bank. Contrary to that of the other ships, the destruction of a fishing vessel does not produce any explosion, the boat being satisfied to run. It is besides to announce that this unit is very fragile and, if it runs up against any other ship (including allied), it runs.

The fishing vessel is not capturable.

Military units

Piquier 17th

  • Points of life: 95

  • Value: 0.10
  • Place of production: barracks 17th
  • necessary Resources: food (25), iron (20)
  • Attack: 8
  • Shortened keyboard: P

The piquier 17th is a unit provided with an armor and a long spade. The piquier is very resistant to the shootings of ribaudequin and the glares. Named " lancier" or " piquier Ottoman" with a nation like the Russia or the Algeria, it is in this case more effective than the majority of the other piquiers 17th.

Musketeer 17th

  • Points of life: 50

  • Value: 0.20
  • Place of production: barracks 17th
  • necessary Resources: food (45), but (6), iron (10)
  • Attack: 9
  • Shortened keyboard: S

The musketeer 17th is a unit equipped with a mousquet (firearm) which cannot fight in body with body. Each shooting consumes 3 units of coal and as much of iron.

Drum 17th

  • Points of life: 90

  • Value: 0.10
  • Place of production: barracks 17th
  • necessary Resources: food (50)
  • Attack: no
  • Shortened keyboard: B

The drum 17th is a unit which, in the absence of being able to fight (it can however capture or keep the enemy or allied vulnerable units), has a very broad field of view (useful in particular if the montgolfier is not created yet). Moreover, the drum 17th is necessary to the creation of a formation 17th. The only improvement directly available acts on its resistance against the swords, the arrows and the spades (+ 24).

Officer 17th

  • Points of life: 150

  • Value: 0.10
  • Place of production: barracks 17th
  • necessary Resources: food (60), but (200), iron (50)
  • Attack: 150
  • Shortened keyboard: F

The officer 17th is a very effective unit in body with body because of its attack (300 after improvement) and of its high resistance. It is necessary to the creation of a formation 17th but can be used only. Its resistance against the swords, the arrows and the spades (+ 24) is acquired after only one direct improvement.

Roundshier

  • Points of life: 100
  • Value: 0.07
  • Place of production: barracks 17th (Austria)
  • necessary Resources: food (25), iron (10)
  • Attack: 6
  • Shortened keyboard: L

The roundshier is an Autrichienne unit armed with a sword and protected by an armor. It is not an always effective unit because of its limited attack (12 with the improvements of the barracks) but its low costs, its resistance comparable with that of a piquier 17th and its relatively short time of creation compensate for this lack of offensivity partly.

Archer

  • Points of life: 30
  • Value: 0.15
  • Place of production: barracks (Algeria)
  • necessary Resources: wood (2), food (10)
  • Attack: arrow (199), ignited arrow (150)
  • Shortened keyboard: S

The archer is an Algerian unit exclusively remote combatant. It is a unit very quickly created and not very expensive which is effective in great number and more still if one combines it with units of combat in body with body. No improvement relates to this unit.

Light infantryman

  • Points of life: 55
  • Value: 0.03
  • Place of production: barracks (Algeria, Turkey)
  • necessary Resources: food (35), iron (1)
  • Attack: 6
  • Shortened keyboard: H

The light infantryman is an Algerian and Turkish unit. Not very expensive and rapid to be created, it has on the other hand only little defense and attack. It is thus effective only in great number and/or formation.

Piquier 18th

  • Points of life: 85
  • Value: 0.10
  • Place of production: barracks 18th
  • necessary Resources: food (15), but (1)
  • Attack: 10
  • Shortened keyboard: P

Compared to the piquier 17th, the piquier 18th lost his armor and of the points of life. However, there remains very frightening because of its extremely fast creation, which makes it possible to generate of it in relatively little time a whole army. It is however necessary not to forget to release or create a consequent number of dwellings.

Pomegranate

  • Points of life: 100
  • Value: 0.20
  • Place of production: barracks 18th
  • necessary Resources: food (90), but (85)
  • Attack: bayonet (22), rifle (20)
  • Raccourci keyboard: G

The pomegranate can as well be used for the combat with the body for body as for the remote confrontation (each shooting consumes 1 of iron and as much of coal), like for the destruction of the buildings or enemy ships (its last offensive improvement adds 1500 of effectiveness to the grenades with fragmentation).

Musketeer 18th

  • Points of life: 100
  • Value: 0.10
  • Place of production: barracks 18th
  • necessary Resources: food (80), but (35), iron (45)
  • Attack: bayonet (9), rifle (55)
  • Shortened keyboard: no

The mouquetaire 18th , especially after improvements, is frightening as well with the body with body as remotely, more still the pomegranate. The Prussians have very good musketeers 18th (initially higher than the normal with 24 of attack of bayonet). Also exceptional, the musketeers 18th Danish can like pomegranates use grenades against the buildings or ships, even if the power of their explosions is less (approximately 410 points of damage).

Random links:Pachydactylus laevigatus | The Sleep of the reason | Pablo Abraira | Davidovac (Vranje) | Traditional railcar | Whosarat.com