Carlistas

===Vital stats===
Republican Guard	Republican Guard	Republican Guard	Republican Guard	Republican Guard	Republican Guard	Republican Guard	Republican Guard	Republican Guard
 	
Grunt unit available as an upgrade of Colonial Era mercenary infantry, as long as both Mercantile Era and Liberalism were researched. Not very strong, but can be recruited in large numbers!
*Strong versus infantry.
*Weak versus cavalry, buildings, siege weapons.	
Grunt unit available as an upgrade of Colonial Era mercenary infantry, as long as both Mercantile Era and Liberalism were researched. Not very strong, but can be recruited in large numbers!
*Strong versus infantry.
*Weak versus cavalry, buildings, siege weapons.	
Grunt unit available as an upgrade of Colonial Era mercenary infantry, as long as both Mercantile Era and Liberalism were researched. Not very strong, but can be recruited in large numbers!
*Strong versus infantry.
*Weak versus cavalry, buildings, siege weapons.	
Grunt unit available as an upgrade of Colonial Era mercenary infantry, as long as both Mercantile Era and Liberalism were researched. Not very strong, but can be recruited in large numbers!
*Strong versus infantry.
*Weak versus cavalry, buildings, siege weapons.	
Grunt unit available as an upgrade of Colonial Era mercenary infantry, as long as both Mercantile Era and Liberalism were researched. Not very strong, but can be recruited in large numbers!
*Strong versus infantry.
*Weak versus cavalry, buildings, siege weapons.	
Grunt unit available as an upgrade of Colonial Era mercenary infantry, as long as both Mercantile Era and Liberalism were researched. Not very strong, but can be recruited in large numbers!
*Strong versus infantry.
*Weak versus cavalry, buildings, siege weapons.	
Grunt unit available as an upgrade of Colonial Era mercenary infantry, as long as both Mercantile Era and Liberalism were researched. Not very strong, but can be recruited in large numbers!
*Strong versus infantry.
*Weak versus cavalry, buildings, siege weapons.	
Grunt unit available as an upgrade of Colonial Era mercenary infantry, as long as both Mercantile Era and Liberalism were researched. Not very strong, but can be recruited in large numbers!
*Strong versus infantry.
*Weak versus cavalry, buildings, siege weapons.
Prereq: 	Build time 	HP 	LOS 	Attack 	Attack speed 	Movementspeed 	 	
* [2]
*  	6.9s(100t) 	176 	4 	21 	3.4s(50t) 	26 	 	
Cost 	Cost 	Cost 	Created from 	Armour 	Weapon range 	Specialty 	 	
Base 	Ramp 	Pop 	Created from 	Armour 	Weapon range 	Specialty 	 	
:: 80;
:: 70 	
:: 2;
:: 2 	1 	
*
* 	3 	1–10 	
*Attack penalty versus heavy cavalry, buildings.
*Poor turn speed.	 	
=== Overall strategy===
Democracy always builds the largest and most enthusiastic of all armies, for all people in the world love their freedoms and most are willing to fight and die than be deprived of them or even their lives. Thus, the Republican Guard has one purpose: and that is to preserve freedom against the enemies of the people, wherever they may be.
Unlike normal Musketeers, the Republican Guard differ with several respects. The first is that they tend to trade their hitpoints for armour, and the others being that they are faster marchers, but like many auxiliary units they train quickly but at a very high cost in resources. The second is that although they aren't as tough as normaly Grenadiers, the Republican Guard has no min range, meaning that they can provide some defence against cavalry and melee units, but only just —artillery and cavalry can make short work of them.
Still, their being able to march quickly like Skirmishers, and fend off cavalry at point-blank range like a Grenadier (if only for a while) can make them highly useful in some situations, especially when mixed in with units such as Skirmishers. Supported properly with units such as melee cavalry or other musketeers, the Republican Guard can be used to easily out-master most infantry formations, or be used to blunt any enemy assault on your borders owing to their fast train time. Overall, the Republican Guard is only useful for factions that do not have access to early-game skirmisher units. If you have Republican Guards when you reach the Industrial Era, they will eventually be consumed by Regimental Zouaves once you obtain Consensual Government,
=== Unit summary===
*Milicia Honrada: Spain does not recruit Republican Guards, but instead has access to the Milicia Honrada. They are clearly not as powerful as the Swiss Guards whom they replace, but are far cheaper and also can enter stealth whereso needed.