Auxiliaries

Auxiliaries are special units that can be used to bolster your armies. Generally, all auxiliaries cost wealth, although for some units a secondary resource is required. Infantry auxiliaries are available in the Colonial, Imperial and Machine Eras, while the cavalry auxiliaries make their appearance during the Mercantile and Industrial Eras - as do the powerful "national guard units".
Generally put, auxiliaries are all based at two different buildings. Most foot mercenaries are based at your Sanctuary building, while cavalry can be recruited from the Fortress. At any given time, the number of mercenaries available to you from your the Sanctuary is three, while cavalry mercenaries, usually two in number, can rise to four with sufficient research. Mercenaries are usually weak, but with proper research, they can be exceedingly strong.
There are special auxiliaries in [2] and [4] which are dependent on what sort of government you research. These are extremely powerful units. Generally, red governments have access to very powerful cavalry units, while green governments can expect their auxiliary infantry units to be upgraded to a Republican Guard line in [2] and [4] once they research the correct Attrition technologies at a tower. Republican guards are powerful units, but like the [2] cavalry opted out to select them, they are highly expensive.
Although some mercenaries can be very, very powerful and indeed a lifesaver at the start of the game, you must keep your happiness rating up. If it falls to 0 or lower, mercenaries will immediately desert your for any faction with the highest score, so long as they are not any one of the green-only mercenaries.
==Colonial Era Auxiliaries==
===Cavalry (slot 1)===
* merchant cavalryman (c) (all except as shown below)
* Qizilbash (c) (Iran, India)
* Greek Stradiot (c) (Spain, Italy)</span>
* Tatar Raiders? (c) (Russia, Germany)
* Tuareg archer (c) (Bedouin)
* Bandit Horseman (c) (China?)
Almost all of these are trained primarily from the Drill Square. 
Tatar Raiders are copies of Lithuanian Tartars from Rise of Napoleon.
===Infantry===
The following can be upgraded by most factions to the Republican Guard, upon researching Mercantile Governance and Liberalism. While these units share the same stats as a musketeer, they have no minimum range, and an attack, range and rate of fire similar to a grenadier guard). These units in later ages can be upgraded to the Presidential Guard along with other mercenaries of that period.
* Ghuzat Volunteers (Malaya; China; Bedouin; Iran) fast-training light melee
* Ronin (Korea; Siam, Japan, Bamar) weaker version of a Japanese samurai
* Native Auxiliaries (USA, Inca, ) Has stealth ability
* Privateer (Vietnam, Portugal, Dutch; India)
* Swiss Guards (Italy; England; Netherlands; France, Germany; Spain, Austria)
* Armatoloi (Turkey) - based off an Ottoman azap
The following unit does not upgrade to the Republican Guard, but instead is consumed by Skirmishers:
*Serdiuks (Russia)
Note that Serdiuks are trained not from a Temple, but from the Drill Square.
==Mercantile Era auxiliaries (slot 2)==
In the Mercantile Era, politics begins to play a role in the recruitment of cavalry auxiliaries. Some units - most notably Stuart Exiles and Bajau Horse - are not recruited from a Fort. Instead, they are recruited from an Academy. However most units recruited from a Fort or Castle require Sovereign Right to be accessed.
Note that Mexico does not get any horse auxiliaries, and that Iran can train both Mercenary Mahouts AND Afghan Light Horse.
=== Cavalry ===
Free:
* Stuart Exile (Siam; Bamar)
* Bajau Horse (Malays)
* Native horse (Peru; USA) - trained from a Fort
Red:
*Afghan light horse (c) (India; Iran)
*German Legion (France; Spain, Portugal, Netherlands; England; Austria; Sweden; Germany; Italy)
*
*Circassian cavalry (c) (Turkey; Bedouin)
*Black Sea Cossacks (Russia)
*Mercenary mahout (China, Iran)
=== Infantry ===
Red (requires Royal Prerogative):
*Regimental Highlanders
Green:
(see [1] infantry auxiliaries)
==Imperial Era auxiliaries==
===Cavalry (slot 3)===
* Turkestani Auxiliary (China; Iran; Russia; India)
* Mercenary Mahout (c) (Malaya; Myanmar, Siam)
* Jazda (c) (Peru; Italy; France, Germany; Sweden; Austria; Portugal, Netherlands; Turkey) (c) - this is a lance-bearing version of the HGG.
* Native Scouts (c) (Inca; USA)
* Saharan Jihadis (Bedouin?)
(note that Mexico does not get any horse auxiliaries, Native Scouts also do not need Sovereign Rights)
===Infantry===
Green:
The following can be upgraded to Regimental Zouaves or All-Victorious Army units.
* Irish Brigade (India; Mexico; Peru; Spain) - based off French Chasseur?
* Auxiliary Chasseur Corps (Austria; Sweden; USA; Germany; Japan; Korea; Turkey; France)
* Mercenary Sepoys (Myanmar; Siam; Portugal; Britain) - based off Indian infantry
* Hokkien rabble (Korea; China; Malaya; Vietnam)
* Finska Auxilliary (Sweden; Russia)
* Black Guards (Bedouin)
==Industrial era auxiliaries==
As with the Mercantile Era, cavalry units in this era require the use of a Red government - in this case, it is Autocracy.
=== Cavalry ===
Red (slot 4):
*Mongol Tribsmen (c) (China; Russia; Korea)
*Confederados (Portugal; Peru; Mexico, Japan)
*Mercenary Sowar (England; Netherlands; Myanmar; Malaya; Siam, India)
*Algerian Turcos (France; Spain; Bedouin)
*Uhlans (Austria;  Germany)
=== Infantry ===
Red:
* Breñeros
Green:
(see [3] infantry auxiliaries)
Unique:
* Redshirts (a rehash of foreign chasseurs, available only to Savoy )
* Black Watch (UK only, upgrade of Regimental Highlanders)
====Note====
The Gordon's Highlander Regiment is available only if you have researched Consensual Government at your Senate.
==Machine era auxiliaries==
* Tankette
* Chasseurs d'Afrique (Portugal; France; Turkey; Italy; Bedouin)
* Gurkha rifles (Myanmar; Britain; India; Malaya; Thailand)
* Colonial Grenadiers (Netherlands; Japan; USA; Spain; Myanmar)
* Villistas - a rifle horse unit that disappears when not moving (Mexico only)
Tankette is in essence the FT-17, and is built not from the Fort but from the Arsenal.
All four Machine Era aux units are raised from a Drill Square, with the exception of Villistas who are instead recruited from a Salon.
==See also==
*Sanctuary
*Fortress
Category:Units