recursal/Fanatic-Fandom huggingface dataset:
Cannon

**Cannon** is an artillery unit in *Cossacks 3*, available at the Artillery Depot. It is a field cannon, effective at bombarding enemy units at long range.

## Background

The introduction of artillery was truly revolutionary for fortifications and military science as a whole. Cannon were loaded with cannonballs for long range fire up to 1,500 m (5,000 ft) or with grapeshot for short range fire (150-500 m, or 500-1,600 ft). The navy also used incendiary cannonballs and two cannonballs or halves of a cannonball bound together with a chain to crash enemy rigs.
The terrain were artillery was positioned was of great importance. For instance, if an enemy was positioned on muddy soil or a swamp, cannonballs wouldn't recoil from the surface. Thus, the range of fire became shorter and the enemy's casualties grew less. The most favourable position for artillery was on hills, where the range of fire was much wider.

Cannon were lethal long-range weapons, but of little use when employed at short ranges or in hand-to-hand combat. Cannon were transported by horses harnessed to special carts known as limbers. A limber was also loaded with ammunition. The main load of the ammunition, however, was transported in a munitions wagon. A cannon's rate of fire was about one shot every two minutes. Initially, gunners had no specific uniform and were considered artisans rather than soldiers. However, as the regular army developed, they received a standard uniform similar to that of musketeers in the 18th century.

## Characteristics

* Field cannon.
* Effective against enemy buildings, fortifications and ships.
* Fires cannonballs at medium and long ranges.
* Fires shrapnel at infantry and cavalry at close ranges.
* Requires gold for upkeep.
* When out of gold, cannons stops firing.
* Unguarded cannon can be captured by the enemy.
* Spends a lot of coal and iron on firing.

## Upgrades

### Artillery depot

#### Cost

 Foundry mechanization
 Foundry mechanization

#### Construction speed

 Develop new metalworking methods
 Develop new metalworking methods
Polish Pikeman, 17th century

**Polish Pikeman, 17th century** is a melee infantry unit in *Cossacks 3*.

## Background

Firing fuse muskets was a very slow process, while the fire was far from being accurate or effective. Therefore pikemen squads were added to musketeer detachments in order to defend them from cavalry charges in open space. On average, pikemen constituted about 30% of the infantry during the Thirty Years War. Pikemen were virtually the last infantry force of European regular armies which was equipped with cuirasses. A pikeman's armour comprised an iron helm, a cuirass with knee-long leg-guards, narrow elbow-long shoulder-guards, and gauntlets with large cuffs. The total armour weight was about 20 kg (45 lb). It could protect from arrows, pistol bullets fired from more than 3-4 m (10-14 ft), and even musket bullets fired from large distances. Pikemen were armed with pikes with a wooden shaft of 5.2-5.8 m (17-19 ft) and swords. Pikemen were very effective in close fight; early in the 17th century, they were used both in attacks and for defence purposes.

In 1674, pikes played a significant role in the battle of Enzheim, when German cavalry did not dare to assault Turenne's pikemen square. However, as firearms were developed, the role of pikemen became less significant. Body armour was abolished here and there. Soldiers became more mobile and less expensive. By the end of the 17th century, pikemen were mainly used as defensive units. All European armies gradually refused pikemen, and their number fell considerably. Pikemen became armed with pistols and sometimes muskets.

In the 18th century, they use no armour and wear a customary uniform - a broadcloth caftan, a camisole (sometimes of elk or goat leather), trousers, and stockings. When it was cold, they also wore a cloak. Pikemen fought in tight arrays of six files each. Usually they were marshalled in a manner allowing musketeers to retreat behind them, while pikemen could easily form a square formation to protect musketeers from cavalry charges. Later, pikes gave place to bayonets in close fight. Bayonets were surely important in hand-to-hand fight, but by far not as good as pikes. Pikemen were the most battle-worthy infantry for close fighting.

## Characteristics

* Infantryman armed with a long pike.
* ↑ Effective in combat formations.
Food

**Food** is one of the six resources in *Cossacks 3*.

## Background

All the units in your state require food. Always make sure you have
enough food, for if you run out of it your units may starve to death.
You must arrange a food supply first of all. Food can be obtained from
the land or from the sea. Also be careful on a land map as an enemy raid could threaten your food supply and that can lead to a snowballing effect as it will affect your military capabilities and your civil populace.

## Procurement

Food is produced either at farms (created by building a mill and assigning workers to the fields once the grain is ripe � yellow, that is) or by building boats at the shipyard and sending them out to fish. A cheap upgrade available from the start at the mill increases crop production by 40% and can make a world of difference early on.

## Strategies

The most important resource in the game, bar none. Always make sure you have a net surplus of food and not just by a sliver. Otherwise, any disruption in the food supply will cause your people to slowly die. Diversify, too: It's harder for attackers to wipe out farms and fisheries at the same time.
Turkish Drummer, 17th century

**Turkish Drummer, 17th century** is a support infantry unit in *Cossacks 3*.

## Background

There were a certain number of musicians both in the infantry and cavalry forces (usually 2 or 3 per company). These were mainly drummers and flutists in the infantry and trumpeters in the cavalry. Their main task was to give signals on the battlefield. Musicians also raised the soldiers' morale and sense of community. It is hard to imagine ranks of infantry marching without being accompanied by a drum in the period of linear tactics. A musician's outfit was marked with bright colours - he had coloured stripes on his sleeves, wings, etc. A musician was equipped with a sword and sometimes with a pistol, but had no armour.

## Characteristics

* ↑ Needed to form infantry combat formations.
* ↓ Can't fight.
* ↑ Long range of vision.
X-COM: Interceptor

**X-COM: Interceptor** was the fourth game in the XCOM franchise following "X-COM: Apocalypse". It was released by MicroProse and Atari in 1998 for the PC (Windows). The game made use of several game genres, including space flight simulation, business simulation and strategy game elements.

Despite being the fourth game in the series, the events technically were set 2067, between the previous two games thus making it the third story in the narrative.

The game was also the first to incorporate multi-player elements.
Train carpenters

**Train carpenters** is an upgrade in *Cossacks 3*, available at the Academy.

## Background

In time, the complexity of manufactured objects increased and necessitated the improvement of production workers' level of education. Quite often hired workmen were taught the peculiarities of their profession in order to make them operate faster and better.
Pikeman, 18th century

**Pikeman, 18th century** is a melee infantry unit in *Cossacks 3*, available at the Barracks, 18th century. It is the generic version of the 18th century pikeman family.

## Background

Firing fuse muskets was a very slow process, while the fire was far from being accurate or effective. Therefore pikemen squads were added to musketeer detachments in order to defend them from cavalry charges in open space. On average, pikemen constituted about 30% of the infantry during the Thirty Years War. Pikemen were virtually the last infantry force of European regular armies which was equipped with cuirasses. A pikeman's armour comprised an iron helm, a cuirass with knee-long leg-guards, narrow elbow-long shoulder-guards, and gauntlets with large cuffs. The total armour weight was about 20 kg (45 lb). It could protect from arrows, pistol bullets fired from more than 3-4 m (10-14 ft), and even musket bullets fired from large distances. Pikemen were armed with pikes with a wooden shaft of 5.2-5.8 m (17-19 ft) and swords. Pikemen were very effective in close fight; early in the 17th century, they were used both in attacks and for defence purposes.

In 1674, pikes played a significant role in the battle of Enzheim, when German cavalry did not dare to assault Turenne's pikemen square. However, as firearms were developed, the role of pikemen became less significant. Body armour was abolished here and there. Soldiers became more mobile and less expensive. By the end of the 17th century, pikemen were mainly used as defensive units. All European armies gradually refused pikemen, and their number fell considerably. Pikemen became armed with pistols and sometimes muskets.

In the 18th century, they use no armour and wear a customary uniform - a broadcloth caftan, a camisole (sometimes of elk or goat leather), trousers, and stockings. When it was cold, they also wore a cloak. Pikemen fought in tight arrays of six files each. Usually they were marshalled in a manner allowing musketeers to retreat behind them, while pikemen could easily form a square formation to protect musketeers from cavalry charges. Later, pikes gave place to bayonets in close fight. Bayonets were surely important in hand-to-hand fight, but by far not as good as pikes. Pikemen were the most battle-worthy infantry for close fighting.

## Characteristics

* Infantryman armed with a long pike.
* ↑ Effective against both infantry and cavalry.
* Average attack values.
* ↑ Very fast production speed.

## Trivia

The only military unit in the game who has no prerequisites whatsoever, making it your last hope when all of your buildings are captured/destroyed.
XCOM 1

We are currently maintaining 574 pages (104 articles).

Welcome to the XCOM Wiki!editXCOM Wiki is a comprehensive, community-based reference about the entire XCOM franchise, featuring the hit game "*XCOM: Enemy Unknown*", "*XCOM: Enemy Within*", and the "*XCOM 2*".
Learn all about:
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Classes

Assault •  Heavy •  Sniper •  Support •  Psionic
Equipment

Armor •  Projectiles •  Weapons
Gameplay

Missions •  Bases •  AchievementsXCOM: Enemy Unknown Coming to iOS!edit*XCOM: Enemy Unknown (iOS)* is the newest title in the XCOM franchise, bringing the high fidelity XCOM title to mobile devices running the iOS platform. More information can be found at the iTunes Store Page.

Learn all about:
Compatibility requirements
Brush up on XCOM: Enemy Unknown details, including Missions and Enemies.

Peruse the game which XCOM: Enemy Unknown re-imagined, UFO: Enemy Unknown. | Newsadd **·** more**Sounds Like Aliens Will Invade Your Base in XCOM: Enemy Within**
September 29,2013
The 30 new achievements for XCOM: Enemy Within—the expansion for last year's XCOM: Enemy Unknown—slipped out to Steam a couple of weeks ago, but only now have I noticed what they describe. From the list, we can assume that a Base Defense mission is returning to the series.
**XCOM: Enemy Within Announced**
August 21,2013
*XCOM: Enemy Unknown* has been announced for the PC, Xbox 360 and PS3! More info can be found here.Featured Videoedit
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Combat basics

**Combat** in *Cossacks 3* is structured very much like a game of rock, paper, and scissors - a very *deadly* one. The relations between the different kinds of units can be summed up as follows:

## Effectiveness

Note
This is a high level overview of the relationships that doesn't account for individual units

 Attacker
 Ranged infantry
 Cavalry
 Artillery

A couple of notes on the above table:

* Most infantry units carry polearms of some sort, so the above table reflects that fact - and their efficiency against cavalry. Special units, like Roundshiers, are armed with swords instead and have reduced efficiency against cavalry, but fight better against other infantry.
* Ranged units are assessed if fighting alone. Proper support increases their efficiency tremendously.
* Artillery generally should engage other artillery. Just a note.

## How to fight

Combat in *Cossacks 3* requires a grasp of actual military tactics and especially the concept of combined arms. A mixed army allows you to respond to the challenges posed by the enemy effectively and compensates for weaknesses of one type of troop with the advantages of another. Of course, having more bodies than the other guy works well to establish superiority on the battlefield.

In general, the most basic layout of your army should include:

1. A number of melee infantry in front, to act as a meat shield against incoming enemy infantry and block their approach to your ranged units. Their role is to delay the enemy's advance long enough for your formations of musketeers and other ranged units to slaughter the attackers.
2. Ranged troops in the second rank. Arranged into line formations, ranged troops can turn the course of most battles. Notably, make sure to watch your eyes, as in the 17th century ranged troops will not attack enemies that are too close, but flee.
3. Cannons and other artillery in the second rank. Notably, in this position the cannons need to be placed in elevated positions to prevent them from firing into the backs of their own troops (unless you have artillery that fires in an arc, like a bombard). If no such position is present, artillery can be placed in front of the positions to fire on the enemy and withdrawn once they threaten to come into contact.
4. Cavalry is kept away from the frontline and used for flanking and probing attacks, as well as to attack the enemy artillery and ranged troops before they can cause too much damage. Fast cavalry units excel at wiping out the enemy ranged advantage.

Of course, any strategy requires adapting to local circumstances. Fighting in plains requires deploying additional forces on your flanks to screen your advance and prevent flanking maneuvers from cavalry, while deploying at a choke point can help deny numerical advantage to the enemy. Another wrinkle comes with the entry into the 18th century, when musketeers become capable melee troops and can fight well on their own.

Sieging enemy towns is an altogether different affair, as you can choose to either capture or destroy enemy buildings. In case of heavily defended areas, such as with towers, use bombards over any other artillery, for their range.
Venice

**Venice** is a playable nation in *Cossacks 3*.

## Background

This was a state that dramatically influenced all of Mediterranean trade. It was situated on the crossroads of the most vital trade routes. Venice arose in the middle of the 5th century. Later, in the 9th and 10th centuries, it became the largest trading centre between Europe and Asia. During the crusades it was involved in supplying and transporting armies of crusaders, which later gave it very important trade privileges. In 1380, Venice managed to cope with its European trade competitor, Genoa. The 15th century brought a number of trading cities under its wing - Padua, Vincenza, Verona, Brescia, Bergamot, Ravenna, Faenza, Cremona and Friulle. The conquest of Constantinople by the Turkish army was a serious blow to Venice. The Venetian fleet led a furious fight against the barbarian pirates who strove to control the Mediterranean Sea. Due to the development of relations with the "New World" and the relocation of many main trade routes, Venice lost its primary status but still remained the richest Mediterranean state which is right above Ukraine
Boat

**Boat** is a naval units unit in *Cossacks 3*, available at the Shipyard.

## Background

Boats were the smallest vessels used both for fishing and transporting small cargoes. Boats could also be used in military operations or for boarding enemy ships. Boats featured low displacement and seaworthiness. Oars or a sail were used to manoeuvre.

## Characteristics

Only used for fishing. Cannot take part in battles.

## Upgrades

### Academy

 Build new shipyards for fishing boats | Fishing boat cost -85%
 Train carpenters | Ship building speed x10
Resources

**Resources** are the heart of *Cossacks 3*. Having a proper supply chain in place to maintain your expansion into foreign lands is essential to success. There are six key resources:

* Wood
* Food
* Stone
* Gold
* Iron
* Coal

## Shortages

While all resources are necessary to construct buildings and armies, it's somewhat less obvious that you also need to *maintain* your forces. Units will put a steady drain on your stockpiles and adverse effects include:

* If not enough food is available, your units will start using health, up to and including death. Famine is not fun.
* If not enough gold is available, units will either leave your employ or stop moving (ships).
* Iron and coal are necessary to keep your artillery and ships in play. A shortage will cause them to stop firing and become sitting ducks.
M18 Hellcat/fi

**76 mm Gun Motor Carriage (GMC) M18** on pohjois-amerikkalainen panssarintorjuntavaunu. Tämän valmistaja Buick antoi sille lempinimen **Hellcat** ja se on nopein teloilla toimiva panssariajoneuvo huippunopeudellaan 97 km/h.

Kontrastina M10-panssarintorjuntavaunulle,joka käyttää M4 shermanin runkoa , päätettiin M18 Hellcatista valmistaa nopea panssarintorjuntavaunu. Tuloksena siitä tuli pienempi, kevyempi ja huomattavasti nopeampi, mutta kantoi samaa tykkiä kuin Sherman 76mm mallit.

## Pelaajan vinkit

Pyri saartamaan vihollistankit takaa tai sivuilta sillä tämä tankki on todella hauras vihollisen osumille.

Heikkoudelle vastakohtana on todella tehokas tykki suurella tulinopeudella joka riittää tuhoamaan vihollis tankit kahdella osumalla takaa ja kolmella sivusta.
German Peasant

**German Peasant** is a support infantry unit in *Cossacks 3*, available at the Town Hall. They are exclusive to the nations of Bavaria, Austria, Prussia, Saxony and Switzerland.

## Background

All their lives peasants were working for their masters - cultivating the land, extracting resources, and multiplying the prosperity of their lords. At wartime, peasants were recruited to militia squads. Indeed this was the least battle-worthy part of an army.

The morale of these fighters was rather low, too. Although people are capable of self-sacrificing feats when they protect their families, it is very difficult to control such an army. Moreover, insufficient fighting training resulted in unwarrantably heavy casualties.

However, the militia was of great numbers and low value. These soldiers did well in performing ancillary functions, waging guerrilla wars and building fortifications. Commanders often resorted to the militia when the main army resources had already been exhausted.

It is hard to describe their weapons or equipment, because it was too diverse or lacking at all. Militia men mainly fought with their own tools (axes, smoothbore hunting guns, etc). Militia men also got some pikes and guns from military storage. Peasants mainly used their own clothes instead of uniforms. The militia were only summoned for combat operations; after a battle, people returned to their usual work.

## Characteristics

* Harvests resources.
* Constructs and repairs buildings and fortifications.
* ↓ Can fight alongside military units.
* ↓ Unguarded peasant can be captured by the enemy.

## Upgrades

### Mill

 Improve grain crops storage | Harvesting +180%

### Academy

#### Food upgrades

 Cultivate new cultures of rye | Harvesting +50%
 Raise agriculturists' salary | Harvesting +50%

#### Stone upgrades

 Raise miners' salary | Stone excavation efficiency +200%
Forge new types of broadswords and sabres

**Forge new types of broadswords and sabres** is an upgrade in *Cossacks 3*, available at the Blacksmith.

## Background

High-quality cold steel forging was always considered a real challenge. This was an art mastered by only a few very well trained smiths. The secrets of this trade were passed from father to son. However, without organizing specialized weaponry production, equipping cavalry with the latest in cold steel weapons was impossible.
Design more durable gun carriage: Gribovalle system

**Design more durable gun carriage: Gribovalle system** is an upgrade in *Cossacks 3*, available at the Academy.

## Background

In 1750, French artillery general Jean Batiste Gribovalle (1715-1789) invented a horizontal foot screw that lightened cannon laying. In 1774, Gribovalle reorganized artillery. From then on, cannon calibres were standardized (field artillery comprised 12, 8 and 4 pound guns) in order to facilitate artillery ammunitions supplies and each gun component was manufactured in compliance with an exactly prescribed standard. Thus, in case of a gun carriage breakage, a defective part could be replaced quickly. Gribovalle's gun carriages were used in European armies for a long time and guns' durability was increased.
XCOM: Enemy Unknown (iOS)

**XCOM: Enemy Unknown (iOS)** is the newest installment to the *XCOM* series, bringing a redesigned version of XCOM: Enemy Unknown to the iOS Platform.

## Compatibility

Compatibility: Requires iOS 5.0 or later. Compatible with iPhone 4, iPhone 4S, iPhone 5, iPhone 5c, iPhone 5s, iPad 2 Wi-Fi, iPad 2 Wi-Fi + 3G, iPad Wi-Fi (3rd generation), iPad Wi-Fi + Cellular (3rd generation), iPad Wi-Fi (4th generation), iPad Wi-Fi + Cellular (4th generation), iPad mini Wi-Fi, iPad mini Wi-Fi + Cellular, iPod touch (4th generation), and iPod touch (5th generation). This app is optimized for iPhone 5.
Weapon Fragments

**Weapon Fragments** is a research project.

## Research report

Although the alien weapon fragments provide a limited glimpse into the system utilized in their equipment, we've seen enough to confirm my worst suspicions about their technology... that it is vastly superior to our own. However, I have been encouraged by the rapid developments the research team has made in studying the damaged circuitry and electronics we recovered. Our initial efforts have already yielded a successful outcome. The new integrated sighting module created for our weaponry was heavily influence by the aliens' own targeting system.

## Unlocks

Completing this research project unlocks the S.C.O.P.E. item.
X-COM: Terror from the Deep

**X-COM: Terror from the Deep** was the second game in the XCOM franchise, following the original "UFO: Enemy Unknown". It was released by MicroProse in 1995 for the PC (Windows and DOS), 3DO and PlayStation. This game was set 2040, approximately 40 years after the successful fight against the first alien invasion and featured an alien invasion from the ocean.

In the course of that game, it was revealed that the aliens had in fact come to earth in a huge spaceship which had crashed into the Gulf of Mexico and cause the extinction of the dinosaurs. The player once again led the X-COM unit in the war against the aliens and ultimately defeated them, but in so doing, unleashed an environmental catastrophe which set the stage for the next game, "X-COM: Apocalypse".
Units

**Units** in *Cossacks 3* can be divided into three types of land forces: Infantry, cavalry, and artillery. Every faction has a more or less unique roster of units available, requiring a different approach to playing.

## Infantry

### Melee infantry

#### 17th century

Pikeman, 17th century

Polish Pikeman, 17th century

Ottoman Pikeman

Spearman

Light Infantryman

Roundshier
#### 18th century

Pikeman, 18th century

Swedish Pikeman, 18th century
#### Mercenaries

Light Infantryman (mercenary)

Roundshier (mercenary)
### Ranged infantry

#### 17th century

Strelets

Musketeer, 17th century

Austrian Musketeer, 17th century

Polish Musketeer, 17th century

Spanish Musketeer, 17th century

Serdiuk

Janissary

Algerian Archer
#### 18th century

Musketeer, 18th century

Prussian Musketeer, 18th century

Grenadier

Chasseur

Highlander

Pandur
#### Mercenaries

Grenadier (mercenary)

Algerian Archer (mercenary)
### Support infantry

#### Workers

German Peasant

Ukrainian Peasant

Turkish Peasant

Serf

Poland Peasant

Mediterranean Peasant

Western Peasant
#### Military officers

Commander

Officer, 17th century

Turkish Officer

Officer, 18th century
#### Military musicians

Russian Drummer, 17th century

Drummer, 17th century

Turkish Drummer, 17th century

Drummer, 18th century

Bagpiper
#### Healers

Priest

Pope

Mullah
## Cavalry

### Fast cavalry

#### 17th century

Croat

Winged Hussar

Sich Cossack
#### 18th century

Hussar

Prussian Hussar
### Regular cavalry

#### 17th century

Reiter

Swedish Reiter

Light Reiter

Hetman

Don Cossack

Vityaz

Register Cossack

Spakh

Mameluke
### Ranged cavalry

#### 17th century

King's Musketeer

Tatar

Dragoon, 17th century
#### 18th century

Dragoon, 18th century

French Dragoon, 18th century
## Artillery

Cannon

Howitzer

Bombard

Multi-barrelled Cannon
## Ships

Boat

Yacht

Turkish Yacht

Galley

Frigate

Ship of the Line

Ferry

Xebec
Hetman

**Hetman** is a regular cavalry unit in *Cossacks 3*.

## Background

Cossacks were the core of the Ukrainian army. They were formed at the time when Ukraine was under Polish rule. In the 17th and 18th centuries, the Ukrainian Cossacks comprised several divisions. First of all there was the hetman's army. Then there was the army of Zaporizhzhya (the Sich Cossacks), a number of regional Cossack regiments (in the regions of Sumy, Kharkiv, Ochtyr, Izyum and Ostrog), and regiments of the right-bank Ukraine (which was a part of Poland).

The hetman's army was made up mainly of the Register Cossack regiments of Kiev, Mirgorod, Priluki, Pereyasliv, Nizhyn, Hadyatch, Lubyan, Starodub and Chernihiv. There were also mercenary regiments. The strength of each regiment was different (from 400 to 700 units). Regiments were divided into hundreds commanded by a hundred master and the starshina (his staff included a yessaul, an obozny and a cornet). A hundred comprised several kurens with a kuren ataman in command. Cossacks were armed with various weapons - scimitars, muskets, pistols, bows, daggers, maces and six-blade maces. They used both oriental and West European weapons, but usually had no armour.

## Characteristics

* Horseman armed with a saber.
* ↑ Effective against both infantry and cavalry.
* ↑ Very high attack and defense values.
* ↓ High cost, slow building time.
Mission 2

## Mission Brief

Alien abduction in progress. Site is clear of civilians and multiple hostile elements are present. Collateral damage is not a concern.

## Mission Objectives

* Sweep the abduction site and identify threats
* Neutralize all hostile targets

## Walkthrough

This starts out as a tutorial mission, but as soon as the enemy is sighted, it begins playing like a regular mission.

* As directed, send the indicated squad member to the door of the nearby building, open the door, and take cover where indicated.
* Select the heavy. The 'F' and 'C' keys change elevation, or you can use the mouse wheel. Once the correct elevation is selected, move the heavy to the indicated cover on top of the building.
* Two sectoids are spotted at the far side of the building. At this point, Central stops directing the squad's every move. Take them out.
* Two floaters are positioned in the next open area on the other side of the two shipping crates. At least one squad member will have to advance nearly to one of the crates to see them. Take them out.
* Two thin men are in the far room of the building across the open area where the floaters were hiding. Take them out to complete the mission.
Janissary

**Janissary** is a ranged infantry unit in *Cossacks 3*.

## Background

This force was the core of the Turkish army - the regular infantry created in 1330 by sultan Orhan. First they were made up of Christians taken from their families in their early childhood and converted to Islam. After the 1640s, the Janissaries could be named by local governors, and buy their status effectively making it hereditary in man cases. They constituted a kind of military caste and took an active part in palace revolutions. Janissaries were equipped with muskets, yataghans, daggers, halberd, shields, and sometimes pikes, and had varying amounts of armor depending on their role in the current battle, and their regiment. Most janissaries were used for the same battle missions as European musketeers, i.e. they were considered all-purpose infantry. They, as part of the Kapikulu Army were the elite army of the Ottoman Empire, supporting the local armies for defense, or leading offensives.

## Characteristics

* Armed with a musket.
* ↑ Hits targets at a range.
* ↑ Effective only when combined with infantry.
* ↓ Does not fire when an enemy is up close.
* ↑ High attack values.
* ↓ Slow production speed.
Croat

**Croat** is a fast cavalry unit in *Cossacks 3*.

## Background

Croats (not to be confused with the nation) constituted a light cavalry force intended for violent raids to the enemy's rear, reconnaissance, manning outposts and frontier service. The main features of these fighters were their speed and manoeuvrability. Naturally, they were inferior to heavy cavalry concerning attack power, but this failing was easily countervailed by their manoeuvres, ambushes and sudden raids on the rear or flanks. A croat was usually equipped with a sabre, a pair of pistols and a short flint musket.

## Characteristics

* Light horseman armed with a saber.
* ↑ Effective for diversionary raids.
* ↑ Fast building time, high movement speed.
* ↓ Ineffective against infantry in combat formations, or heavy cavalry.
UFO: Enemy Unknown

**UFO: Enemy Unknown**, also known as **X-COM: UFO Defense** and **X-COM: Enemy Unknown**, was the first game in the XCOM franchise. It was released for the PC in 1993-1994 and later ported to the Amiga and Sony PlayStation.

It was a turn-based combat game with the player taking the role of the leader of an elite paramilitary organization created by a coalition of nations to fight an alien invasion and codenamed "X-COM", short for Extraterrestrial Combat Unit. It was set in 1999 (at the time, still the near future).

The game was followed by X-COM: Terror from the Deep.
XCOM Wiki/Bottom section

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We are currently maintaining 574 pages (104 articles).

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About XCOM 2: War of the Chosen
***XCOM 2: War of the Chosen*** is an expansion for *XCOM 2* and was released for PC, PlayStation 4 and Xbox One on August 28, 2017.
The expansion features the Chosen, alien heroes who each have their own distinct personalities, fighting styles and skills. The Assassin is an honor-bound character who is skilled in stealth and close-quarters combat, while there's also the Hunter and Warlock. The Chosen will grow stronger as players battle against them over the course of the game.

Content
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Create a How to play guide for XCOM 2: War of the Chosen

Videos

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XCOM 2: War of the Chosen

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***XCOM 2: War of the Chosen*** is an expansion for XCOM 2 and was released for PC, PlayStation 4 and Xbox One on August 28, 2017.

The expansion features the Chosen, alien heroes who each have their own distinct personalities, fighting styles and skills. The Assassin is an honor-bound character who is skilled in stealth and close-quarters combat, while there's also the Hunter and Warlock. The Chosen will grow stronger as players battle against them over the course of the game.

Additionally, three factions are featured, including the Reaper, who are stealth marksman, as well as Skirmishers, who are defectors from the alien army, and Templars, who build up power over multiple attacks. Players will have to win over each faction in War of the Chosen.

## External links

* Official site
* On Steam
Chasseur

**Chasseur** is a ranged infantry unit in *Cossacks 3*.

## Background

In addition to linear infantry fighting mainly in a tight formation, the French also formed another type of force capable of rapid movement and long-range fire. This type of infantry was made up of snipers, chasseurs and the most enduring and strong men. Along with linear battle, these forces could wage guerrilla wars and man outposts.

## Characteristics

* Armed with a musket without a bayonet.
* ↑ Hits targets at a range.
* ↓ Does not fire when an enemy is up close.
* ↑ Low building cost.
The Bureau: XCOM Declassified

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***The Bureau: XCOM Declassified*** is the next installment in the XCOM franchise from 2K Marin, featuring a 1960s environment and a vest-and-tied protagonist, William Carter, with a penchant for trilbies. The game is set to be released on August 20, 2013 in the US and internationally on August 23, 2013.

The look and feel of this installment is very similar to XCOM: Enemy Unknown, but transported back to 1962 and the early days of the Bureau.

The year is 1962. JFK is President and the Cold War has the nation gripped by fear - but a far more powerful and insidious enemy than communism is threatening America. Known only to a select few, a top-secret government unit called The Bureau begins investigating and concealing a series of mysterious attacks by an otherworldly enemy. As special agent William Carter, call the shots, pull the trigger and lead your squad in a gripping third-person tactical shooter set within a high-stakes, covert war to protect humanity. The Bureau's mission is clear - survive, adapt and overcome the enemy threat to protect the citizens from the truth.

The first DLC is also planned and will be released exclusively for the Xbox 360.

## Features

* **Uncover the Mystery** - Fight through the streets of 1960's America as you uncover the declassified truth behind mankind's first enemy invasion.
* **Be the Field Leader** - As William Carter, a highly intelligent special agent, call the shots and pull the trigger. Formulate the plan of action, execute well-timed ambushes and flank your attackers to obliterate the threat.
* **Tactical Combat** - Use your strategy to your advantage: enter Battle Focus to slow down time and execute your next move, commanding your squad with a variety of tactical actions to turn the tide in your favor.
* **No Second Chances** - Pay the price for mistakes - permadeath will make you value your squad mates more than ever, and make losing one of them all the more painful.
* **Strategic Reflexes** - Turn an enemy misstep into your strategic advantage. Give tactical commands on the fly to outsmart the enemy and make split-second decisions to save the lives of your squad.
* **Customization that Counts** - Train each of your squad mates into unique specializations, allowing for a dynamic combination of skills to compliment your play style.
Grenadier (mercenary)

**Grenadier (mercenary)** is a ranged infantry unit in *Cossacks 3*, available at the Diplomatic Center. They're the only hybrid unit of the whole mercenary crew, which means that they can shoot enemy troops as well as fighting with the bayonet.

## Background

These soldiers were trained to throw grenades. They were introduced in the 17th and early 18th century. They were definitely the elite, the best infantry available. The physically strongest and most stalwart people were recruited to join these forces. Their equipment comprised a musket with a bayonet, a sword and a few grenades. They could also handle a hand mortar. These mortars were used mainly for shelling enemy fortifications. While firing, grenadiers rested a mortar club against the ground or a tree trunk. Grenadier formations were much alike to musketeer formations - they fell in three files. When threatened by cavalry they formed a square. Their equipment was also similar to that of musketeers.

## Characteristics

* ↑ Elite infantryman.
* Infantryman armed with a musket, a bayonet and grenades.
* ↑ Low building cost.

Template:Descr.any.lowfirepower

* ↑ Capable of destroying enemy buildings and fortifications with grenades.
XCOM HQ

One of the features in the upcoming "XCOM: Enemy Unknown" game will be the new **XCOM HQ** which has been described as 'the ant-farm'.

## Features

The list below is based on unofficial sources:

* 7x4 Grid for expansions.
* Bonus to facilities depending on base layout.
* Power management as a limited base resource.
* Armory, soldier weapons, armour and equipment.
* Alien Containment.
* Barracks, hire soldiers, view status.
* Infirmary
* Officer Training School, global perk unlocks for squad.
* Hangar
* Mission Control
* Situation Room, funding council management.
* Engineering, weapons, armour & equipment manufacturing.
* Workshop, boost Engineering, resource boost.
* Foundry, big manufacturing projects.
* Science Lab, research centre.
* Laboratories, boost Science Lab.
* Thermal Power Generator, bonus power station.
	+ Generates large amount of power.
	+ Must be built over steam vents.
	+ Will supply 1 additional power to adjacent facilities.
* Power Generator
* Satellite Uplink
* Satellite Nexus

## Base facilities

### Mission Control

Mission Control is where missions are chosen and controlled. The Geoscape permits the player to advance game time forward, choose their missions, access global Satellite information, and track their aircraft.

### Hangar

The hangar is where troop transports known as Skyrangers and the smaller Interceptors are kept. Vehicles can be repaired and equipped with newer weapons before being deployed on missions around the globe.

### Barracks

The barracks is where the troops (up to 99 soldiers) are housed and where squads are chosen and the individual members customized and equipped for missions. It is where new Rookies are recruited, and is also the location of the Officer Training School, Psi Lab and the Memorial to fallen troopers.

### Science Lab

The Science Lab is where all Research projects are chosen. These projects focus on advancing the technology available to the XCOM teams. Building Laboratories increases the speed of research.

### Engineering

Engineering is where new Aircraft, Weapons, Armor and other equipment are built. These processes can be sped up by building Workshops and Foundries.

### Situation Room

The Situation Room is where information regarding funding and panic levels can be found. It is also where all financial transactions, such as selling technological advances on the Gray Market are made.

### Armory

The Armory is where squad members are equipped with armor, weapons and other equipment.

### Infirmary

The Infirmary is where injured squad members recover from their battle injuries.
XCOM franchise

The **XCOM franchise** is a science fiction video game franchise which debuted in 1993 with the strategy game "UFO: Enemy Unknown" by Mythos Games and MicroProse. Up to 2002, the franchise came to include six games out of a potential eight (two of the projects were cancelled) and two novels. Now two new X-COM-based games have been announced: "XCOM", a tactical, strategy-based first-person shooter video game currently being developed by 2K Marin and "XCOM: Enemy Unknown", strategy/action/role-playing video game being developed by Firaxis Games for 2K Games.

## Games in the frachise

* UFO: Enemy Unknown
	+ X-COM: UFO Defense (USA/Japan)
	+ X-COM: Enemy Unknown (PS)
* X-COM: Terror from the Deep
* X-COM: Apocalypse
* X-COM: Interceptor
* X-COM: First Alien Invasion
* X-COM: Enforcer
* XCOM
* XCOM: Enemy Unknown

## Novels in the franchise

* *X-COM: UFO Defense* (1995) by Diane Duane
* *Enemy Unknown* (1997) by Vladimir Vasilyev
Diane Duane

**Diane Duane** is the author of the 1997 novel *X-COM: UFO Defense* based on the original game in the XCOM franchise, "UFO: Enemy Unknown". Born May 18, 1952, Diane Duane is an American science fiction and fantasy author. Her works include the *Young Wizards* young adult fantasy series and the *Rihannsu* Star Trek novels.
2K Games

2K is an American global developer, marketer, distributor and publisher of video games. 2K Games is a subsidiary of Take-Two Interactive. It was created on January 25, 2005 after Take-Two acquired developer Visual Concepts and its wholly owned subsidiary Kush Games from Sega for US$24 million.

The name "2K Games" comes from Visual Concepts' sports game lineup typically referred to as the 2K series, which were originally published exclusively for the Dreamcast console. 2K Games is headquartered in Novato, California. The label publishes a wide variety of console and PC titles developed both internally and externally.

2K Games have been nominated for the BAFTA awards for their game Borderlands 2.

## Studios

* 2K Sports in New York City, United States, founded in 2005
* 2K China in Shanghai, China, founded in 2006
* 2K Czech in Brno, Czech Republic, founded in 1997 as Illusion Softworks, acquired in 2007[4]
* 2K Marin in Novato, California, founded in 2007
* 2K Australia in Canberra, Australia, founded in 1999 formerly Irrational Games Australia
* Firaxis Games in Hunt Valley, Maryland, founded in 1996, acquired on November 7, 2005.[5]
* Irrational Games in Quincy, Massachusetts, founded in 1997, acquired in 2006, formerly 2K Boston/Australia (2007–2010)
Operation Devil's Moon

## Mission Brief

Unknown bogeys reclassified as intelligent, possibly extraterrestrial life. Unexplained events at impact site. German FSLK200 LRRP reported MIA.

## Mission Objectives

* Assess situation at impact site
* Locate German recon team
* Investigate extraterrestrial objects

## Message from Central

*"You are being deployed to Germany. At 1900 hours Zulu, several unidentified objects fell to Earth. After ruling out the possibility of a downed satellite, we now believe these objects to be extraterrestrial in nature. Shortly after impact, German officials received reports of mass hysteria and freak weather around one of the impact zones. Then things went dark. At 2100 hours, a chopper carrying a German military recon team went down in the area after they reported being fired upon. As you know, Germany is a member of the Council, and they have requested our assistance. Our mission is to assess the situation on the ground, ascertain the current status of the German recon team, and investigate the extraterrestrial objects. Central out.*

## Walkthrough

This is a tutorial mission intended to familiarize the player with the game interface and is entirely scripted. There is no choice but to follow the commands from Central exactly.

* First, Central will direct the squad of four random soldiers into cover, one at a time, demonstrating movement, the unit flag, cover, and dashing. Move to the spots indicated by yellow arrows by right-clicking at those locations.
* The team will intercept a radio transmission calling for help. As before, move each squad member closer to the building as directed by Central.
* Move each squad member into the building as directed.
* Again, move each squad member forward as directed. Delta 3 will be directed to move next to the soldier calling for help. It's revealed he's being telepathically controlled. Delta 3 and the soldier are both killed. Delta 1 is then killed by fire from alien forces.
* Move Delta 2 to better cover and attack as directed. Use space to activate the tactical UI or click on the first combat option. Then hit space again or click OK.
* Move Delta 4 to the cover indicated. Use a grenade as directed by Central.
* Delta 4 will be killed in the counterattack. Move Delta 2 as directed and finish the battle by attacking the remaining Sectoid.
XCOM: Enemy Unknown

**XCOM: Enemy Unknown** is an strategy/action/role-playing video game being developed by Firaxis Games for 2K Games, scheduled to be released in the fall of 2012 for Microsoft Windows, PlayStation 3 and Xbox 360.

It has been described as a re-imagining of the original 1994 game "UFO: Enemy Unknown".

## Description

XCOM: Enemy Unknown will place you in control of a secret paramilitary organization called XCOM. As the XCOM commander, you will defend against a terrifying global alien invasion by managing resources, advancing technologies, and overseeing combat strategies and individual unit tactics.

The original X-COM is widely regarded as one of the best games ever made and has now been re-imagined by the strategy experts at Firaxis Games. XCOM: Enemy Unknown will expand on that legacy with an entirely new invasion story, enemies and technologies to fight aliens and defend Earth. You will control the fate of the human race through researching alien technologies, creating and managing a fully operational base, planning combat missions and controlling soldier movement in battle.

## Features

* Strategy Evolved: XCOM: Enemy Unknown couples tactical turn-based gameplay with incredible action sequences and on-the-ground combat.
* Strategic Base: Recruit, customize and grow unique soldiers and manage your personnel. Detect and intercept the alien threat as you build and expand your XCOM headquarters.
* Tactical Combat: Direct soldier squads in turn-based ground battles and deploy air units such as the Interceptor and Skyranger.
* Worldwide Threat: Combat spans the globe as the XCOM team engages in over 70 unique missions, interacting and negotiating with governments around the world.

## Gameplay

### Missions

All missions begin with either a briefing by or a message from Mission Control following an event somewhere in the world. These events tend to be either alien landings or crashes. The player, as the unit commander must then assemble a squad and proceed to the chosen location and deal with the threat.

The object of each mission is to secure the area while keeping the squad safe, though casualties and even fatalities are entirely possible. At the end of each mission a tally of Aliens Killed —  — and XCOM Operatives Lost —  — is posted along with a mission rating.

The debriefing screen which follows provides a tally of artefacts recovered. These include Sectoid Corpses and Weapon Fragments which can be used in either Research or Engineering which improve the technology at the disposal of future XCOM teams.

## Enemies

* Chryssalid
* Cyberdisc
* Drone
* Ethereal / Uber Ethereal
* Floater / Heavy Floater
* Muton / Muton Elite / Muton Berserker
* Outsider
* Sectoid / Sectoid Commander
* Sectopod (Mini)
* Thin Man
* Zombie
Storehouse

**Storehouse** is a building in *Cossacks 3*. The storehouse becomes available once the Town Hall is built.

## Background

Storehouses are intended for storing wood and stone extracted by peasants. They can be captured by the enemy.

## Characteristics

* Stores wood and stone brought by the peasants.
* ↓Can be captured by the enemy.

## Prices

 Spain and Portugal | 20
 Turkey and Algeria | 30