recursal/Fanatic-Fandom huggingface dataset:
Xebec

**Xebec** is a naval units unit in *Cossacks 3*.

## Background

A xebec is the most famous type of Mediterranean ship. It was a 25-35 m (80-115 ft) long vessel with an advanced ram stem and a deck reaching far beyond the poop. The underbody was exceptionally sharp. North African pirates regarded xebecs as the fastest sailing vessels.
Xebecs were armed with 16-24 cannon and took on a crew of 300-450. They had 3 masts and sails for different wind forces. For instance, in favourable but weak wind, rectangular sails were hoisted on the foremast and mainmast. In cross winds, when these sails were ineffective, long Latin yards with fore and aft (trapeze-shaped) sails were set. In case of gale force winds, long yards were replaced by short ones with Latin (triangular) sails on all masts.

## Characteristics

* Mid tier warship.
* Requires no gold for upkeep.
* Spends a lot of coal and iron on firing.

## Strategies

* They cost no upkeep so can be massed.
* They cost a lot of gold upfront so try not to lose them, repair with workers ashore.
Manufacture agricultural equipment

**Manufacture agricultural equipment** is an upgrade in *Cossacks 3*, available at the Blacksmith.

## Background

Manufacturing agricultural equipment allows twice as much food to be procured from the fields. For instance, if 2,000 units of food can be harvested from one field section, peasants can procure 4,000 units of food from the same section after the upgrade.
Tower

**Tower** is a building in *Cossacks 3*.

## Background

A tower is a defensive construction. Towers can be demolished only by artillery, grenadiers or archers. A series of upgrades to increase the number of cannons in the tower will enable you to improve its rate of fire. Upgrades should be carried out in each tower separately. Tower cannonry takes up a substantial amount of coal and iron.

## Characteristics

* Fortification.
* ↑Can only be destroyed by cannons, ships, grenadiers or archers.
* The tower's rate of fire can be increased with upgrades adding more cannons.
* Upgrades should be installed separately at each tower.
* ↓Tower cannons spend a lot of coal and iron on firing.

## Prices

 Russia | 100
 Turkey and Algeria | 150
Cossacks 3 Wiki/editcopy/Section 2

Basics

Nations
Algeria · Austria · Bavaria · Denmark · England · France · Netherlands · Poland · Prussia · Russia · Saxony · Spain · Sweden · Turkey · Ukraine · Venice ·

 **Basics**
Resources · Scouting · Town · Units · Navy · Hotkeys · Cheats

 **Resources**
Wood · Food · Stone · Gold · Iron · Coal

 **Buildings**
Civilian · Military · Defensive

 **Modding**
dmscript.global· Editor

Military

Combat basics

Formations
Population capacity ·
Capturing

 **Units**
Infantry · Cavalry · Artillery · Ships

Campaigns
Diplomatic Center

**Diplomatic Center** is a building in *Cossacks 3*.

## Background

In the diplomatic centre you can hire mercenaries from other countries. You can construct only one diplomatic centre.

## Characteristics

* Allows to hire foreign mercenaries.
* ↓You can only build one diplomatic center.

## Prices

 Russia | 7900
 Ukraine | 3900
 Turkey and Algeria | 4600
Priest

**Priest** is a support infantry unit in *Cossacks 3*, available at the Cathedral. It has the ability to heal wounded units.

## Background

Priests were a spiritual bastion of the army. A clergyman was part of each and every squad to support the soldiers' morale. The church also supervised medical aid and the transports of the wounded from a battlefield and played a great role in many political arrangements. Church representatives took part in diplomatic negotiations and were often very successful. Missionary work was of great importance. Priests extended their confession and converted other peoples to their belief.
Poland

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

## Background

Poland was once a decentralized state led by a weak monarchic power. The central power was subdued in favour of tycoons and nobility. The Seym performed the actual control of the state. The army comprised the Crown and Lithuanian Corps. Constant resource shortage was a typical feature of the army, which mainly consisted of a Polish division (hussars, armoured and light cavalry) and a German division of cavalry and infantry equipped by western European standards. The Hetman was in command of the army.
Sich Cossack (mercenary)

**Sich Cossack (mercenary)** is a fast cavalry unit in *Cossacks 3*, available at the Diplomatic Center. They're the only fast cavalry in the mercenary crew.

## 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

* Light horseman armed with a saber.
* ↑ Effective for diversionary raids.
* ↑ Among the fastest horsemen.
Strelets

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

## Background

Strelets regiments constituted the basic force of the Russian army before the reforms introduced by Tsar Peter I. One might say it was the first Russian regular army. Strelets service was hereditary. Strelets were exempt from taxes, received a salary and could keep houses and learn a trade. The strelets history begins in 1550, when shooting units with pischals (a Russian type of fuse musket) were organized in 6 states (later called boards or regiments) with 500 soldiers each. They were situated in Moscow, in Vorobyov sloboga (the outskirts of the city). A regiment officers comprised a head (colonel), a major, sotniks (lieutenants) and uryadniks (sergeants). The strelets strength was about 7,000 during the rule of John IV, while by the crowning of Theodore Ivanovich (John's son) in 1584, more than 20,000 soldiers were numbered among the streets regiments. These fighters were armed with heavy fuse muskets or samopals (a Russian type of flint musket), sabres and pole-axes that they also used as musket props. The heads (officers) could be armed with a sabre and a partisan. Sometimes strelets units wore light chain mail. Their equipment comprised a fur cap, a long outer caftan, a zipun (a broadcloth camisole), porty (broad trousers) and gloves. A brightly coloured outer caftan was belted with a sash. Strelets regiments were abolished in Moscow in 1711 and vanished from the provinces after 1716.

## 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.
* ↓ Very slow production speed.
Forge new cuirasses

**Forge new cuirasses** is an upgrade in *Cossacks 3*, available at the Blacksmith.

## Background

Experts and skilled workers were needed to make both cold steel and armour. Cuirass smithery was very complex and expensive work. Therefore, in order to equip armies with durable armour, rulers had to have smithies expanded and assign more means to the manufacture of armour.
Swedish Pikeman, 18th century

**Swedish Pikeman, 18th 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 against both infantry and cavalry.
* Average attack values.
* ↑ Very fast production speed.
Sweden

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

## Background

During the Thirty Years' War, the Swedish army was one of the strongest in the whole of Europe. Perfectly organized regular troops performed brilliant military actions. Upon gaining rich financial support from France, they successfully invaded German territory. The most noted name of that period is that of the great military reformer, Gustaf II Adolf. He reorganized cavalry and infantry. Cavalry now paid less attention to shooting and more to horse riding. Infantry regiments were diminished in number in order to make them more mobile. As a result, the Swedish army defeated the Denmark and the kingdom of Norway. The Swedish army invaded Poland, which was exhausted by its long struggle against Russia, and took the capital Warsaw. In 1699, a coalition against Sweden was created by Russia, Saxony, Denmark and Poland. This led to Sweden's defeat during the Great Northern War.
Design new rib system and new hulls

**Design new rib system and new hulls** is an upgrade in *Cossacks 3*, available at the Academy.

## Background

In the heyday of the sailing fleet, the production of wooden hulls achieved perfection. Knowledge stored by carpenters and engineers when building new ships allowed them to construct hulls for the great battleships, the highlight of shipbuilding. Many concepts developed for the building of sailing vessels not only survived up to the epoch of metal ships but were also used in metal shipbuilding.
Campaign

## Overview

A campaign in cossacks 3 is a set of playable scenarios. Depending on the campaign, those are either playable in a certain order or in no order.

## Available Campaigns

* DOB Scenarios
* DOB Pro Fide, Lege et Rege
* War Ruse Tutorial
* Becoming a Generalissimo
* Roundheads vs Cavaliers
* Cossacks gain fame
* In distress and cold, on the Tsar's employ
* Dawn of the French fleet
Population capacity

**Population capacity** is a game mechanic that limits the possible number of Units that can be created.

## Appearance

Population capacity is indicated in the top left corner of the screen, below the ressource bar. Once the limit is reached, a red housing sign will start flashing, indicating unit production has halted.

## Effects

Once population capacity is reached or exceeded by the number of your units on the battlefield, production of new units ceases.

## Countermeasures

Town Hall, Barracks, 17th century, Barracks, 18th century, housing all provide **dwellings** for units, depending on nation. By building these buildings the population capacity will be increased by a fixed amount. The possible achievable population limit is limited due to rising building costs. The other way to make dwellings available is by having units killed or captured.

Town Hall : 100 dwellings;

Barracks, 17th century: 150 dwellings;

\*Note - Algerian/Turkish Barracks are only worth 50 dwellings;

Barracks, 18th century: 250 dwellings;

Housing: 25 dwellings

## Strategy

* Reaching population limit is called being "housed" in RTS games and is generally worth avoiding.
* Build enough buildings that provide dwellings.
* Use your units in combat. Attack frequently.
* Have enough peasants to support your economy, but don't have so many that they produce way more than you can spend.
* Protect houses as they are capturable.
* Build stronger units in favour of weaker units as all units cost one population space.
* Delete unneeded units if you need to get free population space asap. (E.g. for an Officer, 17th century to organize your troops in defense of an incoming attack)
* Destroy or capture an opponents dwellings to limit their unit production.
* It is increasingly difficult to maintain a large population in terms of area and ressources needed.
Drummer, 17th century

**Drummer, 17th century** is a support infantry unit in *Cossacks 3*, available in the Barracks, 17th century. They are the generic version of the Drummer 17th family.

## 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 XVII century infantry combat formations.
* ↓ Can't fight.
* ↑ Long range of vision.
Finance artillery repair shops

**Finance artillery repair shops** is an upgrade in *Cossacks 3*, available at the Academy.

## Background

In the 17th and 18th centuries, field smiths and repair shops were common to many artillery battalions. They possessed all necessary spares to repair damaged guns and allowed faulty cannon to be refit and used in battles again.
Research improved additions to gunpowder formula

**Research improved additions to gunpowder formula** is an upgrade in *Cossacks 3*, available at the Academy.

## Background

Using various additions to improve gunpowder combustion efficiency increased the range of artillery fire. However, this method permitted only a slight improvement, as the further intensification of detonations resulted in the barrel's destruction.
Design flintlock

**Design flintlock** is an upgrade in *Cossacks 3*, available at the Academy.

## Background

The invention of the flintlock was a truly revolutionary event. Not only did it increase the rate of fire significantly, but it also made handguns cheap enough to supply an entire army with them. After this invention, all armies were equipped with new weapons that were produced until the early 19th century when a new type of gunlock was invented.
Foundry mechanization

**Foundry mechanization** is an upgrade in *Cossacks 3*, available at the Artillery Depot.

## Background

Foundries were rapidly developed in the 17th and 18th centuries. Specialists invented new alloys for cannon barrels and strove to mechanize founding and casting. Multifarious lifting jacks and pulley systems were introduced in order to lighten manual labour and thus reduce artillery production costs.
Design paper cartridge and iron ramrod

**Design paper cartridge and iron ramrod** is an upgrade in *Cossacks 3*, available at the Academy.

## Background

The introduction of the paper cartridge increased rate of musket fire significantly. Before this invention, shooters had to fill the barrel with gunpowder from a tube, then flatten and cork it with a wad and put a bullet into the barrel. All these operations took up too much time and the rate of fire was low. Once the paper cartridge had been introduced, a marksman had only to put a ready-made cartridge into the barrel, which made the reload time much shorter.
Austria

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

## Background

During the reign of Charles the Great, Austria was excluded from the Bavarian duchy. In the 13th century it fell under Habsburg rule. During the 16th to 18th centuries, a number of populated regions were united. The process was accompanied by a series of wars. Later several countries like Bohemia, Hungary, Styria and Kraina joined the state. A new multilingual and multicultural state emerged, inhabited by Slavonic, Eurasian and Germanic peoples. Austria took an active part in the Thirty Years' War. 1741 was the year War of the Austrian Succession. Austria's frontiers were with Spain, France and Sweden. Its allies were England and the Netherlands; later Russia also joined the alliance. Countries argued about parts of Austrian territory. Following the death of the emperor Charles and due to the absence of an heir apparent, the throne was gained by the emperor's daughter Theresia. As a result of the events that followed, Austria lost a major part of Silesia and part of its Italian territory.

## Characteristics

**Town Hall**:

-Is 108,3% faster to build (57 seconds instead of 190);

-Able to reach 18th century;

-Trains:

 Time

**Shipyard**:

**Barracks**:

**Stable**:

**Academy**:

-Has 65000 health points, 2000 more than standard;

**Barracks, 18th century**: \*
Mullah

**Mullah** is a support infantry unit in *Cossacks 3*.

## Background

Priests were a spiritual bastion of the army. A clergyman was part of each and every squad to support the soldiers' morale. The church also supervised medical aid and the transports of the wounded from a battlefield and played a great role in many political arrangements. Church representatives took part in diplomatic negotiations and were often very successful. Missionary work was of great importance. Priests extended their confession and converted other peoples to their belief.
Ottoman Pikeman

**Ottoman Pikeman** is a melee infantry unit in *Cossacks 3*.

## Background

In addition to janissaries with shooting weapons, there were soldiers armed with pikes and yataghans in the Ottoman Empire. Their mission was to defend shooters from cavalry charges and counterattack enemy forces. At the times of low rates of musket fire and low shot effectiveness, cold steel fighters were of great importance. In the Turkish army, there were both well-trained pikemen and numerous irregular forces. Cold steel was sometimes supplemented with bows, pistols, or muskets.

## Characteristics

* Infantryman armed with a long pike.
* ↑ Effective in combat formations.
* ↑ Quick to produce.
French Dragoon, 18th century

**French Dragoon, 18th century** is a ranged cavalry unit in *Cossacks 3*.

## Background

Their history begins with infantrymen mounted on horses. However, as this force was developed, more and more attention was paid to riding drills. This resulted in a force that could fight both in mounted and foot formation. They yielded to heavy cavalry in hand-to-hand fighting, but with sufficient training they could accomplish the same missions. Dragoons were armed with a musket (later a musket with a bayonet), a sabre or a broadsword and a pair of pistols. Dragoons had no armour. Their equipment was very much alike to that carried by musketeers, except for the fact that dragoons wore jackboots. In a foot array, they fell in 3 ranks like linear infantry. When mounted, they charged in a tight array like heavy cavalry. As the cavalry developed, dragoons were used less and less as infantry.

## Characteristics

* Horseman armed with a musket.
* ↑ Hits targets at a range.
* ↓ Does not fire when an enemy is up close.
* ↑ High attack values.
* ↑ Quick to produce.
Basics

## Game modes

There is only one "game mode" but you can greatly alter gameplay by installing mods. Aside from that the game itself can be altered from the game lobby which greatly influences gameplay.

### Starting options

#### Normal

Players start with 18 workers of their civilization.

### Balloon options

#### Default

Players start with the map unrevealed (covered by fog of war) that they need to scout. Most Nations can develop Balloon at some point to reveal the map.

#### No Balloon

Players start with the map unrevealed and one can develop balloon.

#### Always Balloon

All Players see the map completely revealed from the beginning.

### Capturing options

#### Default

Workers, civilian buildings and artillery can all be captured if not guarded by a military unit.

#### No Peasants

Same as default, but no capturing of workers.

#### No peasants, town halls

Same as no peasants, but town halls can also not be captured.
Mine

**Mine** is a building in *Cossacks 3*. It is one of the only buildings that have no prerequisites, the others being Town Hall and Mill.

## Background

To begin extracting coal, iron or gold, build a mine on the deposit. Then assign peasants to the mine so they start the extraction. To increase the limit of workers a mine can hold, carry out series of mine infrastructure upgrades. The final 7th mine upgrade allows 95 peasants to work in a single mine.

You should defend your mines, because an enemy can capture them.

## Characteristics

* ↓Can be captured by the enemy.
* The number of peasants working at the mine can be increased with upgrades.
* Upgrades should be installed separately at each mine.
* The maximum number of peasants working at a single mine with all the upgrades is 95.
Dragoon, 18th century

**Dragoon, 18th century** is a ranged cavalry unit in *Cossacks 3*, available at the Stable once the 18th century is reached. They are the generic version of the 18th dragoon family.

## Background

Their history begins with infantrymen mounted on horses. However, as this force was developed, more and more attention was paid to riding drills. This resulted in a force that could fight both in mounted and foot formation. They yielded to heavy cavalry in hand-to-hand fighting, but with sufficient training they could accomplish the same missions. Dragoons were armed with a musket (later a musket with a bayonet), a sabre or a broadsword and a pair of pistols. Dragoons had no armour. Their equipment was very much alike to that carried by musketeers, except for the fact that dragoons wore jackboots. In a foot array, they fell in 3 ranks like linear infantry. When mounted, they charged in a tight array like heavy cavalry. As the cavalry developed, dragoons were used less and less as infantry.

## Characteristics

* Horseman armed with a musket.
* ↑ Hits targets at a range.
* ↓ Does not fire when an enemy is up close.
* ↑ High attack values.
* ↓ Low rate of fire, very slow production time.
Research granular gunpowder

**Research granular gunpowder** is an upgrade in *Cossacks 3*, available at the Academy.

## Background

The development of firearms proceeded not only the path of design improvement, but also of powder perfection. Initially firearms were loaded with regular gunpowder. Later scientists discovered that granular powder combustion is much more efficient than that of regular gunpowder. The introduction of this invention improved the power of a bullet and increased the range of fire.
Algerian Archer

**Algerian Archer** is a ranged infantry unit in *Cossacks 3*.

## Background

These fighters were armed with bows and arrows. Their bows possessed a high rate of fire - up to 12 shots per minute - but a low range of fire and limited killing power. A soldier's stamina also influenced his range and rate of fire. These savage warriors terrified enemies through their brutality and rapidity. However, like in all irregular armies, their lack of discipline made them very unreliable in a battle.

## Characteristics

* Armed with a bow and arrows.
* ↑ Effective only when combined with infantry.
* ↓ Does not fire when an enemy is up close.
* ↑ Fires flaming arrows at buildings, fortifications and ships.
Research new sulphur purification methods

**Research new sulphur purification methods** is an upgrade in *Cossacks 3*, available at the Academy.

## Background

The low effectiveness of early firearms was partly due to detrimental impurities. In time, the progress of chemistry reduced the percentage of impurities in one of the powder ingredients - sulphur - and thus improved gunpowder combustion efficiency.
Light Infantryman

**Light Infantryman** is a melee infantry unit in *Cossacks 3*.

## Background

The Ottoman Empire was populated with lots of various peoples. Manifold tribes made up the army, while there were many irregular forces. They were armed with varied steel weapons and sometimes bows or muskets. These savage warriors terrified enemies by their brutality and rapidity. However, like in all irregular armies, the weak discipline made them very unstable in a battle.

## Characteristics

* Infantryman armed with a saber.
* ↓ Low attack values.
* ↑ Very fast building speed.
* ↑ Only effective in combat formations.
King's Musketeer

**King's Musketeer** is a ranged cavalry unit in *Cossacks 3*.

## Background

Special elite detachments were created for the personal protection of the King of France. One of these detachments comprised 2 companies of King's Musketeers. These were noblemen only, professional fighters trained in soldiering from childhood. These musketeers excelled at fencing, accurate shooting and riding. Their arms and tactics were much like those of dragoons, but King's Musketeers were better equipped - with expensive wheel lock muskets and the best cuirasses available. They were also armed with several pairs of pistols and a sword. The life of these detachments is described in great detail in novels by Dumas.

## Characteristics

* ↑ Elite horseman.
* Armed with a musket.
* ↑ Hits targets at a range.
* ↓ Does not fire when an enemy is up close.
* ↑ Very high attack values.
* ↓ Very slow building speed.
Forge harnesses for horses

**Forge harnesses for horses** is an upgrade in *Cossacks 3*, available at the Blacksmith.

## Background

Additional assignments to harness making allowed this manufacture to be expanded and provided cavalrymen with high-grade equipment in a short space of time. Many smiths specialized in making harnesses and horseshoes. Cavalry maintenance was unthinkable without harness production.
Stone

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

## Background

Stone is required to construct buildings , ships and artillery , as well as to
research new technologies and make upgrades . Stone comes from
Quarries (workers assigned to mine).

## Procurement

Stone is carved out of rocks populating the landscape by workers assigned to quarry work (sent to mine them out). More workers produce more stone. Upgrades increase excavation speed.

## Strategies

A building resource, the importance of which waxes as wood's wanes. Late game buildings and fortifications require plenty of stone, so quarries should slowly siphon off your workers as the game progresses.
Nations

There are twelve **nations** available in *Cossacks 3* as of release. Each is based on a real-life power that existed in Europe in the 17th and 18th centuries. The game mixes contemporary and modern names when designating factions. The differences are detailed in the *Behind the scenes* section.

The "Days of Brilliance" DLC (release 13.12.16) added the Netherlands and Denmark as playable nations.

In "Cossacks 3: Rise to Glory" (release 15.02.17) Bavaria and Saxony were added as playable nations.

In "Cossacks 3: Path to Grandeur" (release 16.06.17) Hungary and Portugal were added as playable nations.

In "Cossacks 3: The Golden Age" (release 24.08.17) Piedmont and Switzerland were added as playable nations.

## List of nations

* Algeria
* Austria
* Bavaria (\*DLC RtG)
* Denmark (\*DLC DoB)
* England
	+ 17th century pikeman with armour against bullets
	+ strong cuirasser cavalry
	+ cheap 18th century Highlander musketeer: high damage and HP, slower training
	+ 18th century musketeer
	+ 18th century balloon to reveal the map
	+ Stables are built faster, require less wood and stone, but more gold.
	+ Costs more resources to upgrade to the 18th century.
* France
* Hungary (\*DLC PtG)
* Netherlands (\*DLC DoB)
* Piedmont (\*DLC tGA)
* Poland
* Portugal (\*DLC PtG)
* Prussia
* Russia
* Saxony (\*DLC RtG)
* Spain
* Sweden
* Switzerland (\*DLC tGA)
* Turkey
* Ukraine
* Venice
* Scotland (\*DLC GotH).
* Luxembourg

## Behind the scenes

* The game uses a number of anachronistic or blatantly erroneous names in naming nations, likely to make it more accessible.
	+ England is actually the Kingdom of England and Wales, and then the United Kingdom once the transition to the 18th century is made, and use Scottish highlanders as units in game.
	+ Poland wasn't a distinct, sovereign entity in the game's time period, but a constituent state of the Polish-Lithuanian Commonwealth.
	+ Turkey didn't exist at all, what existed was the Ottoman Empire. (This is false. Ottoman Empire was commonly referred as Turkey and/or Turkish Empire)(Ottoman Empire and Turkey are different)
	+ Ukraine is a Cossack military state that emerged in the territories that constitute Ukraine proper.
	+ Piedmont is just a principality of the duchy of Savoy, a country which existed from 1004 to 1860, and represent central Italy in game.
War Ruse Tutorial

## Campaign Text

When playing this campaign, you will learn how to control your forces and your economy as well as understand strategems and military art. You will find out more about various methods of assault and diversionary tactics and will be able to organize an effective defence. Naturally you already have knowledge that will allow you to gain brilliant victories, but it can never hurt to discover new war ruses and use them to crush previously invincible enemies.

## Missions

Playable in any order:

* Peace
* War
Howitzer

**Howitzer** is a artillery unit in *Cossacks 3*, available at the Artillery Depot. It is a siege cannon, extremely effective against fortifications and massed up units, for a very weak range.

## Background

The main advantage of a howitzer over a cannon is its lower weight for greater calibres. A howitzer's range of fire is shorter than that of a cannon, but the projectile trajectory is much higher and the bomb weight is much greater than that of a cannonball. Moreover, due to plunging fire, howitzers can shell enemy forces behind obstacles or irregularities in the landscape. In the past, a howitzer's fire accuracy was inferior to that of a cannon, but explosive projectiles (bombs) and its large calibre compensated for this drawback. Howitzers took over mainly in the 18th century and played a great role in battles of those times.

## Characteristics

* Siege cannon.
* Fires in arc trajectory.
* Effective against fortifications and massed infantry.
* Low rate of fire and accuracy.
* Requires gold for upkeep.
* When out of gold, howitzers stops firing.
* Unguarded howitzer 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
Mill

**Mill** is a building in *Cossacks 3*. The mill is one of the only buildings that has no prerequisites, the others being the Town Hall and the mine.

## Background

Mills are used for the growing and treatment of crops. Peasants bring the harvested food to the Mill. It can be captured by the enemy. A mill provides basic upgrades in order to make food production more effective.

## Characteristics

* Serves production and processing of grain cultures.
* The peasants can deliver harvested food to the mill.
* ↓Can be captured by the enemy.
* The mill adds upgrades making food production more efficient.
Design Montgolfier

**Design Montgolfier** is an upgrade in *Cossacks 3*, available at the Academy.

## Background

In 1782, brothers Montgolfier have invented a paper balloon capable of rising into the sky when filled with warm air. Pilate de Rosier performed the first flight on a fabric balloon in 1783. A balloon creates a carrying power thanks to warm air in it being lighter than the surrounding atmosphere. Such balloons are called Montgolfiers after their inventors. According to a manuscript found in Riazan (Russia), a cleric Kriakutnoy has performed a flight on a balloon filled with warm air before brothers Montgolfier, in 1731. However, his flight was unsuccessful. Napoleon has used balloons for reconnaissance - to observe enemy positions. Also balloons were used in various festivities and parades. Giving a demonstration of scientific achievements, they helped raising people's morale.

## Trivia

* The reason why the balloon is so expensive for Scotland and Ukraine is for balance, as these two countries can be used in late game, yet don't have the Progress to the 18th Century upgrade.
* Algeria and Turkey are lacking the upgrade, as it would be counter-intuitive and useless to these rush nations.
Develop mathematics

**Develop mathematics** is an upgrade in *Cossacks 3*, available at the Academy.

## Background

The military paid much attention to theoretical research in the domains of ballistics, designs for sighting devices, the ratio between charge mass and projectile mass, etc. In France, this research was conducted by Bellidore (in La F�re in 1730-1740), while Robius in England and Papacino d'Antoni in Turin (Piemonte) studied similar problems. Numbers were vital to their studies. The most prominent mathematicians and physicists conducted research for the theoretical justification of experimental gunnery results. Galilei founded a theory and passed it on to Newton, Blondelle, Bernoulli and Euler. They studied the laws of projectile flight and causes of deviation. Their knowledge was in turn passed on to artillery officers. In 1690, a gunnery school was founded in France.
Navy

**Navy** is a curious element of **Cossacks 3**, whose role largely depends on the map. On predominantly land-based maps, shipyards are useless. On maps with plenty of the deep blue, though...

## Overview

* Water acts as a natural deterrent to expansion, both yours and the enemy's. To pass, you need to locate crossings or build a ferry, which requires a good escort from allied ships to survive long enough until landing (what, you think naval landings were only invented in World War II?). As a natural barrier, it greatly helps expanding early on, allowing one to do it in peace.
* To expand on water, you need a shipyard. However, before you decide to build that vast fleet you always wanted, start small. Boats don't require upkeep and only cost wood, but provide essential food. They don't need management and automatically seek out fish, but can be vulnerable to raids.
* To build warships, make sure you have plenty of gold, coal, iron, and wood first. In the short term due to the bill you'll be expected to foot when you order construction, in the long term due to maintenance costs. That pretty Ship Of The Line is not going to be more than a giant floating matchbox if you run out of coal or iron. Wait, it will make a snappy practice target for the enemy.

## Strategies

* Turkey and Algeria make for terrifying foes on the seas, as the xebecs do not need upkeep and can be fielded in quantity, as opposed to their Western and Eastern opponents.
Poland Peasant

**Poland Peasant** is a support infantry unit in *Cossacks 3*, available at the Town Hall. They are exclusive to the nations of Hungary and Poland.

## 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%
Develop medical science

**Develop medical science** is an upgrade in *Cossacks 3*, available at the Academy.

## Background

Military medicine was actively developed in the 17th and 18th centuries. Regimental doctors were introduced to supervise soldiers' health and render medical care. A doctor commanded a sufficient number of medical orderlies to gather injured men on the battlefields and nurse the wounded and invalids. The development of medicine and the introduction of medical officers saved many lives and guarded military forces against epidemics.
Prussia

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

## Background

The rulers of northern Germany did not possess sufficient money to recruit the necessary number of soldiers in a critical moment, as it was done in France. Therefore the country pursued a policy of creating a strong national army. Electors tended to join efforts in the struggle against their common enemy. The Thirty Years' War resulted in the formation of the Brandenburg-Prussian army. The main principle of its management was division by districts. Each district was obliged to take care of the army within its territory. If a district did not supply the required resources, the army simply took them. Such interaction of military and civil managerial staff gradually created a system that allowed the army to be supplied without plundering the country. One of the problems was a lack of people. During the Thirty Years' War, obligatory conscription was introduced, and grew to a much larger scale during the reign of Frederick William I. Officers snatched any fit people and recruited them to the regiments by force. But at last this process was brought to some degree of order, and a fair recruitment system was created. This resulted in a strong army by the second half of the 18th century.
Design new woodworking tools

**Design new woodworking tools** is an upgrade in *Cossacks 3*, available at the Academy.

## Background

Wood was one of the main construction materials in the 17th and 18th centuries, so woodworking methods were continuously improved. For instance, more precise lathes and large saw benches were designed for sawing frames and manufacturing planks.
Cuirassier

**Cuirassier** is a heavy cavalry unit in *Cossacks 3*, available at the Stable once the 18th century is reached. They are the generic version of the Cuirassier family.

## Background

This unit represents the next stage up of heavy cavalry development in Europe. The armour worn by these riders was much lighter, resulting in higher speed and manoeuvrability. Much attention was paid to riding techniques. Cuirassiers could deliver powerful and deadly blows both to enemy cavalry and infantry in square formations. A cuirassier's equipment included a steel cuirass about 47 cm (181/2") high with a breast width of 44 cm (17") and weight of 8-9 kg (17-20 lbs). The cuirass protected a rider's breast and back from cold steel weapons and musket bullets (at a range of at least 50 steps). A pistol bullet could pierce the cuirass only if fired point-blank (from 2-3 steps away). Sometimes cuirassiers wore steel helms. A cuirassier was equipped with a suede collar, a uniform, leather trousers and jackboots. He was armed with a broadsword, a pair of pistols and a short cavalry flintlock musket or cavalry carbine. Cuirassiers attacked in tight array at a gallop from a distance of 1,800-700 steps. They used broadswords to break through enemy lines while their pistols remained a secondary weapon.

General von Marvitz once wrote: "This force will break through whatever happens. Half of them may be shot down or become stuck in a ditch and hundreds will wring their necks. But they won't stop (not to mention turn back), for in all the swirl and turmoil of hundreds of horses spanking ahead in tight formation, even the best rider can control his horse no longer - they are all doomed to break through. Even if one of them can cope with his horse and manages to gain control - he'd better forget about stopping, or he'll be smitten by the rear and trampled down. So there's not a shadow of a doubt that, once such a charge is initiated, it will be either a breakthrough or a detachment will cease to exist." Cuirassiers were a privileged force and were exempt from many service burdens.

## Characteristics

* Heavy horseman armed with a broadsword.
* ↑ Wear armor protecting from bullets and shrapnel.
* ↑ Effective against both infantry and cavalry.
* ↑ High attack and defense values.
* ↓ Slow building speed.
* ↓ High production cost.

## Upgrades

### Blacksmith

 Forge new types of broadswords and sabres | Cavalry and sword clansman attack +5
 Forge new cuirasses | Armored soldiers defense +2

## Trivia

Even though this unit has a sword in hand, it does pike damage.
Dragoon, 18th century (mercenary)

**Dragoon, 18th century (mercenary)** is a ranged cavalry unit in *Cossacks 3*, available at the Diplomatic Center.

## Background

Their history begins with infantrymen mounted on horses. However, as this force was developed, more and more attention was paid to riding drills. This resulted in a force that could fight both in mounted and foot formation. They yielded to heavy cavalry in hand-to-hand fighting, but with sufficient training they could accomplish the same missions. Dragoons were armed with a musket (later a musket with a bayonet), a sabre or a broadsword and a pair of pistols. Dragoons had no armour. Their equipment was very much alike to that carried by musketeers, except for the fact that dragoons wore jackboots. In a foot array, they fell in 3 ranks like linear infantry. When mounted, they charged in a tight array like heavy cavalry. As the cavalry developed, dragoons were used less and less as infantry.

## Characteristics

* Horseman armed with a musket.
* ↑ Hits targets at a range.
* ↓ Does not fire when an enemy is up close.

Template:Descr.highrateoffire

* ↓ Requires gold for upkeep.

Template:Descr.highusageofironandcoalwhenfiring
Template:Descr.effective.mercenary
Pope

**Pope** is a support infantry unit in *Cossacks 3*. He is trained from the Orthodox Cathedral, only by Russia and Ukraine.

## Background

Priests were a spiritual bastion of the army. A clergyman was part of each and every squad to support the soldiers' morale. The church also supervised medical aid and the transports of the wounded from a battlefield and played a great role in many political arrangements. Church representatives took part in diplomatic negotiations and were often very successful. Missionary work was of great importance. Priests extended their confession and converted other peoples to their belief.

## Trivia

* "Pope" is a term for the supreme leader of the Catholic Church. The proper term for an Orthodox priest is "priest" (Ukrainian: svyashchenyk, священик; Russian: svyashchennik, священник)
England

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

## Background

England was the greatest of all Protestant countries. Due to its lack of military organization, it could not take an active part either in the Netherlands' struggle for independence or in the Thirty Years' War. The same disorganization was decisive in the civil war, too. The army of Charles I and the troops of Parliament, though they numbered 60-70 thousand soldiers, were both irregular armies, incapable of achieving any significant victory. This situation remained unchanged until 1645, when Cromwell began forming the skilled regular parliamentary army which, when it was ready, presented a military corporation of the strictest discipline, based on religion. About one third of the entire was comprised of cavalry. Soldiers received huge salaries and could afford to live like gentlemen. England also possessed a very powerful, well equipped and numerous navy that prevailed at sea for a long time after their famous victory over the Spanish Armada. Due to its beneficial insular geographical position and strong fleet, England allowed no enemy intruders to penetrate its territory. An active colonial policy secured enormous territories of the "New World" for England.