recursal/Fanatic-Fandom huggingface dataset:
Darkbender

Darkbender is a common basic unit card that is summoned for 2 gold.

## Appearance

A flying, short, purple hooded figure donning a white mask.

## Stats

Darkbender has 1 health, 2 attack, 3 movement, and 2 range

## Ability

Darkbender can fly over non-flying units to the space behind them.

## Lore

"Darkbenders were once a once powerful group of sorcerers, but fell under a curse sealing away many of the dark powers. It is unknown if the curse was of their own doing or someone else's." -Headmaster Sarus
Ramrus

Ramrus is a common neutral monster unit card that is summoned for 2 gold.

## Stats

Ramrus has 3 attack, 4 health, and 2 movement.

## Ability

Knockback (4): When Ramrus attacks, he pushes the target 4 spaces away.

## Lore

"It looks like a ram because of the horns, but also a Walrus.... That's it! We will call it a Ramrus!" -Swordsman named Vontre
Hasan Missionary

Hasan Missionary is a basic neutral unit card that is summoned for 3 gold.

## Appearance

A elderly man in a priest uniform carrying a staff.

## Stats

Hasan Missionary has 3 attack, 4 health, and 2 movement.

## Ability

Initiative: When summoned, Hasan Missionary heals all allies by 2.

## Lore

* "Evil heretics. These "missionaries" are known for brainwashing people into their cult. Keep away from them" -Loremaster Tarius

* "Hasan Missionaries? Evil? Ha! That Tarius is such a bigot. He is just hurt that all the priests from the Crusaders defected to join the Hasan civilization" - One-Eyed Maddy
Serdiuk

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

## Background

A hetman's mercenaries were divided into cavalry and infantry regiments. Foot Cossacks were called serdiuks (сердюки) or ohochepehotnys (охочепіхотні, volunteer infantrymen). Their tactics and skills were certainly no match for those of regular European musketeers. However, they were able to efficiently fight back Tatars and combat in the country. Serdiuks were usually dressed in their traditional valueumes.

## 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.
* ↑ Among the best ranged troops in the game.
* ↑ Long range of fire.

## Upgrades

Cossack House Attack: +2; +3; +4; +5; +6; (For a total of 30 attack)
Defense:

Academy: +10%; +20%; +30%; +15%
Mischievous Imp

Mischievous Imp is a common neutral unit card that is summoned for 2 gold.

## Appearance

A smallish, red humanoid creature with horns wielding a pitchfork.

## Stats

Mischievous Imp has 2 attack, 4 health, and 3 movement.

## Ability

Awaken: Next turn, deal 1 damage to the opponent's castle

## Lore

"Come on, buddy. I can help you, you know? We just have to make a deal." -Mischievous Imp
Formations

**Formations** were a very important part of early modern warfare and *Cossacks* is no exception. To properly manage your troops you need to employ formations.

## Requirements

* At least 15 infantry units (40 for cavalry).
* 1 officer.
* 1 musician (eg. drummer).

## Formation Sizes

 36
 72
 120

## How to set up a formation

1. Assemble the troops, officer, and musician in a common location.
2. Select the officer.
3. Click on the right part of the pane on the formation size you want created. The troops will automatically assemble and any overflow will remain as individual units.

## Benefits of a formation

* Management!
* Maintaining proper formation: Column, rank, or square.
* Bonuses to attack and defense.
* A seperate Bonus to defense when using the Stand Ground order.
Crusaders

*This article is a stub. You can help Cards and Castles Wiki by expanding it.*

**Crusaders** are one of the six factions in *Cards and Castles*.

Crusaders are a defensive faction, possessing powerful healing and damage absorption abilities and card draw mechanics.

* Armor: Absorbs the first X damage taken each turn.
* Judgment: Deals damage to enemies that attack this unit.
* Resolve: The first time this unit would die, its health reduces to 1 instead.
* Stalwart: Immune to all knockback, push and fear effect.

They have 56 cards in total.
Western Peasant

**Western Peasant** is a support infantry unit in *Cossacks 3*, available at the Town Hall. They are exclusive to the nations of Denmark, England, France, Netherlands and Sweden.

## 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%
NightReapers Drakes Deck

== Shadow Reapers Easy Drake Deck

Deck List: Type: Faction:
.3 Lumber Jacks Unit Neutral
.3 Faithful Drakes Unit Neutral
.2 Dragon Knights Unit Neutral

```
                     (Spawns 2 units)

```

.3 Green Drakes Unit Neutral
.3 Ice Drakes Unit Viking
.3 Shadow Drakes Unit Ninja
.2 Stone Drakes Unit Ninja
.3 Dragon Temples Building Neutral
.3 Armory Building Neutral
.3 Storm Strike Spell Card Viking
.3 Dragon Search Spell Card Viking
.3 Dragon Siege Spell Card Viking
.3 Dragon Training Spell Card Viking
.2 Drago n Bolt Spell Card Viking
.3 Secret Dragon Trap Ninja
.3 Dragon Statue Spell Ninja

```
                     (Spawns Unit)

```

.3 Face of the Dragon Spell Ninja
.2 Multi Strike Spell Ninja
Kurou the Hand

Kurou the Hand is a Legendary Ninja unit card that is summoned for 4 gold.

## Appearance

A short mysterious ninja with a purple robe and mask with a red belt holding it in place. He is equipped with two tantōs.

## Stats

Kurou has 6 health, 2 attack, and 3 movement.

## Ability

Kurou the Hand has the ability to regain stealth and move 2 spaces after each attack.

## Usage

In ninja decks, this card is usually used with cards that would increase a unit's health and attack. Since it cannot be the target of spells, this card is very useful in many decks.

## Lore

"Don't mention that creature's name! He is no longer my student; and I am no longer his master. He has dishonored me, my teachings, and has desecrated the very spirit of the Ninjas!" -Masuta
Improve grain crops storage

**Improve grain crops storage** is an upgrade in *Cossacks 3*, available at the Mill.

## Background

Safe storage of the harvest was of great importance in state economics and for army supplies. Inadequate storage conditions or a polluted environment could result in losing a harvest and would have disastrous effects upon a city or a detachment. Building new granaries and improving storage conditions allowed crops to be preserved for a long time.
Roundshier (mercenary)

**Roundshier (mercenary)** is a melee infantry unit in *Cossacks 3*, available at the Diplomatic Center. They're the only mercenary unit with an armor.

## Background

In the Austrian army, a few infantry detachments armed with cold steel still remained. The mission of those brave soldiers was to wait for a pause in the musketeers' shooting and assault an enemy to breach his pikemen's file or chop his musketeers. In the 16th - 17th centuries, musketeers were not too effective and depended much on the weather. A Roundshier was armed with a sword and equipped with a plate mail armour and a Rundschild - a small round shield. In battle formation, Roundshiers occupied the front lines. Later on, as firearms were developed, this echo of medieval infantry vanished completely.

## Characteristics

Template:Descr.cost.average
Template:Descr.params.lowattack.lowdefense

* ↑ Effective against mercenary grenadiers.
Russia

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

## Background

Russia's military forces were rather poorly organized in comparison to western European armies. Despite their enormous number (about 200,000), they were not properly trained to perform military operations. There were also strelets riots. But thanks to progressive reforms implemented by Tsar Peter I, the army grew stronger. He formed a new well-trained Russian army capable of defeating a strong enemy like Sweden. Developing rapidly during the 18th century, it became one of Europe's mightiest armies. Russia also profited greatly from its huge territory, natural resources and enormous population.

## Characteristics

### Town Hall:

-Train Serf;

-Support less population than standard;

### Mill:

-Take very small space;

-Build cost more than standard;

-Lesser HP;

### Izba (Housing):

-Provide population;

-Cost less than standard, more HP;

### Orthodox Cathedral:

-Train Pope;

-Have a bit more health than standard;

-Take a very large space;

### Strelets Barracks:

-Train Spearman and Strelets

-Cost no gold, additional barracks cost lesser.

-Provide less population than standard.
Jonviev the Dawnsword

Jonviev the Dawnsword is a Legendary Crusaders unit card that is summoned for 7 gold.

## Appearance

A red-headed woman equipped with brilliant gold armor, a large round shield, and a holy sword.

## Stats

Jonviev the Dawnsword has 7 health, 5 attack, and 3 movement.

## Ability

Jonviev the Dawnsword gains 2 movement and heals all knights for 6 health

## Lore

"Hm? Jonviev the Protector? I don't ever recall a time that someone called me that. I have and always will be Jonviev the Dawnsword" -Jonviev the Dawnsword
Spearman

**Spearman** is a melee infantry unit in *Cossacks 3*.

## Background

In addition to streletses, there were soldiers armed with pikes in Russian army. Sometimes streletses were armed with this weapon to meet cavalry charges in a close fight. Spearmen could wear an armor - a chain mail or a cuirass. They also wielded a sabre. A spearman's equipment comprised a fur-cap, a long outer caftan, a zipun, porty and gloves. Some of soldiers were armed with a sabre and a protasan.

## Characteristics

* Infantryman armed with a long pike.
* ↑ Wear armor protecting from bullets and shrapnel.
* ↑ The most effective pikeman of XVII century.
Develop new metalworking methods

**Develop new metalworking methods** is an upgrade in *Cossacks 3*, available at the Artillery Depot.

## Background

Moulding is too labour-intensive and complex a process to conduct manually. In the 17th and 18th centuries, new moulding presses and machinery were invented in order to simplify production and make it more effective.
Design multi-barrelled cannon

**Design multi-barrelled cannon** is an upgrade in *Cossacks 3*, available at the Academy.

## Background

In addition to conventional single-barrelled cannon, new experimental gun models were created in the 18th century. Inventors attempted to build multi-barrelled artillery systems to provide a greater rate of fire. These multi-barrelled cannon became the predecessors of modern machine-guns and automatic cannon.
France

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

## Background

By the beginning of the 18th century, the French infantry was rather turgid, and therefore foreign mercenaries fought France's wars. It was Cardinal Richelieu who promoted the development of a regular national army. In 1640, France encamped 150 thousand units of infantry and 30 thousand cavalry units. The outstanding creator of the French army was Michel le Telieaux, who was promoted to the rank of military minister in 1643. He established the rank of civil commissary, a person who would be attached to commanding officers. Commissaries managed such things as finances, supplies, fortifications, hospitals and military courts. In order to provide a regular food supply for the troops, le Telieaux established properly organized shops, which were of great importance during strategic operations. Huge transports were one of the greatest disadvantages of mercenary armies. Soldiers took their wives with them just to help with the cooking and to render medical aid in case of injury. With the establishment of field hospitals and shops, it became possible to prohibit soldiers' wives from being with the army, so the latter increased in mobility. Gradually, high ranking officers became unable to choose and appoint their own junior officers. An officer's destiny from then on depended solely on the King. A new contingent was recruited. Le Telieaux had begun this reformation and his son, the Marquis de Luvuas, continued it. Thus, France gained one of the mightiest regular armies and was able to claim dominance in Europe. The country also pursued an active colonial policy, though England was better in this field, thanks to its fleet.
Pandur

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

## Background

In addition to linear infantry fighting mainly in a tight formation, there was another type of light infantry not intended for major battles. Its mission was to wage guerrilla wars, fight in extended formations and snipe enemy officers. They set the standards for light infantry formed later in other countries.

## Characteristics

* Infantryman armed with a musket.
* ↑ Hits targets at a range.
* ↓ Does not fire when an enemy is up close.
* ↑ Among the most effective ranged troops.
Mameluke

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

## Background

In the early 13th century, the sultan's personal guard, known as the Mamelukes, was put together from Turkish and Caucasian slaves in Egypt. In 1250 they overthrew the ruling Ejubide dynasty and enthroned their own. Mamelukes became a feudal military caste that ruled the country. They retained their position even after the Turks captured Egypt in the early 16th century. The best of the Arabian horsemen, they were brought up in a martial atmosphere from their very childhood and were trained to ride and wield all kinds of weapons.

## Characteristics

* Horseman armed with a long lance.
* ↑ Effective against infantry.
* ↑ Low cost, fast building time.
Palisade

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

## Background

A wooden paling is the cheapest and fastest built artificial obstacle. Shooting units can fire from behind it. Gates may be built into the paling.

## Characteristics

* Cheapest defensive fortification, fastest to build.
* Ranged units can fire through the palisade.
* Gates can be constructed in the palisade.
Commander

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

## Background

As Europe began to form regular armies, the old feudal system was changed and replaced by a new centralized organisation. Knighthood gave way to cavalry; separate feudal squads were replaced with detachments of cavalry and infantry with officers in command. Strict subordination was established in order to structure military service as efficiently as possible and to allow for supreme control. The number of officers was limited, and long service was not a sufficient condition for an officer's promotion - a vacancy was also required.

The European military organisation was as follows: A Swedish regiment, for instance, consisted of 8 companies (4 companies per battalion); an infantry company comprised a captain, one or two lieutenants, one or two ensigns, 5 corporals, 3 musicians and 140 private soldiers (about 150 men in total). The Swedish cavalry was divided into regiments of 3 squadrons each (12 companies). Each company included 124 private soldiers, one trumpeter, two captains, two lieutenants, two cornets, a standard cadet, two quartermasters and five corporals. A Russian infantry regiment of this time comprised 1,348 units: 3 staff officers, 40 chief officers, 80 corporals, 27 musicians, 24 craftsmen, 8 clerks and barbers, 86 cabmen and 1,120 private soldiers. A Russian dragoon regiment consisted of 5 squadrons (about 1,200 men in total), 38 staff officers and chief officers, 80 corporals, 920 privates and 290 non-combatants. The number of officers in subdivisions determined the battle value and control of the forces. An officer's weapons comprised a sword with a gilded hilt, two pistols, and - throughout most of Europe - various kinds of halberds. They could also wear armour or a cuirass (without kneesocks or leg-guards). Their uniform was decorated with expensive fabrics and golden embroidery. The officer corps comprised nobles only - it was very difficult for an ignoble to rise that high in the ranks.

## Characteristics

* ↑ Commands XVII century infantry combat formations.
* ↑ Very high attack and defense values.
* ↓ Requires gold for upkeep.
Design new rigging types

**Design new rigging types** is an upgrade in *Cossacks 3*, available at the Academy.

## Background

The period from the 17th to the 18th century is often called the Golden Age of the sailing fleet. It was the time when people invented perfect sailing vessels capable of withstanding storms and covering long distances. Rigging developed and tested in the 17th and 18th centuries has remained almost unchanged to the present day.
Capturing

An important aspect of Cossacks is the ability to capture certain unguarded units and buildings.

## Mechanism

Capturing works as follows:

1. Defeat all enemy non-capturable units.
2. Have at least one of your military units stand close to the target capturable enemy unit or building.
3. Escort captured units to safety, repair buildings if needed.

## Defending from capture

1. Guard capturable units and buildings.
2. Delete units and buildings which are about to be captured.

## Strategies

Capturing enemy workers and town halls of a nation that you don't have is especially important in long games as it allows you to double your economy and military cheaply. Besides this, there is the obvious benefit of not only reducing the enemies numbers, but also directly adding to your own. If you capture units and/or buildings that you cannot hold, be sure to delete them.
Improve firearms: rifled barrel

**Improve firearms: rifled barrel** is an upgrade in *Cossacks 3*, available at the Academy.

## Background

Firearms were developed and improved rapidly in XVII-XVIII centuries. Thanks to inventions in this sphere, firearms became lighter and more effective, and gained better accuracy and range of fire. Rifled handguns - carbines - were added to arsenals; these firearms possessed much greater range of fire. Large-caliber buckshot handguns - blunderbusses - were effective at short range.
Highlander

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

## Background

In an age of transmigration, the territory known as Caledonia in Roman times was conquered by the Scots - one of the Celtic tribes that inhabited Ireland. In a fierce battle, they defeated the local tribe of Picts. In the 9th century, Scotland was united into a kingdom. Their unusual uniform designed from a traditional national outfit distinguished Scottish detachments.

## 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.

## Upgrades

With all upgrades, including the academy upgrades, has a total of 52 Fire Power.
Enlarge mines and build extensive railroad network for them

**Enlarge mines and build extensive railroad network for them** is an upgrade in *Cossacks 3*, available at the Mine.

## Background

Increasing the size of the mine and developing the infrastructure that services it allows for greater numbers of miners to work in it.

## Effect

* Each upgrade increases mine capacity, by 5, 8, 10, 12, 15, and finally 40 slots, for a grand total of 95 miners.
Winged Hussar

**Winged Hussar** is a fast cavalry unit in *Cossacks 3*.

## Background

"A mounted gentleman with a sword is worth a warlord," Polish noblemen boasted. Winged hussars in steel armour constituted the core of the Polish army. Infantry, being a significant part of other European armies, was merely an ancillary force in Poland. By June 1702 the king's army comprised 12 regiments of kawaleria narodowa (national cavalry). There were 9 gonfalons (squadrons) in each regiment; each gonfalon comprised 150 to 600 soldiers. Colonels were the actual masters of the regiments - they maintained and equipped their soldiers. Each Polish tycoon took pride in his own heavy cavalry. A cavalryman was armed with a sabre, a pair of pistols, a short musket and a lance. He wore a steel helmet and armour plating. Special feathered wings protected his back from sabre blows. Winged hussars would often wear furs over their armour.

## Characteristics

* Heavy horseman armed with a long lance.
* ↑ Effective against both infantry and cavalry, and for diversionary raids.
* ↑ Wear armor protecting from bullets and shrapnel.
* ↑ High movement speed.
* ↑ High attack and defense values.
* ↓ Very slow production speed.

## Strategies

The Winged Hussar has the highest in-game speed compaired to the other fast cavalry units.

Due to their long production time, their usage early game is really meagre untill all upgrades are finished. They are however still much stronger un-upgraded than any other fast Cavalry and a longer attack-range due to their lance (This is actually quite important!).

The power of The Winged Hussar, just like the other fast cavalries, is early divisionary raids. The bonus for this unit is the heavy armour value (bullet/shrapnel ressistance) and the fastest speed, which makes them un-catchable by pikemen, and un-beatable by ranged units, except archers. Use this heavy benefit with simply 2-5 WH's to circle your opponents outer ressource deposits, such as mines and forest/stone storages. This will force your opponent to relocate armies and can be used as an strategical advantage.

The downside of the Winged Hussar is its really slow buildtime and late-game unit stats, as it's only benefit will be divisionary raid. The attack and defend values are high early in the game, but scale slower than other fast cavalry units, such as the Croat. This makes the Winged Hussar a risky investment later in the game, when huge battles are going down. Veteran players usually keep ~100 around for "circling" peasants, otherwise focusing on heavy cavalry or 18th Century Dragoons. ***(Note: The Winged Hussar is still stronger than the other fast cavalry units, since its a fast-heavy-armor unit. They are deemed weak due to their construction cost and time)***
Germany

The Germans are one of the three playable factions, along with the United States and Soviet Union available in Heroes and Generals and their starting Major Cities on the campaign map are Budapest, Rome and Athens. In the game you play as the Wehrmacht (Heer). See here for German Vehicles and German Weapons.
Forge bayonets and broadswords for infantry

**Forge bayonets and broadswords for infantry** is an upgrade in *Cossacks 3*, available at the Blacksmith.

## Background

Special purpose manufacture was often organized in order to generate supplies for military forces, forge new cold steel weapons and repair old ones. Smiths were well trained and possessed many secrets of cold steel forging. Special instruments and facilities were at their disposal and helped to make smiths' labour much more effective.

## Effect

* 18c musketeer/grenadier melee attack +5
Frigate

**Frigate** is a naval units unit in *Cossacks 3*, available at the Shipyard. They are the generic version of the Frigate family.

## Background

Frigates were ships of medium speed. Their armament was weaker than that of battleships but powerful enough to conduct warfare. Therefore, these ships served mainly as cruisers. The first English frigate was built by Robert Deadly at the end of the 16th century. Early in 18th century, frigates were armed with about forty-four 9-12 and several 18 pound cannons. Their displacement was about 710 tons. Later on, their calibre and displacement were increased. By the 1780s, frigates were built with a displacement of 946 tons with thirty-eight 18 pound cannons.

## Characteristics

* Mid tier warship.
* Requires funding.
* Spends a lot of coal and iron on firing.

## Upgrades

 Train carpenters | Shipbuilding speed +50%
Galley

**Galley** is a naval units unit in *Cossacks 3*, available at the Shipyard. They are the generic version of the Galley family.

## Background

These were oared vessels with auxiliary fore and aft sails allowing the ship to travel at great angles (up to 30�) to the wind. Galleys were most common in the Mediterranean and the Black Sea and on rivers. Galleys were not very seaworthy and relatively slow (about 7 knots). But they were very manoeuvrable and did not depend on the wind. A galley was usually armed with several powerful guns at the bow and small-bore cannon. Galleys were of different sizes. The most prevalent characteristics were as follows: length - 41.7-43.0 m (136-140 ft); width - 5.5-7.3 m (18-24 ft); hull depth - 1.8-2.7 m (6-9 ft); 20-24 thwarts (benches for oarsmen). A galley's weaponry comprised 3-6 twelve-pound cannon and 18-21 falconets. Hired workers, convicts or sometimes soldiers were used as oarsmen. In addition to oarsmen, galleys took on 24-40 sailors, 9-14 officers and about 150 soldiers.

## Characteristics

* Mid tier warship.
* Bears two kinds of artillery, cannons and bombards.
* Cannons are effective at close ranges, while bombards are used at very long ranges.
* Bombards are effective at shelling coastal buildings and fortifications.
* Requires gold for upkeep.
* When out of gold, the galley stops firing.
* Spends a lot of coal and iron on firing.
Turkish Peasant

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

## 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

### Academy

#### Food upgrades

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

#### Stone upgrades

 Raise miners' salary | Stone excavation efficiency +200%
Scouting

**Scouting** is one of the most important activities in *Cossacks 3*. For the bulk of the game, the world-map is shrouded in a fog of war that is only uncovered as units pass through it.

## Strategies

* Build barracks, 17th century as soon as possible to start exploring. Build a cheap infantry unit and start scouting out the area near your base. Try to do it comprehensively, to avoid leaving blind spots.
* Identify natural choke points and other terrain features that can help you funnel an attacker and break him up into more manageable chunks.
* Early game raiding of enemy towns can help disrupt supply chains and, if caught unawares, cripple their early game economy.
* Scouts are expendable, so don't worry if one dies. They do it for their King/Sultan/Hetman/Tsar/Bey/<insert own ruler title>!
Wood

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

## Background

Wood is required to construct buildings , ships and artillery , as well as to
research new technologies and make upgrades . Wood comes from the
Forest.

## Procurement

Wood is provided by woodcutters (workers sent to work the forest). More workers produce more wood. Upgrades increase the speed at which this resource is produced.

## Strategies

Very important in the early game, with the importance somewhat reduced as the game drags on. Most early game structures rely on wood for production and some nations need entire shiploads to make some early game structures. Take care of it first.
Ninjas

*This article is a stub. You can help Cards and Castles Wiki by expanding it.*

**Ninjas** are one of the six factions in *Cards and Castles.*

*Ninjas are a trick faction, using amazing speed and return-to-hand tricks to surprise enemies and gain advantage in combat. They use the following unique mechanics:*

* *FIRST STRIKE: This unit deals combat damage before the opponent.*
* *STEALTH: This unit is invisible until it attacks. (unchanged from live)*
* *EVASIVE: Can move again after attacking.*
Modding

**Modding** in *Cossacks 3*: The who, what, and how.

## Editor

The Editor is a fully-featured map and scenario editor that's available with *Cossacks 3*. The sparse (well, non-existent) documentation means that all information has to be gleaned manually or reverse-engineered from the game itself. What we know is listed in the linked-to article.

## Loose files

*Cossacks 3* has a largely open file structure, allowing for direct modding of the game's various functions. However, due to a lack of comments within the files themselves, exercise caution when modifying. For specific files, see the following articles:

* dmscript.global
Cossacks 3 Wiki

Welcome to the Cossacks 3 WikiWelcome to the *Cossacks 3* Wiki, General!
Please feel free to contribute by creating new articles or expanding on existing ones.

We are currently maintaining 218 articles!

Spotlight: Cossacks 3
It's a remake of GSC's critically acclaimed *Cossacks*, originally released in 2001. Featuring updated graphics and gameplay mechanics married with the classic feel of this Ukrainian classic, *Cossacks 3* offers currently 16 nations (with 4 more planned) to take control of and lead to victory, 70 different types of units, and of course, large scale slaughter as up to 16,000 units can be present on the map, ripping into each other with the best weapons the 17th and 18th centuries had to offer.

Available for Windows, Mac OS, and Linux!

* *Cossacks 3* homepage
* Steam page

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

Twitter
Tweets by @cossacks3window.twttr=(function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0],t=window.twttr||{};if(d.getElementById(id))return;js=d.createElement(s);js.id=id;js.src="https://platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);t.\_e=[];t.ready=function(f){t.\_e.push(f);};return t;}(document,"script","twitter-wjs"));

Wiki Community
We are currently maintaining 845 pages (218 articles)!

Recent changes | New pages | Missing pages

If there's anything missing on the wiki, use the box below to start a new article:

You can also create new pages using the search box. Just type a new title, click "Go", and near the top of the results page, there will be a link to create the new page.

How to help
See how you can help contribute to Cossacks 3 Wiki! Remember to maintain a standard for grammar and punctuation in your contributions, please.
Register
Register an account to keep track of your contributions.

Videos

Main page sections: 1 · 2 · 3 · 4. Changes for the main page can be proposed here.
Sich Cossack

**Sich Cossack** is a fast 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

* Light horseman armed with a saber.
* ↑ Effective for diversionary raids.
* ↑ Among the fastest horsemen.
Cards and Castles Wiki/Top section

Welcome to the Official *Cards and Castles* Wiki
the *Cards and Castles* compendium by the players, for the players.
We are currently maintaining 661 pages (162 articles).

Contact Cratebrick on Discord if you wish to help edit.

What is *Cards and Castles*?

Cards and Castles is a combination digital collectible card and grid-based strategy game where you collect cards, build decks, and challenge players head to head on a battlefield grid. Fight their armies and destroy their castles to earn new cards and build new strategies to keep your opponents guessing.

Links

AchievementsCardsDecksFactions
Cossacks 3 Wiki/Section 1

Welcome to the Cossacks 3 WikiWelcome to the *Cossacks 3* Wiki, General!
Please feel free to contribute by creating new articles or expanding on existing ones.

We are currently maintaining 218 articles!

Spotlight: Cossacks 3
It's a remake of GSC's critically acclaimed *Cossacks*, originally released in 2001. Featuring updated graphics and gameplay mechanics married with the classic feel of this Ukrainian classic, *Cossacks 3* offers currently 16 nations (with 4 more planned) to take control of and lead to victory, 70 different types of units, and of course, large scale slaughter as up to 16,000 units can be present on the map, ripping into each other with the best weapons the 17th and 18th centuries had to offer.

Available for Windows, Mac OS, and Linux!

* *Cossacks 3* homepage
* Steam page
Carry out field melioration

**Carry out field melioration** is an upgrade in *Cossacks 3*, available at the Academy.

## Background

To carry out field melioration, agriculturists irrigated dry soil or drained swamps in order to obtain ideal conditions for growing certain crops. The melioration enabled them to achieve better yields from their fields.
Spakh

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

## Background

Along with the janissaries, these troops formed 3 the core of the Turkish army. Spakhs comprised a heavy feudal cavalry settled at the European border of the Turkish Empire. Their accurate name, if they are heavy feudal cavalry would be Timariot Sipahi. They were perfectly skilled in combat and riding, as well as in hand-to-hand fighting. Their entire life was devoted to soldiering. They constituted a kind of warrior caste which was, in a sense, comparable to European knighthood. Spakhs wore armour and wielded varied weapons.

## Characteristics

* Light horseman armed with a long lance.
* ↑ Effective against infantry.
* ↑ Fast building speed.
* ↓ Low attack and defense values.
Research new sighting devices for artillery

**Research new sighting devices for artillery** is an upgrade in *Cossacks 3*, available at the Academy.

## Background

By means of both theoretical and practical research, scientists continuously improved artillery sighting devices. Thanks to this progress, gunners could fire more accurately and artillery effectiveness was increased.
Light Infantryman (mercenary)

**Light Infantryman (mercenary)** is a melee infantry unit in *Cossacks 3*, available at the Diplomatic Center. They are the cheapest unit of the mercenary crew.

## 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

Template:Descr.cost.average
Template:Descr.params.lowattacklowdefense
Multi-barrelled Cannon

**Multi-barrelled Cannon** is a artillery unit in *Cossacks 3*, available at the Artillery Depot. Unlike the other pieces of artillery, this one requires an upgrade at the Academy.

## Background

To increase the rate of artillery fire, inventors attempted to multiply the number of barrels in an artillery system. Naturally this was not suitable for large-calibre cannon due to their excessive weight, but smaller cannon loaded with grapeshot profited from this development. This is how the predecessor of the modern machine-gun was developed. The new weapon was of limited use. It was effective against tight enemy infantry or cavalry formations. However, multi-barrelled cannon had only a short range of fire, were very heavy and extremely difficult to manufacture, therefore they were soon out of use.

## Characteristics

* Fires shrapnel at close ranges.
* Effective against unarmored infantry.
* High rate of fire.
* Requires gold for upkeep.
* When out of gold, multi-barrelled cannons stops firing.
* Unguarded multi-barrelled cannon can be captured by the enemy.
* Spends a lot of coal and iron on firing.
Town

The **town** is the heart of your war effort and is key to victory. Strategic choices made in setting up your town and resourcing operations.

## Setting up

* You start with 18 peasants, the most important units in the game. Before you skip straight to building the town hall, consider your location and the direction of expansion. Build your first mill close to the map's edge, away from harm's way (and to prevent your servants from getting captured).
* Build the a storehouse right next to the nearest wood and stone deposits, then a town hall close to the area where the bulk of your economy is. Train an additional 16 peasants at first, sending 5 to cut down wood, 6 to excavate stone, and 5 as dedicated builders. Research improved grain crop treatment at the field for an instant bonus to your food production.
* Build the blacksmith and upgrade your agricultural equipment (first upgrade), which doubles the grain field capacity.
* With mine unlocked, claim the surrounding deposits. Build peasant teams of 5, then send them to build a mine (they automatically crew it once finished).
* Construct the barracks, 17th century now (earlier if you suspect enemies lurk nearby, thanks to scouting with your Mark I eyeball on the worldmap).
* Build a small detachment of pikemen and musketeers to handle immediate defense. Don't go overboard.
* With the basics secured, build an academy, to gain access to officers and drummers (better unit performance), as well as major agricultural upgrades: Field melioration (triples field capacity), new cultures of wheat (+20% harvesting speed).
* Build an extra 15 peasants and an extra mill to support your expansion.
* If near population limit, construct an extra town hall (housing is less efficient).
* With the basics secured, time to think about expansion and protection. You have a solid base to build on.
Upgrades

**Upgrades** are an essential part of *Cossacks 3*, offering substantial advantages over your foes. Due to the way the gameplay is structured, nations have different technology trees and not all upgrades are available to every nation. The most characteristic example is navy: Only Turkey and Algeria get to build xebecs. Upgrades have been divided by building and category.

## Academy/Minaret upgrades

### Military upgrades

#### Naval upgrades

All require a shipyard and affect both civilian and military vessels.
Shipyard

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

## Background

Shipyards allow you to build vessels. Boats fetch the procured fish to the shipyard.

## Characteristics

* Builds ships.
* Boats deliver fish to the port.

## Prices

 Russia | 1200
 Ukraine | 2000
 Turkey and Algeria | 800

## Trivia

From the patch notes of 21.06.18, Shipyard won't be affected by Use new construction materials.
Officer, 17th century

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

## Background

As Europe began to form regular armies, the old feudal system was changed and replaced by a new centralized organisation. Knighthood gave way to cavalry; separate feudal squads were replaced with detachments of cavalry and infantry with officers in command. Strict subordination was established in order to structure military service as efficiently as possible and to allow for supreme control. The number of officers was limited, and long service was not a sufficient condition for an officer's promotion - a vacancy was also required.

The European military organisation was as follows: A Swedish regiment, for instance, consisted of 8 companies (4 companies per battalion); an infantry company comprised a captain, one or two lieutenants, one or two ensigns, 5 corporals, 3 musicians and 140 private soldiers (about 150 men in total). The Swedish cavalry was divided into regiments of 3 squadrons each (12 companies). Each company included 124 private soldiers, one trumpeter, two captains, two lieutenants, two cornets, a standard cadet, two quartermasters and five corporals. A Russian infantry regiment of this time comprised 1,348 units: 3 staff officers, 40 chief officers, 80 corporals, 27 musicians, 24 craftsmen, 8 clerks and barbers, 86 cabmen and 1,120 private soldiers. A Russian dragoon regiment consisted of 5 squadrons (about 1,200 men in total), 38 staff officers and chief officers, 80 corporals, 920 privates and 290 non-combatants. The number of officers in subdivisions determined the battle value and control of the forces. An officer's weapons comprised a sword with a gilded hilt, two pistols, and - throughout most of Europe - various kinds of halberds. They could also wear armour or a cuirass (without kneesocks or leg-guards). Their uniform was decorated with expensive fabrics and golden embroidery. The officer corps comprised nobles only - it was very difficult for an ignoble to rise that high in the ranks.

## Characteristics

* ↑ Commands XVII century infantry combat formations.
* ↑ Very high attack and defense values.
* ↓ Requires gold for upkeep.
Develop new woodworking methods

**Develop new woodworking methods** is an upgrade in *Cossacks 3*, available at the Academy.

## Background

Some parts of heavy sea vessels were so big or complex that old woodworking methods could not aid in shipbuilding. This stimulated development and improvement of woodworking.

## Effect

* Enables frigate construction (xebecs for Turkey and Algeria).
GAZ

GAZ is a Soviet automobile manufacturer who produced numerous vehicles found in the game:

* GAZ-67, a Soviet Terrain Vehicle.
* GAZ-AAA Cargo, a Soviet truck acting as an Infantry Support Vehicle.
* GAZ-AAA, a Soviet truck used as a mobile Anti-Aircraft vehicle.
* GAZ BA-64, a Soviet Infantry Fighting Vehicle.
Cossacks 3 Wiki/editcopy/Section 1

Welcome to the Cossacks 3 WikiWelcome to the *Cossacks 3* Wiki, General!
Please feel free to contribute by creating new articles or expanding on existing ones.

We are currently maintaining 218 articles!

Spotlight: Cossacks 3
It's a remake of GSC's critically acclaimed *Cossacks*, originally released in 2001. Featuring updated graphics and gameplay mechanics married with the classic feel of this Ukrainian classic, *Cossacks 3* offers currently 16 nations (with 4 more planned) to take control of and lead to victory, 70 different types of units, and of course, large scale slaughter as up to 16,000 units can be present on the map, ripping into each other with the best weapons the 17th and 18th centuries had to offer.

Available for Windows, Mac OS, and Linux!

* *Cossacks 3* homepage
* Steam page
Cossacks 3 Wiki/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
Dragoon, 17th century

**Dragoon, 17th century** is a ranged cavalry unit in *Cossacks 3*, available at the Stable.

## 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.
* ↑ Long range of fire.
* ↓ Low rate of fire, very slow production time.

## Upgrades

### Stable

#### Attack upgrades

 Conduct a firing practice
 Conduct a firing practice

## Trivia

The encyclopedia says that there are 6 attack upgrades for this unit, but there are only 3 in-game.