recursal/Fanatic-Fandom huggingface dataset:
Husar de la Muerte

> "*The stealthy leader of your colony. Explores, fights, builds Town Centers and Trading Posts. Cannot die. If he falls unconscious, he can be rescued.*"
> ― In-game description
>
>

The **Husar de la Muerte** is the unique Explorer unit of the Chileans. He works like a normal Explorer, but it has a stealth ability to better scout for enemies. Like most Explorers, he can also build Trading Posts and Town Centers, and he becomes stronger with each Age Up and also cannot be killed, only rendered unconscious.

## Overview

Like other explorer units, the **Husar de la Muerte** can build Town Centers and Trading Posts in both Enlightenment and Capital Age. He also has the ability to regenerate lost health and his stats are automatically upgraded with each Age-Up. He is strong against treasure guardians and weak against Spies and Ninja type units.

Unlike other units who simply die when their hit points reach 0, the **Husar de la Muerte** will collapse, like other explorers. When this happens, the player can ransom him to whoever dealt the final blow (including Mother Nature) for 100 Coins or send an allied unit near him to help him get back on his feet (a minimum of 100 hitpoints is needed). He is also affected by treasures or shipments that boosts the stats of Explorers units.

What sets the **Husar de la Muerte** apart from other Explorer is that he has a stealth ability, allowing him to scout and explore most of the map unnoticed at the cost of his movement speed being much slower. Players must keep in mind that he is still vulnerable to units/buildings that can see through stealth units and attacking enemies will immediately reveal his position. The **Principe de los Caminos** shipment grants him the smoke bomb ability allowing him to immediately return to the player's base if his position is compromised.

### Special Abilities

* **Stealth**: The Husar de la Muerte becomes invisible and no longer automatically attack enemies. Cannot use stealth if near enemy units or buildings.
* **Sharpshooter Attack**: The Husar de la Muerte fires a shot dealing 750 ranged damage to a treasure guardian. 60 seconds cooldown.
* **Crackshot Attack** (Available upon reaching Industrial Age): The Husar de la Muerte fires a shot dealing 5000 base ranged damage to an enemy infantry or cavalry. 90 seconds cooldown.
* **Smoke Bomb** (Requires the **Principe de los Caminos** shipment): Returns the Husar de la Muerte to the Home City shipment point after 4 seconds. 60 seconds cooldown.

### Upgrades

The **Husar de la Muerte's** attack damage and hit points are upgraded automatically with each Age Up.

* +25% hit points and attack
* +30% hit points and attack
* +40% hit points and attack
* +50% hit points and attack

## Home City Cards

As the **Husar de la Muerte** is unique to the Chileans, only their shipments and other civilizations' TEAM shipments that benefit them are shown in the following tables:
Infernal

> "*Hand cavalry. Good against cavalry.*"
> ― In-game description
>
>

## Overview

The **Infernal** is a unique melee cavalry available for the Argentines. It occupies little population and moves fast. It has bonuses against cavalry and Light Infantry, although it's best used in raids because of the very cheap price and great mobility that scales with age.

This unit works better than the pikeman because it can beat the Hussar one on one thanks to its melee defense and multipliers against cavalry.

## Upgrades

* **Heroic Infernales** and **Distinguished Infernales** upgrades are available after sending the **Guemes Tactics** shipment.

## Notes

* ***Guemes Tactics** shipment also replaces their cost from 90 food and 60 wood to 90 food and 60 coin.*
Landsoldat

> "*Rural conscript armed with a musket and bayonet.*"
> ― In-game description
>
>

## Overview

The **Landsoldat** is a unique heavy ranged infantry available for the Danes. They are a cheap and quick-training Heavy Ranged Infantry good against Shock Units in melee. They are trained from the Barracks, while they have weak hitpoints and attack individually, they can be trained in large numbers thanks to the Danes powerful gathering bonus from their **Golden Age** bonus. Like all Heavy Infantry they are vulnerable to Skirmish Units and Artillery.

The Danes can further boost their combat capability by sending the **Infantry Combat** card that increases their hitpoints and attack.

## Further Statistics

 **Weak vs.** | Skirmish Units and Artillery
Fale

The **Fale** are a Minor Ally that can be allied with by building a Trading Post at their Trading Post site.

## Units

 Expert Ship Builder: Native expert that can train Waka and Waka Tau when standing near water, plus has a Boat Repair ability to quickly repair your ships. Build limit of 80.
 Waka: A swift Māori war canoe. Requires an Expert Ship Builder to be built. Build limit of 10.
 Waka Tau: Huge, sea-going Māori war canoe. Trains Māori Marksmen, Fighters, and Spearmen when near land. Requires and Expert Ship Builder to be built. Build limit of 5.
## Technologies

Fale technologies work similar to the Polynesians cultural mechanics, the player can choose between researching Kava Ceremony, Powhiri, or Missionaries - selecting one disables the others.

 Bubuti System
 Missionaries
 Island Ecosystem
Ikhanda

* Basics
* Actions
* Technologies
* Commands
* Type
* Modding

 nil

* LogicalTypeMinimapFilterEconomic
* LogicalTypeHandUnitsAutoAttack
* LogicalTypeBuildingsNotWalls
* LogicalTypeRangedUnitsAutoAttack
* LogicalTypeVillagersAttack
* LogicalTypeHandUnitsAttack
* LogicalTypeShipsAndBuildings
* LogicalTypeRangedUnitsAttack
* LogicalTypeBuildingsNotWallsOrGroves
* AbstractHouse
* Building
* BuildingClass
* ColonyBuilding
* ConvertsHerds
* CountsTowardEconomicScore
* Economic
* HasBountyValue
Hospital

> "*Provides many health related improvements for your civilizations. Trains and upgrades Surgeons, and heals nearby units.*"
> ― In-game description
>
>

## Overview

Hospitals are a building introduced in *Wars of Liberty*. They provide unique economic and military upgrades.

Most civilizations' Hospitals can only be built through wagons sent from the Home City starting in Age IV; The United States can only obtain it by researching the *Red Cross* tech at their Town Center after having Aged-up to the Industrial Age with the Union politician *Clara Barton*. For Argentina, Central America, Haiti, and Uruguay you will need to choose Polish Immigrants, and then research the second and third Generation techs from the Post Office in order to unlock the *Medical Innovation* tech at your Polish Town Center.

Once lost, it can not be rebuilt.

Surgeons can be trained here, either like normal units or in batches of 3, 5 and 8 using the **Emergency!** button. Americans can also train nurses, only if they choose an Industrial Age Union politician.

## Trivia

* Argentina, Central America, Haiti, United States and Uruguay are the only civilizations aside from Europeans and Nation States that have access to the Hospital.
* Some technologies has changed their effects, eg. "Apothecary" reduced gold research cost and "Promotion of Health" gave more population in the past.
* With all Hospital techs researched, a civilization gains:
	+ Tech **- 10%** research points.
	+ Villager **- 30%** train points.
	+ Villager **+ 50%** Food gathering from Herdables.
	+ Villager **+ 20%** Food gathering from Mills.
	+ Villager **+ 20%** Coin gathering from Plantations.
	+ Unit **+ 10%** hitpoints.
	+ Unit **- 5%** cost.
	+ Population **+ 10** maximum capacity.
	+ Surgeon and nurses healing rate, hitpoints and attack increases.
Jaeger

> "*Light long-ranged infantry armed with a rifle. Good against infantry.*"
> ― In-game description
>
>

## Overview

The Jeager is the German unique skirmisher. More costly, the Jeager provides higher bonuses and slightly longer range than other units of his type and can defeat heavy infantry pretty easily.

The Germans could train the Skirmisher and their Royal Guard, Needle Rifles, before they were given a proper counterpart.

## Changelog

1.0.14 patch:

* Jaeger’s multiplier versus Heavy Cavalry and Light Infantry changed to x0.75 from x0.8.
Magyar Hussar

* Basics
* Actions
* Trained Via
* Commands
* Type
* Modding

 nil

* File:Fort icon.png Fort
* Galleon
* File:Fort icon.png Maltese Tower
* Schloss

* LogicalTypeValidSharpshoot
* LogicalTypeNeededForVictory
* LogicalTypeHandUnitsAutoAttack
* LogicalTypeLandMilitary
* LogicalTypeScout
* LogicalTypeValidSPCUnitsDeadCondition
* LogicalTypeGarrisonInShips
* LogicalTypeRangedUnitsAutoAttack
* LogicalTypeVillagersAttack
* LogicalTypeHandUnitsAttack
* LogicalTypeRangedUnitsAttack
* LogicalTypeMinimapFilterMilitary
* Mercenary
* AbstractCavalry
* Unit
* Military
* UnitClass
* AbstractHeavyCavalry
* HasBountyValue
* CountsTowardMilitaryScore
* AbstractCavalryInfantry
* AbstractHandCavalry
* ConvertsHerds

> "*Light cavalry mercenary from the plains of Hungary.*"
> ― In-game description
>
>

## Overview

**Magyar Hussars** are the first Hand Cavalry unit of Habsburgs. They are trained at Stables and Schlosses starting at National Age.
This rider is quite powerful with its good hitpoints and ranged resistance that are better than the Hussar giving it more resilience against ranged cavalry, Eagle Runner Knights and Carabineers while it attacks with its sabre.
Unlike the Hussar the cost is slightly weighted towards coin instead of food, so you might need to invest more on that with your economy and/or send the **Wedding Ring** card, but other units do this also (like the Magyar Grenadier) so it's not an issue.

Magyar Hussars can be very good at raiding because of their high damage, even if many train points are required and their Home City cards don't provide many either, or against weaker infantry units like Pikemen and Rangers; it can be even used against some heavy infantry to overwhelm them with sheer force, a mercenary against standard units.
This mercenary can get several improvements to its stats, both from Habsburgs mercenary cards and from cavalry TEAM cards or from arsenal improvements.

## History

> "*During Ràkòczi's war of Indipendence, the Habsburgs' army featured many cavalrymen from Hungary and their ability in battle was displayed to Europe. This impressed Frederick the Great, who decided to incorporate Hungarian Hussars regiments in the Prussian army through the XVIII century. Under the Prussians, the Magyar light cavalry mostly flanked infantry lines and scouted the borders of the empire, and they benefiitted of lesser physical punisments due to their status.*"
>
>
>

## Changelog

1.0.14 patch:

* Magyar Hussar now deals 27 damage on Trample Mode, down from 30.

## See Also

* Hussar
* Cossack
Halberdier

> "*Slow, heavy infantry with a large attack.*"
> ― In-game description
>
>

The **Halberdier** is a heavy hand infantry that can be trained at Barracks, Forts and Galleons starting from Capital Age and beyond. It's resistant and relatively slow compared to Pikemen but has a stronger attack that mows down most units it comes in contact with, especially shock units, and holds the line well enough to protect other ranged units from flanking.

## Civilization Differences

* As seen above, the Dutch and the Swedes can upgrade their Halberdiers to Royal Guard and Imperial Guard levels.

## Changelog

1.0.14

* Halberdiers have received a couple of changes:
	+ Cost reduced to 60 Food and 60 Coin from 50 Food and 70 Coin.
	+ Armor increased to 0.2 from 0.1.
	+ Melee attack increased to 28 from 25.
Mississauga Horse

The **Mississauga Horse** is a unique Heavy Cavalry Unit with bonus against artillery available for the Canadians if they choose a New France politician to advance to Age IV.

## Upgrades

(free)
(free)

## Changelog

1.0.14 patch:

* The Mississauga Horse has received the following changes:
	+ Hitpoints increased to 400 from 350.
	+ Cost increased to 110 Food and 110 Wood from 100 Food and 80 Wood.
	+ Multiplier versus Light Cavalry removed.
Longbowman

## Overview

The Longbowman is a Maltese unique Ranged Infantry unit which, interestingly enough, specializes in taking down other foot archers and skirmishers. It also possesses the second longest range of all archers in the game, after the Arrow Knight.

## Trivia

In the original game, the Longbowman was exclusive to the British and was effective against Heavy Infantry.

## Changelog

1.0.13 patch:

* Longbowmen now deal x2 damage against Eagle Runner Knight-type units.

1.0.14 patch:

* The Longbowman has received a few changes:
	+ Corrected description.
	+ Moved to the Capital Age from the National Age.
	+ Cost adjusted to 70 Food and 70 Coin from 55 Food and 30 Wood.
	+ Ranged damage reduced to 7 from 15.
	+ Hand damage reduced to 3.
	+ Multipliers corrected to x6 versus Infantry and x0.15 versus Heavy Infantry from x4 and x0.25 respectively.
	+ Line of sight corrected to 26.
	+ Hitpoints increased to 120 from 110.
	+ Removed multipliers against Light Cavalry and pigs.
Hunting Dogs

* AL
* EU
* LA

## Effect

Villagers gather meat from huntables 10% faster

> "*Villagers gather Food from hunted animals faster.*"
> ― In-game description
>
>

**Hunting Dogs** is a technology in *Wars of Liberty* that can be researched by Anglophone, European, and Latin American civilizations at the Market. Once researched, it allows villagers to gather food from huntable animals 10% faster. For European civilizations, Steel Traps is the further upgrade of this technology. While for Anglophone civilizations and Latin American civilizations the further upgrades are Deer Hunt and Cage Trap respectively.

## See also

* Hunting Eagles – Asian equivalent
* Bird Trap – African equivalent
* Bloodhounds – Nation States equivalent
* Bird Snares – Maori equivalent
Koreans/Home City

This page contains all Home City Cards available for the **Koreans** civilization in *Wars of Liberty*.

* **Green**: TEAM Shipment that is sent to each player in a team.
* **Purple**: Shipment that can be sent an INFINITE number of times.

All cards are unlocked by default starting from Patch 1.0.14

* Emperor's Treasury
* Fortress
* Imperial Court
* Merchant's Guild
* Customs House
Illimani

> "*Bolivian native recruit, good against maneuver units and buildings.*"
> ― In-game description.
>
>

The **Illimani** is a native skirmish-siege infantry unit in *Wars of Liberty* that is unique to the Bolivians and can be trained through the Native Embassy and Sociedad Folklorica after sending several native related shipments. It is a combination of a Skirmish Infantry and a Sapper that is good against Maneuver Units and Buildings in melee. It is limited to 15 units.

## Overview

Illimani are the late-game army support for the Bolivians given the fact that they require several prerequisites to unlock and not costing population space due to them being classified as a Native Warrior. It is a Skirmish Infantry unit that is good against Heavy Infantry and Maneuver Units at range and good against buildings in melee thanks to their high melee multipliers against buildings and excellent ranged armor.

Given that the Bolivians heavily focuses on Native Warriors, there are lots of shipments that can greatly benefit the Illimani: Tucuyo Industry. The Tucuyo Industry shipment increases their hitpoints by 20% which greatly improves their survivability in sieging enemy bases. The Illimani also benefits from other Bolivian shipments that boosts the stats and abilities of Native Warriors.

### Required Home City Shipments

* **Aroma Conscription**
* **Mestizaje**
* **Native Law**
* **Misiones**
* **Native Militia**
* **Palenque**
* **Tucuyo Industry**

### Upgrades

The Illimani can be upgraded in Native Embassies or the Sociedad Folklorica

* *The Elite Illimani upgrade is automatically researched for free upon reaching Capital Age.*

## Further Statistics

 **Weak vs.** | Shock Units and Artillery

## Home City Cards

As the Illimani is a Bolivian unit, only shipments related to the Bolivians and other civilizations' TEAM cards are shown in the following tables:

Click for a list of Home City Cards related to the Illimani

* INFINITE Shipments are highlighted in **Purple**
* TEAM Shipments are highlighted in **Green**

### Shared Cards

* "TEAM Native Warrior Societies" is available to the Dutch, Haudenosaunee, Inca, and Lakota.

## Trivia

* The Illimani is currently the only trainable unit in Wars of Liberty where the player is required to complete several unstated prerequisites to unlock them after the USSR Revolution is made available to the Russians by default in Patch 1.0.15e.
Fita Fita

> "*Samoan guard unit armed with a musket. Good against shock units on melee.*"
> ― In-game description
>
>

The **Fita Fita** is a mercenary heavy ranged infantry unit in *Wars of Liberty*. It is good against shock units and buildings.

## Overview

The Fita Fita is a heavy ranged infantry mercenary that has decent hitpoints and attack. This allows them to deal with shock units on close combat. Like all heavy infantry, they are countered by skirmish units and artillery.

Fita Fita are available as a random map mercenary for civilizations that can train mercenaries and home city shipments for the Maori. The Maori can also get extra Fita Fita from shipments by sending the "People of Hawaiki" shipment.

## Further Statistics

 **Weak vs.** | Skirmish Units and Artillery

## Home City Cards

Click for a list of Home City Cards related to the Fita Fita

* INFINITE Shipments are highlighted in **Purple**
* TEAM Shipments are highlighted in **Green**

### Shared Cards

* "Infantry Hitpoints" is available to the Danes and Spanish
* "Infantry Combat" is available to the Belgians and Danes.
* "Fencing School" is available to Europeans, Latin Americans (with the exception of Paraguayans) and Indians.
Mawidanche

> "*Strong heavy ranged infantry of the Mapuche only available through techs and cards. Good against infantry at range and cavalry by hand.*"
> ― In-game description
>
>

## Overview

The **Mawidanche** is a unique heavy infantry available for the Mapuche. It is treated as a Native Warrior, has high hitpoints, long range and bonuses against cavalry/light infantry on melee and light cavalry/heavy infantry on range. It can only be sent from the Home City or through Big Button technologies.

## Upgrades

* All mawidanche upgrades are automatically researched for free upon aging up
Landsknecht

* Basics
* Actions
* Trained Via
* Commands
* Type
* Modding

 nil

* File:Tea house icon.png Tea House
* Monastery
* File:Free port icon.png Free Port

* LogicalTypeValidSharpshoot
* LogicalTypeNeededForVictory
* LogicalTypeHandUnitsAutoAttack
* LogicalTypeLandMilitary
* LogicalTypeScout
* LogicalTypeValidSPCUnitsDeadCondition
* LogicalTypeGarrisonInShips
* LogicalTypeRangedUnitsAutoAttack
* LogicalTypeVillagersAttack
* LogicalTypeHandUnitsAttack
* LogicalTypeRangedUnitsAttack
* LogicalTypeMinimapFilterMilitary
* AbstractInfantry
* Mercenary
* AbstractHeavyInfantry
* UnitClass
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* HasBountyValue
* AbstractCavalryInfantry
* CountsTowardMilitaryScore
* ConvertsHerds
* AbstractHandInfantry

> "*Archaic infantry mercenary from Bohemia. Good against cavalry. Has a splash attack.*"
> ― In-game description
>
>

## Overview

The **Landsknecht** is a heavy hand infantry that can be trained at Barracks, Schlosses and Galleons starting from National Age and beyond. It's a mercenary that helds a halberd and use it to kill Cavalry and light Infantry with great damage and high multipliers and an area of effect on top. Its speed is also above average, akin to its baseline Pikeman, so it can reach buildings and burn them down decently quickly.

With a unit as good as this, you can send only 2 of them in National Age, plus the hefty cost in Wood and Coin hampers your ability to train a whole bunch, however they are unstoppable in their Age in combination with Pavisier and in the Capital Age they can be upgraded with Veteran status, Infantry Brestplate and other cards from Habsburgs' Home city and get really difficult to deal with. Falconets are probably the best way to counter them in Capital Age, as the Skirmisher may not be good enough by itself.
Log Cabin

> "'**"**
> ― In-game description.
>
>

## Overview

The **Log Cabin** is a Canadians-only economic building. It trickles wood at 0.20/second and can be built from Enlightment Age and beyond. When built it will spawn some Maple Trees,also , providing even more wood supply. The Cabin has less hitpoints than the normal house and it will take much space because of the maple forest it's going to create, when going for the max population. For this reason, plan where you build them and improve your wood gather rate to clean your colony as quickly as possible.

## See Also

* Sawmill, Swedes' unique building that trickles Wood
Impi

The **Impi** is a unique Eagle Runner-like unit available for the Zulu. It throws spears at short range and has bonuses against light infantry and heavy cavalry in melee.

## Changelog

1.0.14 patch:

* Impis have received the following changes:
	+ Rate of fire has been decreased to 1.5, down from 3.
	+ Ranged damage decreased to 15, down from 25.
	+ Line of sight decreased to 14, down from 18.

## History

*Although the Impi are popularly associated with Shaka Zulu and his reforms, this term originated much earlier and referred to any group of men who fought in the many tribal wars of the area. These wars had simple motivations: personal affairs or stealing cattle. The throwing spear (which they called ipapa) was the preferred weapon and each warrior carried several of them. In the worst case, these wars ended with groups of people migrating to other parts of the veld, with few casualties.*

*This changed with Shaka’s military reforms. He replaced the throwing spear with another one called iklwa, which was intended to stab the enemy. It was forbidden to throw it and the loss of one could lead to the execution of the guilty warrior. Shaka believed that ipapas discouraged his warriors from engaging in close combat, a main aspect of his strategy.*

*The throwing spears returned to the hands of the Impi thanks to King Dingane, Shaka's brother, successor and assassin, perhaps to combat the newly arrived Boer, with horses and firearms.*
French/Home City

This page contains all Home City Cards available for the **French** civilization in *Wars of Liberty*.

* **Green**: TEAM Shipment that is sent to each player in a team.
* **Purple**: Shipment that can be sent an INFINITE number of times.

All cards are unlocked by default starting from Patch 1.0.14

* Colonial Office
* Military Academy
* Notre Dame Cathedral
* Manufacturing Plant
* Harbor
Mambi

> "*Cuban cavalry mercenary with a fast rate of attack.*"
> ― In-game description.
>
>

The **Mambi** is a mercenary scout cavalry in *Wars of Liberty*. It is a scout melee cavalry that has a fast melee attack rate.

## Overview

The Mambi has half the melee attack rate of a standard cavalry units, which makes them perform their melee attacks twice as fast. This allows them to deal more damage overall compared to a standard melee scout cavalry. Like most scout-shock units, they are countered by heavy infantry and assault units.

Mambis are available as random map mercenaries for civilizations that can train them and from home city shipments.

## Further Statistics

 **Weak vs.** | Heavy Infantry and Assault Units

## Home City Cards

Click for a list of Home City Cards related to the Mambi

* INFINITE Shipments are highlighted in **Purple**
* TEAM Shipments are highlighted in **Green**

### Shared Cards

* "Cavalry Combat" is available to the Belgians, Dutch, French, Italians, Lakota, Ottomans, Russians, and Spanish.
* "Riding School" is available to Europeans, Latin Americans (with the exception of Paraguayans) and Indians.
* "Hire 7 Mambis" is available to the Haitians.
* "Hire Caribbean Mercenary Army" is available to the Dutch, French, and Haitians.
* "Mercenary Loyalty" is available to the Europeans, Asians, and Nation States civilizations.
Maypole

> "*Annex for the market. Villagers gather experience when tasked to the Maypole.*"
> ― In-game description.
>
>

An annex for the Market, the Maypole is a tall, wooden pole around which settler dance to generate exp at a 1/s rate per villager tasked. Up to 5 villager can be tasked at the same time.

## Trivia

Maypoles are recurrent in European folk festivals and are symbols of Midsummer or Pentecoste, depending on the festival.
Kolo

> "*Tongan warrior armed with a skull-cracking throwing club. Deals melee damage at a short range.*"
> ― In-game description
>
>

The **Kolo** is a mercenary ranged infantry unit in *Wars of Liberty*. It is essentially a skirmisher that deals melee damage at range similar to the Belgian Hunga-Munga.

## Overview

The Kolo is a ranged skirmish infantry that deals melee damage at range. This allows them to deal with units that have high ranged resistance at range and also allows them to fight against artillery in sufficient numbers. Like all skirmish infantry, they are countered by shock units and artillery.

Kolos are available as a random map mercenary for civilizations that can train mercenaries and home city shipments for the Maori. The Māori can also gain extra Kolos from shipments after sending the "People of Hawaiki" shipment.

## Further Statistics

 **Weak vs.** | Shock Units and Artillery

## Home City Cards

Click for a list of Home City Cards related to the Kolo

* INFINITE Shipments are highlighted in **Purple**
* TEAM Shipments are highlighted in **Green**

### Shared Cards

* "Infantry Hitpoints" is available to the Danes and Spanish
* "Infantry Combat" is available to the Belgians and Danes.
* "Fencing School" is available to Europeans, Latin Americans (with the exception of Paraguayans) and Indians.
Hussar

> "*Scout cavalry armed with cold steel.*"
> ― In-game description
>
>

Hussars are the European baseline Shock - Scout unit. They are trained at Stables and Forts starting at National Age. They move fast and are capable of raiding villagers, flank armies or cover allies. Since they were the first hand cavalry unit of the game they present no unique bonus or disadvantage and instead work well in all situation.

## Civilization Differences

* As seen above, the British, the French and the Swedes have access to Royal Guard and Imperial Guard levels.

## Trivia

The misleading "light cavalry" label came from an original idea of the developement team: light cavalry unit would be the basic hand cavalry (Uhlans, Hussars, Cossacks), while heavy cavalry would be the élite one (Lancers, Cuirassiers, Spahi). Later on they branded all hand cavalry as "heavy cavalry".

## Gallery

In-game model of unupgraded Hussars (Patch 1.0.15e)In-game model of Veteran Hussars (Patch 1.0.15e)In-game model of German Totenkopf Hussars

## See Also

* Cossack
* Lancer
* Marauder
* Calaras
Freischarler

## Freischärler

> "*Irregular melee heavy infantry armed with a swift Scythe. Attacks faster than generic hand infantry. Good against Shock units.*"
> ― In-game description
>
>

The Freischärler is a unique German melee infantry unit that is available from Barracks. It is armed with scythe to fight shock units in melee combat.

## Overview

Freischärler is a German unique melee infantry that replaces the Partisan, it has more hitpoints and faster attack rate compared to other melee infantry. It is however slightly more expensive in Food than Partisans and have weak siege attack unlike other anti-cavalry melee units. This makes them only suitable for fighting Shock Units and serve little purpose besides holding the line when in large enough number.

Like Partisans, they can only be upgraded to Veteran level which greatly limit their utility beyond Capital Age, however the player can send a shipment called **Akademische Freischar** which greatly improves their stat by 20% and provides them with a charged attack that has almost double the damage of their regular melee attack, somewhat improving their damage against Shock units.

## See Also

* Line Infantry
* Heavy Infantry
* Germans
Fire Junk

> "*Fire Junk. Rams anything on the water and explodes.*"
> ― In-game description.
>
>

## Overview

The **Fire Junk** is a Chinese warship trained at the Dock. It's an economical ship that can be built in greater numbers than other warships because it rams other unit or other buildings and explodes on impact dealing high damage (especially to buildings). Its training time is also the fastest of all ships, along that of the Canoe, to attack the enemy's fleet en masse. It is advisable to improve the Fire Junk damage with Home City cards as it becomes the most practical way to defeat the opposition on water.

On top of that the junk can ram land units if they are very close to the shore. While it desn't provide bonuses, the damage is too high for most unit to take and they will die in groups.
K'ellu Runa

> "*Bolivian recruit armed with a rifle and a bayonet. Good against shock units and buildings.*"
> ― In-game description.
>
>

The **K'ellu Runa** is a native heavy infantry unit in *Wars of Liberty* that is unique to the Bolivians and can be trained through the Native Embassy and the Chiflera through her **Sarnas** ability which transform Pongos into K'ellu Runas. It is a Native Line Infantry with lower hit points compared to standard European Line Infantry, but has a faster melee and siege attack. It is limited to 15 units.

## Overview

K'ellu Runa are the backbone of the Bolivian army thanks to their cheap Food and Wood cost and the fact that they do not cost population space due to them being classified as a Native Warrior. It is a Heavy Ranged Infantry unit that is good against Shock Units in melee thanks to their quick melee attack.

In the National Age, the K'ellu Runa can be quickly amassed after the player researches the **Sarnas** improvement at the Town Center which enables the Chiflera to transform 3-8 Pongos in an area into K'ellu Runas, providing the player with a strong unit that can be used for offensive or defensive purposes. Being a Native Heavy Ranged Infantry they are mainly countered by Skirmish Units and Artillery along with Units that has a damage bonus against Native Warriors. Which is why while they can be trained for free, it is advised for the Player to support them with units that can quickly deal with Skirmish Units and Artillery (e.g. Lancers).

Given that the Bolivians heavily focuses on Native Warriors, there are lots of shipments that can greatly benefit the K'ellu Runa: Aroma Conscription and Age of Tin. The Aroma Conscription shipment increases their build limit by 10 on each Age Up and the Age of Tin swaps their Wood cost to Coin which benefits in the long term as Wood is scarce in the late game. The K'ellu Runa also benefits from Bolivian shipments that boosts the stats and abilities of Native Warriors.

### Upgrades

K'ellu Runa can be upgraded in the Native Embassies or the Sociedad Folklorica

* *The Reducciones improvement is available in the Town Hall for Latin American civilizations.*

## Further Statistics

 **Weak vs.** | Skirmish Units, Spies, and Artillery

## Home City Cards

As the K'ellu Runa is a Bolivian unit, only shipments related to the Bolivians and other civilizations' TEAM cards are shown in the following tables:

Click for a list of Home City Cards related to the K'ellu Runa

* INFINITE Shipments are highlighted in **Purple**
* TEAM Shipments are highlighted in **Green**

### Shared Cards

* "TEAM Native Warrior Societies" is available to the Dutch, Haudenosaunee, Inca, and Lakota.
Landwehrkavallerie

> "*Prussian melee light lancer cavalry. Good against skirmish units.*"
> ― In-game description
>
>

The Landwehrkavallerie is a unique German shock-irregular unit that is available from the Redoubt through the **Levy landwehr** function and spawned from the Stables when it's built. It is armed with lance to fight Skirmish units in melee combat.

## Overview

Landwehrkavallerie is a shock lancer cavalry that is effective against Skirmish unit in melee. Being classified as cavalry they are vulnerable to Line units and anti cavalry units.

What makes them unique is that Landwehrkavallerie are also an emergency unit that can be levied from Redoubts in a batch of 3 per Levy at the cost of 150 Food and 150 Coin, this allows them to be massed when the player has enough Redoubts, and the player can destroy and rebuild the Redoubt to reenable the Levy ability. The player can also further boost their number through additional shipments such as the **Hanseatic League** which allows them to be levied at the Tavern. They are also spawned from the Stables when they are built.

However, their main drawback is that given they are an Irregular unit, they will slowly lose health over time akin to Minutemen, making them unsuitable to siege enemy bases as they will lose their hitpoints on the journey. This can be mitigated if the player sends the **Bismarck Model** shipment which prevents their hitpoints loss.

Initially Landwehrkavallerie does not have any upgrades, however the player can send the **Berlin Conference** shipment which enables the **Weltpolitik** improvement at the Capitol which allows them to be trained from the Barracks and Forts and also upgrade them, this comes with the caveat that their individual cost will escalate the more Landwehrkavallerie you have. However, they are very powerful to mass thanks to their excellent multipliers and multitude of recruitment options.

## Upgrades

* Landwehrkavallerie upgrades are available to be researched upon researching the **Weltpolitik** improvement at the Capitol which is enabled by the **Berlin Conference** shipment.

## Further Statistics

 **Weak vs.** | Line Units
Janissary

> "*Powerful Ottoman infantry that acts like a Powerful Musketeer.*"
> ― In-game description
>
>

## Overview

The **Janissary** is the main infantry unit for the Ottomans and as such it can be trained at Barracks, Forts and Galleons. The main point of the Janissary is to act like a musketeer, but better: higher hitpoints than average for a unit in National Age, very good siege damage and further upgrades that make it quite powerful in general. The cost is taxing, but not too troublesome for the free-spawning villagers of the Ottomans, so its real downside is the training time that inconvenience its usage.
Janissaries can be trained by Egyptians at the Spice Shop, also, costing the same total 125 recources in Export and getting upgrades automatically with age-up.

Home City cards are the best mean to take advantage of the Janissary overall. The 5 units shipment in Age 2 is crucial if the aim is to raid the enemy base as soon as possible and the **Janissary Combat** card in Age 3 boosts their attack and hitpoints by a lot to form a deadly infantry army.

## Civilization Differences

* The Egyptians can get Janissaries at the cost of Export, and they are upgraded normally.
Floating Battery

> "*European siege ship.*"
> ― In-game description
>
>

## Overview

The **Floating Battery** is a shared European siege ship that is available from the Dock after advancing to Industrial Age. It is a Siege Ship that is limited to two units. They deal vast damage to buildings and have two types of attack which are a normal mortar attack and an active Long-Range attack ability which allows them to destroy buildings with a well-timed Long-Range attack. Like most siege ships, they are vulnerable to other ships and land artillery.

## Furter Statistics

 **Weak vs.** | Land Units and Ships

## See Also

* Popovka
* River Monitor
* Ironclad
* Bomb Ketch
Quick Defenses

### Description

Build four outposts around this town center that last one minute to repel an enemy attack.

Quick Defenses is an ability from the Maltese Town Center that build four outposts around which it last one minute to repel an enemy attack.

## Overview

The ability is good when you have an enemy attack and you do not have defenses or defending units, however an army should be trained as soon as possible to stop units that are good against buildings.

Also it can be combined with existing outposts to support them. Creating walls around the Town Center increases the effectiveness of the skill.

You have to leave space around the Town Center, since an outpost is not built in places where there is a building.

## Trivia

* Possibly the Maltese have this ability because the island of Malta was almost always besieged by Arab ships and to deal with them they had to quickly erect improvised defenses. Or also because the island was heavily fortified.
Llanero

> "*Colombian lancer cavalry that sacrifices hitpoints for attack. Good against infantry.*"
> ― In-game description
>
>

## Overview

The **Llanero** is a unique Hussar-like unit unit available for the Colombians. It is slightly more expensive than Lancers in terms of coin, but it has a higher attack value compared to standard hand cavalry.
Kabardin

> "*Manoeuvre cavalry, good against assault units.*"
> ― In-game description.
>
>

The **Kabardin** is a mercenary maneuver cavalry in *Wars of Liberty*. It is a maneuver cavalry that is good against assault units and artillery.

## Overview

The Kabardin is a maneuver cavalry with good attack speed and damage against assault units and artillery. Like most maneuver units, they are countered by skirmish units and heavy infantry in melee.

Kabardins are available as random map mercenaries for civilizations that can train them and from home city shipments.

## Further Statistics

 **Weak vs.** | Skirmish Units

## Home City Cards

Click for a list of Home City Cards related to the Kabardin

* INFINITE Shipments are highlighted in **Purple**
* TEAM Shipments are highlighted in **Green**

### Shared Cards

* "Cavalry Combat" is available to the Belgians, Dutch, French, Italians, Lakota, Ottomans, Russians, and Spanish.
* "Riding School" is available to Europeans, Latin Americans (with the exception of Paraguayans) and Indians.
* "Hire Kabardins" is available to the Ottomans and Russians.
Gueñi

> "*Mercenary Tralkatufe.*"
> ― In-game description
>
>

The **Gueñi** is a Latin American mercenary ranged infantry unit in *Wars of Liberty*. It is essentially a stronger version of the Tralkatufe.

## Overview

The Gueñi is best used to counter heavy infantry and shock units thanks to their multipliers against both types of units. Like all skirmish units, they are countered by shock units and artillery so they should be guarded well, ideally by maneuver units such as Dragoons or by heavy infantry such as Line Infantry. Unlike most skirmish units, they possess melee armor instead of ranged armor likely to help them fight against shock units.

Due to their low cost and population use, a civilization should replace their normal skirmishers with them as they have much better stats at least until the skirmishers are upgraded in the late game, so when dealing with an army of shock and/or assault units, Gueñi should be used to support the units that fight the shock units.

## Further Statistics

 **Weak vs.** | Assault Units and Artillery

## Home City Cards

Click for a list of Home City Cards related to the Gueñi

* INFINITE Shipments are highlighted in **Purple**
* TEAM Shipments are highlighted in **Green**

### Shared Cards

* "Infantry Hitpoints" is available to the Danes and Spanish
* "Infantry Combat" is available to the Belgians and Danes.
* "Fencing School" is available to Europeans, Latin Americans (with the exception of Paraguayans) and Indians.
* "6 Gueñi Mercenaries" is available to the Bolivians and Peruvians.
* "9 Gueñi Mercenaries" is available to the Bolivians and Chileans.
* "Andean Mercenary Army" is available to the Bolivians, Chileans, and Peruvians.
Pesetero

> "*Basque skirmisher mercenary armed with a rifle and sword.*"
> ― In-game description
>
>

The **Pesetero** is a Spanish mercenary ranged infantry unit in *Wars of Liberty*. It is essentially a stronger version of the Skirmisher.

## Overview

The Pesetero is best used to counter heavy infantry; they benefit from the "Counter-Infantry Rifling" tech from the Arsenal making them very strong against any heavy infantry. Like all skirmish units, they are countered by shock units and artillery so they should be guarded well, ideally by maneuver units such as Dragoons or heavy infantry such as Line Infantry. Their superior hitpoints and ranged armor also allows them to win in fights against other skirmishers.

The Pesetero shipments that the Spanish gets is a good way of repelling large numbers of heavy infantry units. Due to their low cost and population use, a civilization should replace their normal Skirmishers with them as they have much better stats at least until the Skirmishers are upgraded in the late game, so when dealing with an army of shock and/or assault units, Pesetero should be used to support while other units fight the shock units. The Spanish are also able to train them by sending the "Chapelgorris" shipment which enables them to be trained from the Tavern.

## Further Statistics

 **Weak vs.** | Shock Units and Artillery

## Home City Cards

Click for a list of Home City Cards related to the Pesetero

* INFINITE Shipments are highlighted in **Purple**
* TEAM Shipments are highlighted in **Green**

### Shared Cards

* "Infantry Hitpoints" is available to the Danes and Spanish
* "Infantry Combat" is available to the Belgians and Danes.
* "Fencing School" is available to Europeans, Latin Americans (with the exception of Paraguayans) and Indians.
Mariscala

The **Mariscala** is a unique immortal Skirmisher-like unit of the Peruvians. It can train Decoys, fake units, to confuse and draw attention, heal units, as well as construct Trading Posts, Town Centers and military buildings. It it only accessible from the Home City.

## Overview

The Mariscala is a Rabona hero for the Peruvians. It is the second explorer the Peruvians can get access to from the Home City. Unlike a regular Explorer, it has skirmisher-like multipliers.

The Mariscala can build all the buildings an Explorer could, like the Town Center, Trading Post, and Native Embassy, but also the military buildings the Rabona could like the Barracks, Stable, Artillery Foundry, Arsenal, Outpost, and Town Hall.

The Mariscala should be used like a regular explorer, but thanks to it's multipliers can be a supportive skirmisher against heavy infantry and light cavalry units making it more competent at fighting than the Procer.

## Changelog

1.0.14 patch:

* Mariscala line of sight adjusted to 24
Machetero

> "*Assault hand infantry armed with a machete. In droves, resistant to Skirmish and Artillery fire.*"
> ― In-game description
>
>

## Overview

The **Machetero** is a specialized melee infantry unit available for the Latin Americans except Argentines, Chileans, Paraguayans, and Uruguayans It moves quickly and is particularly effective against grouped infantry units as they have splash damage with excellent melee resistance. They are essentially an Infantry version of the Cuirassier but with cheaper resource and population cost.

## Changelog

1.0.14 patch:

* Machetero bonuses swapped: x3.50 vs Cavalry, x2 vs Light Infantry

## History

*A machete is a tool used mainly for cutting weeds and harvesting sugarcane during the harvest season. However, it was also used as a weapon in the tropical areas of the American continent, where fighting styles such as the Colombian Grima or Haitian Tire Machét were developed. Many Latin American armies, both during and after independence, were made up of peasants and laborers armed with machetes provided by their bosses, the wealthy landowners of the estates where they worked.*

*The French colony of Haiti owed most of its wealth to the sugarcane produced by slave laborers. These slaves practiced a form of stick-fighting called Kalenda, which persisted despite the attempts by the colonial administration to ban it. The Kalenda, along with European fencing styles practiced by freedmen employed as soldiers, gave rise to Tire Machét and allowed the Haitians to become fierce warriors that successfully rebeled and defeated the French army.*
Huata

> "*Warriors armed with a very long spear. Effective against shock units.*"
> ― In-game description
>
>

The **Huata** is a Māori Combat School melee infantry that is good against shock units in general. It is unlocked to train after the player choose the **Huatas** improvement in the Combat School from Capital Age onwards.

## Overview

The Huata is a specialized melee infantry that has decent melee resistance and extra range on their melee attack. It is effective against shock units in general but weak against all other units, like most Heavy Infantry they are vulnerable to Skirmish Units and Artillery.

Unlike most Māori infantry that can be recruited from Pā in National Age, the Huatas are only available once the player builds the Combat School building which is available only from the Capital Age, as such they can be considered a mid to late game unit. Unlike most infantry, they possess a long-range damage making them suitable in fighting against shock units from further away, allowing them to inflict damage before enemies can engage them directly.

Like all Māori units, they can be further upgraded to bolster either their attack or hitpoints.

## =Further Statistics

 **Weak vs.** | Skirmishers and Artillery
Opalchenets Cavalry

> "*Weak partisan cavalry that can be transformed into other cavalry units through cards.*"
> ― In-game description
>
>

The **Opalchenets Cavalry** is a unique Bulgarian partisan cavalry that is available from the Stables. It is a swift and cheap cavalry that is weak individually but can be transformed to Honor Guards through the **Samara Banner** military shipments.

## Overview

Opalchenets Cavalry is a shock scout cavalry that is cheap and can be quickly trained. They have a weak individual stat; however, their speed makes them useful to conduct early raids against enemy villagers. Like most Scout Units, they are countered by Heavy Infantry.

Their main feature is that through the **Samara Banner** military shipments they can be transformed into the much more expensive and powerful Honor Guard, allowing the player an immediate power-spike in the middle to late game phase as the Honor Guards are a powerful Assault Cavalry.

## Further Statistics

 **Weak vs.** | Heavy Infantry and Assault Units
Steel Mill

> "*Annex for the Artillery Foundry. Trains Nordenfelt Guns while continually spawning them.*"
> ― In-game description
>
>

## Overview

The **Steel Mill** is a unique building for Swedes where Nordenfelt Guns are trained from Industrial Age since that is their ultimate unit. Actually the Nordenfelt can be trained both on command and automatically while the Steel Mill is up. This gives a player some flexibility on the number of Nordenfelt desired and can spare them some resources if it's not needed readily. It works like a factory in this aspect and so, it has the Imperial upgrade for the unit.

This annex costs no wood but still rewards Exp when built and burnt dow by enemies, which is a bit interesting. Same happens with the Hof, the Temple annex.

## See also

* Paddock
* Hof
* Observatory
Flamethrower

## Overview

The Flamethrower is a Chinese unique siege unit that sprays fire at a high rate and in a short range. It's effective against infantry, buildings and ships, expecially in numbers. However, it's not a cost-effective unit and it occupies lots of population, so it must be used with care.

It's helpful in early raids for burning down Outposts and walls.

## Changelog

1.0.14 patch:

* The Flamethrower has received some changes:
	+ Damage cap increased to 35 from 20.
	+ Disciplined, Honored and Exalted improvements standardized to 20%, 30% and 50% from 30%, 35% and 60% respectively.