recursal/Fanatic-Fandom huggingface dataset:
Skirmisher

> "*Skirmisher with low hitpoints, but a long-range attack. Good against infantry.*"
> ― In-game description
>
>

## Overview

Skirmishers are ranged infantry units accessible by Europeans and Paraguayans. They are quite long ranged as they need to kill marching heavy infantry from afar before it reaches your positions. They can be trained at the Barracks from Capital Age and beyond (for Dutch, National Age) and have Royal Guards with French and Paraguayans.

## Upgrades

* *Veteran Skirmishers upgrade is automatically researched on Capital Age. Austro-Hungarian Skirmishers can be upgraded into the Feldjägers after researching the **Dual Monarchy** improvement which is enabled by the **Hungarian Compromise** shipment.*

## See Also

* Vivandera

}}
Sowar

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

 nil

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

* LogicalTypeValidSharpshoot
* LogicalTypeNeededForVictory
* LogicalTypeHandUnitsAutoAttack
* LogicalTypeLandMilitary
* LogicalTypeScout
* LogicalTypeValidSPCUnitsDeadCondition
* LogicalTypeGarrisonInShips
* LogicalTypeRangedUnitsAutoAttack
* LogicalTypeVillagersAttack
* LogicalTypeHandUnitsAttack
* LogicalTypeRangedUnitsAttack
* LogicalTypeMinimapFilterMilitary
* AbstractCavalry
* Unit
* Military
* UnitClass
* CountsTowardMilitaryScore
* AbstractCavalryInfantry
* AbstractHeavyCavalry
* AbstractLancer
* HasBountyValue
* AbstractHandCavalry
* AbstractCamel
* ConvertsHerds
* AbstractSowar
Romanians/Home City

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

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

All cards are unlocked by default starting from Patch 1.0.14

* Philanthropist
* War Adviser
* Hermit
* Foreign Investor
* Chief Seaportman

## Changelog

	+ 6 Dorobanti is now 8 Dorobanti.
	+ 8 Dorobanti is now 10 Dorobanti.
	+ 9 Dorobanti is now 12 Dorobanti.
	+ 14 Dorobanti is now 18 Dorobanti.
	+ 16 Dorobanti is now 20 Dorobanti.
	+ TEAM Rosiori now gives 10% damage and 4 line of sight from 10% damage and 2.5 line of sight, has been moved to the Enlightenment Age from the Capital Age. And it also correctly affects Light Infantry now.
	+ TEAM Oina effect reduced to 15% damage and 5% speed, down from 20% damage and 5%, has been moved to the Capital Age from the Industrial Age.
	+ Monstrous Coalition effect increased to 80% combat, up from 50%.
	+ 2 Trained Bears is now 3 Trained Bears.
	+ Cuza’s Reforms description corrected.
	+ Lautari now also makes the vardos display an aura over the affected gatherers.
	+ 1 Vardo + Roma Villagers can now be sent even if a Vardo is alive.
	+ Fencing School has been deleted.
	+ Riding School has been deleted.
	+ Engineering school has been deleted.
	+ Colonial Militia has been deleted.
Patricio

> "*Argentinian ranged infantry. Good against infantry.*"
> ― In-game description
>
>

## Overview

The Patricio is a unique Argentinian skirmisher that is strong against heavy infantry at range. Unlike other skirmishers, it can be trained from National age, making them one of the few skirmishers that can be trained early (e.g, Gurkhas, Klephts, Dutch, and France after sending their early skirmisher shipment).
Recruit

> "*Frail but fast-training drafted conscript. Armed with a sword to beat shock units.*"
> ― In-game description
>
>

The **Recruit** is a Heavy Ranged Infantry unit available for the Greeks and the Serbians. It is a cheap and frail Line Infantry that can be massed quickly thanks to their quick training time. It is strong against Shock Units in melee.

## Overview

The Recruit is a Heavy Ranged Infantry that at a first glance appears may not appear much due to their weak hitpoints and attack. However, their main bonus is that they are trained quicker than other Heavy Infantry and have a cheap cost, making it easy for the player to train a large number of them as an emergency response unit or as an attack force.

The Serbians can send the **Iron Regiment** shipment in the Capital Age which allows fallen Recruits to boost each other in combat. This combined with their cheap cost and quick training time allows the player to constantly gain strong attack units in heated battles.

## See Also

* Chorofylax
* Line Infantry
* Conscript
Mountain Gun

## Overview

The **Mountain Gun** is a heavy artillery available for the Africans. It has a slow rate of fire, but a high attack and bonuses against infantry and buildings.

## Changelog

1.0.14 patch:

* Mountain Guns have received a couple of changes:
	+ Hitpoints decreased to 480 down from 500.
	+ Damage decreased to 280 down from 350.
	+ Rate of fire increased to 7, up from 6.
	+ Has received a x2 multiplier against Ships.
	+ Has received a x0.55 malus against Artillery.
Scandinavian Immigrants

**Scandinavian Immigrants** is an Immigrant option that is available for certain Latin American (Argentine, Central American, Paraguayan, and Uruguayan) civilizations in *Wars of Liberty.*

## Bonuses

Aging-Up with the Scandinavian Immigrants provide the following benefits:

### Immigrant Colony Units

* Scandinavian Immigrant Worker: Immigrant worker that collects more resources from Treasures, gathers other resources slower than other villagers.
* Ski Trooper: Immigrant skirmisher with low hitpoints, but a strong attack. Good against infantry.

### Unique Building

* **Scandinavian House**: House that supports 5 population and spawns a guarded Treasure when built, has more line of sight than other houses.

### Shipments

Aging-Up with Scandinavian Immigrants grants different shipments based on the Age the Immigrant nation was first chosen.

* National Age
* Capital Age
* Industrial Age

* **First Scandinavian Wave** = Heroes become 25% stronger + 1 Scandinavian Colony
* **Second Scandinavian Wave** = 3 Explorer's Dogs + 3 Scandinavian House build limit
* **Third Scandinavian Wave** = 3 Whalers
* **Antarctic Exploration** = Buildings gain an additional 50 line-of-sight.

- **First Scandinavian Wave** = Heroes become 50% stronger + 1 Scandinavian Colony

- **Second Scandinavian Wave** = 4 Explorer's Dogs + 2 Scandinavian House build limit

- **Scandinavian Cultural Group** = 14 Ski Troopers

- **First Scandinavian Wave** = Heroes become 100% stronger + 1 Scandinavian Colony

- **Scandinavian Cultural Group** = 4 Whalers
Mounted Rifle

> "*Specialized ranged cavalry. Good against cavalry and artillery.*"
> ― In-game description.
>
>

## Overview

The Mounted Rifleman is an overspecialized American Light Cavalry available for the Americans if they choose a Union politician to advance to Age III. Has low damage but bonuses double the ones other light cavalry units have, so it requires micro-management.

## Changelog

1.0.13 patch:

* Bounties for Spontooner, Sharpshooter, Mounted rifle, Blakely, Mississauga horse, Mountie, Voltigeur de Quebec and Aboriginal tracker have been fixed to better reflect their cost.

1.0.14 patch:

* Mounted Rifles have received the following changes:
	+ Hitpoints increased to 200, up from 180.
	+ Train points decreased to 36, down from 40.
	+ Siege damage decreased to 6, down from 8.
	+ Melee damage increased to 6, up from 5.
	+ Ranged damage increased to 12, up from 10.
	+ Cost increased to 85 Food and 85 Coin, up from 80 Food and 80 Coin.

## See Also

* Mounted Police

Category:Gunpowder Cavalry
Ox Cart

> "*Improves nearby gather rates and garrisons villagers. Transforms into a Market, Dock, Livestock Pen, Mill or Plantation.*"
> ― In-game description
>
>

## Overview

The Ox Cart is a Danish economic unit that can only be sent from the Home city. It improves nearby villagers' gather rate by 5% and can transform into a Market, Livestock Pen, Mill, Plantation or Anchorage.

## Changelog

	+ Train Limit increased to 2 from 1.
	+ Armor changed to 50% hand from 40% range.
	+ Hitpoints increased to 500 from 450.
	+ Line of sight corrected to 15, down from 18.
	+ Added a train bounty of 20.
	+ Kill bounty has been corrected to 20.
	+ Population cost has been reduced to 1, down from 2.
	+ Ox Carts sent to allies now have their economic auras enabled.
Raven

> "*Raven. Romanian tamed bird that explores the map automatically.*"
> ― In-game description
>
>

## Overview

The **Raven** is a Pet unit available for the Romanians. One raven is always given to the player at the start of the game. Apart from the it, the player can get more of them through home city shipments and enabling them at the cartographer via Home City Cards. They are a great tactical advantage at the beginning of the game as they can provide a lot of map information with their scouting capacities.

## Upgrades

Ravens are automatically upgraded in every Age.

 +20% Hitpoints.
 +30% Hitpoints.
 +40% Hitpoints.
 +60% Hitpoints.

## Home City Cards

As Ravens are unique to the Romanians, only their cards are shown in the following table:

  **Ursari** | Pet combat abilities are improved.
Troupe de la Marine

The **Troupe de la Marine** is a Ranged Heavy Infantry unit, available for the Canadians if they choose a New France politician to advance to Age II.

## Changelog

1.0.14c:

* Troupe de la marine’s Hitpoints are now 140, down from 160, their Ranged attack is now 22, down from 23, their cost is now 75 Food and 45 Coin, down from 90 Food and 40 Coin and their Traintime is now 33, down from 36.

1.0.14a-b:

* Troupes de la Marine have received the following changes:
	+ Range decreased to 16, down from 18.
	+ Line of sight decreased to 20, down from 22.
	+ Train points increased to 36, up from 35.
	+ Cost increased to 90 Food and 40 Coin, up from 80 Food and 35 Coin.
	+ Multipliers on Melee actions have been removed.
Trabant

> "*Royal Guard Halberdier with a sweep attack.*"
> ― In-game description
>
>

The **Trabant** is a Heavy Melee Infantry that is available for the Austro-Hungarians. It is a Heavy Melee Infantry that excels in fighting Shock Units and possesses an area damage attack. While it is costlier to train in both resources and population than other standard Melee infantry. It has superior stats and can efficiently deal with enemy Shock Units.

## Overview

Trabant is a powerful Heavy Infantry that specializes in fighting Shock Units, holding the line during engagements, and also sieging buildings due to their decent siege attack. Like all Heavy Melee infantry, the player must not send them carelessly against Skirmish Units and Artillery.

Compared to the European Halberdier and Partisan, they possess more hitpoints and attack but costing more population space individually.

## Further Statistics

 **Weak vs.** | Skirmish and Artillery

## See Also

* Halberdier
* Pardo
Pistolero

The **Pistolero** is a standard outlaw unit in *Wars of Liberty* that can be trained by European and Asian civilizations in the National Age.

## Overview

The Pistolero is an Outlaw unit armed with a pistol. As with other outlaws they cost little coin but many population slots, though their population cost can be lowered with the Dance Hall shipment. Compared to standard Line Infantry, Pistoleros are faster and slightly more powerful.

Pistoleros are difficult to recommend beyond the National Age, as standard Line Infantry will eventually out damage it with their upgrades. For civilizations who do not have a Line Infantry unit, Pistoleros are still a great option, unless a better heavy ranged mercenary infantry such as the Huai or Patangpuluhan is available.
Mountain Artillery

> "*Heavy Artillery piece. Good versus buildings and other artillery.*"
> ― In-game description
>
>

The **Mountain Artillery** is a heavy available for the Nation States. It combines the roles of Counter-Artillery Artillery and Siege Artillery.

## History

*The French 75 mm field gun was a quick-firing field artillery piece adopted in March 1898. The French 75 is widely regarded as the first modern artillery piece as it was the first field gun to include a hydro-pneumatic recoil mechanism, which kept the gun's trail and wheels perfectly still during the firing sequence. Since it did not need to be re-aimed after each shot, the crew could fire as soon as the barrel returned to its resting position. In typical use, the French 75 could deliver fifteen rounds per minute on its target, either shrapnel or melinite high-explosive, up to about 5 miles (8,500 m) away. Its firing rate could even reach close to thirty rounds per minute, albeit only for a very short time and with a highly experienced crew. These were rates of fire that contemporary bolt action rifles could not match. All the Balkan Kingdoms which participated in the Balkan Wars, and especially those of Serbia and Romania, made heavy use of this artillery piece, both as a field and a mountain gun.*

## Changelog

1.0.14 patch:

* The Schneider Gun has been completely revamped:
	+ Cost set to 100 Wood and 500 Coin.
	+ Bounties adjusted to 65.
	+ Population cost set to 5.
	+ Available Age set to Capital Age.
	+ Train time set to 45 seconds.
	+ Hitpoints set to 300.
	+ Bombard attack damage set to 50 (siege).
	+ Multipliers set to x3 versus Artillery, x7 versus Buildings, x10 versus Ships.
	+ Limber mode speed set to 3.5.
	+ Rate of fire set to 6.
	+ Range set to 36.
	+ Line of sight adjusted to 40.
	+ Armor set to 0.75 range.
	+ Area of effect set to 1.
	+ Description changed to: “French design Artillery piece. Good versus buildings and other Artillery.”
Serbians/Strategy

* Sorry. Due to some technicalities, please set your editor to classic editor before creating your strategy page as visual editor will give you a unstandardized blank page. Click here for more details. Thank you.

The list is organised alphabetically only. Might be improved in the future.

* Serbia- An overall guide
Privateer

> "*Privateer. Mercenary warship.*"
> ― In-game description
>
>

The **Privateer** is a mercenary war ship in *Wars of Liberty*. It is one of the strongest naval units and, in the base game, the strongest ship available in the National Age. It can be shipped from the Home City through shipments.

## Overview

Privateers only lose to the Battleship in a one-on-one fight. A single Battleship cannot defeat two privateers simultaneously unless it attacks while the ships are distracted (for instance by treasure guardians), and the cost of a heavy ship exceeds the shipping cost of two privateers by 300 wood. The acquisition of a second heavy ship would require the 1 heavy ship Home City Card in conjunction with the original damage and hit point booster card. For those reasons the privateers are usually the best option for naval shipments in the National Age, unless specifically using a strategy involving light ships and their ability to train troops without the need of a barracks or the ability to resist building fire.

The only limiting factor to using Privateers are the number that can be shipped. They have no build limit, and as such the Dutch can use them endlessly beginning in the Industrial Age as long as any enemy does not use Blockade. For this reason, they are exceptional at bolstering any naval force that has access to them.

## Further Statistics

 **Weak vs.** | Artillery and Defensive Buildings

## Home City Cards

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

* INFINITE Shipments are highlighted in **Purple**
* TEAM Shipments are highlighted in **Green**
* MAP shipments are highlighted in **Red**
* POLITICIAN shipments are highlighted in **Blue**

### Shared Cards

* "Navigation School" is available to the Argentines, Greeks, Italians, Portuguese, and Romanians.
* "Offshore Support" is available to the Bolivians, British, Colombians, Inca, Italians, and Ottomans.
* "Naval Gunners" is available to the British, Colombians, Koreans, and Uruguayans.
* "Naval Combat is available to the Europeans, Latin Americans, Anglos, Asians, Nation States, and Native American civilizations.
* "Recruit Privateers" is available to the Argentines, Austro-Hungarians, Belgians, Bulgarians, Central Americans, Colombians, Dutch, French, Germans, Greeks, Haitians, Italians, Ottomans, Paraguayans, Peruvians, Portuguese, Romanians, Russians, Serbians, Spanish, Swedes, and Uruguayans.
* "Recruit Privateer Fleet" is available to the British, Bulgarians, Central Americans, Colombians, Dutch, French, Greeks, Haitians, Italians, Ottomans, Peruvians, Portuguese, Romanians, Serbians, Swedes, and Uruguayans.
* "Recruit Privateer Armada" is available to the British, Colombians, Haitians, and Swedes.
* "TEAM Recruit Privateers" is available to the Danes and Dutch.
* "Recruit Privateer Flotilla" is available to the Danes, Dutch, and Swedes.
* "Mercenary Loyalty" is available to the Europeans, Asians, and Nation States civilizations.

### Native Americans

* "Recruit Buccaneers" is available to the Haudenosaunee, Inca, and Lakota.
* "Recruit Buccaneer Fleet" is available to the Haudenosaunee, Inca, and Lakota.
Souliote

> "*Arvanite marksman that deals more damage the farther it is. Good against shock units and artillery.*"
> ― In-game description
>
>

The **Souliote** is a mercenary long ranged infantry unit in *Wars of Liberty* that has a long-range attack. It is good against shock units and artillery at range.

## Overview

Unlike most skirmishers, the Souliote is best used to counter shock units and artillery. A sufficiently sized group of Souliote can one-shot an artillery before it has a chance to fire thanks to their 30-range attack and strong bonuses against artillery. While they do also possess damage multipliers against shock units, they fire slowly on their long-ranged attack, therefore it is advised to support them with additional heavy infantry or front-line assault units to act as a meat shield while the Souliote prepares their attack.

The Souliote shipment that some civilizations get in the Capital Age is a good way of repelling large numbers of artillery and shock units. Due to their low cost and population use, a civilization should use the Souliote as a support ranged unit, so when dealing with an army of shock and/or assault units, Souliote should be used to support while other units fight the shock units.

## Further Statistics

 **Weak vs.** | Assault Units

## Home City Cards

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

* INFINITE Shipments are highlighted in **Purple**
* TEAM Shipments are highlighted in **Green**
* Shipments that are boosted by politicians are highlighted in **Blue**

### 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), Nation States, and Indians.
* "Hire Souliotes" is available to the British and Greeks
* "Mercenary Loyalty" is available to the Europeans (except Germans), Asians, and Nation States (except Greeks) civilizations.
Pom-Pom

The Pom-Pom is an Artillery unit that fires repetitively at high speed, available for the Australians if they choose a colonialist politician to advance to Age IV.

## Changelog

1.0.14 patch:

* Pom-pom line of sight decreased to 28, down from 29.

## History

*Australia and New Zealand were not the only British colonies in the Southern Hemisphere, and a great deal of cooperation existed between the two colonies and British South Africa. When the Second Boer War started in 1899, and with the memory of their defeat in the First Boer War still fresh on the minds of the British government, they called on not just their South African armies, but also those of other colonies, including Australia.*

*In 1900, Australian troops were given access to a revolutionary weapon, the QF-1 autocannon (called the ''pom-pom'' after the sound it made while firing), the first firearm of its kind in the world. This gun had been developed by history's famous Hiram Maxim in 1880, but didn't enter production until more than a decade later. Interestingly enough, the QF-1 was not only the world's first autocannon, but also the world's first anti-aircraft gun, where it was used by the British in World War 1 to shoot down enemy aircraft.*
Steel Gun

## Heavy Cannon

> "*Heavy artillery. Good against infantry and buildings.*"
> ― In-game description
>
>

## Overview

The **Steel Gun** is a heavy artillery unit available to the Europeans and trainable at the Factory once you task this to produce artillery. It comes only by Industrial Age because it has high damage and bonuses to make it effective against infantry and buildings; it may actually be considered a late game Falconet since it fills a similar role and costs exactly 100 more wood and coin than the latter.

The Steel Gun trains slowly in almost 2 minutes and while it is technically free, you lose the resources you could have produced in the Factory in the same time span. If you want to avoid that, consider sending them from Home City or else training the Horse Artillery for being more efficient.

## Civilization differences

* Latin Americans with access to German Immigrants can train them by aging up to the Imperial Age with them which provides the **Forty Eighters** ultimatum which grants 2 Factory Wagons.
* China can train these cannons if they ally with Russia, which provides them a Factory Wagon.

## See also

* Parrot
* Mountain Gun
* Sebastopol
* Dynamite Cannon
Schwarzlose

## Base Statistics

### Speed

4 (Limber)
1.6 (Bombard)

## Siege Attack

### Multipliers

  x0.5    x0.5   x0.5           x0.5         x0.5      x0.5

### RoF

4 seconds

The **Schwarzlose** is a machine gun artillery piece available for the Balkans.

## Changelog

1.0.14 patch:

* The Schwarzlose has received a couple of changes:
	+ Population cost increased to 5 from 3.
	+ Damage cap increased to 90 from 60.
Sokol

> "*Resistant Serbian cavalry that deals trample damage.*"
> ― In-game description
>
>

The **Sokol** is a mercenary Scout Cavalry unique to the Serbians that deals trample damage in melee. It is only available from the **Sokolovi** Home City Shipment.

## Overview

The Sokol is a scout cavalry with excellent hitpoints and trample melee attack. It sent from the Home City through the **Sokolovi** shipment in batches of 5 units (the shipment also increases their attack by 15% and can be sent repeatedly). Like most scout cavalry they are vulnerable to Heavy Infantry in melee and being mercenaries, they are vulnerable to Spies.

## Further Statistics

 **Weak vs.** | Heavy Infantry and Spies
Popovka

> "*Circular Russian siege ship.*"
> ― In-game description
>
>

## Overview

The **Popovka** is a unique Russian Siege Ship that is available from the Dock after advancing to Industrial Age. It is a Siege Ship that is limited to two units. While they fire slower than Floating Battery they deal vastly more damage in return, allowing 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

* Floating Battery
* River Monitor
* Ironclad
* Bomb Ketch
Outpost

> "*Tower that can be used to defend the frontier.*"
> ― In-game description.
>
>

## Overview

The **Outpost** is a defensive building that utilize large LoS to spot enemies and a ranged attack to hit them. It can be built early in the game paying an amount of wood or with Wagons from National Age on. It can also receive Home City shipments.

The uses for the Outpost are several: fortifying player's base colony along with walls is a common tactic that makes it difficult to raid settlers and economic buildings for the enemy; building a few in the front line next to Barracks can help establishing a military base; their anti-ship attack has a very large range and can be improved at the Arsenal; they can be put in a forward position and receive artillery, especially mortars, in order to reduce transport time through the map.

Outpost wagons can be shipped from the Homce City, or, alternatively, most civs have the 600 and 700 Wood cords shipments to supply wood which can be used to construct defenses.

## Civilization Differences

* Russians have Blockhouses which train infantry and provide population.
* Belgians have an easier time building them because they receive Frontier Wagons with Age-ups and cards; Italians get said Wagons by the Architect.
* Asians have Castles and train artillery at them.

## History

> "*Outposts are buildings that are used to gain territory in a military conflict. One example of their use is in the disputed territory of Clipperton Island. The Island was originally charted by Magellan in 1521. It changed hands between Spain, France, and the United States. Eventually, Mexico claimed it and built an outpost to reinforce their claim. Even with the outpost, though, Clipperton Island continued to change hands well into the twentieth century.*"
>
>
>

## See also

* Tower
* Castle
* Blockhouse
Blockhouse

> "*Russian combination of Barracks and Outpost. Can defend the frontier or train infantry in groups. Also provides 5 populatin.*"
> ― In-game description
>
>

## Building Information

### Function

Trains infantryOutpost
Provides population

## Ranged Attack

### Damage

                      (Fort. Blockhouse) 60

### Multipliers

     x1.50           x1.50            x0.50   x0.25

## Buttons

### Units

Line InfantryOpolchenets
Ryadovoy

## Overview

The **Blockhouse** is a military/defensive building that is built by Russia and is one of the peculiar buildings the game has, along the Dutch Banks, Danes Anchorage and more.

It has a build limit of 7 like a regular Outpost and can be built from Enlightment Age and beyond by settlers or Wagons; said wagons can be shipped from the Home City, but since the Blockhouse is a combination of 2 different buildings, players get them an Age later than Outposts wagons.

It fills the roles of both Outposts and Barracks training infantry units (in groups) and defending the area from intruders with ranged attacks. When improved to Fortified Blockhouses they switch to bombard attacks and deal siege damage, so artillery units get more vulnerable. Shipments can arrive at it if issued to: for example, falconets and mortars to break through enemy defense or more Wagons to build a stable fortress on the frontline.

## Home City cards

Also noteworthy are the unique cards that benefit this building from the Home City:

* **Blockhouse Cannon:** allows Falconets and Mortars for training at the Blockhouse;
* **Sebastopol:** quickens the construction of it and other defensive buildings;
* **TEAM Barracks Hitpoints:** improves hitpoints by 50%; for Barracks 100%
Ski Trooper

> "*Immigrant skirmisher, good against infantry and natives units.*"
> ― In-game description
>
>

The **Ski Trooper** is an immigrant Skirmish Infantry that is available from the Scandinavian Immigrant Colony. It is a Skirmisher that excels in fighting Heavy Infantry and Manoeuvre Units. Being an immigrant unit, it is available to be trained in batches of 7 units in Capital Age, and 10 units in Industrial Age respectively each at the cost of 1  with the exception of Uruguayans who are able to train them individually for Food and Coin cost.

## Overview

Ski Trooper is a powerful Skirmish Infantry that specializes in fighting against Heavy Infantry and Manoeuvre Units due to their ranged multipliers. Like most Skirmish Infantry, they are weak against Artillery and Assault Units. They should be carefully managed as they are difficult to replace due to them costing shipments to train instead of normal resources.

Compared to the Latin American Vivandera and European Skirmisher, they possess fewer Hitpoints and cannot heal but more attack, movement speed and range, making them an excellent supplement to the player's main army especially in civilizations that can quickly gather shipments. They are also automatically upgraded on every Age-Up making them a strong force that can be trained and utilized from the get-go without having to worry about unit upgrades.

## Upgrades

Ski Troopers are automatically upgraded on every Age-Up.

## Further Statistics

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

## See Also

* Cazador de Indios
* Vivandera
* Voltigero
* Zamurito
Opryshok

> "*Ukrainian peasant armed with a axe. Good against shock units and buildings.*"
> ― In-game description
>
>

The **Opryshok** is a mercenary melee heavy infantry in *Wars of Liberty*. It is good against shock units and buildings.

## Overview

Opryshoci are classified as heavy melee infantry, they are best at fighting shock units and are fairly effective against other heavy infantry units. Like all heavy infantry, they are countered by skirmish units and artillery.

Opryshocu are available as a random map mercenary and home city shipments.

## Further Statistics

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

## Home City Cards

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

* 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), Nation States, and Indians.
* "Hire Opryshoci" is available to the Russians.
Tower House

> "*Defensive building that supports population and harbors military upgrades starting in Capital Age.*"
> ― In-game description
>
>

## Overview

The **Tower House** is a defensive building in *Wars of Liberty* that is unique to the Nation States civilizations. It combines the functions of an Arsenal and an Outpost by housing infantry upgrades, attacking nearby enemies, supporting 5 population space and receiving Home City shipments.

## Tactics

The Tower House can essentially be used like a normal defensive building as it has more hitpoints than standard Outpost albeit with a reduced build limit of 5. Starting from the Capital Age, the player can also research powerful upgrades that can boost the stats of military units. The Player can also send the **Advanced Tower House** shipment from the Home City to enable more upgrades and makes them available to be researched in the National Age.

## Further statistics

 **Weak vs.** | Siege units and Artillery

## Home City Cards

Click for a list of Home City Cards related to the Tower House

* INFINITE Shipments are highlighted in **Purple**
* TEAM Shipments are highlighted in **Green**
* Shipments that are boosted by politicians are highlighted in **Blue**

### Shared Cards

* "TEAM Cheap Redoubts" is available to the Haudenosaunee and Portuguese.
* "Improved Buildings" is available to the Europeans, Latin Americans, Anglos, and Nation States.
* "TEAM Improved Buildings" is available to the Indians.
* "Frontier Defenses" is available to the Europeans, Latin Americans, Anglos, and Nation States.
* "Advanced Tower House" is available to the Nation States civilizations (except Romanians).
* "TEAM Coastal Defenses" is available to the Europeans, Latin Americans, Anglos, and Nation States.

## See Also

* Redoubt - Anglophones, European, and Latin American counterpart.
* Castle - Asian counterpart.
* Tower - African Counterpart.
* War Hut - Native American counterpart.
* Pā - Maori counterpart.
Peruvians/Home City

This page contains all Home City shipments available to the **Peruvians** 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

* Casa de Pizarro
* Castillo de la Independencia
* Palacio Arzobispal
* Club de la Unión
* Callao
Patangpuluhan

> "*Royal guard infantry of Yogyakarta with many hitpoints.*"
> ― In-game description
>
>

The **Patangpuluhan** is a mercenary ranged infantry unit in *Wars of Liberty*. It is a powerful heavy ranged infantry that has lots of hitpoints and is good against assault units in melee.

## Overview

The Patangpuluhan is best used to soak up enemy ranged attacks as they have massive amount of hitpoints and excellent ranged armor. Like all heavy ranged infantry, they are countered by massed skirmish units and artillery so they should be guarded well, ideally by melee shock units such as Hussars or with sufficient artillery support.

A civilization should use the Patangpuluhan as a strong front-line defender at least until their heavy ranged units are sufficiently upgraded to repel assault units and/or ranged attacks as the Patangpuluhan costs 3 population space, which makes them not very population efficient in the late game as with most mercenaries.

## Further Statistics

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

## Home City Cards

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

* 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.
* "Hire Patangpuluhans" and the corresponding "Mercenary Loyalty" is available to the Dutch.
Naffatun

> "*Grenadier armed with double swords for melee encounters. Good against infantry and buildings.*"
> ― In-game description
>
>

## Overview

The Naffatun is a unique Grenadier of the Egyptian Civilization. The Naffatun is weaker in stats, but slightly cheaper in resources and costing one less population space.

Naffatuns are best used against buildings and infantry, especially heavy. They can be used in larger numbers than European Grenadiers thanks to their lesser pop space and only require a reasonable anti cavalry measure such as Spearman, Escorts, or Meharistes to be used offensively. Cavalry charges will render them useless.

## Changelog

1.0.14c:

* Naffatun’s Ranged damage is now 16, down from 18, Hand damage to 8, down from 9, thei AoE up to 4, from 3, Hitpoints down to 150, from 205, Ranged armor up to 0.50, from 0.30 and Traintime up to 41, from 40.

1.0.14a-b:

* Naffatuns have received a couple of changes:
	+ Population cost increased to 3, up from 2.
	+ Cost changed to 130 Food and 60 Coin, from 110 Food and 80 Coin.
	+ Hitpoints increased to 205, up from 180.
	+ Resistance increased to 0.3 Ranged, up from 0.2 Ranged.
	+ Melee damage decreased to 9, down from 15.
	+ Ranged damage increased to 18, up from 15.
Harriet

**Harriet Fahrig** is a minor character in *Bridget's Calling*. The wife of a Pentecostal preacher, she has long had fantasies of being sexually dominated by another woman. Allan Nash arranges for Bridget to have regular sessions with her, and Peri Winger and Amalia Echevarria join one of those sessions. When Harriet's husband accepts the call of a congregation in California, Harriet at first tells Bridget that she must end her arrangement with her, then frantically offers to be Bridget's "slave" if ordered to do so. When Bridget declines and tries to explain why this cannot be, Harriet runs away in tears.
Presidial

> "*The warden of your Presidios. Explores, fights and builds Town Centers and Trading Posts, being quite effective against other Explorers. Cannot die. If he falls unconscious, he can be rescued.*"
> ― In-game description
>
>

The **Presidial** is the unique explorer unit of the Mexicans. It is a hero unit that is good against Treasure Guardians and can build Town Centers and Trading Posts. Unlike other explorers, it has high damage multipliers against other Hero units.

## Overview

Like other explorer units, the **Presidial** can build Town Centers and Trading Posts in both Enlightenment and Capital Age. He is also able to build Presidio after reacching 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 Explorer 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.

### Special Abilities

* **Build Presidio**: The Presidial can build Presidios for a 400 Wood cost. The player can only have up to 3 Presidios in a game session.
* **Health Regeneration**: Regenerates hitpoints when idle (regenerates 0.25 hitpoints per second after 3.5 idle time).
* **Sharpshooter Attack**: The Explorer fires a shot dealing 750 ranged damage to a treasure guardian. 60 seconds cooldown.
* **Crackshot Attack** (requires reaching Industrial Age): The Explorer fires a shot which deals high ranged damage capable of killing most infantry and cavalry units. 60 seconds cooldown.

### Upgrades

The damage and hit points of the **Explorer** increase with each Age Up.

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

## Further Statistics

 **Weak vs.** | Villagers and Spy Units

## See Also

* Explorer
* Chief
* Fortinero
* Chiflera
* Sertanista
* Alguacil
* Husar de la Muerte
* Libertador
* Royalist
* Surveyor
* Procer
* Companion
* Menelik
* Ali Pasha
* Shaka
* Rangatira
Sajka

## Šajka

> "*A Serbian river skiff.*"
> ― In-game description
>
>

## Overview

The **Šajka** is a unique Serbian light ship that is available from the Dock after advancing to National Age. It is a Light Ship that is limited to six units. They are a quick-moving ship that can also train Sajkasi. Like most Light ships, they are vulnerable to other ships and building attack.

## Further Statistics

 **Weak vs.** | Ships, Buildings, and Artillery

## See Also

* Aviso
* Gunboat
* Lorcha
* Corvette
* Torpedo Boat
* Schooner
Schutze

> "*Skirmisher mercenary from Hesse with a long distance attack.*"
> ― In-game description
>
>

The **Schutze** (proper German spelling: Schütze / plural: Schützen) is a mercenary ranged infantry unit in *Wars of Liberty*. It is essentially a stronger version of the Skirmisher.

## Overview

The Schutze 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 Schutze shipment that some civilizations get in the Capital Age 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, Schutze should be used to support while other units fight the shock units.

## Further Statistics

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

## Home City Cards

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

* 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.
* "Hire Hessian Schützen" is available to the Austro-Hungarians, French, Germans
* "Hire German Mercenary Army" is available to the Germans.
* "Mercenary Loyalty" is available to the Europeans (except Germans), Asians, and Nation States (except Greeks) civilizations.
Mule Artillery

> "*Slow-moving, low-cost artillery. Good against infantry.*"
> ― In-game description.
>
>

## Overview

The **Mule Artillery** is a light artillery unit available for the Balkans with the exception of the Bulgarians. It is accessible early and is good against infantry, but has low hit points.

## Cgangelog

1.0.14c:

* The Mule Artillery has received the following changes:
	+ Their cost is now 300 Food and 100 Wood, up from 100 Wood and 200 Coin.
	+ Their Hitpoints are now 170, up from 100.
	+ Their Ranged armor is now 0.50, down from 0.75.
	+ Their Siege attack is now 40, down from 60.
	+ They no longer get multipliers against Ships and Eagle Runner Knight type units.
	+ Their Range has been reduced to 21.
	+ Their Area of Effect damage has been reduced to 2, down from 3.
	+ Their Traintime has been reduced to 33, down from 40.
Foxy Ladies Gentlemen's Club

**Foxy Ladies Gentlemen's Club** is a strip club located just outside Duquesne County. Run by Todd Renard, he makes an agreement with the owners of two other clubs which have closed to have them invest as junior partners to reopen and expand Foxy Ladies. With the opening of Blue Jewel in downtown Stallbrook, business for Foxy Ladies does not pick up as expected, and things take a turn for the worse when Harry "Howler" Houlihan bribes a young woman to make false allegations against Blue Jewel, only to have it backfire. Renard is then approached by the corporate chain Gentlemen's Exclusive Entertainment to take majority ownership of the club while allowing him to remain as their junior partner and club manager.
Schutzkorps

> "*Partisan armed with a rifle. Good against manoeuvre units. Regenerates while standing idle.*"
> ― In-game description
>
>

The **Schutzkorps** is the Ultimate Unit of the Austro-Hungarians. It is a Skirmish Infantry good against Manoeuvre Units and Heavy Infantry. Like other Ultimate Units, it is limited to 20 units and can regenerate when standing idle.

## Overview

Schutzkorps is a powerful late-game Skirmisher that specializes in fighting Maoeuvre Units and Heavy Infantry. Like all Skirmish infantry, they are weak against Melee Shock Units and Artillery.

## Upgrades

* *The **Guard Schutzkorps** upgrade is automatically applied when reaching Industrial Age*

## Further Statistics

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

## See Also

* Volunteer
* Hajduk
* Klepht
Canadians/Home City

This page contains all Home City Cards available for the **Canadian** 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
* Cathedral
* Manufacturing Plant
* Harbor
Monitor

> "*Monitor. Mortar ship good at bombarding buildings at great range.*"
> ― In-game description.
>
>

## Overview

The **Monitor** is a heavy and powerful ship available to Europeans and Asians at their Dock: it's a Frigate that got its front mast cut to make room for a Mortar and used for attacking buildings from great distances, henceforth the best range of a Warship. Even though it fires every five seconds the bonus against buildings is sure to destroy most of them in a few shots, especially economic ones. The unit has farily low hitpoints and, even if it's a siege trooper, has to be used with some care, however the Long-range Bombardment Attack has a whopping 100 range that can provide shots from a safe distance.

Like most ships it carries up to 50 units in it, but the Galleon is a better alternative to go around.
Politician

**Politicians** are European-exclusive dignitaries in *Wars of Liberty* from the Home City who guide a player's colony into the next Age. Each time a player advances in Age, they must choose from a select group of politicians. Each politician delivers an assortment of resources or units once the player has finished advancing in Age.

Since the Enlightenment Age is the earliest age in the game, it does not come with a politician.

## List of European Politicians

* Shared
* British
* Danes

## See Also

* Immigrants, the equivalent for Latin American civilizations
* Party, the equivalent for Anglo civilizations
* Wonder, the equivalent for Asian civilizations
* Library, the equivalent for African civilizations
* Tribal Council, the equivalent for Native American civilizations
* Voyage, the equivalent for Polynesian civilizations
De-Facto Decriminalization

**De-Facto Decriminalization** is a policy of intentional non-enforcement of laws against full-service sex work or prostitution, thus treating sex work in a given area as though it was actually decriminalized.

It is the standing policy of the Stallbrook Police Department under Chief Delbert Graham, supported by Mayor Jack Oskanian and the City Council. Combined with the Department's focus on community policing, harm reduction, and coordination with social service organizations such as the Jezebel Project, Stallbrook's model provides a constructive alternative to both the full-scale criminalization seen throughout the United States, and the so-called "Swedish Model" of attempting to abolish prostitution by targeting the clients of sex workers with the hopes of "ending demand" for commercial sex.

Adara Khan is encouraged to study Stallbrook's model of de-facto decriminalization, in the hopes that her research will debunk its effectiveness. To the dismay of Bridie Chase and Wolfe O'Cleary, Khan's research reveals that in fact the Stallbrook model improves the lives of sex workers and helps them and the police to better deter and respond to violence and other problems.
Taura

> "*Latin American mercenary. Trickles Coin.*"
> ― In-game description
>
>

## Overview

The **Taura** is a mercenary available for Latin Americans through shipments. It is a tough hand infantry mercenary that is good against villagers and trickles coin over time. Allowing them to weaken the enemy's economy and strengthening the player's economy at the same time.

## Notes

* Tauras trickle coin at the rate of 0.25 coins per second.
* The **Canonigos** shipment available for the Colombians allows them to train Tauras from the Temple using faith cost instead of coin.
Morochuco

The **Morochuco** is a unique light ranged cavalry available for the Peruvians. It has a weak attack but a very high bonus against cavalry. It can hunt animals.

## Overview

The Morochuco could be considered a mounted ranged Pikeman of sorts with its low attack but high bonus against cavalry. In addition, Morochucos are capable of hunting animals, doubling them as pseudo villagers. Its hunting gathering rate is improvable by any card or technology that improves hunting gathering rates for villagers. In a sense, it works like a Gaucho, but limited to hunting and with better combat,

The Morochuco is mostly used in the National Age as it's the only light cavalry unit available. Later in the Capital Age, the Jinete becomes available which has a much higher attack and anti-artillery multipliers. However, the Morochuco is still cheaper and more specialized against cavalry.
Perro de Presa

> "*Dominican mercenary armed with a halberd. Incredibly destructive against shock units.*"
> ― In-game description
>
>

The **Perro de Presa** is a mercenary melee heavy infantry in *Wars of Liberty*. It is a heavy infantry that is good against shock units and buildings, making them a stronger version of the Pardo.

## Overview

Perro de Presa are classified as heavy melee infantry, they are best at fighting shock units and are fairly effective against other heavy infantry units. They also excel at destroying buildings thanks to their strong siege attack. Like most heavy infantry, they are countered by skirmish units and artillery.

Perro de Presa are available as home city shipments for Latin American civilizations.

## Further Statistics

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

## Home City Cards

Click for a list of Home City Cards related to the Perro de Presa

* INFINITE Shipments are highlighted in **Purple**
* TEAM Shipments are highlighted in **Green**
* Shipments that are boosted by politicians are highlighted in **Blue**

### Italians

* "Infantry Hitpoints" is available to the Danes and Spanish
* "Infantry Combat" is available to the Belgians and Danes.
* "Hire Dominican Perro de Presa" is available to the Danes and Haitians.
* "Hire Caribbean Mercenary Army" is available to the Dutch, French, and Haitians.