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

We are currently maintaining 218 articles!

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

Available for Windows, Mac OS, and Linux!

* *Cossacks 3* homepage
* Steam page

Basics

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

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

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

 **Buildings**
Civilian · Military · Defensive

 **Modding**
dmscript.global· Editor

Military

Combat basics

Formations
Population capacity ·
Capturing

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

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Videos

Main page sections: 1 · 2 · 3 · 4. Changes for the main page can be proposed **here**.
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We are currently maintaining 845 pages (218 articles)!

Recent changes | New pages | Missing pages

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

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Ferry

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

## Background

In the unsteady times of the 17th and 18th centuries, buccaneers and privateers were the masters of the sea. Never-ending warfare and continual pirate menaces forced trade ships to add to their weaponry. On the other hand, any merchant could smuggle or buy a privateer's licence and start raiding others. Certainly, a merchant ship's armament was no match for a battleship and the speed of transport ships was lower because they had smaller crews, but in certain situations merchants could put up serious resistance. Merchant ships also transferred troops, food and ammunition, and were of great importance during colonial wars.

## Characteristics

* Ferries the troops across rivers or sea.
* Can ferry 80 units at once.

## Upgrades

There will probably be a +200 capacity upgrade.

## Strategies

* Unloading of units takes time during which both the ferry and the units are vulnerable. Be sure to escort and protect them.
* Ferries don't sustain a lot of damage.
* Ferries can run over boats. They can cheaply disrupt the enemy fishing operation.
* Ferries are among the slowest ships and are defenseless.
* Scout your coast for incoming Ferries.
Minaret

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

## Background

A minaret is the scientific centre of your city. In the academy you can develop basic technologies and carry out numerous upgrades. It can be captured by the enemy.

## Characteristics

* The research center of a city.
* Can research important technologies and add a variety of upgrades.
* ↓Can be captured by the enemy.
Cossacks 3 Wiki/editcopy/Section 3

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Research improved steel grades for cuirasses

**Research improved steel grades for cuirasses** is an upgrade in *Cossacks 3*, available at the Academy.

## Background

At the close of the 17th century, cavalry armour was fundamentally changed. It became smaller, had no bracers or leg-guards and sometimes did not even cover the back. Owing to its smaller size, the armour's thickness was increased. This fact, along with the use of more durable steel grades, allowed bullets and cold steel to be repelled with greater efficiency.
Cheats

Cheat codes can be used in single-player campaign and random map mode by pressing the "Enter" key during the game and typing the codes shown below.

**Caution**: Before using cheat codes, it’s important to understand that using them will prevent additional achievement gains you might have earned through normal play until either a new campaign is started or a prior save (from before the use of the first cheat) is loaded.

## Resources

* Type *res <resource name> <amount>* to set the size of a given resource stockpile. Accepted resource names: *wood*, *food*, *gold*, *iron*, *coal*, *stone*, *all*.

## Missions

* Type *showallmissions* to be able to play all missions without winning all previous missions.

## Editor

* fow - enable/disable fog of war
* loadrep - load a replay saverep - save a replay
* record - enable in-game recording tool
* perf - opens an extensive tool that shows resources that game uses
* fps - shows FPS without enabling cheats

## Gameplay

* Type *freecamera* to remove camera limitations. You can change camera angle by holding Ctrl+middlebutton (scroller) and moving mouse Ctrl+PageUp/Ctrl+PageDown to change camera angle of view Home key will return camera angle of view to default.

* Type *www* to unlock further commands:

### Further Commands

* F reveal/unreveal map
* ctrl+W enable/disable peace mode
* P unit editor
* ctrl+[Arrow key] to move selected building
* ctrl+C copy selected units
* ctrl+V paste previously copied units
* ^ increase speed
* ) reduce speed
* Num Pad 1 - 8 - Switching between players
* Alt + 1 - 9 - Switching between players
Serf

**Serf** is a support infantry unit in *Cossacks 3*, available at the Town Hall. They are exclusive to the nation of Russia.

## Background

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

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

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

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

## Characteristics

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

## Upgrades

### Mill

 Improve grain crops storage | Harvesting +180%

### Academy

#### Food upgrades

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

#### Stone upgrades

 Raise miners' salary | Stone excavation efficiency +200%

## Strategies

Russians Serfs builds slower than the other workers, so more of these are needed to keep the construction pace on par with the enemies.

Due to this "flaw", and including the low population-generation from Town Halls and Houses, the Serfs require a lot more micromanaging and constant valuation of ressourcing, building and expanding. This makes Russia one of the most difficult nation to play for a beginner.
Hussar

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

## Background

Hussars constituted a light cavalry force used for bold raids to the enemy's rear, reconnaissance, manning outposts and frontier service. In the period of linear tactics, hussar squadrons took on a special significance. They escorted infantry squads and intercepted deserters. This way they helped maintain discipline and order in the infantry, which often consisted mainly of riffraff. Hussars were usually regarded as adventurous people. The main features of this force were its speed and manoeuvrability. They were excellent horsemen capable of performing numerous tactical moves in a battle. Naturally, they were inferior to heavy cavalry concerning attack power, but that was easily countervailed by their manoeuvres, ambushes and sudden charges to the rear or flanks. Hussars were armed with a sabre, a pair of pistols and a short flint musket or blunderbuss (for short-range buckshot fire). Their equipment had many traditional Hungarian features and comprised a dolman (a jacket embroidered with gold or silver cords), a pelisse (an outer jacket with fur worn on the left shoulder), chuckchirs (leather-cased trousers) or riding breeches, boots with tassels and a sabretache worn on the left side.

## Characteristics

* Light horseman armed with a saber.
* ↑ Effective for diversionary raids.
* ↑ Fast building time, high movement speed.
* ↓ Ineffective against cuirassiers.

## Upgrades

### Blacksmith

 Forge new types of broadswords and sabres | Cavalry and sword clansman attack +5

## Trivia

From the patch notes of 20.10.17, all fast cavalry units have an extra 5 protection against bullets and are immune to critical hits while moving
Bombard

**Bombard** is a artillery unit in *Cossacks 3*, available at the Artillery Depot.

## Background

A short-barrelled cannon with plunging fire. Mortars were used mainly in fortress sieges. They were loaded with bombs or incendiary missiles and used to shell an enemy from special trenches. Before firing, the bomb fuse was ignited so that the bomb exploded the moment it reached the target. A mortar's range of fire was about 1,800-2,500 m (6,000-8,500 ft) on average. It took about 5-7 minutes to load and aim. Shooting accuracy was not very good, but the powerful explosion could cause great damage. Moreover, a mortar's plunging fire allowed it to reach targets behind walls or other obstacles.

## Characteristics

* Long range cannon.
* Fires in arc trajectory at very long ranges.
* Effective against buildings and towers.
* Can only fire at ships and buildings.
* High rate of fire and accuracy.
* Requires gold for upkeep.
* When out of gold, bombards stops firing.
* Unguarded bombard can be captured by the enemy.
* Spends a lot of coal and iron on firing.
Develop geology

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

## Background

Gradual depletion of easily accessible deposits of raw resources throughout the 17th and 18th century promoted the rapid development of geology. With geologists, mining companies could uncover new deposits of minerals for extraction and processing.

## Effect

* Previously hidden deposits appear on the map

## Trivia

* This upgrade has the same price for all nations in the game.
Roundshier

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

## Background

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

## Characteristics

* Infantryman armed with a sword.
* ↑ Wear armor protecting from bullets and shrapnel.
* ↑ Fast building speed.
* ↓ Low attack values.
Turkish Officer

**Turkish Officer** is a support infantry unit in *Cossacks 3*.

## Background

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

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

## Characteristics

* ↑ Commands infantry combat formations.
* ↑ Very high attack and defense values.
* ↓ Requires gold for upkeep.
Research new fortification grades

**Research new fortification grades** is an upgrade in *Cossacks 3*, available at the Academy.

## Background

The rapid development of artillery resulted in a revolution of fortification. Old walls and towers could not withstand artillery fire. Ultimately it was necessary to revise the principles of fortification. Walls were made much thicker; towers became larger and lower, on a level with the wall. Then traditional towers were replaced by round towers or bastions. Casemates inside them took over the part of the defunct overhangs on the walls - shooters fired on the enemy below through the holes in the casemate floor. Ditches and ramparts gained new meanings. A rampart protected the foot and the major part of a wall from cannonballs. However, there was a blind space in front of a tower built in the new style because it was round; thus these towers soon gave way to pentagonal bastions. A wall between bastions was called a curtain. To provide additional defenses, further fortifications were placed in front of curtains.
Barracks, 18th century

**Barracks, 18th century** is a building in *Cossacks 3*.

## Background

These barracks allow you to build infantry units, officers and drummers of the 18th century. They provide 250 habitation spaces.

## Characteristics

* Builds XVIII century infantry units, officers and drummers.
* ↑Provides 250 additional dwellings.
* ↓Only available in XVIII century.
Characters

*This article is a stub. You can help XCOM Wiki by expanding it.*

This page lists the **characters** in *XCOM 2: War of the Chosen*.

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

**Turkish Yacht** is a naval units unit in *Cossacks 3*.

## Background

These were single-masted ships without a topmast. These ships were improved versions of small merchant vessels with low sea gauges. During the war between Holland and Spain, these ships were armed with cannon and proved their worth many times over. One of the first yachts, the "Neptune", was constructed for Prince Moritz towards the end of the 16th century. Its design greatly influenced further yacht constructions.

## Characteristics

* Turkish fleets have included many kinds of exotic single-masted and two-masted Mediterranean vessels.
* They were used by the navy as patrol and messenger ships, and by the pirates raiding Christian naval communications.
Don Cossack

**Don Cossack** is a regular cavalry unit in *Cossacks 3*.

## Background

These Cossacks were an irregular cavalry with an original structure and unique administration system. Their ranks were beefed up with fugitive serfs and militaries sent to defend the frontiers. The largest Cossack associations were formed at Dniepro (Zaporizhzhya Sich), Don and Yaik (river Ural). As the Russian monarchy grew stronger in the 19th century, Cossacks gained the status of a regular army. Their weapons and equipment were manifold, but mainly they were armed with a scimitar, pistols, a musket and a lance. A Cossack used no armour except for the occasional light chain mail, and wore a long caftan without buttons and a tall fur cap. Like the light cavalry, Cossacks attacked in an extended array. They were quick and manoeuvrable, successful in raids to the rear, good at outflanking manoeuvres and were often used for gaining new territories and performing frontier duties.

## Characteristics

* Light horseman armed with a spear.
* ↑ Effective against infantry.
* ↑ Low cost, fast building time.
Cyberdisc

**Cyberdiscs** are one of the returning enemies which fight against the XCOM units.

## Description

*Taken from the original game*

This miniature flying saucer is an automated terror weapon armed with a powerful plasma beam. The anti-grav propulsion gives it a big advantage in difficult terrain. Its primary function is desctruction and terror in the service of the Sectoid race.
Light Reiter

**Light Reiter** is a regular cavalry unit in *Cossacks 3*.

## Background

The Polish light cavalry comprised Polish noblemen, Lithuanian Tatars, Moldavians, valahs and Cossacks. It varied greatly in structure, weaponry and equipment. These warriors usually fought in extended formation and were armed with a sabre, pistols, a lance and sometimes a bow and a lasso. Light riders were the most effective troops for outflanking formations and raiding the enemy's rear. Polish authorities paid much attention to cavalry training and equipment - often to the prejudice of infantry though.

## Characteristics

* Light horseman armed with a saber.
* ↑ Effective against infantry.
* ↑ Fast building speed.
* ↓ Low attack values.
Editor

*Cossacks 3* shipped with an *editor* by default. However, both tools are undocumented and the version accessed through the game's main menu is largely non-functional at the present.

## Tips for using the editor

Courtesy EbelAngel
1. To launch the actual map editor, don't launch it from the *Cossacks 3* main menu.
2. Instead, open the Steam Library and right-click on *Cossacks 3*, then select *Launch Game Editor*.
3. The default map size is 256. It can be increased from 192 to 1024 (square only).
4. The environment tools allow for snowing.
5. To place objects or units, first add players under Advanced→Players, then use the Tool Palette under Layer→Players (Control+Alt+U) to select the player and then the item you want to place.
6. To manipulate terrain, select Layer→Terrain (Control+Alt+T), select the brush/factor and then the operation to perform with it.
7. To add buildings, change the *player race*: Go to Advanced→Players→Player Race→Select Buildings, then return to the Tool palette (Control+Alt+U) to place them.
8. To disable/enable Peace Time hit Control+W
9. To Disable/enable Fog Of War hit Control+F
Use new construction materials

**Use new construction materials** is an upgrade in *Cossacks 3*, available at the Academy.

## Background

The development of architecture promoted the creation of new construction materials that allowed strong and majestic structures to be erected, which were much more durable and lasting. Some masterpieces of this architecture are still standing today.
Gold

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

## Background

Gold is required to make upgrades, construct and maintain elite troops
and high-tech arms as well as to hire mercenaries .

## Procurement

Iron, coal and gold are mined at deposits, identified by a large icon over the deposit (a fissure in the ground). You need to build a mine to excavate it. Mines can also be upgraded to increase their output � useful, as only five workers can be assigned per mine.

## Strategies

Second most important resource in the game, due to its universal usefulness. Used for buildings, unit training, upgrades, maintenance, everything. Take care of it after food.
Wall

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

## Background

Fortifications serve to defend your city from enemy assaults. Walls are strong fortifications. They can be demolished only by artillery, ships, grenadiers or archers. One cannot shoot through the walls. Gates may be built into the stone wall. When constructed, walls require stone.

## Characteristics

* Powerful defensive fortification.
* ↑Can only be destroyed by cannons, ships, grenadiers or archers.
* Ranged units can't fire through stone walls.
* Gates can be constructed in stone walls.
* ↓Consumes stone after construction.
X-COM: Enforcer

**X-COM: Enforcer** was the fifth game in the XCOM franchise. It was released by Hasbro and Infogrames in 2001. Unlike any of the previous games, it was a third-person shooter and set in a separate timeline.

The game featured a scientist, Professor Able Standard, and his creation "Enforcer", an alien-fighting robot warrior.
Design wheellock

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

## Background

The invention of the wheel lock allowed the production of handguns and pistols that required no fuse and ignited powder automatically. The ignition was caused via friction of a flint against a revolving wheel. This type of gunlock was of limited use on account of the high cost.
Gate

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

## Background

A powerful fortification allowing ingress into the city for friendly units.

## Characteristics

* Powerful defensive fortification.
* ↑Can only be destroyed by cannons, ships, grenadiers or archers.
* Ranged units can't fire through stone walls.
* Gates can be constructed in stone walls.
* ↓Consumes stone after construction.
Prussian Hussar

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

## Background

Hussars constituted a light cavalry force used for bold raids to the enemy's rear, reconnaissance, manning outposts and frontier service. In the period of linear tactics, hussar squadrons took on a special significance. They escorted infantry squads and intercepted deserters. This way they helped maintain discipline and order in the infantry, which often consisted mainly of riffraff. Hussars were usually regarded as adventurous people. The main features of this force were its speed and manoeuvrability. They were excellent horsemen capable of performing numerous tactical moves in a battle. Naturally, they were inferior to heavy cavalry concerning attack power, but that was easily countervailed by their manoeuvres, ambushes and sudden charges to the rear or flanks. Hussars were armed with a sabre, a pair of pistols and a short flint musket or blunderbuss (for short-range buckshot fire). Their equipment had many traditional Hungarian features and comprised a dolman (a jacket embroidered with gold or silver cords), a pelisse (an outer jacket with fur worn on the left shoulder), chuckchirs (leather-cased trousers) or riding breeches, boots with tassels and a sabretache worn on the left side.

## Characteristics

* Light horseman armed with a saber.
* ↑ Effective for diversionary raids.
* ↑ Fast building time, high movement speed.
* ↓ Ineffective against cuirassiers.
Mediterranean Peasant

**Mediterranean Peasant** is a support infantry unit in *Cossacks 3*, available in the Town Hall. It is exclusive to the nations of Piedmont, Portugal, Spain and Venice.

## Background

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

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

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

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

## Characteristics

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

## Upgrades

### Mill

 Improve grain crops storage | Harvesting +180%

### Academy

#### Food upgrades

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

#### Stone upgrades

 Raise miners' salary | Stone excavation efficiency +200%
Design bayonet: barrel-inserted, bayonet with a tube

**Design bayonet: barrel-inserted, bayonet with a tube** is an upgrade in *Cossacks 3*, available at the Academy.

## Background

At the end of the 17th century, infantry weapons underwent multiple changes which had a great impact on the structure of infantry detachments. The introduction of barrel-inserted and tube-mounted bayonets allowed pikemen to be abolished entirely. The bayonet was invented in France in the 1640s and was added to the armouries in 1699, after having been much improved. Pikes disappeared from the armies and soon after all types of armour were abolished.
Cultivate new cultures of rye

**Cultivate new cultures of rye** is an upgrade in *Cossacks 3*, available at the Academy.

## Background

Thanks to the development of seafaring in the 17th and 18th centuries, new cultures such as, for example, potatoes were introduced in the Old World countries. They yielded better harvests and increased people's food supplies. As a result, military food supplies were also significantly improved.
Ukraine

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

## Background

The territories of the formerly rich Kyiv were devastated by Tatar invasion, and then fell under Polish rule. As oppression grew, enslaved peasants fled from their landlords and became Cossacks. A number of rebellions broke out in Polish territory. Some of them should be noted, e.g. the Polish and Cossack war of 1625, and the rebellion led by Ivan Tryasylo in 1630. Then a great war for the liberation of the Ukrainian people began in 1648 under the command of Bogdan Khmelnitsky. Russia joined that war against Poland in 1654. The war ended in 1657 with the liberation of several regions of Ukraine. A union treaty was signed between Ukraine and Russia. Hetman Mazepa tried to separate the country from Russia with the support of Sweden, but as Charles XII was defeated near Poltava, Ukraine gradually fell under the rule of its northern neighbour and later became a Russian region - Malorossia (translated literally: "small Russia"). The core of the Ukrainian army consisted of the Cossacks, mobile irregular troops. They successfully accomplished military missions in their struggle against Poland, as well as against the Turks and Tatars. In the twenties and thirties of the 17th century, Zaporizhzhya Cossacks became dominant over the Black Sea due to their numerous brave sea campaigns. Cossacks also took part in the Thirty Years' War as mercenaries. In the fifties and seventies, they successfully held back attacks from the Turks and Tatars. The Cossack armies played an essential role in the first (1676-1681) and second (1686-1682) Russian and Turkish wars.

## Characteristics

+ Their Ukrainian Peasant can't be captured except if it is in a mine.

- They don't have melee infantry except from diplomatic Center.

- Cannot progress to 18th century
Develop mining

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

## Background

In order to intensify ore extraction, new tools and extraction methods were introduced in the 17th and 18th centuries. Miners used tubs and various lifting devices. When it was impossible to extract minerals from an open pit, they built mines. Pumps were used to pump out water. These innovations significantly increased miners' productivity.
Yacht

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

## Background

These were single-masted ships without a topmast. These ships were improved versions of small merchant vessels with low sea gauges. During the war between Holland and Spain, these ships were armed with cannon and proved their worth many times over. One of the first yachts, the "Neptune", was constructed for Prince Moritz towards the end of the 16th century. Its design greatly influenced further yacht constructions.

## Characteristics

* Low tier warship.

* High maneuverability.
* High movement speed.
* Low fire power.
* Spends a lot of coal and iron on firing.
Register Cossack

**Register Cossack** is a regular cavalry unit in *Cossacks 3*.

## Background

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

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

## Characteristics

* Light horseman armed with a lance.
* ↑ Effective against infantry.
* ↑ Fast building speed.
* ↑ Low production cost.
Algerian Archer (mercenary)

**Algerian Archer (mercenary)** is a ranged infantry unit in *Cossacks 3*, available at the Diplomatic Center. They used to be the only mercenary archer, until the addition of the Turk Archer (mercenary) in the mercenary crew.

## Background

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

## Characteristics

* Armed with a bow and arrows.
* ↓ Does not fire when an enemy is up close.
* ↑ Fires flaming arrows at buildings, fortifications and ships.
* ↑ Effective at setting ships aflame.
Russian Drummer, 17th century

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

## Background

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

## Characteristics

* ↑ Needed to form XVII century infantry combat formations.
* ↓ Can't fight.
* ↑ Long range of vision.
Pikeman, 17th century

**Pikeman, 17th century** is a melee infantry unit in *Cossacks 3,* available at the Barracks, 17th century. It is the generic version of the 17th pikeman family.

## Background

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

Pikemen were armed with pikes with a wooden shaft of 5.2-5.8 m (17-19 ft) and swords. Pikemen were very effective in close fight; early in the 17th century, they were used both in attacks and for defence purposes. In 1674, pikes played a significant role in the battle of Enzheim, when German cavalry did not dare to assault Turenne's pikemen square. However, as firearms were developed, the role of pikemen became less significant. Body armour was abolished here and there. Soldiers became more mobile and less expensive. By the end of the 17th century, pikemen were mainly used as defensive units. All European armies gradually refused pikemen, and their number fell considerably. Pikemen became armed with pistols and sometimes muskets.

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

## Characteristics

* Infantryman armed with a long pike.
* ↑ Wear armor protecting from bullets and shrapnel.
* ↑ Effective in combat formations.
Vityaz

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

## Background

These riders formed a feudal (boyar) cavalry in Russia. Knights were equipped with armour (coats of mail and steel plates) and armed with sabres, lances, halberds or maces and pistols. Their characteristic features were great fighting skills and morale. Traditionally, heavy infantry dominated the Russian army, therefore heavy cavalry was not too numerous. The Vityazes excelled in wielding cold steel weapons and horse riding.

## Characteristics

* Heavy horseman armed with a mace.
* ↑ Wear armor protecting from bullets and shrapnel.
* ↑ Effective against both infantry and light cavalry.
* ↑ High attack and defense values.
* ↓ High cost, very slow building time.
Dmscript.global

'*dmscript.global* (located in *data/scripts/dmscript.global*) appears to be one of the most important scripts in *Cossacks 3*. Editable with any text editor, it determines numerous high level variables, including game speed, object counts, and more.

## Interesting settings

* **gc\_settings\_gamespeed\_2 = 50**: Determines just how fast the game is at the specified setting. Doubling it makes the game go *very* fast.
* **gc\_MaxObjCount = 30000** Maximum object count (units, basically). Increasing it allows for even more actors to be present on the map.
Design new barrel types: unicorn, carronade

**Design new barrel types: unicorn, carronade** is an upgrade in *Cossacks 3*, available at the Academy.

## Background

In the 17th and 18th centuries, artillery was significantly improved - guns became the norm and were more durable. In 1757, count Shuvalov introduced the unicorn cannon, which was lighter than the earlier guns. This cannon model was a predecessor of the howitzers and aided to win many victories in the Seven Years' War. In 1779, British general Melwille invented quite a new type of gun that significantly changed the armament of many European military fleets. It was a short-barrelled gun of a very large calibre that launched heavy cannonballs at short range and caused terrible damage to wooden vessels. Such projectiles could tear a huge hole in a ship's side, loosen the hull and cause dangerous cracks. The gun was of no use at long distances, but most artillery duels took place at short or medium ranges. These powerful cannon were originally manufactured by Carron Ironworks Company, Scotland, which is why they were named carronades. They significantly increased vessels' broadside power.
Coal

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

## Background

Iron and coal are required for your rifles , cannon, ships and towers to
fire. You will require a certain amount of iron and coal for each shot.
Thorough military actions will result in a great loss of these resources. If you run out of any of them, your shooting units, artillery and towers
will be unable to fire and will become easy targets for enemy troops.
Iron and coal are also required to research new technology, make
upgrades and construct certain types of troops.

## Procurement

Iron, coal and gold are mined at deposits, identified by a large icon over the deposit (a fissure in the ground). You need to build a mine to excavate it. Mines can also be upgraded to increase their output � useful, as only five workers can be assigned per mine.

## Strategies

Used for fueling your war machine, ranged units and upgrades. Keep a steady supply, but otherwise let other take precedence.
Drummer, 18th century

**Drummer, 18th century** is a support infantry unit in *Cossacks 3*, available at the Barracks, 18th century. They are currently the only 18th Drummer version.

## Background

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

## Characteristics

* ↑ Needed to form XVIII century infantry combat formations.
* ↓ Can't fight.
* ↑ Long range of vision.
Officer, 18th century

**Officer, 18th century** is a support infantry unit in *Cossacks 3*, available at the Barracks, 18th century. They are currently the only 18th Officer version.

## Background

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

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

## Characteristics

* ↑ Commands XVIII century infantry combat formations.
* ↑ Very high attack and defense values.
* ↓ Requires gold for upkeep.
Swedish Reiter

**Swedish Reiter** is a regular cavalry unit in *Cossacks 3*.

## Background

As a result of the development of military science, knighthood was replaced by cavalry. Individual fighters gave way to tactical squadrons made up of riders - heavy cavalrymen. Protected by heavy armour, they excelled in hand-to-hand combat. The number of armour plates they wore decreased, but the weight and thickness became greater. All these changes were intended to defend them against the rapidly developing firearms. Only a point-blank pistol shot or a musket shot from less than 50 steps away could pierce an armour. A sword or a sabre was virtually helpless against a plate armour, unless it happened to hit a joint. Cavalrymen were armed with quite expensive wheel lock pistols (2-6). In close combat they wielded swords, daggers, halberds and occasionally long lances (depending on tactics). A cavalryman was quite heavy - his armour weighed about 35 kg (77 lbs) and consisted of a steel helm, a cuirass, bracers and knee-length leg-guards. Riders wore jackboots. Their horses were strong but not very manoeuvrable.

A rider's attack was initiated at a slow pace. Only in close vicinity to an enemy cavalryman did their horses fall into a faster trot. Heavy cavalry tactics varied and depended mainly on the level of battle training. Well-trained cavalrymen - e.g. Austrian or Swedish riders (in Gustaf Adolf's army) - wielded cold steel weapons. Poorly trained riders charged an enemy with pistols.

## Characteristics

* Heavy horseman armed with a sword.
* ↑ Wear armor protecting from bullets and shrapnel.
* ↑ Effective against both infantry and light cavalry.
Academy

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

## Background

An academy is the scientific centre of your city. In the academy you can develop basic technologies and carry out numerous upgrades. It can be captured by the enemy.

## Characteristics

* The research center of a city.
* Can research important technologies and add a variety of upgrades.
* ↓Can be captured by the enemy.
Iron

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

## Background

Iron and coal are required for your rifles , cannon, ships and towers to
fire. You will require a certain amount of iron and coal for each shot.
Thorough military actions will result in a great loss of these resources. If you run out of any of them, your shooting units, artillery and towers
will be unable to fir e and will become easy targets for enemy troops.
Iron and coal are also required to research new technology, make
upgrades and construct certain types of troops.

## Procurement

Iron, coal and gold are mined at deposits, identified by a large icon over the deposit (a fissure in the ground). You need to build a mine to excavate it. Mines can also be upgraded to increase their output � useful, as only five workers can be assigned per mine.

## Strategies

Universally useful resource, required for fielding pretty much any army that doesn't hope to defeat the enemy through drowning them in corpses.