Men-At-Arms

This page will only list cultural Men-At-Arms, as well as other types of Men-At-Arms that are either unique to Godherja (such as Magic Men-At-Arms) or differ from their vanilla verions. For a list of cultures or innovations, see the Cultures and Innovations pages.

Unless specified, units that get advantages/disadvantages on a certain terrain will have the same advantages/disadvantages on the Anti-Magic version of the same terrain.

Unless otherwise specified, the cost is in gold (which means tribal rulers instead pay double prestige. The given maintenance is the unraised maintenance, which is tripled when the unit is raised.

Siege Units
Airships and all types Magi can be considered Siege Units as well as normal Men-At-Arms.

All types of Magi have a Daily Siege Process of 0.05 (giving each stack of 20 Magi a total value of 1), but are not considered Siege Units for the purposes of damaging walls.

Airships have a Daily Siege Process of 0.15 (giving each stack of 3 Airships af total value of 0.45), and are considered level 2 Siege Units for the purposes of damaging walls.

Cultural Men-At-Arms
Note that you may need to scroll to the right in order to view the entire table.

(DMG stands for Damage, TGH stands for Toughness, PU stands for Pursuit and SC stands for Screen.).

Magic Men-At-Arms troop types
These Men-At-Arms are created through the use of spells. Note that these these Men-At-Arms do not have any cost.