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Crossbowmen are the standard Foot Archers of the Medieval Age for nations with the Arab, Asian, East Indian and European unit styles, available to upgrade from Archers as soon as the age is reached. Like all infantry, Crossbowmen are trained and upgraded at the Barracks.
After Archers become Crossbowmen, they gain +10 hit points and +2 attack strength. Besides this, the change from bows to crossbows makes their projectiles much faster, and even though their rate of fire is unchanged, this represents an advantage that makes their attack much more devastating compared to previous ages, (read below for details). Like all Foot Archers, Crossbowmen make excellent garrisons, increasing a building's garrison power more than other unit types.
Unique Units Edit
The following nations have a unique unit that replaces Crossbowmen:
- British - King's Longbowmen, King's Yeomanry
- Koreans - Royal Hwarang, Elite Royal Hwarang
- Nubians - Royal Kushite Archers, Apedemak Archers
Projectile Advantage Edit
Even though the firing rate of Crossbowmen is the same as all other Foot Archers, their projectiles fly straight, instead of making a curve as bows do, the projectile speed of crossbows being twice the one from all other bows (200 instead of 100). This allows them to kill all units faster, and gives them a significant edge against other Foot Archers. In fact, Crossbowmen will soundly beat a force of Heavy Archers of the same size, which have the exact same stats, and will even do the same to Royal Hwarang and King's Longbowmen, which have better stats and are supposed to be an improvement. In the Medieval Age, only Royal Kushite Archers, specifically designed to counter other Foot Archers, will beat Crossbowmen, and suffer significant casualties at that.
Crossbowmen are the last standard Foot Archers. They will still be available for recruitment in the Gunpowder Age without any upgrades, except for the nations with their unique variants, all of which will improve significantly. When the Enlightenment Age is reached, all Foot Archers merge into Gunpowder Infantry and become Musketeers (or their unique unit equivalent).
Unit Costs Edit
Unit production cost increases progressively with every Barracks unit on the field or currently in production. The default increase is of 1 Timber and 1 Wealth for the second unit created, increasing further with every new unit until the cost cap is reached, which for military units is +125% of their original base value; in the case of Crossbowmen that is 90 Timber, 112 Wealth. It's important to note, however, that these prices are the default standard, and actual production and upgrading costs may differ, depending on researched technologies/ages, connected rare resources, or adopted governments.