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Heavy Archers are the standard Foot Archers of the Medieval Age for nations with the American and Iroquois unit styles, available to upgrade from Archers as soon as the age is reached. Like all infantry, Heavy Archers are trained and upgraded at the Barracks.
After Archers become Heavy Archers, they gain +10 hit points and +2 attack strength. All other nations get Crossbowmen instead, which even though having the exact same stats, and probably supposed to be exactly as strong, have projectiles twice as fast as those of all other Foot Archer units, including Heavy Archers. This difference gives Crossbowmen a significant edge in combat against all units, making them more deadly than Heavy Archers and the other bow-wielding unique Archers of the Medieval Age, beating all but the anti-archer unit of the Nubians on equal terms. (read here for details). Regardless, Heavy Archers will still do a good job at taking down Heavy Infantry, Ranged Cavalry, and fulfilling the defensive and offensive capabilities all other Foot Archers have; just that their volleys will be less deadly in comparison, as happens with the bow-wielding unique units. Also, like all other Foot Archers, Heavy Archers make excellent garrisons, increasing a building's garrison power more than other unit types.
Unique Units Edit
None of the nations that recruit Heavy Archers have a unique replacement. For unique replacements of Crossbowmen, see here.
Heavy Archers 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 Heavy Archers 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.