Civilizational Benefits[edit | edit source]
- Archers +5 HP.
- Spearman Line +1 range
- Handgunner reload faster, cost more
- Fishing ships faster
- Infantry cost -10% 13th cent., -15% 14th cent., -25% 15th cent.
- Infantry +1 attack vs. buildings
- +10 population 15th century
- Walls/gates have more HP
- Kogge cheaper, trains more quickly
- Has access to the Guild Hall
- Levy/Militia Quarters 20% faster (team bonus)
Three Members of Flanders - disables Knightly Cavalry, spear units +2 attack, +20 HP
Chamber of the Council - Militia -10 HP, Knights +3 attack
Unique Units and Technologies[edit | edit source]
Scaerwetter - Pikeman with attack bonus vs. archers
Beguine - Female Healer, strong and fast, but is not able to carry relics
Nationalism - Guild Hall units are created 50% faster
Units Available[edit | edit source]
All infantry units are cheaper starting in the 13th century.
Spearmen and Militia are trained 20% faster.
Spearman Line - Flanders receives both spearman-line units. Researching Three Members of Flanders gives spearman-line units +2 attack and +10 HP.
Unique Unit - See above.
Light Cavalry Line - Flanders receives all units within this line.
Trooper - Flanders receives this unit.
Lancer Line - Flanders does NOT receive this line.
Militia Lancer Line - Flanders receives all units within this line.
Skirmisher Line - Flanders receives both units within this line.
Cavalry Archer Line - Flanders does NOT receive this line.
Scorpion Line - Flanders receives all units of this line.
Knightly Infantry - Flanders receives both units of this line.
[edit | edit source]
Demolition Ship - Flanders receives the Demolition Ship.
Technologies[edit | edit source]
Town Hall - Flanders receives all technologies at this building.
Guild Hall - Flanders has the full array of techs to pick from.