England: Faction Overview

England begin the game as the dominant but by no means uncontested power. The English recovery from what can be a slighty desperate position at the beginning of the game is aided by their excellent selection of units. The English infantry is very solid with few weaknesses. Armoured Swordsmen are just as capable as Dismounted Knights and are cheaper. Armoured Sergeants can backbone your armies. They will protect against cavalry while still being more than capable against other infantry. Billmen might not be able to withstand sustained melee but they are very cheap and their armour piercing attack makes them ideal for flanking duties while Armoured Swordsmen & Sergeants hold the line. The Dismounted English Knights offer a sturdier (& more expensive) version of the same capabilities. The Billmen are also available as armoured militia units which makes them invaluable for defending vulnerable cities.

The real forte of the English is in their archers. Their Longbowmen deliver armour piercing death from a huge distance while remaining safely behind anti-cavalry stakes. The Yeoman Archers & Retinue Longbowmen are not easy to retrain while campaigning but they are extremely powerful and can decimate enemies from long range. Do be aware that while Yeoman Archers & Longbowmen can place stakes, Retinue Longbowmen cannot. The Sherwood Archers are a special unit that can only be recruited by getting a Woodsman’s Guild. You get this by building lots of archers at a castle building. Later the English acquire Arquebusiers but their archers are far more effective.

English cavalry in the vanilla campaign is not worth getting excited about but in this campaign, it is less of an issue in the Britannia campaign where other factions are equally disadvantaged in terms of cavalry choice. The Knights Templar are the best cavalry available but are somewhat difficult to get as Templar Guilds don’t become available until Prince Edward returns from crusade.

All in all, the English don’t necessarily have the best of any type of unit but the do have the best unit balance in the Britannia campaign by far.


Table of Contents


Campaign Overview

Culture
  • English
Long Campaign Win Conditions
  • Hold 46 Regions
  • Eliminate Wales
Short Campaign Win Conditions
  • Hold 35 Regions
  • Hold London
  • Hold Dublin
  • Hold Caernarvon
  • Hold Edinburgh
  • Eliminate Wales
Finances
  • Initial Money: 10000 Florins
  • King’s Purse: 500 Florins
Initial Settlements
  • London (Large City, Capital) – Militia Drill Square, Catapult maker, Blacksmith, Port, Market, Dirt Roads, Land Clearance, Abbey, Brothel, Town Hall
  • Winchester (Large Town) – Town Guard, Small Church
  • Arundel (Castle) – Knight’s Stables, Garrison Quarters, Bowyer
  • Norwich (Large Town) – Town Watch, Dirt Roads, Small Church
  • Nottingham (Fortress) – Knight’s Stables, Drill Square, Dirt Roads, Practice Range, Chapel
  • Oxford (Minor City) – Town Guard, Grain Exchange, Small Church
  • Canterbury (Large Town) – Town Guard, Grain Exchange, Small Church
  • Launceston (Town) – Town Watch, Small Church
  • Shaftsbury (Wooden Castle) – Mustering Hall
  • Gloucester (Castle) – Knight’s Stables, Drill Square, Practice Range
  • Cardiff (Large Town) – Town Guard, Small church
  • Shrewsbury (Town) – Town Watch, Dirt Roads, Small Church
  • Chester (Town) – Town Watch
  • Lincoln (Village) – none
  • Lancaster (Castle) – Knight’s Stables, Garrison Quarters, Practice Range, Dirt Roads, Port
  • Carlisle (Village) – none
  • Newcastle Upon Tyne (Large Town) – Town Guard, Grain Exchange, Small Church
  • Dublin (Large City) – Town Guard, Catapult Maker, Port, Grain Exchange, Dirt Roads, Church, Brothel, Town Hall
  • Trim (Castle) – Stables, Garrison Quarters, Bowyer
  • York (Minor City) – Town Guard, Grain Exchange, Small Church, Dirt Roads, Port
  • Athenry (Wooden Castle) – Mustering Hall, Bowyer, Leather Tanner
  • Derry (Large Town) – Town Guard, Small Church
Initial Generals
  • King Henry (51, Faction Leader) – 4 Command, 3 Chivalry, 3 Authority, 4 Management
  • Prince Edward (19, Faction Heir) – 3 Command, 1 Chivalry, 5 Loyalty, 3 Management
  • Richard (49, General) – 0 Command, 2 Chivalry, 5 Loyalty, 5 Management
  • Walter Giffard (30, General) – 1 Command, 2 Chivalry, 5 Loyalty, 3 Management
  • Hugh de Vere (50, General) – 1 Command, 1 Chivalry, 5 Loyalty, 3 Management
  • John de Warenne (27, General) – 2 Command, 3 Dread, 5 Loyalty, 3 Management
  • Alan la Zouche (53, General) – 3 Command, 0 Chivalry/Dread, 5 Loyalty, 4 Management
Initial Admirals
  • Admiral Stephen (28) – 0 Command
  • Admiral Roger (35) – 0 Command
Initial Agents
  • Beatrice (16, Princess) – 3 Charm
  • Barnaby (20, Merchant) – 1 Finance
  • George (21, Merchant) – 1 Finance
  • Francis (26, Diplomat) – 1 Influence
  • Harry (18, Spy) – 1 Subterfuge
  • Jacob (21, Spy) – 1 Subterfuge
Initial Troops
  • General’s Bodyguard – 8
  • Hobilars – 4
  • Mailed Knights – 10
  • Feudal Knights – 14
  • Peasants – 8
  • Town Militia – 8
  • Spear Militia – 27
  • Armoured Sergeants – 5
  • Armoured Swordsmen – 3
  • Heavy Bill Militia – 6
  • Dismounted Feudal Knights – 2
  • Peasant Archers – 11
  • Archer Militia – 9
  • Longbowmen – 11
  • Catapult – 3
England: Starting Positions

The English begin the campaign in a fine looking position but a quick glance over your cities will let you know that all is not what it seems. Your Irish, Welsh & possibly northern provinces are on the verge of revolt. In Ireland, your best option is to withdraw & consolidate your troops and let the revolts happen. With your combined armies, you can then take these rebellious provinces back. You will almost certainly have to exterminate every town you capture and quite possibly the castles too. Trim castle is the key to re-conquering Ireland. It has a port on the east coast and thus easy access to England by sea. If you take Trim, you can begin the slow process of pinning down the rebellious Irish and taking their cities & castles. Without Trim castle, your units become more difficult to re-train.

While all this is going on, the Welsh will be causing you problems much closer to home. Cardiff will almost certainly have rebelled within the first few turns and you’ll have to marshall units from all over England to hold the Severn border. Even when you lose Cardiff, the Welsh will still only have 4 provinces, two of which will be castles. If the Welsh start expanding, you could be in difficulty. It is important to keep them inside the “pocket”. Consider using an amphibious operation to land troops behind the front lines and take either of the two Welsh castles.

If you have lost your northern provinces to the Baron’s Rebellion, you face an unusual foe. Their units & capabilities match yours exactly. Even if you are having difficulty fighting them, an amphibious operation similar to that suggested above could recapture key provinces quickly.

The Scots are a tenacious foe. You are likely to have already defeated the Welsh and the Baron’s Alliance before you face them. The Scots are strong in infantry but pikemen can be slow & inflexible. A combined arms approach will crush them. Luckily, many of the Scottish provinces are castles so it is easy to retrain your units.

The Norwegians are another infantry strong foe but their forces are scattered. It is all to easy to island-hop and take those provinces. Even if they establish a foothold in Scotland, they are not too difficult to beat as you will have secured the remainder of the British isles by then.


Recruitable Units

English Units: Armoured Swordsmen

The following table contains all of the units that England can recruit in Multiplayer and Custom Battles. For the Campaign, use the “All” period with the following corrections:

  • Units in (Brackets) are mercenaries and therefore cannot be trained in campaign, although any general can recruit them in the field if he has space in his army and there are some available.
  • Units in [Square Brackets] cannot be recruited in campaign, they are for Multiplayer and Custom Battles only.
  • Units in Italics can only be recruited in certain regions (eg. The New World) or after a certain event (eg. The discovery of gunpowder).
PeriodMilitia UnitsInfantryMissile InfantryCavalryMissile CavalryArtillery
Early 
  • Peasants
  • Levy Spearmen
  • Armoured Sergeants
  • Dismounted Feudal Knights
  • Peasant Archers
  • Sherwood Archers
  • General’s Bodyguard
  • Hobilars
  • Mailed Knights
  • Feudal Knights
 
  • Ballista
  • Catapult
  • Trebuchet
High 
  • Peasants
  • Levy Spearmen
  • Armoured Sergeants
  • Billmen
  • Armoured Swordsmen
  • Dismounted English Knights
  • Peasant Archers
  • Longbowmen
  • General’s Bodyguard
  • Hobilars
  • Mailed Knights
  • English Knights
 
  • Ballista
  • Catapult
  • Trebuchet
  • Mortar

 

Late 
  • Peasants
  • Armoured Sergeants
  • Billmen
  • Heavy Billmen
  • Armoured Swordsmen
  • Dismounted English Knights
  • Peasant Archers
  • Arquebusiers

 

  • Yeoman Archers
  • Retinue Longbowmen
  • General’s Bodyguard
  • Demi Lancers
  • English Knights
 
  • Ribault

 

All
  • Town Militia
  • Spear Militia
  • Bill Militia
  • Heavy Bill Militia
  • Archer Militia
  • Merchant Cavalry Militia
  • Peasants
  • Levy Spearmen
  • Armoured Sergeants
  • Dismounted Feudal Knights
  • Billmen
  • Heavy Billmen
  • Armoured Swordsmen
  • Dismounted English Knights
  • Peasant Archers
  • Arquebusiers
  • Sherwood Archers
  • Longbowmen
  • Yeoman Archers
  • Retunue Longbowmen
  • Early General’s Bodyguard
  • Late General’s Bodyguard
  • Hobilars
  • Mailed Knights
  • Feudal Knights
  • Demi Lancers
  • English Knights
  • Knights Templar
 
  • Ballista
  • Catapult
  • Trebuchet
  • Bombard

 

  • Ribault

 


Constructable Buildings

Cities

Building Type Village Town Large Town Minor City Large City Huge City
Walls Wooden Palisade (Upgrade) Wooden Wall (Upgrade) Stone Wall (Upgrade) Large Stone Wall (Upgrade) Huge Stone Wall (Upgrade)  
Improved Towers   Ballista Towers Cannon Towers
Barracks   Town Watch Town Guard City Watch Militia Drill Square Militia Barracks Army Barracks
Siege   Ballista Maker Catapult Maker Siege Works  
Cannons   Gunsmith Cannon maker Cannon Foundry
Smiths   Leather Tanner Blacksmith Armourer Heavy Armourer Master Armourer Armour Factory
Ports   Port Shipwright Dockyard
Sea Trade   Merchants’ Wharf Warehouse Docklands
Trade   Grain Exchange Market Fairground Great Market Merchants’ Quarter
Roads   Dirt Roads   Paved Roads  
Farms Land Clearance Communal Farming Crop Rotation Irrigation  
Academia   Alchemist’s Lab Alchemy School University
Churches   Small Church Church Abbey Cathedral Huge Cathedral
Inns   Brothel Inn Tavern Coaching House Pleasure Palace
Town Hall   Town Hall Council Chambers City Hall Mayor’s Palace
Assassins’ Guild   Assassins’ Guild Master Assassins’ Guild Assassins’ Guild Headquarters
Masons’ Guild   Masons’ Guild Master Masons’ Guild Masons’ Guild Headquarters
Theologians’ Guild   Theologians’ Guild Master Theologians’ Guild Theologians’ Guild Headquarters
Merchants’ Guild   Merchants’ Guild Master Merchants’ Guild Merchants’ Guild Headquarters
Alchemists’ Guild   Alchemists’ Guild Master Alchemists’ Guild Alchemists’ Guild Headquarters
Thieves’ Guild   Thieves’ Guild Master Thieves’ Guild Thieves’ Guild Headquarters
Explorers’ Guild   Explorers’ Guild Master Explorers’ Guild Explorers’ Guild Headquarters
Swordsmiths’ Guild   Swordsmiths’ Guild Master Swordsmiths’ Guild Swordsmiths’ Guild Headquarters
Knights Templar   Templars’ Minor Chapter House Templars’ Major Chapter House Templars’ Headquarters
Horse Breeders’ Guild   Horse Breeders’ Guild Master Horse Breeders’ Guild Horse Breeders’ Guild Headquarters

Castles

Building Type Village Motte and Bailey Wooden Castle Castle Fortress Citadel
Castle Motte and Bailey (Upgrade) Wooden Castle (Upgrade) Castle (Upgrade) Fortress (Upgrade) Citadel (Upgrade)  
Improved Towers   Ballista Towers Cannon Towers
Stables   Stables Knight’s Stables Baron’s Stables Earl’s Stables King’s Stables
Barracks   Mustering Hall Garrison Quarters Drill Square Barracks Armoury
Ranges   Bowyer Practice Range Archery Range Marksman’s Range
Siege   Ballista Maker Catapult Maker Siege Works  
Cannons   Gunsmith Cannon Maker Cannon Foundry
Smiths   Leather Tanner Blacksmith Armourer Heavy Armourer Master Armourer Armour Factory
Ports   Port Shipwright Dockyard Naval Drydock
Roads   Dirt Roads   Paved Roads  
Farms   Land Clearance Communal Farming Crop Rotation Irrigation  
Mines   Mines Siege Works  
Churches   Chapel Large Chapel  
Tourney     Jousting Lists Tourney Field
Swordsmiths’ Guild   Swordsmiths’ Guild Master Swordsmiths’ Guild Swordsmiths’ Guild Headquarters
Knights Templar   Templars’ Minor Chapter House Templars’ Major Chapter House Templars’ Headquarters
Woodsmens’ Guild   Woodsmens’ Guild Master Woodsmens’ Guild Woodsmens’ Guild Headquarters