Heavy Cataphracts
Unit Type

Heavy Cataphracts

a_byzantine_cataphracts_4
Heavy Cataphracts

The Heavy Cataphracts ride in layered armor that deflects most missiles and blades. Organized into wedges of elite fighters, they break enemy lines with repeated charges that few formations can withstand.

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Cost
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Price to build by name
Price to reinforce by name
Maintenance price by name

StatValuevs Age of Reformation Heavy Cavalry
Maximum Strength800
Combat Power2.85
Morale Damage Done33%+33%
Strength Damage Taken−25%−25%
Damage Taken30%
Initiative2
Combat Speed5
Frontage1
Flanking Ability1.6
Secure Flanks0%
Movement Speed2.25−0.25
Unit Weight1
Attrition Loss0.25
Food Storage10
Daily Food Consumption1.32
Damage by terrain
Hills−10%−10%
Jungle—+10%
Mountains−15%−5%
River—+10%
Wetlands−10%
Movement by terrain
Jungle10%
Mountains10%
Wetlands10%

Where the unit differs from the template: its category's stats and what it copies included. A terrain block replaces the template's.

Built on Age of Reformation Heavy Cavalry

9 units, with what each changes from the template.

Standard units
Heavy LancersRegular
Late CavaliersLevy75%−25%−25%+10%+10%+10%+10%
Special units
Banner CavalryRegular+10%+4+10%−15%−10%−35%+10%−20%
Heavy CataphractsRegular+33%−25%−0.25−10%+10%−5%+10%
Barded Camelrya_heavy_camelry_4Regular+5%+0.2+10%+15%+10%+10%+10%+10%+50%−50%−75%+15%−10%−10%
Barded Camelrya_heavy_camelry_levy_4Levy75%+5%+0.2+10%+15%+10%+10%+10%+10%+50%−50%−75%+15%−10%−10%
Siamese Elephant CavalryRegular+25%−10%+30%+10%+10%+10%−35%−10%−10%
Sowar CavalryRegular+15%+4
Winged HussarsRegular+25%+2

Country potential
Location potential
↗
Exact conditions

Requires 2

Culture Groups
DLCs

Belongs to 3

Unit Categories
Unit Families

References 10

Prices
Unit Types
Topographies

Unlocked by 1

Referenced by 1

Scripting 8

Uses 1

References 6

Game Concepts
Graphics Tags

Referenced by 1

upgrades_to_only = a_byzantine_cataphracts_5
build_time_modifier = 0.50
country_potential = {
has_societal_value = societal_value_type:latinization_vs_hellenization
culture = {
has_culture_group = culture_group:greek_group
}
}
buildable = yes

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