Medieval: Total War/Keep level units

Militia Sergeants

 * Requirements: Town Guard
 * Type: Militia
 * Who Gets them: All Catholics, Novgorod, Russians, Almohad
 * Stats: Charge 4, attack 2, defense 3, armor 3, moral 0, speed: average for infantry
 * Extras: Armor Piercing
 * Size: 60 men
 * Cost: 150 Florins, upkeep: 30 florins/year (1/2 florin per man)

Militia Sergeants are a big improvement over Urban Militias as they have much better defense. In the Early Era they are fairly average infantry and do well against most opponents. They are best at fighting armored units, like feudal men at arms or knights. With the later it is best to let them attack from behind. Have low moral so they will be the first units to break if things go badly.

Almohad Urban Militia

 * Requirements: Town Guard
 * Type: Militia/Swordsmen
 * Who Gets them: Almohads
 * Stats: Charge 3, attack 3, defense 3, armor 4, moral 2, speed: average for infantry
 * Extras: Large shield (0.5 modifier), +1 valor if trained in Granada
 * Size: 60 men
 * Cost: 200 Florins, upkeep: 37 florins/year (5/8 florin per man)

Almohad Urban Militia are really swordsmen calling themselves militia. They have defense and armor compared to Feudal Men at Arms, this makes them one of the best swordsmen of the early era. In later ages, however, they will be hard pressed against more powerful units. This unit do not make Militia Sergeants obsolete, they lack an armor piercing attack.

Crossbows

 * Requirements: Bower's Workshop
 * Eras: High, Late
 * Type: Missile
 * Missle: Crossbow (28 bolts)
 * Who Gets them: All except Golden Horde.
 * Stats: Charge 1, attack -1, defense 2, armor 3, moral 0, speed: average for infantry
 * Extras: 25% cheaper for French
 * Size: 60 men
 * Cost: 200 Florins, upkeep: 22 florins/year (3/8 florin per man)

Crossbows are the new missile units of the High Era. They work much differently than bow-armed archers. Crossbows take longer to load, but each shot is much more powerful. The bolt can penetrait armor much better than an arrow can, so units which are almost invulnerable to arrows can fall to crossbows. Crossbows also need a much flater projectory, they have trouble shooting over the heads of friendly forces. In melee they are still weak but much better than vanilla archers, so they can hold their own to some extent. Crossbows are also cheaper in training costs and upkeep and thus make good garrison troops.

Berber Camel

 * Requirements: Bower's Workshop
 * Type: Missile Cavalry
 * Missle: Mounted Bow (28 arrows)
 * Where: MOROCCO, ALGERIA, TUNISIA, LIBYA, AFRICA
 * Who Gets them: Almohad
 * Stats: Charge 2, attack 0, defense 0, armor 2, moral 0, speed: slow for cavalry
 * Dismounts to: Desert Archers (all battles)
 * Extras: Cavalry shield, +1 valor if trained in Morocco or Algeria, causes fear to horses
 * Size: 40 men
 * Cost: 300 Florins, upkeep: 30 florins/year (3/4 florin per man)

Berber Camels are unique to the Almohads. They can serve both like horse archers, and as cavalry killers. While their stats are not great, Camels from Morocco or Algeria should be able to kill most light cavalry units, allowing them to pester enemy infantry at will.

Ottoman Infantry

 * Requirements: Bower's Workshop
 * Era: Late
 * Type: Missile
 * Missle: Short Bow (28 arrows)
 * Who Gets them: Turks
 * Stats: Charge 2, attack 1, defense 0, armor 2, moral 0, speed: Average for Infantry
 * Extras: Armor Piercing, Small shield, +1 valor if trained in Rum
 * Size: 60 men
 * Cost: 275 Florins, upkeep: 37 florins/year (5/8 florin per man)

Pretty standard archer unit unique to the Turks. Only available in Late, when most archer units have been long forgotten. The only thing unusual is the armor piercing attack while in melee. They might be useful as flankers against armored foes, though they would only do minor damage.

Genoese Sailors

 * Requirements: Bower's Workshop, Port
 * Type: Missile
 * Missle: Short Bow (28 arrows)
 * Who Gets them: Catholics, Orthodox
 * Where: Genoa
 * Stats: Charge 2, attack 0, defense -2, armor 1, moral 2, speed: Fast for Infantry
 * Extras: Small shield, +1 valor if trained in Genoa, 25% cheaper for Byzantine
 * Size: 60 men
 * Cost: 275 Florins, upkeep: 30 florins/year (1/2 florin per man)

Genoese Sailors are available to whoever owns Genoa. All Sailors start out with at least 1 valor because they must be trained there. They also are faster, have better moral and fight slightly better than regular archers. It is worth taking Genoa just for these archers, and Genoa should be dedicated to producing nothing but them. While a bit more expensive than regular archers, they have lower upkeep, and thus make better garrison troops.

Feudal Sergeants

 * Requirements: Spearmaker's Workshop
 * Type: Spearmen
 * Who Gets them: All Catholics
 * Stats: Charge 5, attack 0, defense -1, armor 1, moral 2, speed: Average for Infantry
 * Extras: Large shield, Supporting rank bonus, +4 cavalry defense bonus, +1 cavalry attack bonus
 * Size: 100 men
 * Cost: 200 Florins, upkeep: 62 florins/year (5/8 florin per man)

Feudal Sergeants have 1 point more attack and better moral than ordinary spearmen. This makes them a bit tougher and more reliable. A good spearmen for the early era.

Saracen Infantry

 * Requirements: Spearmaker's Workshop
 * Type: Spearmen
 * Who Gets them: Turks, Egyptians
 * Stats: Charge 5, attack -1, defense 3, armor 3, moral 0, speed: Average for Infantry
 * Extras: Large shield, Supporting rank bonus, +4 cavalry defense bonus, +1 cavalry attack bonus
 * Size: 100 men
 * Cost: 300 Florins, upkeep: 50 florins/year (1/2 florin per man)

Saracen Infantry are excellent spearmen for the Early era, much supperior to most spearmen of that time and equal to Chivilric Sergeants