The longsword was the most versatile weapon of the Medieval/Renaissance battlefield. It was lighter and easier to carry than a pike, and it could be used one or two-handed, making it possible for the swordsman to also carry a shield. In face-to-face combat against pikemen the longswordsmen were at a significant disadvantage, taking many casualties from the longer weapons before they could even get within striking distance. However, longswordsmen units were faster and more maneuverable than pikemen - and if they could hit their opponents in a flank attack, the pikemen were dead meat.
Strategy[]
The next level front-line unit, the Longswordsman is equipped from head to toes with the strongest full-plate armor, and wields a massive two-handed sword capable of cleaving men in two. Longswordsmen are indisputable masters of melee combat against earlier fighters, who often can't even scratch their armor, and thus offer great protection to other units. Their prowess is such that they remain useful well into the Renaissance Era, even against the new gunpowder units.
Still, Longswordsmen are not without drawbacks. Besides requiring Iron, they remain vulnerable to sustained ranged attacks from modern Crossbowmenand Trebuchets, and they can be outmaneuvered by mounted units. Furthermore, since the Musketmen that become available immediately afterward are stronger and do not require strategic resources, it is often advantageous to go straight for Gunpowder rather than raising a large army of Longswordsmen.
Defeating a unit on a road towards a Holy City triggers a brief Golden Age.
Being killed by a unit on a road towards a Holy City rewards a large amount of Faith, and increases the yields of the last Religious building constructed by +1.
While in the borders of a city not following your main religion, earns +100% Great General points from combat, and yields Golden Age points from kills.
Ignores terrain Movement penalties and enemy ZoC for this turn whilst a foreign Settle is within two tiles. This ability can be carried forward with upgrades.
+1 Movement and +25% Strength when starting on an improvement, forest/jungle, or city.
Can purchase unique "Omni-Directional Mobility" promotions with Gold that increase Combat Strength and effectiveness against certain units as you unlock new resources.