Sailor
The Sailor is a Commerce Age outlaw available from European Taverns, Asian Monasteries and Italian Lombards. It combines a ranged attack with Ship repair and Buckshot, a charged attack that can hit a cluster. Its three-population cost makes it most useful when both its combat role and naval support matter.

Recorded values
- Cost
- 100 Coin
- Available
- Commerce Age · Tavern (Europeans) ; Monastery (Asians) ; Lombard (Italians)
- Training
- 28 sec · 3 population · 20 XP per train
- Durability & mobility
- 190 hit points · 30% hand resistance · 4.0 speed · 22 line of sight
- Ship repair
- range 16
- Ranged attack
- 15 base damage · range 12 · attack interval 3.0 · area of effect 1 · bonus damage: 2.0x vs. Heavy infantry; 0.5x vs. Cavalry; 0.5x vs. Shock troops
- Siege attack
- 22 base damage · range 6 · attack interval 3.0
- Hand attack
- 10 base damage · attack interval 1.5 · bonus damage: 2.5x vs. Infantry
- Buckshot attack (charged)
- 3 (6) base damage · range 14 · attack interval 3.0 · area of effect 3 · recharge 30
Role, availability & values
Production is available through Tavern (Europeans), Monastery (Asians), or Lombard (Italians). It has 190 hit points, 30% hand resistance, speed 4.0 and uses 3 population. Training costs 100 Coin and takes 28 seconds. Its ranged attack deals 15 damage at range 12; it can repair Ships at range 16. Buckshot is a charged attack that fires six projectiles for 3 damage each at range 14 over an area of 3, with a 30-second recharge. The 22-damage siege attack can help pressure structures. Use it behind the line on water maps or against clustered infantry, and protect it from Cavalry and Shock troops.
Matchup & timing
Keep this ranged unit behind a screen and let it fire before melee troops can reach it. Its listed attack reaches 12 range and is especially useful against Heavy infantry. If Infantry close in, use the hand-attack bonus while the rest of the formation protects the line.
Buckshot, ship repair and broad utility
The Sailor is a multi-role ranged infantry unit introduced in The Baltic Powers. It costs 100 Coin, uses three population, takes 28 seconds to train and has 190 hit points, 30% hand resistance, speed 4 and line of sight 22. Its ranged attack deals 15 damage at range 12 every three seconds, while its siege attack deals 22 at range six and its hand attack deals 10. Buckshot is a charged area attack at range 14: it fires six projectiles for three damage each in an area of three, with a three-second interval and a cooldown. This makes it useful against grouped infantry at medium range, but the individual damage and charge timing make target selection important. The Sailor can also repair Ships at range 16, giving it a support role on water maps that ordinary ranged infantry do not have. It can be recruited at a Tavern for Europeans, a Monastery for Asians or a Lombard for Italians, so access is not universal. The 3-population cost is high for a unit with 15 base ranged damage, and its 28-second train time means it should be planned as a specialist. Keep it behind the frontline, use Buckshot when several enemies are in its area and protect it from cavalry or melee units that close the distance. Near allied ships, it can repair after a naval engagement and keep a fleet in action, but a land army may benefit more from a conventional counter unit. Check the current patch and the building roster before adding Sailors to a deck or production plan.
Three civilization access routes
Sailors are available through different production buildings: Europeans use the Tavern, Asians use the Monastery and Italians use the Lombard. This makes the unit’s availability dependent on the civilization’s building access and the current expansion. A ship repair action at range 16 gives Sailors a reason to accompany a fleet, while Buckshot provides a charged area attack against grouped enemies. On land, their three-population cost and low speed make them vulnerable if cavalry reaches them. On water maps, position the Sailor behind the frontline and repair damaged ships after the engagement rather than exposing the support unit during the opening volley.
Buckshot cooldown and positioning
Buckshot is charged rather than continuously available. Save it for a group that is likely to remain in its area, then use regular ranged attacks while it recharges. A Sailor’s 22 line of sight can help reveal a shoreline or fleet, but its speed 4 makes it vulnerable if scouts expose it without an escort.
Unit cost and value
Sailors cost 100 Coin and three population. Their repair and Buckshot functions justify that space when a water battle or clustered infantry fight is expected, but a standard ranged unit may be a better use of population on a land-only map.
Repair between naval engagements
Ship repair at range 16 lets Sailors restore damaged vessels after combat, which may save the cost and time of replacing a ship. Keep them behind the fleet during a fight and move them forward once the enemy has been pushed back. They are support infantry, not a substitute for naval units.
Baltic Powers outlaw with naval support
The Sailor is a Commerce Age outlaw introduced in The Baltic Powers. Europeans can hire it at a Tavern, Asians at a Monastery and Italians at a Lombard. It costs 100 Coin, takes 28 seconds to train and uses three population. A Sailor has 190 hit points, 30% hand resistance, speed four and sight 22. Its ranged attack deals 15 damage at range 12 every three seconds, with 2× damage against Heavy Infantry but half damage against Cavalry and Shock troops. The unit can repair Ships at range 16, restoring ten health, and its 22-damage Siege attack can contribute against buildings. Buckshot is a charged area attack with a 30-second recharge.
Pair repair with a protected fleet
Sailors are most useful on a water map or in a mixed force where ship repair can preserve an expensive fleet between engagements. Keep them near friendly Ships but outside the enemy’s firing line; their repair range is 16 and does not protect them from land attacks. On land, use the ranged attack against Heavy Infantry and avoid Cavalry or Shock troops, which receive reduced damage and can close quickly. The charged Buckshot can damage a clustered group at range 14, so save it for an approach rather than firing into a spread formation. Their three-population cost is substantial for a support unit, so train them when the fleet or heavy Infantry matchup justifies both their combat and repair functions.