As always, unit income is 1/2 of their original price.
Unit types:
Peasants - 8,000/unit, 2000 florins, 1 day - Cheap, ill-trained and ill-equipped light infantry, conscripted peasants armed with whatever they could find. Worthless in all but large numbers, easy to panic and naturally ineffective against heavier troops like knights.
Sergeants - 5,000/unit, 4000 florins, 3 days - Medium infantry armed with spears and shields, usually outfitted in leather or light chain armor. Reliable, highly versatile and affordable infantry capable of holding their own in a fight, and the go-to anti-cavalry unit if you don't have pikemen handy.
Pikemen - 5,000/unit, 4000 florins, 3 days - Heavy infantry armed with long pikes, capable of presenting a virtually impenetrable front-line to enemies and especially deadly when fighting cavalry but sluggish, inflexible and highly vulnerable to missile troops and flanking maneuvers.
Dismounted Men-at-arms - 4,500/unit, 6000 florins, 5 days - Heavy infantry clad in platemail and armed with swords, axes, maces and a variety of other melee weapons of good quality. Mostly rich burghers, squires and petty nobility unable to afford the dignity (or, evidently, warhorses) of true knights.
Mounted Sergeants - 3,500/unit, 7000 florins, 3 days - Light cavalry equipped with short spears, shields, another melee weapon and quilted armor. Agile mounted troops suitable for scouting and flanking roles.
Horse Archers - 3,500/unit, 7000 florins, 3 days - Light cavalry equipped with bows, arrows, an emergency melee weapon and quilted armor. Agile mounted troops suitable for scouting and skirmishing roles.
Men-at-arms - 3,500/unit, 9000 florins, 5 days - Heavy cavalry clad in platemail and armed with quality lances and melee weapons. Mostly rich burghers, squires and petty nobility unable to afford the dignity of true knights. While they cannot measure up to actual knights, their charges are still devastating and in fact quite capable of breaking an enemy's front-line if timed right.
Knights - 2,500/unit, 12000 florins, 7 days - Ultra-heavy cavalry clad in full plate and armed with lances and other melee weapons of high quality, often proudly presenting their coat of arms on their shields and their horses' tabards. The flower of European nobility, these thundering heavy horsemen can smash nearly all opposition head-on and in fact prefer to launch frontal attacks, to the point where they have a risk of charging without (or even despite) orders.
Levy Archers - 8,000/unit, 2000 florins, 1 day - Cheap, ill-trained and ill-equipped light infantry, conscripted peasants armed with bows of varying quality. Worthless in all but large numbers, easy to panic and naturally ineffective against heavier troops like knights.
Archers - 5,000/unit, 4000 florins, 3 days - Medium missile troops equipped with a bow and arrows. Ordinary bows lack the punching power and high accuracy of crossbows, but are faster to reload and also possess a greater range.
Crossbowmen - 5,000/unit, 4000 florins, 3 days - Medium missile troops equipped with a pavise to better their chances of survival, and (as one can tell from their name) armed with the mighty crossbow. Crossbows have a shorter range and take longer to load compared to ordinary bows, but make up for it with greater armor-penetrating ability and accuracy.
Handgunners - 4,500/unit, 6000 florins, 3 days - Medium missile troops equipped with a handgun, a large and unwieldy primitive firearm. Handguns are slow to load and wildly inaccurate, but create a lot of smoke and noise upon firing to frighten the enemy, and can punch through pretty much any armor.
Ballista - 12 units/battery, 10000 florins, 4 days - Medium artillery firing oversized crossbow bolts.
Catapult - 12 units/battery, 12000 florins, 6 days - Medium artillery capable of launching massive boulders over enemy heads and walls.
Trebuchet - 12 units/battery, 15000 florins, 10 days - Heavy siege artillery capable of smashing even the mightiest of walls to ruins, very quickly.
Bombard - 6 units/battery, 25000 florins, 14 days - Ultra-heavy siege cannons capable of smashing even the mightiest of walls to ruins, very quickly.
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Naval units:
Galley - 6000 florins, 5 days - A ramming ship propelled by hundreds of oarsmen, usually slaves and convicts converted to galley slaves.
Holk - 8000 florins, 7 days - A ship with both sails and a large crew of oarsmen, outfitted not only with a ram but also a number of trained archers to pepper enemy crews with arrows, and lastly enough space for a few catapults to sink enemy ships from a safe distance. Capable of providing support in an amphibious landing operation.
Gun Holk - 12000 florins, 9 days - As above, but carrying a crew of handgunners and a number of primitive cannons as opposed to mere archers and catapults, capable of sinking enemy ships in one blast. Also capable of providing support in an amphibious landing operation with their cannons.
Carrack - 15000 florins, 12 days - A large sailing ship, outfitted with a large mixed company of handgunners and archers and carrying a greater number of cannons than the Gun Holk. Generally serve as the flagships of a fleet.
NOTE: Retraining units will cost 1/2 their original cost but only take one day.
NOTE 2: Most factions will have a number of unique units, detailed further below.