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An Army is a large group of soldiers that can be controlled to attack other armies or siege a Holding. Based on its composition an army will be shown having a certain quality.

After an army has completed half of a move order it becomes Movement Locked, meaning that it will not be able to receive orders until it arrives at its destination.

Armies ordered to cross a Sea Zone will embark onto a fleet. Embarking costs  Gold proportional to the army size. While embarked army maintenance is raised by +25% and the army will start to lose Supplies after 30 days at sea.

Soldier stats

Each soldier and character that fights has four important stats:

  •  Damage represents how much damage a single soldier is able to inflict on the enemy
  •  Toughness represents how much damage a single soldier can take before being killed or routed
  •  Pursuit increases the amount of damage a single soldier is able to inflict upon the routing opponent
  •  Screen increases the amount of damage a single soldier can take when retreating

Levies

Levies make up the bulk of all armies. They are conscripted peasants that are not very impressive on their own but are used in great numbers to complement more important troops or as a meat shield. A Levy has 10  Damage and  Toughness.

Knights

Knights are characters that fight in an army and their combat power is determined by their  Prowess skill. Each ruler can only have a small number of Knights. By default Knights are appointed automatically based on their  Prowess skill but characters can be manually forced or forbidden to become Knights.

Knights combat stats are based on their  Prowess skill. For each point of  Prowess Knight receives 100  Damage and 10  Toughness.

If an army loses a Battle each Knight has a 10% chance to be captured and imprisoned and 5% chance to be killed. The chances are increased to 55.3% and 27.6% respectively if the army is defeated in the Early Battle Phase.

Commander

Each army can have one Commander, a character who commands the army and uses its  Martial skill to improve an army's  Advantage. There are many different Commander traits available, which either have a direct effect on battles or give the Commander bonuses outside of battles.

If an army loses a Battle there is a 10% chance for its Commander to be captured and imprisoned.

Men-at-Arms

Men-at-Arms are trained troops that come in several different regiment types which excel in their given role, all with their own stats and uses. Each type of Men-at-Arms will counter another type, reducing their  Damage based on the size of the countering Men-at-Arms. Men-at-Arms regiments are reinforced at a rate of 10% per month. Each realm has a limited number of regiments for Men-at-Arms.

Feudal and Clan Rulers pay for Men-at-Arms with  Gold. Tribal Rulers pay twice more with  Prestige.

Regular

Regular Men-at-Arms are available to all cultures as long as the other requirements are met.

Regiment Type Cost Soldiers per Size  Damage  Toughness  Pursuit  Screen Icon maa countered.png Counters Advantageous terrain Disadvantageous terrain Innovation
Bowmen  Archers 75 100 25 10 0 0  Skirmishers
  •  Forest
  •  Hills
  •  Taiga
None None
Light Footmen  Skirmishers 50 100 10 16 10 16  Heavy Infantry
  •  Forest
  •  Jungle
  •  Taiga
None None
Light Horsemen  Light Cavalry 115 100 30 20 30 30  Archers
  •  Drylands
  •  Plains
  •  Desert Mountains
  •  Hills
  •  Mountains
  •  Wetlands
None
Pikemen  Spearmen 100 100 26 24 0 0
  •  Heavy Cavalry
  •  Light Cavalry
  •  Desert Mountains
  •  Hills
  •  Mountains
None None
Armored Footmen  Heavy Infantry 125 100 32 22 0 0  Spearmen None None Innovation weapons and armor 02.png Quilted Armor
Armored Horsemen  Heavy Cavalry 225 50 100 30 20 0  Archers
  •  Drylands
  •  Plains
  •  Desert Mountains
  •  Hills
  •  Mountains
  •  Wetlands
Innovation knight.png Arched Saddle
Crossbowmen Unit crossbowmen.png Archers 112.5 100 42 18 0 0
  •  Heavy Cavalry
  •  Heavy Infantry
 Hills
  •  Desert
  •  Drylands
  •  Plains
Innovation weapons and armor 01.png Advanced Bowmaking

Cultural

Cultural Men-at-Arms are locked behind cultural innovations that are only available to spesific cultures. They tend to be more powerful then their regular counterparts.

Regiment Type Cost Soldiers per Size  Damage  Toughness  Pursuit  Screen Icon maa countered.png Counters Advantageous terrain Disadvantageous terrain Innovation Era Culture
Horse Archers Unit horse archers.png Skirmishers 150 100 45 20 40 30
  •  Heavy Infantry
  •  Skirmishers
  •  Drylands
  •  Plains
  •  Steppe
  •  Desert Mountains
  •  Jungle
  •  Mountains
  •  Wetlands
Compound Bows Tribal
  • All Iranian
  • All Mongolic
  • All Turkic
  • Alan
  • Mogyër
Abudrar  Skirmishers 90 100 20 16 20 10
  •  Heavy Infantry
  •  Light Cavalry
  •  Desert Mountains
  •  Hills
  •  Mountains
 Desert Desert Mountain Practices Early Medieval
  • Baranis
  • Beja
  • Maghrebi
Bush Hunters  Archers 60 100 30 14 5 0  Skirmishers
  •  Forest
  •  Hills
  •  Jungle
None Bush Hunting Tribal
  • All Akan
  • All Yoruba
Caballeros  Light Cavalry 126.5 100 30 20 30 50  Archers
  •  Drylands
  •  Hills
  •  Plains
  •  Desert Mountains
  •  Mountains
  •  Wetlands
Caballeros Early Medieval
  • All Iberian
  • Andalucian
Cataphracts  Heavy Cavalry 292.5 50 120 35 25 10  Archers
  •  Drylands
  •  Plains
  •  Desert Mountains
  •  Hills
  •  Mountains
  •  Wetlands
Cataphracts Early medieval All Byzantine except Alan
Chasseurs  Light Cavalry 149.5 100 50 20 50 15  Archers
  •  Desert
  •  Drylands
  •  Plains
  •  Desert Mountains
  •  Hills
  •  Mountains
  •  Wetlands
Desert Tactics High Medieval Outremer
Chu-ko-nu Archers Unit crossbowmen.png Archers 112.5 100 30 20 0 0  Skirmishers
  •  Desert Mountains
  •  Hills
  •  Mountains
None Chu-ko-nu Tribal Han
Druzhina  Heavy Infantry 162.5 100 40 30 0 30  Spearmen None None Druzhina Early Medieval All East Slavic
Gendarmes  Heavy Cavalry 270 50 125 35 20 10  Archers
  •  Drylands
  •  Plains
  •  Desert Mountains
  •  Hills
  •  Jungle
  •  Mountains
  •  Wetlands
Valets Late Medieval
  • Breton
  • French
  • Norman
  • Occita
Goedendag Militia  Skirmishers 50 100 13 18 0 16
  •  Heavy Cavalry
  •  Heavy Infantry
None None Adaptive Militia Late Medieval Dutch
Guinean Uplanders  Skirmishers 60 100 18 14 0 20  Heavy Infantry
  •  Drylands
  •  Forest
  •  Hills
None Upland Skirmishing Tribal All West African
Hobelars  Light Cavalry 126.5 100 30 20 50 30  Archers
  •  Hills
  •  Forest
  •  Desert Mountains
  •  Mountains
  •  Wetlands
Hobbies Tribal
  • All Brythonic
  • Irish
Horn Warriors  Skirmishers 50 100 12 16 0 20  Heavy Infantry
  •  Desert Mountains
  •  Hills
  •  Mountains
None Mountain Skirmishing Tribal
  • Afar
  • Somali
  • Welayta
Huscarls  Heavy Infantry 162.5 100 40 26 0 24
  •  Archers
  •  Spearmen
  •  Forest
  •  Taiga
None Hirds Early Medieval
  • All North Germanic
  • Anglo-Saxon
  • Frisian
  • Old Saxon
Khandayat  Heavy Infantry 150 100 44 22 0 0
  •  Light Cavalry
  •  Spearmen
 Jungle None Khandayats Early Medieval
  • All Dravidian
  • All Indo-Aryan
Konni  Light Cavalry 149.5 100 40 20 60 40  Archers
  •  Drylands
  •  Plains
  •  Desert Mountains
  •  Hills
  •  Mountains
  •  Wetlands
Konni Raids Tribal
  • All South Slavic
  • Hungarian
  • Polabian
  • Polish
  • Pommeranian
Landsknechts  Spearmen 120 100 30 24 0 0
  •  Heavy Cavalry
  •  Light Cavalry
  •  Spearmen
  •  Desert Mountains
  •  Hills
  •  Mountains
None Zweihanders Late Medieval All Central Germanic except the dutch
Longbowmen  Archers 90 100 45 14 0 0
  •  Heavy Cavalry
  •  Skirmishers
 Hills None Longbow Late Medieval
  • English
  • Welsh
Metsänvartija  Archers 82.5 100 30 14 10 10  Skirmishers
  •  Forest
  •  Taiga
None Forest Wardens Tribal
  • All Balto-Finnic
  • All Ugro-Permian
  • All Volga-Finnic
Mountaineers  Heavy Infantry 150 100 40 26 0 0  Spearmen
  •  Desert Mountains
  •  Mountains
None Alpine Supremacy Early Medieval
  • All Quiangic
  • All Tibetan
Mubarizun  Heavy Infantry 150 100 45 25 0 0
  •  Heavy Infantry
  •  Spearmen
None None Mubarizun Tribal
  • Bedouin
  • Butr
  • Egyptian
  • Levantine
  • Nubian
Palace Guards  Heavy Infantry 150 100 38 24 0 20  Spearmen
  •  Hills
  •  Jungle
None Royal Army Tradition Early Medieval All Burman
Palatini  Heavy Infantry 250 100 60 30 0 20  Spearmen None None Legionnaires Late Medieval Roman
Picchieri  Spearmen 130 100 40 24 0 0
  •  Heavy Cavalry
  •  Light Cavalry
  •  Desert Mountains
  •  Hills
  •  Mountains
None Pike Columns High Medieval All Latin
Sahel Horsemen  Light Cavalry 126.5 100 30 20 30 30
  •  Archers
  •  Heavy Infantry
  •  Desert
  •  Drylands
  •  Floodplains
  •  Oasis
  •  Desert Mountains
  •  Hills
  •  Mountains
  •  Wetlands
Sahel Horsemen Tribal
  • All Sahelian
  • All Senegambian
  • All Central African
  • Daju
  • Zaghawa
Sarawit  Heavy Infantry 150 100 32 26 0 10  Light Cavalry
  •  Desert Mountains
  •  Hills
  •  Mountains
  •  Desert
  •  Drylands
Sarawit High Medieval Ethiopian
Schiltron  Spearmen 150 100 36 28 0 0
  •  Heavy Cavalry
  •  Light Cavalry
  •  Desert Mountains
  •  Hills
  •  Mountains
  •  Plains
None Rectilinear Schiltron Late Medieval
  • Gaelic
  • Scots
Shomer  Skirmishers 50 100 10 24 0 40  Heavy Infantry None None Defensive Tactics Tribal All Israelite
Zbrojnosh  Heavy Infantry 137.5 100 34 20 0 10
  •  Archers
  •  Spearmen
  •  Forest
  •  Hills
  •  Mountains
 Wetlands Zbrojnosh Tribal
  • Czech
  • Slovien

Regional

Regional Men-at-Arms are made available through regional innovations.

Regiment Type Cost Soldiers per Size  Damage  Toughness  Pursuit  Screen Icon maa countered.png Counters Advantageous terrain Disadvantageous terrain Innovation Region
Camel Riders Unit camel riders.png Light Cavalry 115 100 30 20 30 30  Archers
  •  Desert
  •  Drylands
  •  Floodplains
  •  Plains
  •  Desert Mountains
  •  Hills
  •  Mountains
  • War Camels
  • Tribal Era
  • The Middle East
  • Persia
  • North Africa
War Elephants Unit war elephants.png Heavy Cavalry 550 25 250 50 0 0
  •  Heavy Infantry
  •  Skirmishers
 Jungle
  •  Desert Mountains
  •  Mountains
  •  Wetlands
  • Elephantry
  • Tribal Era
  • India
  • South East Asia

Special

Special Men-at-Arms are only available under special circumstances.

Regiment Type Cost Soldiers per Size  Damage  Toughness  Pursuit  Screen Icon maa countered.png Counters Advantageous terrain Disadvantageous terrain Requirements
House Guard Unit default.png Heavy Infantry 50 100 40 30 0 24  Spearmen None None Finishing the Warfare dynasty legacy
Only one regiment can be created at a time
Order Knights  Heavy Infantry 125 100 36 26 0 0  Spearmen None None Christian Holy Order

Siege Weapons

Siege Weapons are man-at-arms regiments that cannot fight in battle but will greatly increase Siege Progress when attacking Holdings. They are unlocked by discovering the innovation with the same name.

Regiment Unit stat siege progress.png Daily Siege Progress Max Fort Level Feudal / Clan cost Tribal cost Description
Unit onager.png Onager +0.3 9 80 160 These small torsion catapults can tear down enemy fortification by hurling stone projectiles over a distance.
Unit mangonel.png Mangonels +0.6 15 88 176 The traction-powered mangonel is easier to operate than the onager while also boasting a faster rate-of-fire.
Unit trebuchet.png Trebuchets +1.0 21 104 208 The counterweight trebuchet can hurl large projectiles with much greater force than mangonels or onagers.
Unit bombard.png Bombards +1.5 29 128 256 No longer constrained by the limits of levers and pulleys, these cannons can blast through fortifications with ease.

Supply

All armies carry an amount of Supply with them. Supply is consumed whenever armies are in a Barony with a lower Supply Limit than the army size and gained whenever armies are in an allied territory up to the current Barony's Supply Limit. Low Supply will cause Advantage penalties in battles. If an army runs out of Supply it will take Attrition damage.

Supply is increased by +25% in coastal Baronies.

Attrition

Attrition is a loss of Levies and Men-at-Arms that is caused when an army is out of Supply, is besieging a Fortified Holding or is located in a hostile County that is only bordering other hostile Counties and is not coastal.

Special Soldiers

Special Soldiers are maintenance free armies that belong to historical Rulers and do not reinforce.

Army Inherited Ruler Year
1400 Levies
100 Armored Footmen
No Hæsteinn of Montaigu 867
1400 Levies
100 Armored Footmen
No Hæsteinn of Montaigu 867
1250 Levies Yes Halfdan of the Jórvík 867
1250 Levies Yes Halfdan of the Jórvík 867
1250 Levies Yes Halfdan of the Jórvík 867
1250 Levies Yes Halfdan of the Jórvík 867
1250 Levies Yes Ivar of the Suđreyjar 867
1250 Levies Yes Ivar of the Suđreyjar 867
1250 Levies Yes Ivar of the Suđreyjar 867
1250 Levies Yes Ivar of the Suđreyjar 867
1200 Levies Yes Hummay of Bilma 1066
1200 Levies Yes Hummay of Bilma 1066
1200 Levies Yes Hummay of Bilma 1066
1075 Levies Yes Vijayabahu of Rohana 1066
1075 Levies Yes Vijayabahu of Rohana 1066
1075 Levies Yes Vijayabahu of Rohana 1066
1075 Levies Yes Vijayabahu of Rohana 1066
800 Levies No William II of Normandy 1066
800 Levies No William II of Normandy 1066
800 Levies No William II of Normandy 1066
800 Levies
200 Armored Footmen
No William II of Normandy 1066
1000 Levies Yes William II of Normandy 1066
1000 Levies No Harald IV of Norway 1066
1000 Levies No Harald IV of Norway 1066
700 Levies No Harold II Godwineson of England 1066
700 Levies No Harold II Godwineson of England 1066
1410 Levies Yes Al-Muazzam Alp Arslan Chagri-Begoglu of Seljuk 1066
1410 Levies Yes Al-Muazzam Alp Arslan Chagri-Begoglu of Seljuk 1066
1700 Levies Yes Al-Muazzam Alp Arslan Chagri-Begoglu of Seljuk 1066
1700 Levies Yes Al-Muazzam Alp Arslan Chagri-Begoglu of Seljuk 1066
1700 Levies Yes Al-Muazzam Alp Arslan Chagri-Begoglu of Seljuk 1066
1700 Levies Yes Al-Muazzam Alp Arslan Chagri-Begoglu of Seljuk 1066
2000 Levies Yes Al-Muazzam Alp Arslan Chagri-Begoglu of Seljuk 1066
2000 Levies Yes Al-Muazzam Alp Arslan Chagri-Begoglu of Seljuk 1066
2000 Levies Yes Al-Muazzam Alp Arslan Chagri-Begoglu of Seljuk 1066
2000 Levies Yes Al-Muazzam Alp Arslan Chagri-Begoglu of Seljuk 1066