- Crusader Kings 2 How To Increase Army Size Chart
- Crusader Kings 2 How To Increase Army Size In Lords Mobile
Not every territory you recovery in Crusader Kings 3 can be down by asking nicely. More commonly, you and your allies will have to go to war against your neighboring countries. The conflict could happen because of disagreements, or you merely want more land for your dynasty. When you need to call your armies, it’s best to know how to manage them.
Crusader Kings 3 Beginners Guide Like every other strategy game, you have to invest time in CK3 to get a better know-how of the game mechanics. This game can be really overwhelming if you haven. To increase your rank, you need to improve the titles you hold. For example an duke needs to hold at least one duchy title, either created or usurped. Note: It is not sufficient to control several counties to become a duke, but you need to control at least 50% of de jure counties within a duchy to create/usurp the duchy title (unless you have a. Sep 01, 2020 You can do it from the military screen. Click on the military icon on the top right, and on the military screen, the option to raise all your armies should be at the top.
How to raise and manage your armies
When combat starts, you need to raise your levies from their provinces to become an army. You can do it from the military screen. Click on the military icon on the top right, and on the military screen, the option to raise all your armies should be at the top. Unless you have multiple rally points all over your realm, your army spawns at a single location. Most of your forces are levies, farmers with primitive weapons, so they are not a refined army.
However, men-at-arms and knights, or champions, are also available in your army and are the best fighters among your horde. They’re capable of turning the tide and doing severe damage to any army you come across. Your ruler can have a select number of knights serving them, and they’re made up of characters from your court. Men-at-arms take prestige to construct and maintain.
Traditionally, your ruler can command the army, but you can choose another military leader to oversee it. Do this, click on the army once it has fully formed, and you should see your ruler’s icon on the bottom left. Click on them, and choose another character to command them. The commander of the army has the potential to be captured or die during battles. The leader’s commanding ability is a combination of their martial skills, and additional bonuses from various passives you can earn during your campaign.
How to fight armies
When two opposing armies meet up on a single province location, they battle against one another. The two character icons on the map meet up and start fighting each other, serving as the stand-in for the two more massive armies battling.
An army’s size and quality determine the winner. Smaller armies of higher quality have a good chance of beating a larger, lower-quality army. For example, an army of 3,000 levies might not win against a higher quality army, even though they only have 1,500 to 2,000 soldiers. The higher quality armies typically have knights and various men-at-arms combatants.
When armies encounter each other, the battle numbers displayed at the bottom of the screen show how they are doing against each other. There’s also a number in the middle that shows if your army has the advantage or not. If the number is positive and green, your army has the advantage is winning. When it is red and negative, your soldiers are losing ground and steadily losing. You gain a benefit based on the terrain, your commander’s martial skill, your commander’s traits and bonuses, and the type of soldiers you are commanding.
Alongside each commander is their respective combat rolls, showing how well they did during that round. The commanders are constantly rolling against each other, using their numerous advantages to claim victory.
Once you win the battle, the winner remains in the territory, and the other one moves away. Both armies will have less than they started with, but if you wait a few days, the army returns to full strength unless your army is losing supplies.
The Retinues tab under the Military screen
Samlogic cd menu creator crack. Retinues are regiments of troops which form a standing army for each ruler. They require the Legacy of Rome DLC. Unlike levies, retinues do not need to be dismissed before declaring war.
Non-tribals must pay a fee to hire retinues. They also have a monthly maintenance cost and can be expensive while reinforcing back to full strength. With the Monks and Mystics DLC, a Marshal can be assigned to a job which reduces the monthly maintenance costs of retinues.
In place of retinues, nomads use horde troops. Tribals use tribal retinues which costs Prestige to hire and maintain.
- 3List of retinues
- 4Strategies
Retinue cap[edit]
Freegate for mac. Each ruler can only have a retinue of a limited size, dependent on their retinue cap. Different troop types take up differently-sized portions of the cap, with more powerful types (such as heavy cavalry) using more.
Crusader Kings 2 How To Increase Army Size Chart
The retinue cap is given by the formula:
where:
- Rank is 2 for Counts, 3 for Dukes, 4 for Kings and 5 for Emperors.
- RealmHoldings is the number of holdings in the realm.
- BuildingBonus comes from specific buildings:
- Training Grounds in a Castle give 20 cap per level.
- Garrisons in a trade post give 20, 30 and 50 retinue cap at each level. This applies to the patrician that controls the trade post, not the ruler of the province where it is built.
- The Silk Road Trade Office building, built in Silk Road Trade Posts, gives 50, 100, and 150 retinue cap for each level. This applies to the owner of the trade post.
- The Military Warehouse buildings in a patrician's Family Palace give 200, 400 and 600 retinue cap.
- The Royal Palace Great Work gives 250, 500 and 750 retinue cap. This applies to the top liege of the Palace, not the ruler of the province where it is built.
- MilitaryOrganizationTech is the Military Organization technology in the ruler's capital.
- UnreformedGermanicBonus is 0.5 if the ruler is unreformed Germanic pagan. Their 50% bonus to retinue is multiplicative rather than additive.
If a retinue unit is completely wiped out (i.e. all members killed in battle) then it will be disbanded and the retinue cap usage will be decreased by the amount that had been used by the now-destroyed retinue unit.
Reinforcement[edit]
Crusader Kings 2 How To Increase Army Size In Lords Mobile
A purchased regiment starts out with a single man and gradually reinforces up to full capacity. If the retinue takes casualties, each regiment will reinforce continually until they are back to full strength.
If a ruler cannot afford the (sometimes steep) cost, reinforcement can be halved or stopped completely on the retinue tab:
- normal reinforcement rate: 2.5% per month.
- half reinforcement rate: 1.2% per month.
- no reinforcement.
At 2.5% per month, a retinue normally takes 40 months to fill. It may be slightly faster due to rounding.
List of retinues[edit]
Retinue regiments can be divided into three types:
- Generic retinues are available to all rulers except tribal rulers.
- Cultural retinues are specific to the ruler's culture.
- Tribal retinues are exclusive to tribal goverments.
Generic retinues[edit]
Type | Composition | Retinue cap usage | Initial cost (gold) | Monthly reinforcement cost | Monthly Upkeep | Unique Effect | ||
---|---|---|---|---|---|---|---|---|
Shock |
| 700 | 98 | 2.1 | 0.175 | +20% Archer Offense +10% Heavy Infantry Offense +10% Heavy Infantry Defense | ||
Defence |
| 725 | 101 | 2.175 | 0.18125 | +20% Archer Defense +20% Pikeman Offense +40% Pikeman Defense | ||
Cavalry |
| 900 | 126 | 2.7 | 0.225 | +20% Light Cavalry Offense +20% Light Cavalry Defense | ||
Skirmish |
| 550 | 77 | 1.65 | 0.1375 | +20% Archer Offense +10% Archer Defense +10% Heavy Infantry Defense | ||
Light Skirmish |
| 580 | 81 | 1.74 | 0.145 | +20% Archer Offense +10% Archer Defense +20% Light Infantry Defense +20% Light Infantry Morale |
Cultural retinues[edit]
Starting with patch 2.4, retinues also receive the benefit of the cultural buildings in the capital holding. In addition, each cultural retinue always has the unique effects outlined in the table below.
See Combat and the 3 Culture Bonuses for an explanation of how cultural building bonuses can stack with retinue's unique effects, also known as the cultural retinue bonus.
This list is up to date as of the Holy Fury expansion:
Type | Culture | Composition | Retinue cap usage | Initial cost (gold) | Monthly reinforcement cost | Monthly Upkeep | Unique effect | ||
---|---|---|---|---|---|---|---|---|---|
Longbow |
|
| 500 | 70 | 1.5 | 0.125 | +20% Archer Offense +10% Archer Defense | ||
Schiltron |
|
| 1000 | 140 | 3 | 0.25 | +20% Pikemen Offense +40% Pikeman Defense +20% Pikeman Morale | ||
Baltic Warrior |
|
| 900 | 126 | 2.7 | 0.225 | +30% Heavy Infantry Defense +10% Heavy Infantry Morale | ||
Horse Archer |
|
| 880 | 123 | 2.64 | 0.22 | +20% Horse Archer Offense +12% Horse Archer Morale | ||
Knight |
|
| 1200 | 168 | 3.6 | 0.3 | +10% Heavy Cavalry Offense +10 Heavy Cavalry Defense +20% Heavy Cavalry Morale | ||
Caballero |
|
| 1200 | 168 | 3.6 | 0.3 | +20% Light Cavalry Offense +20% Light Cavalry Morale | ||
Pike |
|
| 1000 | 140 | 3 | 0.25 | +20% Pikeman Offense +20% Pikeman Defense +40% Pikeman Morale | ||
Druzhina |
|
| 750 | 105 | 2.25 | 0.1875 | +10% Heavy Infantry Offense +50% Heavy Infantry Defense +20% Heavy Infantry Morale | ||
Housecarl |
|
| 600 | 84 | 1.8 | 0.15 | +40% Heavy Infantry Offense +20% Heavy Infantry Morale | ||
Hussar |
|
| 900 | 126 | 2.7 | 0.225 | +60% Light Cavalry Defense +20% Light Cavalry Morale | ||
Camel Warrior |
|
| 750 | 105 | 2.25 | 0.1875 | +20% Camel Cavalry Offense +20% Camel Cavalry Defense +20% Camel Cavalry Morale | ||
Andalusian Cavalry |
|
| 1200 | 168 | 3.6 | 0.3 | +20% Light Cavalry Offense +40% Light Cavalry Defense +20% Light Cavalry Morale | ||
Berber Cavalry |
|
| 1200 | 168 | 3.6 | 0.3 | +50% Light Cavalry Offense +30% Light Cavalry Morale | ||
Cataphract |
|
| 1300 | 182 | 3.9 | 0.325 | +10% Heavy Cavalry Offense +10% Heavy Cavalry Defense +20% Heavy Cavalry Morale | ||
Gallowglass |
|
| 600 | 84 | 1.8 | 0.15 | +40% Heavy Infantry Defense +20% Heavy Infantry Morale | ||
Ethiopian Skirmisher |
|
| 280 | 39 | 0.84 | 0.07 | +50% Light Infantry Offense +30% Light Infantry Defense | ||
Somali Skirmisher |
|
| 280 | 39 | 0.84 | 0.07 | +40% Light Infantry Offense +40% Light Infantry Defense | ||
Free Warrior |
|
| 480 | 67 | 1.44 | 0.12 | +60% Light Infantry Offense +10% Light Infantry Defense +10% Light Infantry Morale | ||
Gusar |
|
| 1050 | 147 | 3.15 | 0.2625 | +10% Heavy Cavalry Defense +10% Heavy Cavalry Morale +20% Light Cavalry Offense +20% Light Cavalry Defense | ||
Goedendag Militia |
|
| 460 | 64 | 1.38 | 0.115 | +20% Light Infantry Offense +20% Light Infantry Defense +10% Light Infantry Morale +30% Pikeman Offense +20% Pikeman Defense +10% Pikeman Morale | ||
Jaguar Warrior |
|
| 638 | 89 | 1.914 | 0.1595 | +40% Light Infantry Offense +20% Light Infantry Morale +20% Heavy Infantry Offense +10% Heavy Infantry Morale | ||
Bar Kochba Guards |
|
| 600 | 84 | 1.8 | 0.15 | +20% Heavy Infantry Defense +10% Heavy Infantry Morale | ||
Steel Bow Infantry |
|
| 600 | 84 | 1.8 | 0.15 | +10% Archer Offense +30% Archer Defense | ||
Nubian Archers |
|
| 600 | 42 | 0.9 | 0.075 | +20% Archer Offense +20% Archer Defense | ||
Frankish Heavy Infantry |
|
| 600 | 84 | 1.8 | 0.15 | +20% Heavy Infantry Offense +10% Heavy Infantry Defense +10% Heavy Infantry Morale | ||
Lombard Heavy Infantry |
|
| 900 | 126 | 2.7 | 0.225 | +10% Heavy Infantry Offense +10% Heavy Infantry Morale | ||
Suebi Longspearman |
|
| 515 | 72 | 1.545 | 0.12875 | +30% Light Infantry Defense +20% Light Infantry Morale +30% Pikeman Defense +20% Pikeman Morale | ||
Pictish Raiders |
|
| 512 | 71 | 1.536 | 0.128 | +30% Light Infantry Offense +10% Light Infantry Defense +20% Light Infantry Morale +10% Archer Offense +10% Archer Morale | ||
Nubing |
|
| 750 | 105 | 2.25 | 0.1875 | +30% Archers Offense +10% Archers Defense +20% Pikeman Defense +30% Pikeman Defense +10% Pikeman Morale | ||
Himalayan Mountaineer |
|
| 510 | 71 | 1.53 | 0.1275 | +50% Light Infantry Offense +30% Light Infantry Defense +10% Light Infantry Morale +20% Light Cavalry Offense +20% Light Cavalry Defense +10% Light infantry Morale | ||
Tie-Futu |
|
| 975 | 136 | 2.925 | 0.24375 | +10% Knights Offense +10% Knights Defense +10% Light Cavalry Offense +10% Light Cavalry Morale | ||
Praetorian |
|
| 1450 | 136 | 2.925 | 0.24375 | +20% Pikemen Offense +20% Pikemen Defense +40% Pikemen Morale +25% Heavy Infantry Offense +25% Heavy Infantry Defense +20% Heavy Infantry Morale | ||
Guerriers |
|
| 600 | 136 | 2.925 | 0.24375 | +20% Heavy Infantry Defense +10% Heavy Infantry Morale | ||
Matoei |
|
| 600 | 136 | 2.925 | 0.24375 | +30% Archers Defense +20% Pikemen Defense | ||
Outremer Knight |
|
| 1050 | 147 | 2.55 | 0.19625 | +10% Heavy Cavalry Morale 10% Heavy Cavalry Attack +20% Camel Cavalry Attack +10% Camel Cavalry Morale | ||
Arberian Stratiotet |
|
| 600 | 84 | 1.8 | 0.15 | +20% Light Cavalry Defense +20% Light Cavalry Attack +40% Light Cavalry Morale | ||
Sardinian Birrudo |
|
| 900 | 126 | 2.7 | 0.225 | +20% Archers Defense +20% Pikemen Attack +20% Pikemen Defense +40% Pikemen Morale | ||
Horse |
|
| 900 | 136 | 2.925 | 0.24375 | +75% Light Cavalry Defense +75% Light Cavalry Morale | ||
Cat |
|
| 210 | 136 | 2.925 | 0.24375 | +200% Light Infantry Offense +25% Light Infantry Morale | ||
Bear |
|
| 900 | 136 | 2.925 | 0.24375 | +100% Heavy Infantry Offense +25% Heavy Infantry Morale | ||
Hedgehog |
|
| 750 | 136 | 2.925 | 0.24375 | +100% Pikemen Defense +25% Pikemen Morale | ||
Duck |
|
| 900 | 136 | 2.925 | 0.24375 | +50% Heavy Infantry Offense +50% Heavy Infantry Defense +50% Heavy Infantry Morale | ||
Dog |
|
| 900 | 136 | 2.925 | 0.24375 | +75% Heavy Cavalry Defense +100% Heavy Cavalry Morale | ||
Elephant |
|
| 1000 | 136 | 2.925 | 0.24375 | +50% War Elephants Offense +25% War Elephants Defense | ||
Dragon |
|
| 900 | 136 | 2.925 | 0.24375 | +75% Heavy Cavalry Offense +100% Heavy Cavalry Morale |
Tribal retinues[edit]
As of patch 3.0, the mechanic of prestige based tribal retinues has replaced the option to 'Raise tribal army' if is active.
These retinues are available if you use a tribal government and cost prestige instead of Gold. There are also retinues with piety costs available to defensive pagans.
Type | Composition | Retinue cap usage | Initial cost (prestige/piety) | Monthly reinforcement cost | Monthly Upkeep | Unique Effect |
---|---|---|---|---|---|---|
Tribal Warriors |
| 105 | 25 | +20% Light Infantry Offense +50% Light Infantry Defense +20% Light Infantry Morale | ||
Trapper |
| 170 | 50 | +60% Light Infantry Defense +30% Light Infantry Morale +40% Archer Offense +20% Archer Defense +10% Archer Morale | ||
Hunting Party |
| 220 | 75 | +60% Light Infantry Offense +20% Light Infantry Defense +10% Light Infantry Morale +10% Light Cavalry Offense +10% Light Cavalry Defense | ||
Veteran Warriors |
| 220 | 75 | +30% Light Infantry Offense +30% Light Infantry Defense +30% Light Infantry Morale +10% Heavy Infantry Offense +10% Heavy Infantry Defense | ||
Steppe Riders |
| 250 | 75 | +10% Light Cavalry Offense +10% Light Cavalry Defense +10% Horse Archer Defense | ||
Ardent Guardians |
| 250 | 75 | +20% Archer Offense +40% Archer Defense +20% Archer Morale +20% Heavy Infantry Defense +10% Heavy Infantry Morale | ||
Sworn Defenders |
| 203 | 50 | +60% Light Infantry Defense +40% Light Infantry Morale +40% Archer Defense +20% Archer Morale |
Strategies[edit]
Using retinues for combat[edit]
By letting you control army composition, retinues can easily beat a messy levy army that has the same total 'cost'. The key is to choose an army composition that lets you:
- Excel at one combat phase, and control phases to your advantage.
- Excel at one combat tactic in each phase, and ensure the tactic is chosen.
- Appoint a commander whose combat specialization and cultural tactic matches your forces.
When combining retinues with levies, always keep them on separate flanks to avoid polluting the retinue's tactics. A popular choice is retinues in the center and levies on the sides.
Another approach is to engage the enemy first with pure cavalry (likely to roll a Charge tactic), then follow with another army as combat quickly enters the melee phase.
Using retinues for siege[edit]
An army of pikemen is great at assaulting holdings (computed as melee).
An army of light infantry is best for carpet sieges and discouraging rebellion, since it is the cheapest per soldier.
Beware of unreformed Pagan provinces, where attrition can be extremely high (unless you have Military Organization level 4). When fighting a war on their lands, assaulting walls may cost less troop losses than attempting to siege. Alternatively, constructing forts can negate attrition due to unreformed paganism.
Using retinues for raiding[edit]
This strategy is better suited for tribal rulers, as their retinues cost Prestige. Using retinues to supplement a raiding party can make raiding faster and opens possibilities for sacking holdings.
Tribal retinues for transition period between tribalism and feudalism[edit]
Jw cad for mac. A newly converted holding will generally have fewer levies than the tribal holding it replaced, since it no longer gets a bonus to levies from empty holding slots. Also, tribal vassals will be unhappy (-20 Wrong Government Type) until they convert, and if you convert to a merchant republic, this penalty will never lapse as vassals can only adopt feudalism. Event troops from council missions and (without )decisions will no longer be available. Thus, hiring and retaining tribal retinues during the transition phase can help the newly-feudal ruler significantly.
External guides[edit]
Levies • Retinues • Mercenaries • Holy orders • Event troops • Hordes • Adventurers
Alliances • Casus Belli • Claims • Crusades, jihads and great holy wars • Factions • Attrition
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