Medieval KingdomsWiki

Armies

Regiments are raised in your provinces from the campaign menu (C) and grouped into armies. Each regiment is one company slot in a battle.

Regiments (standard size: cost to raise, then upkeep each turn)

  • Infantry, 15 men: 20 Grain, 10 Lumber. Upkeep 4 Grain, 2 Leather.
  • Men at Arms, 8 men: 20 Grain, 20 Iron, 10 Gold. Upkeep 4 Grain, 4 Leather, 2 Iron, 1 Gold.
  • Cavalry, 6 men: 25 Grain, 20 Horses, 5 Gold. Upkeep 6 Grain, 4 Leather, 2 Horses. Needs a province that makes Horses.
  • Skirmishers, 7 men: 15 Grain, 10 Lumber, 5 Cloth. Upkeep 3 Grain, 1 Leather.
  • Command, 3 men: free, one per nation. It brings no tickets and takes no battle slot.

Sizes

  • Every regiment except Command can be raised small, standard or large: Infantry 10/15/20 men, Men at Arms 5/8/10, Skirmishers 5/7/9, Cavalry 4/6/8.
  • Cost, upkeep and tickets all scale with the size, so no size is a better deal per man. Pick the size your companies can actually fill.

Professional or militia

  • Professional regiments pay the full cost and fight with full kit.
  • Militia cost half, pay only Grain for upkeep, and can only be raised in your home provinces. They fight with basic kit and bring 60% of the tickets.

Tickets

  • A standard professional regiment brings 1,125 tickets to a battle (see Diplomacy Battles).
  • A new regiment rallies for 6 hours: it starts with only a few tickets and fills up to full over that time.

Strength

  • Battles cost regiments strength. A regiment heals 20% a day, but only standing in a province your nation owns and controls, and not while a battle is owed there.
  • Rehire to fill a regiment at once with Gold: a full standard regiment costs 12 Gold for Infantry or Skirmishers, 25 for Men at Arms or Cavalry. Missing a third costs a third; militia pay half.
  • A regiment that falls below 20% strength is disbanded.

Marching

  • 6 hours a land province, 4 if the army is all cavalry, 2 for a Command on its own.
  • 12 hours to cross a strait, 8 hours a sea province by ship.
  • Armies may enter your own land, unplayed land, an ally's land, land of a nation that gave you Military Access, and land of a nation you are at war with.