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Army

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Introducing CK3 #09 - Military. Pixelated Apollo will help you focus on military and how to make a strong army!

An army is a large group of soldiers that can be controlled to attack other armies or siege a holding during wars. 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.

Stats[edit]

Every unit has five important stats:

  • Strength: Represents how many soldiers are in the unit. Affects the total amount of stats.
  •  Damage: Each point causes 0.03 damage during the battle phase.
  •  Toughness: Reduces losses caused by damage (both routed and killed). Each point allows taking 1 damage before losing all strength.
  •  Pursuit: Each point causes 0.17 damage during the retreat phase.
  •  Screen: Each point blocks 0.33 damage during the retreat phase.

Levies[edit]

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 10  toughness.

Knights[edit]

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, a 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.

To be appointed as Knights, character must fulfil the following conditions:

  • Is adult
  • Is not imprisoned
  • Has neither the  Blind nor  Incapable trait
  • Members of the clergy and characters with the  Devoted trait may only serve as knights if their faith has the Recruitment Clerical Function doctrine.
  • Based on the View on Gender doctrine:
  • Male Dominated: only men may become knights
  • Female Dominated: only women may become knights
  • Equal: both men and women may become knights

Commander[edit]

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[edit]

For the innovation, see Men-at-Arms (innovation).

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 at least one other type, reducing their  Damage proportional to the size difference of the countering Men-at-Arms. Men-at-Arms regiments are reinforced at a rate of 10% of their maximum size per month.

Each Ruler has a limited number of regiments for Men-at-Arms, but existing regiments may be upgraded to increase their size. The number of regiments you can have depends on your rank, and various cultural innovations increase the number of regiments you can have and the maximum size you can upgrade them to. Regiments can also be downsized (to decrease the monthly maintenance) or destroyed; the cost to create and increase the regiments is not refunded when downsizing or destroying a regiment. Men-at-Arms regiments are inherited by the primary heir when a ruler dies; if the heir was already a landed ruler with their own Men-at-Arms regiments, the inherited regiments are added to their own, up to the maximum allowed number of regiments.

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

All Men-at-Arms (except Elephants) triple their maintenance cost when raised.

Regular[edit]

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 Helpful terrain Disadvantageous terrain Requirements
Light Footmen  Skirmishers 45 100 10 16 10 16  Heavy Infantry
  •  Forest
  •  Jungle
  •  Taiga
None None
Bowmen  Archers 55 100 25 10 0 0  Skirmishers
  •  Forest
  •  Hills
  •  Taiga
None None
Light Horsemen  Light Cavalry 95 100 22 15 30 30  Archers
  •  Drylands
  •  Plains
  •  Desert Mountains
  •  Hills
  •  Mountains
  •  Wetlands
None
Pikemen  Spearmen 75 100 22 24 0 0
  •  Heavy Cavalry
  •  Light Cavalry
  •  Desert Mountains
  •  Hills
  •  Mountains
None None
Armored Footmen  Heavy Infantry 90 100 32 22 0 0  Spearmen None None  Quilted Armor innovation (Tribal Era)
Armored Horsemen  Heavy Cavalry 200 50 100 35 20 0  Archers
  •  Drylands
  •  Plains
  •  Desert Mountains
  •  Hills
  •  Mountains
  •  Wetlands
 Arched Saddle innovation (Early Medieval Era)
Crossbowmen Unit crossbowmen.png Archers 88 100 42 18 0 0
  •  Heavy Cavalry
  •  Heavy Infantry
 Hills
  •  Desert
  •  Drylands
  •  Plains
 Advanced Bowmaking innovation (High Medieval Era)
House Guard Unit default.png Heavy Infantry 50 100 40 30 0 24  Spearmen None None Warfare legacy track.png Finishing the Warfare dynasty legacy
Only one size-one regiment can be maintained by each character
Order Knights  Heavy Infantry 90 100 36 26 0 0  Spearmen None None Christian Holy Order

Cultural[edit]

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

Regiment Type Cost Soldiers per size  Damage  Toughness  Pursuit  Screen Icon maa countered.png Counters Helpful terrain Disadvantageous terrain Innovation Era Culture
Horse Archers Unit horse archers.png Skirmishers 135 100 45 20 40 30
  •  Heavy Infantry
  •  Skirmishers
  •  Drylands
  •  Plains
  •  Steppe
  •  Desert Mountains
  •  Jungle
  •  Mountains
  •  Wetlands
 Compound Bows Tribal
  • All Mongolic
  • All Turkic
  • Alan
  • Mogyër
Abudrar  Skirmishers 81 100 20 16 20 10
  •  Heavy Infantry
  •  Light Cavalry
  •  Desert Mountains
  •  Hills
  •  Mountains
 Desert  Desert Mountain Practices Early Medieval
  • Baranis
  • Beja
  • Maghrebi
  • Yemeni
Ayyar  Heavy Infantry 75 100 35 22 12 0
  •  Spearmen
None None  Futuwaa Tribal
  • All Iranian
Bush Hunters  Archers 40 100 30 14 5 0  Skirmishers
  •  Forest
  •  Hills
  •  Jungle
None  Bush Hunting Tribal
  • All Akan
  • All Yoruba
Caballeros  Light Cavalry 104.5 100 30 20 20 50  Archers
  •  Drylands
  •  Hills
  •  Plains
  •  Desert Mountains
  •  Mountains
  •  Wetlands
 Caballeros Early Medieval
  • All Iberian
  • Andalusian
Cataphracts  Heavy Cavalry 260 50 120 35 25 10  Archers
  •  Drylands
  •  Plains
  •  Desert Mountains
  •  Hills
  •  Mountains
  •  Wetlands
 Cataphracts Early medieval All Byzantine except Alan & Assyrian
Chasseurs  Light Cavalry 123.5 100 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 82.5 100 30 20 0 0  Skirmishers
  •  Desert Mountains
  •  Hills
  •  Mountains
None  Chu-ko-nu Tribal Han
Druzhina  Heavy Infantry 117 100 40 30 0 30  Spearmen None None  Druzhina Early Medieval All East Slavic
Gendarmes  Heavy Cavalry 240 50 125 40 20 10  Archers
  •  Drylands
  •  Plains
  •  Desert Mountains
  •  Hills
  •  Jungle
  •  Mountains
  •  Wetlands
 Valets Late Medieval
  • Breton
  • French
  • Norman
  • Occitan
Goedendag Militia  Skirmishers 45 100 13 18 0 16
  •  Heavy Cavalry
  •  Heavy Infantry
None None  Adaptive Militia Late Medieval Dutch
Guinean Uplanders  Skirmishers 54 100 18 14 0 20  Heavy Infantry
  •  Drylands
  •  Forest
  •  Hills
None  Upland Skirmishing Tribal All West African
Hobelars  Light Cavalry 104.5 100 30 20 50 30  Archers
  •  Hills
  •  Forest
  •  Desert Mountains
  •  Mountains
  •  Wetlands
 Hobbies High Medieval
  • Cornish
  • Cumbrian
  • Irish
  • Pictish
Horn Warriors  Skirmishers 45 100 12 16 0 20  Heavy Infantry
  •  Desert Mountains
  •  Hills
  •  Mountains
None  Mountain Skirmishing Tribal
  • Afar
  • Somali
  • Welayta
Huscarls  Heavy Infantry 117 100 40 26 0 24
  •  Archers
  •  Spearmen
  •  Forest
  •  Taiga
None  Hirds Early Medieval
  • All North Germanic
  • Anglo-Saxon
  • Frisian
  • Old Saxon
Khandayat  Heavy Infantry 108 100 42 22 0 0
  •  Light Cavalry
  •  Spearmen
 Jungle None  Khandayats Early Medieval
  • All Dravidian
  • All Indo-Aryan
Konni  Light Cavalry 123.5 100 40 20 60 40  Archers
  •  Drylands
  •  Plains
  •  Desert Mountains
  •  Hills
  •  Mountains
  •  Wetlands
 Konni Raids Tribal
  • All South Slavic
  • Hungarian
  • Polabian
  • Polish
  • Pomeranian
Landsknechts  Spearmen 90 100 30 24 0 0
  •  Heavy Cavalry
  •  Light Cavalry
  •  Spearmen
  •  Desert Mountains
  •  Hills
  •  Mountains
None  Zweihanders Late Medieval
  • Bavarian
  • Franconian
  • Frankish
  • German
  • Lombard
  • Saxon
  • Swabian
Longbowmen  Archers 66 100 45 14 0 0
  •  Heavy Cavalry
  •  Skirmishers
 Hills None  Longbow Late Medieval
  • English
  • Welsh
Metsänvartija  Archers 60.5 100 30 14 10 10  Skirmishers
  •  Forest
  •  Taiga
None  Forest Wardens Tribal
  • All Baltic
  • All Balto-Finnic
  • All Ugro-Permian
  • All Volga-Finnic
Mountaineers  Heavy Infantry 108 100 40 26 0 0  Spearmen
  •  Desert Mountains
  •  Mountains
None  Alpine Supremacy Early Medieval
  • All Quiangic
  • All Tibetan
Mubarizun  Heavy Infantry 108 100 45 25 0 0
  •  Heavy Infantry
  •  Spearmen
None None  Mubarizun Tribal
  • Bedouin
  • Butr
  • Egyptian
  • Mashriqi
  • Nubian
Palace Guards  Heavy Infantry 108 100 38 24 0 20  Spearmen
  •  Hills
  •  Jungle
None  Royal Army Tradition Early Medieval All Burman
Palatini  Heavy Infantry 180 100 60 30 0 20  Spearmen None None  Legionnaires Late Medieval Roman
Picchieri  Spearmen 97.5 100 40 24 0 0
  •  Heavy Cavalry
  •  Light Cavalry
  •  Desert Mountains
  •  Hills
  •  Mountains
None  Pike Columns High Medieval All Latin except Roman
Sahel Horsemen  Light Cavalry 104.5 100 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 108 100 32 26 0 10  Light Cavalry
  •  Desert Mountains
  •  Hills
  •  Mountains
  •  Desert
  •  Drylands
 Sarawit High Medieval Ethiopian
Schiltron  Spearmen 112.5 100 36 28 0 0
  •  Heavy Cavalry
  •  Light Cavalry
  •  Desert Mountains
  •  Hills
  •  Mountains
  •  Plains
None  Rectilinear Schiltron Late Medieval
  • Gaelic
  • Scots
Shomer  Skirmishers 45 100 10 24 0 40  Heavy Infantry None None  Defensive Tactics Tribal All Israelite
Zbrojnosh  Heavy Infantry 99 100 34 20 0 10
  •  Spearmen
  •  Archers
  •  Forest
  •  Hills
  •  Mountains
 Wetlands  Zbrojnosh Tribal
  • Czech
  • Slovien

Regional[edit]

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 Helpful terrain Disadvantageous terrain Innovation Region
Camel Riders Unit camel riders.png Light Cavalry 95 100 22 15 20 20  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 400 25 250 50 0 0
  •  Heavy Infantry
  •  Skirmishers
 Jungle
  •  Desert Mountains
  •  Mountains
  •  Wetlands
  •  Elephantry
  • Tribal Era
  • India
  • South East Asia

Siege Weapons[edit]

See also: Warfare#Siege

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 corresponding innovation.

Regiment Unit stat siege progress.png Daily Siege Progress Max Fort Level Feudal / Clan cost Tribal cost Innovation Description
 Onagers +0.2 5 60 120  Onager These small torsion catapults can tear down enemy fortification by hurling stone projectiles over a distance.
 Mangonels +0.3 10 66 132  Mangonels The traction-powered mangonel is easier to operate than the onager while also boasting a faster rate-of-fire.
 Trebuchets +0.4 15 78 156  Trebuchet The counterweight trebuchet can hurl large projectiles with much greater force than mangonels or onagers.
 Bombards +0.6 30 96 192  Bombards No longer constrained by the limits of levers and pulleys, these cannons can blast through fortifications with ease.

Comparison Tables by Regiment Type[edit]

The tables bellow provide a direct comparison between different regeiments of the same class, organized with the basic type first, followed by regional, with the cultural types last. Deviations from the basic type are color coded in green where superior (or merely different) and red where inferior.

Skirmishers[edit]

Regiment Cost Soldiers per size  Damage  Toughness  Pursuit  Screen Icon maa countered.png Counters Helpful terrain Disadvantageous terrain
Light Footmen 45 100 10 16 10 16  Heavy Infantry
  •  Forest
  •  Jungle
  •  Taiga
None
Abudrar 81 (+36) 100 20 (+10) 16 20 (+10) 10 (-6)
  •  Heavy Infantry
  •  Light Cavalry
  •  Desert Mountains
  •  Mountains
  •  Hills
  •  Desert
Goedendag Militia 45 100 13 (+3) 18 (+2) 0 (-10) 16
  •  Heavy Cavalry
  •  Heavy Infantry
None None
Guinean Uplanders 54 (+9) 100 18 (+8) 14 (-2) 0 (-10) 20 (+4)  Heavy Infantry
  •  Drylands
  •  Forest
  •  Hills
None
Horn Warriors 45 100 12 (+2) 16 0 (-10) 20 (+4)  Heavy Infantry
  •  Desert Mountains
  •  Hills
  •  Mountains
None
Shomer 45 100 10 24 (+8) 0 (-10) 40 (+24)  Heavy Infantry None None

Archers[edit]

Regiment Cost Soldiers per size  Damage  Toughness  Pursuit  Screen Icon maa countered.png Counters Helpful terrain Disadvantageous terrain
Bowmen 55 100 25 10 0 0  Skirmishers
  •  Forest
  •  Hills
  •  Taiga
None
Unit crossbowmen.png Crossbowmen 88 (+33) 100 42 (+17) 18 (+8) 0 0
  •  Heavy Cavalry
  •  Heavy Infantry
  •  Hills
  •  Desert
  •  Drylands
  •  Plains
Bush Hunters 40 (-15) 100 30 (+5) 14 (+4) 5 (+5) 0
  •  Skirmishers
  •  Forest
  •  Hills
  •  Jungle
None
Chu-ko-nu Archers 82.5 (+27.5) 100 30 (+5) 20 (+10) 0 0
  •  Skirmishers
  •  Desert Mountains
  •  Hills
  •  Mountains
None
Longbowmen 66 (+11) 100 45 (+20) 14 (+4) 0 0
  •  Heavy Cavalry
  •  Skirmishers
  •  Hills
None
Metsänvartija 60.5 (+5.5) 100 30 (+5) 14 (+4) 10 (+10) 10 (+10)  Skirmishers
  •  Forest
  •  Taiga
None

Light Cavalry[edit]

Regiment Cost Soldiers per size  Damage  Toughness  Pursuit  Screen Icon maa countered.png Counters Helpful terrain Disadvantageous terrain
Light Horsemen 95 100 22 15 30 30  Archers
  •  Drylands
  •  Plains
  •  Desert Mountains
  •  Hills
  •  Mountains
  •  Wetlands
Unit camel riders.png Camel Riders 95 100 22 15 20 20  Archers
  •  Desert
  •  Drylands
  •  Floodplains
  •  Plains
  •  Desert Mountains
  •  Hills
  •  Mountains
Caballeros 104.5 (+9.5) 100 30 20 20 (-10) 50 (+20)  Archers
  •  Drylands
  •  Hills
  •  Plains
  •  Desert Mountains
  •  Mountains
  •  Wetlands
Chasseurs 123.5 (+18.5) 100 50 (+20) 20 50 (+20) 15 (-15)  Archers
  •  Desert
  •  Drylands
  •  Plains
  •  Desert Mountains
  •  Hills
  •  Mountains
  •  Wetlands
Hobelars 104.5 (+9.5) 100 30 20 50 (+20) 30 (+10)  Archers
  •  Hills
  •  Forest
  •  Desert Mountains
  •  Mountains
  •  Wetlands
Konni 123.5 (+18.5) 100 40 (+10) 20 60 (+30) 40 (+10)  Archers
  •  Drylands
  •  Plains
  •  Desert Mountains
  •  Hills
  •  Mountains
  •  Wetlands
Sahel Horsemen 104.5 (+9.5) 100 30 20 30 30
  •  Archers
  •  Heavy Infantry
  •  Desert
  •  Drylands
  •  Floodplains
  •  Oasis
  •  Desert Mountains
  •  Hills
  •  Mountains
  •  Wetlands

Heavy Cavalry[edit]

Regiment Cost Soldiers per size  Damage  Toughness  Pursuit  Screen Icon maa countered.png Counters Helpful terrain Disadvantageous terrain
Armored Horsemen 200 50 100 35 20 0  Archers
  •  Drylands
  •  Plains
  •  Desert Mountains
  •  Hills
  •  Mountains
  •  Wetlands
Cataphracts 260 (+60) 50 120 (+20) 35 25 10 (+10)  Archers
  •  Drylands
  •  Plains
  •  Desert Mountains
  •  Hills
  •  Mountains
  •  Wetlands
Gendarmes 240 (+40) 50 125 (+25) 40 (+5) 20 10 (+10)  Archers
  •  Drylands
  •  Plains
  •  Desert Mountains
  •  Hills
  •  Jungle
  •  Mountains
  •  Wetlands
Unit war elephants.png War Elephants 400 (+200) 25 (-25) 250 (+150) 50 (+15) 0 (-20) 0
  •  Heavy Infantry
  •  Skirmishers
 Jungle
  •  Desert Mountains
  •  Mountains
  •  Wetlands

Heavy Infantry[edit]

Regiment Cost Soldiers per size  Damage  Toughness  Pursuit  Screen Icon maa countered.png Counters Helpful terrain Disadvantageous terrain
Armored Footmen 90 100 32 22 0 0  Spearmen None None
Unit default.png House Guard 50 (-40) 100 40 (+8) 30 (+8) 0 24 (+24)  Spearmen None None
Order Knights 90 100 36 (+4) 26 (+4) 0 0  Spearmen None None
Ayyar 75 (-15) 100 35 (+3) 22 12 (+12) 0
  •  Spearmen
None None
Druzhina 117 (+27) 100 40 (+8) 30 (+8) 0 30 (+30)  Spearmen None None
Huscarls 117 (+27) 100 40 (+8) 26 (+4) 0 24 (+24)
  •  Archers
  •  Spearmen
  •  Forest
  •  Taiga
None
Khandayat 108 (+18) 100 42 (+10) 22 0 0
  •  Light Cavalry
  •  Spearmen
 Jungle None
Mountaineers 108 (+18) 100 40 (+8) 26 (+4) 0 0  Spearmen
  •  Desert Mountains
  •  Mountains
None
Mubarizun 108 (+18) 100 45 (+13) 25 (+3) 0 0
  •  Heavy Infantry
  •  Spearmen
None None
Palace Guards 108 (+18) 100 38 (+6) 24 (+2) 0 20 (+20)  Spearmen
  •  Hills
  •  Jungle
None
Palatini 180 (+90) 100 60 (+28) 30 (+8) 0 20 (+20)  Spearmen None None
Sarawit 108 (+18) 100 32 26 (+4) 0 10 (+10)  Light Cavalry
  •  Desert Mountains
  •  Hills
  •  Mountains
  •  Desert
  •  Drylands
Zbrojnosh 99 (+9) 100 34 (+2) 20 (-2) 0 10 (+10)
  •  Spearmen
  •  Archers
  •  Forest
  •  Hills
  •  Mountains
 Wetlands

Spearmen[edit]

Regiment Cost Soldiers per size  Damage  Toughness  Pursuit  Screen Icon maa countered.png Counters Helpful terrain Disadvantageous terrain
Pikemen 75 100 22 24 0 0
  •  Heavy Cavalry
  •  Light Cavalry
  •  Desert Mountains
  •  Hills
  •  Mountains
None
Landsknechts 90 (+15) 100 30 (+8) 24 0 0
  •  Heavy Cavalry
  •  Light Cavalry
  •  Spearmen
  •  Desert Mountains
  •  Hills
  •  Mountains
None
Picchieri 97.5 (+22.5) 100 40 (+18) 24 0 0
  •  Heavy Cavalry
  •  Light Cavalry
  •  Desert Mountains
  •  Hills
  •  Mountains
None
Schiltron 112.5 (+37.5) 100 36 (+14) 28 (+4) 0 0
  •  Heavy Cavalry
  •  Light Cavalry
  •  Desert Mountains
  •  Hills
  •  Mountains
  •  Plains
None

Supply[edit]

Supply reflects whether armies are properly provided with food and other necessities. Armies carry supplies with them as they move around the map. All armies can carry at least 100 units of Supply, although armies commanded by a commander with the Living Off the Land perk can carry up to 300 supply. When they are raised, they start with 100 Supply. Supply is consumed once per month whenever armies are in a Barony with a lower Supply Limit than the army size and gained whenever armies are in owned, occupied or allied territory up to the current Barony's Supply Limit. Low Supply will apply penalties to Advantage in battles. If an army runs out of Supply entirely, it will receive a bigger Advantage penalty and also take Attrition damage every month.

Supply limit[edit]

The base supply limit of a barony is 2000. The minimum supply limit of a barony is 1000. Each point of development increases a county's supply limit by +150. coastal baronies have their supply limit increased by +25%. A barony's supply limit can also be affected by its terrain. Tribal baronies only provide half of their supply limit to armies belonging to other governments.

Attrition[edit]

Attrition is a loss of Levies and Men-at-Arms that is caused by various factors:

  • Besieging and looting armies suffer 1% attrition per month.
  • Armies that have completely run out of supplies suffer 5% attrition per month.
  • Moving into a hostile county instantly causes the army to lose 5% of their troops (minimum of 100) as long as the following is true:
  • The county only borders other hostile counties.
  • The county is not coastal.[1]

Temporary modifiers, tenets and traits of an army's commander may reduce the amount of attrition taken:

Source Amount (%) Conditions Notes
Modifier martial positive.png Accustomed to Foraging modifier −10 County is hostile Gained via random  Martial lifestyle event(s).
Modifier martial positive.png Improved Pillaging modifier −25 County is hostile Gained via random  Martial lifestyle event(s).
Core tenet holytree.png Sanctity of Nature tenet −25 County terrain is one of the following:
  •  Forest
  •  Taiga
  •  Jungle
-
Core tenet skyshaman.png Sun Worship tenet −25 County terrain is one of the following:
  •  Desert
  •  Desert Mountains
-
Jungle Stalker commander trait −50 County has  Jungle terrain. -
Reaver commander trait −75 County is hostile -

Special soldiers[edit]

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

References[edit]

  1. "Marching into a County controlled by the enemy, that doesn’t border anything you control and is not on the coast, will make your army take a single and quite significant attrition hit." From CK3 Dev Diary #3 - War.
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