Army

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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

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

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

Knights

Knights are characters that fight in an army. 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. Each point of  Prowess grants 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, the Warmonger tenet, or the Unrelenting Faith tenet.
  • 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

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 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. Regiments can also be downsized to lower the monthly maintenance or destroyed, but the cost is not refunded. Men-at-Arms Regiments are inherited by the primary heir when a ruler dies, but if the heir already has their own Regiments, they will not inherit more than what their limit allows.

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

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

Regiment Type Cost Raised Maintenance Soldiers  Damage  Toughness  Pursuit  Screen Icon maa countered.png Counters Helpful terrain Disadvantageous terrain Requirements
Light Footmen 45 0.45 100 10 16 10 16 None None
Bowmen 55 0.6 100 25 10 0 0 None None
Light Horsemen 85 1.05 100 22 15 30 30 None
Pikemen 75 0.9 100 22 24 0 0 None None
Armored Footmen 90 1.2 100 32 22 0 0 None None  Quilted Armor innovation
Armored Horsemen 200 2.1 50 100 35 20 0  Arched Saddle innovation
Crossbowmen 88 0.9 100 42 18 0 0  Hills  Advanced Bowmaking innovation
House Guard 50 1 100 40 32 0 24 None None Warfare legacy track.png Finishing the Warfare dynasty legacy
Only one regiment, up to size 5, can be maintained
Order Knights 90 1.2 100 36 26 0 0 None None Christian Holy Order
Jomsviking Pirates 63 0.63 100 30 30 40 40 None Northern Lords DLC decision events

Regional

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

Regiment Type Cost Raised maintenance Soldiers  Damage  Toughness  Pursuit  Screen Icon maa countered.png Counters Helpful terrain Disadvantageous terrain Innovation Region
Camel Riders 85 0.84 100 22 15 20 20
  •  War Camels
  • The Middle East
  • Persia
  • North Africa
War Elephants 400 2.94 25 250 50 0 0
  •  Elephantry
  • India
  • South East Asia

Cultural

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  Damage  Toughness  Pursuit  Screen Icon maa countered.png Counters Helpful terrain Disadvantageous terrain Innovation Era Culture
Abudrar Skirmishers 81 100 20 16 20 10  Desert Mountain Practices 2
  • Baranis
  • Beja
  • Maghrebi
  • Yemeni
Ayyar Heavy Infantry 75 100 35 22 12 0 None None  Futuwaa 1
  • All Iranian
Bondi Spearmen 50 100 14 18 12 0  Viking Tactics 1 All North Germanic
Bush Hunters Archers 55 100 30 12 5 0 None  Bush Hunting 1
  • All Akan
  • All Yoruba
Caballeros Light Cavalry 85 100 22 16 20 50  Caballeros 2
  • All Iberian
  • Andalusian
Cataphracts Heavy Cavalry 260 50 120 35 25 10  Cataphracts 2 All Byzantine except Alan & Assyrian
Chasseurs Light Cavalry 111 100 40 15 40 15  Desert Tactics 3 Outremer
Chu-ko-nu Archers Archers 82.5 100 30 20 0 0 None  Chu-ko-nu 1 Han
Druzhina Heavy Infantry 117 100 40 30 0 30 None None  Druzhina 2 All East Slavic
Gendarmes Heavy Cavalry 240 50 125 40 20 10  Valets 4
  • Breton
  • French
  • Norman
  • Occitan
Goedendag Militia Skirmishers 45 100 13 18 0 16 None None  Adaptive Militia 4 Dutch
Guinean Uplanders Skirmishers 54 100 18 14 0 20 None  Upland Skirmishing 1 All West African
Hobelars Light Cavalry 94 100 22 15 50 30 3
  • Cornish
  • Cumbrian
  • Irish
  • Pictish
Horn Warriors Skirmishers 45 100 12 16 0 20 None  Mountain Skirmishing 1
  • Afar
  • Somali
  • Welayta
Horse Archers Skirmishers 135 100 45 20 40 30  Compound Bows 1
  • All Mongolic
  • All Turkic
  • Alan
  • Mogyër
Huscarls Heavy Infantry 117 100 40 26 0 24 None  Hirds 1
  • All North Germanic
  • Anglo-Saxon
  • Frisian
  • Old Saxon
  • Norman
Khandayat Heavy Infantry 108 100 42 22 0 0 None  Khandayats 2
  • All Dravidian
  • All Indo-Aryan
Konni Light Cavalry 111 100 25 15 60 20  Konni Raids 1
  • All South Slavic
  • Hungarian
  • Polabian
  • Polish
  • Pomeranian
Landsknechts Spearmen 90 100 30 24 0 0 None  Zweihanders 4
  • Bavarian
  • Franconian
  • Frankish
  • German
  • Lombard
  • Saxon
  • Swabian
Longbowmen Archers 66 100 45 14 0 0 None  Longbow 4
  • English
  • Welsh
Metsänvartija Archers 60.5 100 30 14 10 10 None  Forest Wardens 1
  • All Baltic
  • All Balto-Finnic
  • All Ugro-Permian
  • All Volga-Finnic
Mountaineers Heavy Infantry 108 100 40 26 0 0 None  Alpine Supremacy 2
  • All Quiangic
  • All Tibetan
Mubarizun Heavy Infantry 108 100 45 25 0 0 None None  Mubarizun 1
  • Bedouin
  • Butr
  • Egyptian
  • Mashriqi
  • Nubian
Palace Guards Heavy Infantry 108 100 38 24 0 20 None  Royal Army Tradition 2 All Burman
Palatini Heavy Infantry 180 100 60 30 0 20 None None  Legionnaires 4 Roman
Picchieri Spearmen 97.5 100 40 24 0 0 None  Pike Columns 3 All Latin except Lombard and Roman
Sahel Horsemen Light Cavalry 90 100 22 15 30 30  Sahel Horsemen 1
  • All Sahelian
  • All Senegambian
  • All Central African
  • Daju
  • Zaghawa
Sarawit Heavy Infantry 108 100 32 26 0 10  Sarawit 3 Ethiopian
Schiltron Spearmen 112.5 100 36 28 0 0 None  Rectilinear Schiltron 4
  • Gaelic
  • Scots
Shomer Skirmishers 45 100 10 24 0 40 None None  Defensive Tactics 1 All Israelite
Varangian Veterans Heavy Infantry 150 100 45 30 20 0 None  Viking Tactics 1
  • All North Germanic
  • Norman
Vigmen Archers 61 100 18 20 0 22 None  Viking Tactics 1
  • All North Germanic
  • Norman
Zbrojnosh Heavy Infantry 99 100 34 20 0 10  Zbrojnosh 1
  • Czech
  • Slovien

Siege Weapons

Siege Weapons are 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
 Onagers +0.2 5 60 120 These small torsion catapults can tear down enemy fortification by hurling stone projectiles over a distance.
 Mangonels +0.3 10 66 132 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 The counterweight trebuchet can hurl large projectiles with much greater force than mangonels or onagers.
 Bombards +0.6 30 96 192 No longer constrained by the limits of levers and pulleys, these cannons can blast through fortifications with ease.

Supply

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

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

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 that only borders other hostile Counties instantly causes the army to lose 5% of their troops (minimum of 100) unless the County is coastal.

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

Source Amount Terrain
Modifier martial positive.png Accustomed to Foraging modifier −10% Any
Modifier martial positive.png Improved Pillaging modifier −25% Any
Core tenet holytree.png Sanctity of Nature tenet −25%
  •  Forest
  •  Jungle
  •  Taiga
Core tenet skyshaman.png Sun Worship tenet −25%
  •  Desert
  •  Desert Mountains
Jungle Stalker commander trait −50%  Jungle
Reaver commander trait −75% Any

Special soldiers

Special soldiers are maintenance free armies that belong to historical rulers and do not reinforce.

Army Inherited Ruler Year
1200 Levies
Unit danish huskarls.png 300 Huscarls if Northern Lords is not installed
Unit danish huskarls.png 200 Huscarls if Northern Lords is installed
Unit varangian veterans.png 100 Varangian Veterans if Northern Lords is installed
No Hæsteinn of Montaigu 867
1200 Levies
Unit danish huskarls.png 300 Huscarls if Northern Lords is not installed
Unit danish huskarls.png 200 Huscarls if Northern Lords is installed
Unit varangian veterans.png 100 Varangian Veterans if Northern Lords is installed
No Hæsteinn of Montaigu 867
600 Levies
Unit danish huskarls.png 400 Huscarls if Northern Lords is not installed
Unit danish huskarls.png 200 Huscarls if Northern Lords is installed
Unit varangian veterans.png 100 Varangian Veterans if Northern Lords is installed
No Dyre of Köungarðr 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 Suðreyjar 867
1250 Levies Yes Ivar of the Suðreyjar 867
1250 Levies Yes Ivar of the Suðreyjar 867
1250 Levies Yes Ivar of the Suðreyjar 867
400 Levies
Unit danish huskarls.png 200 Huscarls
No Olafr of Léon 867
600 Levies
Unit danish huskarls.png 400 Huscarls if Northern Lords is not installed
Unit danish huskarls.png 200 Huscarls if Northern Lords is installed
Unit varangian veterans.png 200 Varangian Veterans if Northern Lords is installed
No Rurik of Holmgarðr 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 Vijayabahu 1066
1075 Levies Yes Vijayabahu of Vijayabahu 1066
1075 Levies Yes Vijayabahu of Vijayabahu 1066
1075 Levies Yes Vijayabahu of Vijayabahu 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
1000 Levies No Harold II Godwineson of England 1066
1000 Levies No Harold II Godwineson of England 1066
1200 Levies Yes Tatus of Pechenegs 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

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