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[edit | edit source]

Every unit has five important 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.
  • Strength: Represents how many soldiers are in the unit and affects the total amount of stats. Heavy cavalry have 50 soldiers. Elephant cavalry have 25 soldiers. Siege weapons have 10 soldiers. Other men-at-arms have 100 soldiers and the number of soldiers for levies is their total amount. Men-at-arms can have their size increased for the same cost as recruiting them.

Levies[edit | edit source]

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. Levies have no cost when unraised, and have a monthly cost of 3  Gold per thousand when raised.

Knights[edit | edit source]

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 Martial Custom of the rule's culture:
  • Male: only men may become knights
  • Female: only women may become knights
  • Equal: both men and women may become knights

Commander[edit | edit source]

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 | edit source]

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.

Most of the Men-at-Arms types have a favorable and unfavorable terrain. These bonuses and penalties are specific and can be seen in game at the Men-at-Arms regiment management window by hovering over terrain icons. The modifiers are constant and not percentage based.

Each Ruler has a limited number of Regiments for Men-at-Arms, but existing Regiments may be upgraded to increase their size (Even if you can no longer create new regiments of that type old ones can still be upgraded). 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 to create a regiment but 30% less for maintenance.

All Men-at-Arms except Elephants and House Guards triple their maintenance cost when raised.

Regular[edit | edit source]

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

Regiment Type Cost Raised Maintenance  Damage  Toughness  Pursuit  Screen Icon maa countered.png Counters Helpful terrain Disadvantageous terrain Requirements
Light Footmen 45 0.45 10 16 10 16 None None
Bowmen 55 0.6 25 10 0 0 None None
Light Horsemen 85 1.05 22 15 30 30 None
Pikemen 75 0.9 22 24 0 0 None None
Armored Footmen 90 1.2 32 22 0 0 None None  Quilted Armor innovation
Armored Horsemen 200 2.1 100 35 20 0  Arched Saddle innovation
Crossbowmen 88 0.9 42 18 0 0 Unit horse archers.pngx0.5  Hills  Advanced Bowmaking innovation
House Guard 50 1 40 32 0 24 x2 x2 None None Warfare legacy track.png Finishing the Warfare dynasty legacy
Only one regiment, up to size 5, can be maintained
Chasseurs 111 1.36 40 15 40 15  Desert Tactics innovation
Order Knights 90 1.2 36 26 0 0 None None Christian Holy Order
Jomsviking Pirates 63 0.63 30 30 40 40 None Northern Lords DLC decision events

Regional[edit | edit source]

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

Regiment Type Cost Raised maintenance  Damage  Toughness  Pursuit  Screen Icon maa countered.png Counters Helpful terrain Disadvantageous terrain Innovation Region
Caballeros 85 1.15 22 16 20 50  Caballeros Iberia
Camel Riders Unit camel riders.png 85 0.84 22 15 20 20  War Camels
  • Middle East
  • North Africa
  • Persia
Hobelars 94 1.15 22 15 50 30  Hobbies British Isles
Paiks 60.5 0.66 28 16 10 10 None Innovation special maa 02.png Bamboo Bow India
Sahel Horsemen 90 1.15 22 15 30 30  Sahel Horsemen Sahel
War Elephants 400 2.94 250 50 0 0 x2x2  Elephantry
  • India
  • South East Asia

Traditional[edit | edit source]

Traditional Men-at-Arms are available through traditions and reaching a certain era.

Regiment Type Cost Raised maintenance  Damage  Toughness  Pursuit  Screen Icon maa countered.png Counters Helpful terrain Disadvantageous terrain Tradition Era
Abudrar 81 0.81 20 16 20 10 Mountain Herding Tribal
Ayyar 75 1.08 35 22 12 0 None None Futuwaa Tribal
Bondi 50.2 0.6 14 18 12 0 Coastal Warriors Tribal
Bush Hunters 55 0.66 30 12 5 0 None Bush Hunting Tribal
Cataphracts 260 2.73 120 35 25 10 Eastern Roman Legacy Tribal
Druzhina 117 1.56 40 30 0 30 None None Druzhina Tribal
Gendarmes 240 2.52 125 40 20 10 Chanson de Geste Late Medieval
Goedendag Militia 45 0.45 13 18 0 16 None None Polders Late Medieval
Guinean Uplanders 54 0.54 18 14 0 20 None Upland Skirmishing Tribal
Horn Warriors 45 0.45 12 16 0 20 None Mountain Skirmishing Tribal
Horse Archers Unit horse archers.png 135 1.35 45 20 40 30 Horse Lords Tribal
Huscarls 115 1.53 40 26 0 24 None Hirds / Coastal Warriors Tribal
Khandayat 108 1.44 42 22 0 0 None Khadga Puja Tribal
Konni 110.5 1.36 25 15 60 20 Konni Raids Tribal
Lenkas 115 1.54 42 22 24 0 None Garuda Warriors Tribal
Longbowmen 66 0.72 44 14 0 0 None Longbow Competitions Tribal
Metsänvartija 60.5 0.66 30 14 10 10 None Forest Wardens Tribal
Monaspa 250 3.15 110 30 25 10 Caucasian Wolves Tribal
Mountaineers 108 1.44 40 26 0 0 None Himalayan Settlers Tribal
Mubarizun 108 1.44 45 25 0 0 None None Mubarizun Tribal
Mulathanūm 85 1.15 22 15 30 40 Desert Ribats Tribal
Nile Archers 60.5 0.66 30 14 10 10 Land of the Bow Tribal
Palace Guards 108 1.44 38 24 0 20 x2 None Royal Army Tribal
Picchieri 97.5 1.17 40 24 0 0 None Republican Legacy High Medieval
Sarawit 108 1.44 32 26 0 10 Amharic Highlanders High Medieval
Schiltron 112.5 1.35 36 28 0 0 None Strong Kinship Late Medieval
Shomer 45 0.45 10 24 0 40 None None Defensive Tactics Tribal
Varangian Veterans 150 2.0 45 30 10 0 None Coastal Warriors Tribal
Vigmen 61 0.66 18 20 0 22 None Coastal Warriors Tribal
Zbrojnosh 99 1.32 34 20 0 10 Mountaineer Ruralism Tribal

Cultural[edit | edit source]

Cultural Men-at-Arms require innovations only available to certain cultures.

Regiment Type Cost Raised maintenance  Damage  Toughness  Pursuit  Screen Icon maa countered.png Counters Helpful terrain Innovation  Culture
Chu-ko-nu Archers 82.5 0.9 30 20 0 0 Unit horse archers.pngx0.5  Chu-ko-nu Any Chinese
Landsknechts 90 1.08 30 24 0 0 x0.5x2x2  Zweihanders Any Central Germanic
Palatini 180 2.4 60 30 0 20 None  Legionnaires Roman
Vaulter Infantry 54 0.54 10 12 15 20 Innovation weapons and armor 01.png Pole Vault Guanche

Siege Weapons[edit | edit source]

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[edit | edit source]

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 | edit source]

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 | edit source]

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. The Reaver trait reduces this by 75% (minimum of 25).

Special soldiers[edit | edit source]

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 Yes Lubb of Najera 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[edit | edit source]

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