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There
are four main types of military units in the Feudal World.
Each unit has it's own individual strength and weaknesses
associated with them. A well planned and balanced army would
contain units from each of these four categories, thus drawing
on the strengths and reducing the overall weaknesses.
Swordsmen - These units are effective at fighting close-range
and are adapt at offensive combat
Archers - These units are deadly at long-range and are most
useful for defending your lands from invasion
Champions - Each individual race has its own champion. The
strength and cost of these units can vary considerably
(See Race Choices For Further Information)
Trebuchets - Regarded as a supporting unit. This unit cannot
be used on its own but rather with other offensive units
to increase damage
Main Military
Units |
Unit Type |
Unit Power |
Unit Purpose |
Swordsmen
|
5 / 1
|
Primarily Offensive
|
Archers
|
1 / 5
|
Primarily Defensive
|
Champions
|
? / ?
|
Varies With Race
|
Trebuchets
|
10 / 0
|
Offensive Only
|
In addition, there are also three types of secondary military
units. Secondary units serve a dual purpose in the game, and
are not intended to be permanently used in combat. These units
tend to have lower strengths and suffer higher casualty rates
when compared to their main counterparts
Secondary Military
Units |
Unit Type |
Unit Power |
Unit Purpose |
Militia
|
2 / 2
|
Exploration + Further Trained +
Offensive/Defensive Combat
|
Mages
|
3 / 1
|
Spell Offense/Defense + Offensive
Combat
|
Blackguards
|
3 / 1
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Espionage Offense/Defense + Offensive
Combat
|


Intensive Training will double the speed of training for an
additional 25% cost per unit
It is better to have a mix of troops rather than pure Champions
as it negates their effectiveness. Champions are regarded
as the elite troops of the military and preference will be
given over other units. For example, food and wages will always
be given first to champion units, thus reducing their casualty
rate. If an army consists entirely of Champions no preference
can be given
Military and serfs units that are being trained are immune
to sorcery, espionage, combat and even from leaving. The only
exception to this rule is if your realm is currently overpopulated
in which case there is a chance some training units could
be forced to leave.
Military drafts will be taken from unskilled serfs first.
Then taken evenly from trained serfs. If there are no trained
serfs then conscription cannot proceed
Trebuchets and transports incur no military maintenance
Military Units can be demoted to militia or serfs units to
backfill positions
The maximum conscription rate for any realm is 60%.
Transports that are away cannot be reduced until they get
back (ie if there aren't enough siege workshops to support
them)
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