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
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)