Feudal forces & Battalion

Medieval Monarch

In the medieval era, assume the role of a lord and engage with other lords,develop fiefdoms, and employ strategies involving intrigue, warfare, and plunder. Expand your territory and strengthen your house lineage Or, be a god, manipulate the world? This game primarily strategic role-playing elements

[h1][b]Feudal Forces[/b][/h1] Each direct fief of the lord will have two feudal battalions, one for the knight forces and one for the serf forces. The composition of the serf forces is determined by the number of knights in the fief and the serf service law. At the beginning of the game, 1 knight will accompany 5 serfs to participate in war by default. After modifying the service law, this number can increase to a maximum of 10. Some cultural or national modifiers can also increase this number. Each battalion is independent on the battlefield. [img]{STEAM_CLAN_IMAGE}/34818041/e754ae6755f9c1e8641c9d6f993ff837c236eec5.png[/img] [h1][b]Military Laws[/b][/h1] [list] [*] The ratio of serfs determines how many serfs will accompany each knight into battle. [*] The service period determines how many days it takes for feudal forces to generate maintenance costs. During this period, there are no maintenance costs. [*] Training determines their morale limit and affects attack and defense efficiency. [/list] [h1][b]Battalion[/b][/h1] The standing army is composed of citizens and free farmers, with different sources of population for different battalions. Archers, crossbowmen, shield spearmen, as well as some special units such as longbows and light infantry are composed of free farmers. Sword-and-shield infantry, cavalry, pike formations, as well as some special units like Varangian Guards, two-handed swordsmen, Flemish infantry are composed of citizens. When your battalion lacks corresponding population source(s), it cannot be replenished. [b]Please note: Due to demonstration purposes here,the limit on battalion numbers has been removed.[/b] [img]{STEAM_CLAN_IMAGE}/34818041/161da09b40f67b49cff2b19366d312e3fc3257dc.png[/img] [h1][b]Battalion Details[/b][/h1] [img]{STEAM_CLAN_IMAGE}/34818041/2318ef4e5466c0387cca42f5aeb79dbd6ee499ae.png[/img] [img]{STEAM_CLAN_IMAGE}/34818041/17997d8f3cf6ff97ba2df68095d03a69a32a4c91.png[/img] [img]{STEAM_CLAN_IMAGE}/34818041/1fdb17a44afb0b141517c9b0fee58fd817a835a9.png[/img] Feudal battalions cannot change equipment; they can only upgrade current battalion skills. Some special battalions also cannot change equipment; they represent historically famous units. Standing armies Battalion can change equipment to alter corresponding data such as light cavalry or heavy cavalry based on your decision. Every 2 levels a battalion gains one skill point; different unit types have some differences that can be upgraded to change certain attributes. you can change icon or name [img]{STEAM_CLAN_IMAGE}/34818041/f9bf2852ebf3c3851f631be91e7c82804127763f.png[/img] Standing armies Battalion recruit soldiers within their direct fiefs every month with a maximum recruitment capacity per month per battalion being 10 soldiers. Once these populations become soldiers, the fief will remove these populations accordingly reducing food supply and tax revenue.You can increase soldier capacity up to level 5 to raise more troops. In non-war states standing army maintenance cost is half displayed cost just like taxes deducted quarterly but when war breaks out then monthly payments apply.When you do not have enough funds, they will stop recruiting new people while existing soldiers may resign back into civilian life at their respective fiefs.