Manor Lords

Manor Lords

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Wheeezy Apr 27, 2024 @ 3:34pm
Militia limit
Thought I would give some feedback, absolutely loving the game!
Main thing i want to see; Changing the militia system, at the moment the system (as i know it, my game might be bugged idk) works as such, you have 6 unit cards, if you create 5 militias (group of 36 peasants each) before making retinues (actual soldiers), you can make an army of 5 militias + 2 retinues, but if you discard a militia in this state, you cannot regain it because you only have 6 unit cards (your retinues count towards this, i guess its coded like 7/6 for 5 militia + 2 retinues and them you discard a militia it turns to 6/6 (4 Militia + 2 Retinues) forbidding another militia being created. This makes no sense, especially when you have 300+ families, why am i limited to an arbitrary 6 unit cards, seems a bit dumb having 150 extra men 400+ of each equipment needed to make a militia, but im not allowed because of a random number chosen by the dev. Also i think the mercenaries are shared with the Ai, which is frustrating late game, as either its broke in my save or the Ai has bought all of the mercenaries possible, this has led to the Ai having a massive army with all the mercs, that i cannot rival due to arbitrary limits on my militias
Edit: Since this, I managed to take down the army of mercs with 4 max-upgraded retinues + 2 pole arm militias, playing around the landscape, and a daring flanking manoeuvre. I think the unit cap is a good means to balance the game in early access temporarily, however, its should be more transparent. In the future it would be more interesting/accurate to remove random limits and just have the consequences of your decisions (i.e if you recruited all of ur able-bodied men into the militia you have removed ur means of production and stunted ur growth and can damage ur town significantly if you lose a lot of them in a battle.). This is my preferred game design, it makes my decisions feel more rewarding.
Last edited by Wheeezy; Apr 28, 2024 @ 3:28pm
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Showing 16-22 of 22 comments
RonEmpire Apr 28, 2024 @ 12:39pm 
Originally posted by Wheeezy:
Originally posted by RonEmpire:

It's ONLY 5 if you made your manor first before creating a group. Make your group at the start of the game and its 6. After that if you delete your groups it can be less if you have slots taken up by retinues and mercs.
Yeah this is what i meant with the original post, Ill try to clarify, in the game you can only recruit a militia when you have a free unit slot (i.e 0/5 units or 1/5 units) 6/5 units with 5 militias + 1 retinue or merc. Then deleting one militia leaves you with 5/5 units (4 militia + 1 retinue), thus you can't recruit any more because you dont have a free unit slot.

Your example is still telling me 5. It's 6.

You're not clarifying in your example above at all.

You can spam 6 archers group for example at the start of the game. That's 6.
Make your manor that's 7. 6 archer groups + 1 retinue.

if you make your manor its 1 retinue + 5 groups. = 6


Last edited by RonEmpire; Apr 28, 2024 @ 3:13pm
Aileen Apr 28, 2024 @ 12:42pm 
Originally posted by RonEmpire:
Originally posted by Aileen:
How is one meant to defeat AI armies of 12+ full units if the player is capped 5-6 units? I have seen the AI with 6 unit armies just spawn 5 more mercenaries on the edge of a map, all line up in one formation. I noped out of challenging that army since I only had 3 militia and 3 mercs, one of which was just garbage brigands.

The AI on the last region you take out brings in 2 sets of armies compared to the size that he uses for the other regions he claims or you claim from him.

You can increase your army by making more manors in other regions that you claim and max out the retinues to 24 for each manor that you've built. Upgrade their full army set.

Import or produce armors for your militias. Upgrade your housing, Each level of housing allows them to have better armor usage so level 3 housing gets the best armor set.

It's actually quite easy to beat the AI if you have the best armor set. (with the exception of archers right now being completely nerfed to the ground that's getting fixed in the next update)

That wasn't the last region, it was the AI moving in to claim a neutral region (out of 3 remaining) and me challenging them. Around the end of year 3 and I probably have a total of 45 families between two regions, so I can now fill up about 3 militia stacks of my own, and 600 gold in which to buy mercs. I don't see how I could hope to stand up to 12 units at that point, so I didn't, but the number of neutral provinces will soon be down to one and I'm sure I'll be unable to avoid battle like that relatively soon.

I certainly haven't played perfectly, but I've been pretty careful to always have room for new families to move in and keep approval at neutral-high.
El Cid Apr 28, 2024 @ 12:52pm 
maybe good mechanic would be 5 starting millita units, then +1 for each owned region in
the map.. and also I think it would be nice to see to increase that 36 number of units per squad to at least 46.. Battles would be even more fun if it doesn't kill performance.
Wheeezy Apr 28, 2024 @ 3:25pm 
Originally posted by RonEmpire:
Originally posted by Wheeezy:
Yeah this is what i meant with the original post, Ill try to clarify, in the game you can only recruit a militia when you have a free unit slot (i.e 0/5 units or 1/5 units) 6/5 units with 5 militias + 1 retinue or merc. Then deleting one militia leaves you with 5/5 units (4 militia + 1 retinue), thus you can't recruit any more because you dont have a free unit slot.

Your example is still telling me 5. It's 6.

You're not clarifying in your example above at all.

You can spam 6 archers group for example at the start of the game. That's 6.
Make your manor that's 7. 6 archer groups + 1 retinue.

if you make your manor its 1 retinue + 5 groups. = 6
Apologise you are correct. I've edited the mistake to clarify the confusion.
Last edited by Wheeezy; Apr 28, 2024 @ 3:33pm
Wheeezy Apr 28, 2024 @ 3:40pm 
Originally posted by El Cid:
maybe good mechanic would be 5 starting millita units, then +1 for each owned region in
the map.. and also I think it would be nice to see to increase that 36 number of units per squad to at least 46.. Battles would be even more fun if it doesn't kill performance.
This would be a really cool idea, and would solve some of the unintuitiveness of the current system, but I still would prefer the removal of a unit cap system. I want the freedom to make the decision to draft every single man to fight a battle in autumn, fail to harvest enough food because not enough people were farming, and for my town to nearly collapse during the winter.
PrinceNic Apr 28, 2024 @ 5:35pm 
It would make sense to limit it, if the developer does not want it to become total war, but then he needs to make the AI follow the same rule. Just got hit by 8 units, none of them were the Retinue. Why can I not have as many unit as the AI? Where in battles there is very little strategy you can leverage at this point in development.
Kharyshkyr Apr 30, 2024 @ 1:05pm 
It would be cool to raise the limit to 20, precisely to make it like Total war! :D

But in all fairness, in medieval skirmishes, if it meant life or death, every able-bodied man would be called on the battlefield and besides, if your region gets attacked and your main army can't make it in time to reach the fight, then it'd be cool to have a few troops in each settlement to defend.

Besides, I started getting weapons in all towns, just to make a big army for each location, when I was hit with the dinggg-sound that made me a bit sad ! And also, I want to try different combination of meele, maybe two spearmen and two footmen and three archer units. I don't always want to wait until the mercenaries finished shuffling!

Or at least, I'd like to have a Hard difficulty, where your opponent scales his army, and you have to keep up with him! Or at least to be able to see what army he has, not only if you attack him.
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Date Posted: Apr 27, 2024 @ 3:34pm
Posts: 22