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So a lord with few fiefs that are constantly raided will not only a smaller warband, but it will take longer for him to replenish it when he loses it in combat. AFAIK the companions leadership also influences the number of units they can field. You can give more men to the companions, but they won't replenish them like they do their own complements once they lose some. I'm also not quite sure if they upgrade them as you would.
Also, remember that the unit numbers regulate how fast your vassals are, so if you give them 1k tier 1 troops, they won't catch anyone out of position. Not so bad in sieges, but open field battles will probably rare. :D
Also of concern is the auto resolve issue. Since I plan on letting some of them patrol their own "borders" (to protect my flanks, and since I can't be everywhere at once), I'm afraid that a small army of high-level troops (which took me time and money to recruit/upgrade) will get thrashed by larger armies of low-level troops...is that correct?
So you can stuff a thousand t2 archer units into the castle and rarely will you have a siege on it.
Never seen any npc lose units due to desertions. I have seen their unit size sink from respawn to respawn after they lost fiefs, though.
Also, yes, auto resolve is a pure killer because apparently it counts neither your difficulty setting, nor the terrain. The auto resolve commander never positions your archers on hills, with the melee in front and the cavalry to ride over the enemy ranged position. They just fight fairly in 1 on 1 matches until one side has no units left. >_<
If you are using them mostly as patrols rather than assisting you directly then they will wind up losing sometimes and wasting all the troops you gave them. Just like the patrols you can make with the diplomacy mod though, they can still be useful despite this cost. If you help them to keep fast by going for quality over quantity and include a good portion of cavalry they will have some chance of running away from battles they can't handle by keeping their map speed up. This can help to increase the time between their losses. Left on their own, they will lose eventually regardless of what you do.
Nope. They don't need/use food. They have platinum credit cards, with diamonds.
Basically all the lords get a few stats fixed at the beginning of the came. Unless the mod you're using allows changes later, those stats remain fixed.
So they all have a party size cap (they can recruit up to that limit but you can give them more troops over the cap). Their recruitment rate is somewhat fixed as it depends on their faction, number of fiefs/etc... ever notice they can get 'elite' troops almost magically? As long as they have a fief, they'll recruit troops and recruit faster if they have more fiefs.
*The party size cap is adjusted based on rank/position as well. Marshals get +100, sovereigns get +200 IIRC (it's good to be king).
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Give 1k tier 1 recruits? The AI considers 1000 peasants to be superior to 200 knights. It's a cheap way to deter the enemy's marshal. But he'll be so slow, he can't catch a cold. Might be better to put them in garrison.
Pathfinding / mounted troops %. The effects of those on a party's movement speed drops quite a bit as the party size increases. i.e. 1000 knights move almost as slowly as 1000 infantry. Try it out for yourself.
That mechanic also prevents one from abusing the postiive relations hit you get when you give troops to a Lord.
towns/castles = +20 unit cap
marshal = +20 unit cap
faction leader = +100 unit cap
AI lord does not have any upkeep, however they do have treasury that keep check with fief income and troop upgrade cost.
the richer the AI lord is , the faster his army tier up.