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Basic Unit Types
There are no holding level requirements in order to muster units.
Unit | Base | Muster | Maintenance |
Type | Move | Cost (GB) | Cost (GB) |
Archers | 2 | 2 | 1 |
Artillerists | 1 | 4 | 2 |
Cavalry | 3 | 4 | 2 |
Infantry | 1 | 2 | 1 |
Infantry, Heavy | 1 | 4 | 2 |
Irregulars | 2 | 1 | 1 |
Knights | 2 | 6 | 2 |
Levies | 1 | 0 | 1 |
Pikemen | 1 | 2 | 1 |
Scouts | 3 | 2 | 1 |
-- | -- | -- | -- |
Mer. Archers | 2 | -- | 1 |
Mer. Cavalry | 3 | -- | 2 |
Mer. Infantry | 1 | -- | 1 |
Mer. Irregulars | 2 | -- | 1 |
Mer. Pikes | 1 | -- | 1 |
Mercenary maintenance costs are estimates only. Mercenary captains may charge more, or less, than this depending upon the contract under negotiation.
Limits on Unit Numbers
There are limits on the number of units a regent may have at any one time. These limits are calculated using the total maintenance costs of the units the regent has. If you wish to use units in excess of these limits, contact one of the mercenary captains in the game.
Non-landed regents would be very wise to get the permission of the local landed ruler before mustering any troops in their realm. A decree against such mustering will stymie most attempts.
Regent Type | Can Have Units Whose Total Maintenance Cost Equals Up To: |
Landed Regent | One-half total domain power |
Temple Regent | One-third total domain power |
Guild Regent | One-third total domain power |
Realm Wizard | One-quarter total domain power |
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