The army (Composition and training): Difference between revisions
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Revision as of 18:44, 2 January 2016
In Lands & Lords, armies are trained in castles. Every castle can only train one army at any given time. The time needed for training (4) depends on the number of units in the army (3), and the expansion level of the castle (1). The castle's level also increases the quality of the training quality; this means, in a level I castle only green recruits are trained while higher level castle result in the training of more experienced veterans.
A part of the population of the surrounding 18 fields is sent into the castle to form a pool of recruits for training armies. Up to 10% of the population from regular fields, 15% from towns and harbors and 20% from castles can be drafted into the recruitment pool.Each turn the pool of recruits is regenerated by 0.15%; this means it takes 66 turns until 10% of the population can be drafted again. The number of available recruits for each castle is shown in the menu "Train army" (2).
Training armies requires gold, weapons, logs, and bread. The training of each unit type costs different amounts. Horsemen and siege equipment also need horses, that can be bred on paddocks. Of course, the individual unit types also have different strengths during attack and defence. If a ressource is not available (5), the army cannot be trained. However, you might buy the necessary ressource in the marketplace. If all necessary ressources are available, you ony have to name the army (7) and the training can be started (6). If the training is canceled, 90% of the spent ressources will be refunded. The training costs of the armies include all logs, weapons, horses, and bread needed by the units for the rest of their lives. However, the armies have to be paied in gold every turn. The pay is 1/20 of the gold paid for training the unit. If troops don't receive their pay because the realm does not have enough gold, parts of the troops will desert the army.
On the map armies are displayed as a picture showing the most abundant unit. Above the picture, a symbol is shown that reflects the size and experience of the army. For small armies, the size of the army picture on the map is an approximate indication ofthe army size. The colour of the symbol changes from bronze to silver, and finally gold with increasing army experience.
Examples for the various army symbols:
Under each army the number of armies on the field and their diplomatic stance to you is shown. The following colours are used:
Own armies | blue | |
Allied armies | pink | |
Neutral armies | gray | |
Friendly army (Peace/NAP): | green | |
Enemies (War): | red |
In the following example, an own army and an allied army stand opposit of 5 hostile armies.
- The armies to the left consists mainly of swordsman, have a numeric advantage (1 star) over the hostile armies under the castle and are fairly experienced soldates (silver symbol).
- The 4 hostile armies under the castle are mainly horsemen, are elite troups (golden symbol) and a little lower in numbers (3 bars).
- The smaller army (1 caret) to the right are mainly archers and is very inexperienced (bronce symbol).
When players click a field with an army, additional informations are shown:
- All armies are headed by a leader of experience level 10. This leader is not explicitedly mentioned (no hero) and can be substituted with a Hero.
- In addition, all units of the same kind (swordsmen, archers, horsemen) in an armie are lead by their own general. Generals are promoted due to won combats; the propability of a promotion decreases with a high numeric advantage during the combat. A high-ranked general can be a deciding factor during combat; inapt generals often lead their numerical superiour troups into defeat. The rank of a general is displayed as a sign in front of his name. The following picture shows all ranks: . A precise explanation can be found under [Generals].
- Victories increas ethe moral of an army and by that increase the combat value.
- On the other side, losses have a negative impact on the combat strength.
- Victories also increase the experience of armies. Experience is an important factor for the combat value.
- Moving an army increases its exhaustion. Mountains and woods exhaust armies more than for example plains; fields with an high expansion level cause less exhaustion. The highest increase in exhaustion is cuased by combats.
- The speed of the reduction of exhaustion of armies depends on the research status. Lacking "Field Kitchen" (research path "Military") a resting army on any field will lose one point of exhaustion per turn; with "Field Kitchen" the army will lose two points. In castles exhaustion is reduced faster - precise numbers can be found in the Formulary.
- Up to 8 moves for each army can be entered in advance. These moves are than performed in the entered order. Details about moving armies can be found under Army movement.