The Retinues tab under the Military screen
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How to get rid of hardcoded subtitles. Retinues Skyrim sword art online mod. are regiments of troops which form a standing army for each ruler. They require the Legacy of Rome DLC. Unlike levies, retinues do not need to be dismissed before declaring war.
Military Organization - Increase the moral of units by 6.25%(rounded down), Global Supply (attrition) by 12.5%, and increase retinue size by 150% per level. Economy: Castle Infrastructure - Upgrades your military buildings, Castle Town size, and provides Castle Tax increase of 6.2% per level. Feb 18, 2015 To increase your rank, you need to improve the titles you hold. For example an duke needs to hold at least one duchy title, either created or usurped. Note: It is not sufficient to control several counties to become a duke, but you need to control at least 50% of de jure counties within a duchy to create/usurp the duchy title (unless you have a. In case you’re new to Crusader Kings 3, levies are an essential part of any war plans. Levies are, to put it simply, conscripted soldiers from your kingdom or holdings. Crusader Kings 3 Beginners Guide Like every other strategy game, you have to invest time in CK3 to get a better know-how of the game mechanics. This game can be really overwhelming if you haven.
Non-tribals must pay a fee to hire retinues. They also have a monthly maintenance cost and can be expensive while reinforcing back to full strength. With the Monks and Mystics DLC, a Marshal can be assigned to a job which reduces the monthly maintenance costs of retinues.
In place of retinues, nomads use horde troops. Tribals use tribal retinues which costs Prestige to hire and maintain.
- 3List of retinues
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Retinue cap[edit]
Each ruler can only have a retinue of a limited size, dependent on their retinue cap. Different troop types take up differently-sized portions of the cap, with more powerful types (such as heavy cavalry) using more.
The retinue cap is given by the formula:
where:
- Rank is 2 for Counts, 3 for Dukes, 4 for Kings and 5 for Emperors.
- RealmHoldings is the number of holdings in the realm.
- BuildingBonus comes from specific buildings:
- Training Grounds in a Castle give 20 cap per level.
- Garrisons in a trade post give 20, 30 and 50 retinue cap at each level. This applies to the patrician that controls the trade post, not the ruler of the province where it is built.
- The Silk Road Trade Office building, built in Silk Road Trade Posts, gives 50, 100, and 150 retinue cap for each level. This applies to the owner of the trade post.
- The Military Warehouse buildings in a patrician's Family Palace give 200, 400 and 600 retinue cap.
- The Royal Palace Great Work gives 250, 500 and 750 retinue cap. This applies to the top liege of the Palace, not the ruler of the province where it is built.
- MilitaryOrganizationTech is the Military Organization technology in the ruler's capital.
- UnreformedGermanicBonus is 0.5 if the ruler is unreformed Germanic pagan. Their 50% bonus to retinue is multiplicative rather than additive.
If a retinue unit is completely wiped out (i.e. all members killed in battle) then it will be disbanded and the retinue cap usage will be decreased by the amount that had been used by the now-destroyed retinue unit.
Reinforcement[edit]
A purchased regiment starts out with a single man and gradually reinforces up to full capacity. If the retinue takes casualties, each regiment will reinforce continually until they are back to full strength.
If a ruler cannot afford the (sometimes steep) cost, reinforcement can be halved or stopped completely on the retinue tab:
- normal reinforcement rate: 2.5% per month.
- half reinforcement rate: 1.2% per month.
- no reinforcement.
At 2.5% per month, a retinue normally takes 40 months to fill. It may be slightly faster due to rounding.
List of retinues[edit]
Retinue regiments can be divided into three types:
- Generic retinues are available to all rulers except tribal rulers.
- Cultural retinues are specific to the ruler's culture.
- Tribal retinues are exclusive to tribal goverments.
Crusader Kings 2 Battles
Generic retinues[edit]
Type | Composition | Retinue cap usage | Initial cost (gold) | Monthly reinforcement cost | Monthly Upkeep | Unique Effect | ||
---|---|---|---|---|---|---|---|---|
Shock |
| 700 | 98 | 2.1 | 0.175 | +20% Archer Offense +10% Heavy Infantry Offense +10% Heavy Infantry Defense | ||
Defence |
| 725 | 101 | 2.175 | 0.18125 | +20% Archer Defense +20% Pikeman Offense +40% Pikeman Defense | ||
Cavalry |
| 900 | 126 | 2.7 | 0.225 | +20% Light Cavalry Offense +20% Light Cavalry Defense | ||
Skirmish |
| 550 | 77 | 1.65 | 0.1375 | +20% Archer Offense +10% Archer Defense +10% Heavy Infantry Defense | ||
Light Skirmish |
| 580 | 81 | 1.74 | 0.145 | +20% Archer Offense +10% Archer Defense +20% Light Infantry Defense +20% Light Infantry Morale |
Cultural retinues[edit]
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Starting with patch 2.4, retinues also receive the benefit of the cultural buildings in the capital holding. In addition, each cultural retinue always has the unique effects outlined in the table below.
See Combat and the 3 Culture Bonuses for an explanation of how cultural building bonuses can stack with retinue's unique effects, also known as the cultural retinue bonus.
This list is up to date as of the Holy Fury expansion:
Type | Culture | Composition | Retinue cap usage | Initial cost (gold) | Monthly reinforcement cost | Monthly Upkeep | Unique effect | ||
---|---|---|---|---|---|---|---|---|---|
Longbow |
|
| 500 | 70 | 1.5 | 0.125 | +20% Archer Offense +10% Archer Defense | ||
Schiltron |
|
| 1000 | 140 | 3 | 0.25 | +20% Pikemen Offense +40% Pikeman Defense +20% Pikeman Morale | ||
Baltic Warrior |
|
| 900 | 126 | 2.7 | 0.225 | +30% Heavy Infantry Defense +10% Heavy Infantry Morale | ||
Horse Archer |
|
| 880 | 123 | 2.64 | 0.22 | +20% Horse Archer Offense +12% Horse Archer Morale | ||
Knight |
|
| 1200 | 168 | 3.6 | 0.3 | +10% Heavy Cavalry Offense +10 Heavy Cavalry Defense +20% Heavy Cavalry Morale | ||
Caballero |
|
| 1200 | 168 | 3.6 | 0.3 | +20% Light Cavalry Offense +20% Light Cavalry Morale | ||
Pike |
|
| 1000 | 140 | 3 | 0.25 | +20% Pikeman Offense +20% Pikeman Defense +40% Pikeman Morale | ||
Druzhina |
|
| 750 | 105 | 2.25 | 0.1875 | +10% Heavy Infantry Offense +50% Heavy Infantry Defense +20% Heavy Infantry Morale | ||
Housecarl |
|
| 600 | 84 | 1.8 | 0.15 | +40% Heavy Infantry Offense +20% Heavy Infantry Morale | ||
Hussar |
|
| 900 | 126 | 2.7 | 0.225 | +60% Light Cavalry Defense +20% Light Cavalry Morale | ||
Camel Warrior |
|
| 750 | 105 | 2.25 | 0.1875 | +20% Camel Cavalry Offense +20% Camel Cavalry Defense +20% Camel Cavalry Morale | ||
Andalusian Cavalry |
|
| 1200 | 168 | 3.6 | 0.3 | +20% Light Cavalry Offense +40% Light Cavalry Defense +20% Light Cavalry Morale | ||
Berber Cavalry |
|
| 1200 | 168 | 3.6 | 0.3 | +50% Light Cavalry Offense +30% Light Cavalry Morale | ||
Cataphract |
|
| 1300 | 182 | 3.9 | 0.325 | +10% Heavy Cavalry Offense +10% Heavy Cavalry Defense +20% Heavy Cavalry Morale | ||
Gallowglass |
|
| 600 | 84 | 1.8 | 0.15 | +40% Heavy Infantry Defense +20% Heavy Infantry Morale | ||
Ethiopian Skirmisher |
|
| 280 | 39 | 0.84 | 0.07 | +50% Light Infantry Offense +30% Light Infantry Defense | ||
Somali Skirmisher |
|
| 280 | 39 | 0.84 | 0.07 | +40% Light Infantry Offense +40% Light Infantry Defense | ||
Free Warrior |
|
| 480 | 67 | 1.44 | 0.12 | +60% Light Infantry Offense +10% Light Infantry Defense +10% Light Infantry Morale | ||
Gusar |
|
| 1050 | 147 | 3.15 | 0.2625 | +10% Heavy Cavalry Defense +10% Heavy Cavalry Morale +20% Light Cavalry Offense +20% Light Cavalry Defense | ||
Goedendag Militia |
|
| 460 | 64 | 1.38 | 0.115 | +20% Light Infantry Offense +20% Light Infantry Defense +10% Light Infantry Morale +30% Pikeman Offense +20% Pikeman Defense +10% Pikeman Morale | ||
Jaguar Warrior |
|
| 638 | 89 | 1.914 | 0.1595 | +40% Light Infantry Offense +20% Light Infantry Morale +20% Heavy Infantry Offense +10% Heavy Infantry Morale | ||
Bar Kochba Guards |
|
| 600 | 84 | 1.8 | 0.15 | +20% Heavy Infantry Defense +10% Heavy Infantry Morale | ||
Steel Bow Infantry |
|
| 600 | 84 | 1.8 | 0.15 | +10% Archer Offense +30% Archer Defense | ||
Nubian Archers |
|
| 600 | 42 | 0.9 | 0.075 | +20% Archer Offense +20% Archer Defense | ||
Frankish Heavy Infantry |
|
| 600 | 84 | 1.8 | 0.15 | +20% Heavy Infantry Offense +10% Heavy Infantry Defense +10% Heavy Infantry Morale | ||
Lombard Heavy Infantry |
|
| 900 | 126 | 2.7 | 0.225 | +10% Heavy Infantry Offense +10% Heavy Infantry Morale | ||
Suebi Longspearman |
|
| 515 | 72 | 1.545 | 0.12875 | +30% Light Infantry Defense +20% Light Infantry Morale +30% Pikeman Defense +20% Pikeman Morale | ||
Pictish Raiders |
|
| 512 | 71 | 1.536 | 0.128 | +30% Light Infantry Offense +10% Light Infantry Defense +20% Light Infantry Morale +10% Archer Offense +10% Archer Morale | ||
Nubing |
|
| 750 | 105 | 2.25 | 0.1875 | +30% Archers Offense +10% Archers Defense +20% Pikeman Defense +30% Pikeman Defense +10% Pikeman Morale | ||
Himalayan Mountaineer |
|
| 510 | 71 | 1.53 | 0.1275 | +50% Light Infantry Offense +30% Light Infantry Defense +10% Light Infantry Morale +20% Light Cavalry Offense +20% Light Cavalry Defense +10% Light infantry Morale | ||
Tie-Futu |
|
| 975 | 136 | 2.925 | 0.24375 | +10% Knights Offense +10% Knights Defense +10% Light Cavalry Offense +10% Light Cavalry Morale | ||
Praetorian |
|
| 1450 | 136 | 2.925 | 0.24375 | +20% Pikemen Offense +20% Pikemen Defense +40% Pikemen Morale +25% Heavy Infantry Offense +25% Heavy Infantry Defense +20% Heavy Infantry Morale | ||
Guerriers |
|
| 600 | 136 | 2.925 | 0.24375 | +20% Heavy Infantry Defense +10% Heavy Infantry Morale | ||
Matoei |
|
| 600 | 136 | 2.925 | 0.24375 | +30% Archers Defense +20% Pikemen Defense | ||
Outremer Knight |
|
| 1050 | 147 | 2.55 | 0.19625 | +10% Heavy Cavalry Morale 10% Heavy Cavalry Attack +20% Camel Cavalry Attack +10% Camel Cavalry Morale | ||
Arberian Stratiotet |
|
| 600 | 84 | 1.8 | 0.15 | +20% Light Cavalry Defense +20% Light Cavalry Attack +40% Light Cavalry Morale | ||
Sardinian Birrudo |
|
| 900 | 126 | 2.7 | 0.225 | +20% Archers Defense +20% Pikemen Attack +20% Pikemen Defense +40% Pikemen Morale | ||
Horse |
|
| 900 | 136 | 2.925 | 0.24375 | +75% Light Cavalry Defense +75% Light Cavalry Morale | ||
Cat |
|
| 210 | 136 | 2.925 | 0.24375 | +200% Light Infantry Offense +25% Light Infantry Morale | ||
Bear |
|
| 900 | 136 | 2.925 | 0.24375 | +100% Heavy Infantry Offense +25% Heavy Infantry Morale | ||
Hedgehog |
|
| 750 | 136 | 2.925 | 0.24375 | +100% Pikemen Defense +25% Pikemen Morale | ||
Duck |
|
| 900 | 136 | 2.925 | 0.24375 | +50% Heavy Infantry Offense +50% Heavy Infantry Defense +50% Heavy Infantry Morale | ||
Dog |
|
| 900 | 136 | 2.925 | 0.24375 | +75% Heavy Cavalry Defense +100% Heavy Cavalry Morale | ||
Elephant |
|
| 1000 | 136 | 2.925 | 0.24375 | +50% War Elephants Offense +25% War Elephants Defense | ||
Dragon |
|
| 900 | 136 | 2.925 | 0.24375 | +75% Heavy Cavalry Offense +100% Heavy Cavalry Morale |
Tribal retinues[edit]
As of patch 3.0, the mechanic of prestige based tribal retinues has replaced the option to 'Raise tribal army' if is active.
These retinues are available if you use a tribal government and cost prestige instead of Gold. There are also retinues with piety costs available to defensive pagans.
Type | Composition | Retinue cap usage | Initial cost (prestige/piety) | Monthly reinforcement cost | Monthly Upkeep | Unique Effect |
---|---|---|---|---|---|---|
Tribal Warriors |
| 105 | 25 | +20% Light Infantry Offense +50% Light Infantry Defense +20% Light Infantry Morale | ||
Trapper |
| 170 | 50 | +60% Light Infantry Defense +30% Light Infantry Morale +40% Archer Offense +20% Archer Defense +10% Archer Morale | ||
Hunting Party |
| 220 | 75 | +60% Light Infantry Offense +20% Light Infantry Defense +10% Light Infantry Morale +10% Light Cavalry Offense +10% Light Cavalry Defense | ||
Veteran Warriors |
| 220 | 75 | +30% Light Infantry Offense +30% Light Infantry Defense +30% Light Infantry Morale +10% Heavy Infantry Offense +10% Heavy Infantry Defense | ||
Steppe Riders |
| 250 | 75 | +10% Light Cavalry Offense +10% Light Cavalry Defense +10% Horse Archer Defense | ||
Ardent Guardians |
| 250 | 75 | +20% Archer Offense +40% Archer Defense +20% Archer Morale +20% Heavy Infantry Defense +10% Heavy Infantry Morale | ||
Sworn Defenders |
| 203 | 50 | +60% Light Infantry Defense +40% Light Infantry Morale +40% Archer Defense +20% Archer Morale |
Strategies[edit]
Using retinues for combat[edit]
By letting you control army composition, retinues can easily beat a messy levy army that has the same total 'cost'. The key is to choose an army composition that lets you:
- Excel at one combat phase, and control phases to your advantage.
- Excel at one combat tactic in each phase, and ensure the tactic is chosen.
- Appoint a commander whose combat specialization and cultural tactic matches your forces.
![Crusader Kings 2 How To Increase Army Size Crusader Kings 2 How To Increase Army Size](https://www.caffeinatedgamer.com/wp-content/uploads/2020/09/moving-army-crusader-kings-3.jpg)
When combining retinues with levies, always keep them on separate flanks to avoid polluting the retinue's tactics. A popular choice is retinues in the center and levies on the sides.
Another approach is to engage the enemy first with pure cavalry (likely to roll a Charge tactic), then follow with another army as combat quickly enters the melee phase.
Using retinues for siege[edit]
An army of pikemen is great at assaulting holdings (computed as melee).
An army of light infantry is best for carpet sieges and discouraging rebellion, since it is the cheapest per soldier.
Beware of unreformed Pagan provinces, where attrition can be extremely high (unless you have Military Organization level 4). When fighting a war on their lands, assaulting walls may cost less troop losses than attempting to siege. Alternatively, constructing forts can negate attrition due to unreformed paganism.
Using retinues for raiding[edit]
This strategy is better suited for tribal rulers, as their retinues cost Prestige. Using retinues to supplement a raiding party can make raiding faster and opens possibilities for sacking holdings.
Tribal retinues for transition period between tribalism and feudalism[edit]
A newly converted holding will generally have fewer levies than the tribal holding it replaced, since it no longer gets a bonus to levies from empty holding slots. Also, tribal vassals will be unhappy (-20 Wrong Government Type) until they convert, and if you convert to a merchant republic, this penalty will never lapse as vassals can only adopt feudalism. Event troops from council missions and (without )decisions will no longer be available. Thus, hiring and retaining tribal retinues during the transition phase can help the newly-feudal ruler significantly.
External guides[edit]
Levies • Retinues • Mercenaries • Holy orders • Event troops • Hordes • Adventurers
Alliances • Casus Belli • Claims • Crusades, jihads and great holy wars • Factions • Attrition
Retrieved from 'https://ck2.paradoxwikis.com/index.php?title=Retinues&oldid=40959'
When you have a feudal vassal in Crusader Kings 3, you can modify the vassal’s arrangement with you called a feudal contract. The contract determines how many levies and taxes that vassal gives to you. It is also made of what rights they have, whether they can declare war, revoke titles, or have succession rights to titles your ruler maintains. It’s usually a straightforward contract between the two of you. But you have the choice to modify it to benefit you or determine a clear line of succession between you, the vassal. Forcing it is tricky, though.
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You can see what vassals have a feudal contract with you from the realm management page. It should be the green crown on the right side of your UI. Click on it, and the middle category contains all of the vassals you control. Pick the Feudal option underneath that, and you should see what vassals have contracts with. Right-click on a vassal from this list, and under Vassalage & Court, you should see an option to modify the feudal agreement.
Now, you have the option to modify and change most sections of the contract at any time. You can increase their taxes to you, how many levies they offer, or any of your culture’s special ones. However, doing so, primarily increasing how much they give you, lowers their opinion of you and is seen as an act of Tyranny. An act of Tyranny is usually against your faith’s doctrines. It negatively impacts in the eyes of your other rulers who follow your religion. Some vassals may fear you because of it. It also increases the chances of them choosing to rise against your rule, pitting you in an internal war.
A good option is to wait until you gain a weak hook with this vassal. The hook can come from learning a secret, providing them a favor, or assisting them when asked you to. The notification involving them usually tells you if you gain a weak hook with them. When you do, feel free to cash it in to increase their taxes, the number of levies they provide your army, the other contract options.
It’s better to wait for the weak hook to happen than it is to outright change the laws. The more levels of Tyranny you have, the more chaotic your realm becomes.