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Retinues

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The Retinues tab under the Military screen

Retinues are regiments of troops which form a standing army for each ruler. They require the Dlc icon legacy of rome.png Legacy of Rome DLC. Unlike levies, retinues do not need to be dismissed before declaring war.

One 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 DLC icon Monks and Mystics.png 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.

Contents

Retinue capEdit

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:

Retinue cap = (Rank * RealmHoldings + BuildingBonus) * (1 + 1.5 * MilitaryOrganizationTech) * (1 + UnreformedGermanicBonus)

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.
  • 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.

ReinforcementEdit

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 nominally takes 40 months to fill. It may be slightly faster due to rounding.

List of retinuesEdit

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.

Generic retinuesEdit

Type Composition Retinue cap usage Initial cost (gold) Monthly reinforcement cost Monthly Upkeep Unique Effect
Shock
   
200 50
700 98 2.1 0.175 +20% Archer Offense
+10% Heavy Infantry Offense
+10% Heavy Infantry Defense
Defence
   
250 50
725 101 2.175 0.18125 +20% Archer Defense
+20% Pikeman Offense
+40% Pikeman Defense
Cavalry
   
200 50
900 126 2.7 0.225 +20% Light Cavalry Offense
+20% Light Cavalry Defense
Skirmish
   
50 200
550 77 1.65 0.1375 +20% Archer Offense
+10% Archer Defense
+10% Heavy Infantry Defense
Light Skirmish
   
400 150
580 81 1.74 0.145 +20% Archer Offense
+10% Archer Defense
+20% Light Infantry Defense
+20% Light Infantry Morale

Cultural retinuesEdit

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.

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
  • English
  • Welsh
 
250
500 70 1.5 0.125 +20% Archer Offense
+10% Archer Defense
Schiltron
  • Scottish
 
400
1000 140 3 0.25 +20% Pikemen Offense
+40% Pikeman Defense
+20% Pikeman Morale
Baltic Warrior
  • Baltic group
  • Finno-Ugric group
 
300
900 126 2.7 0.225 +30% Heavy Infantry Defense
+10% Heavy Infantry Morale
Horse Archer
  • Altaic group (Except Jurchen)
  • Iranian group
   
120 130
880 123 2.64 0.22 +20% Horse Archer Offense
+12% Horse Archer Morale
Knight
  • French
  • Norman
  • Occitan
  • German
  • Breton
   
100 150
1200 168 3.6 0.3 +10% Heavy Cavalry Offense
+10 Heavy Cavalry Defense
+20% Heavy Cavalry Morale
Caballero
  • Iberian group
 
400
1200 168 3.6 0.3 +20% Light Cavalry Offense
+20% Light Cavalry Morale
Pike
  • Italian
  • Dalmatian
 
400
1000 140 3 0.25 +20% Pikeman Offense
+20% Pikeman Defense
+40% Pikeman Morale
Druzhina
  • East Slavic group
 
250
750 105 2.25 0.1875 +10% Heavy Infantry Offense
+50% Heavy Infantry Defense
+20% Heavy Infantry Morale
Housecarl
  • North Germanic group
  • Anglo Saxon
  • Saxon
  • Frisian
 
200
600 84 1.8 0.15 +40% Heavy Infantry Offense
+20% Heavy Infantry Morale
Hussar
  • Hungarian
  • West Slavic group
 
300
900 126 2.7 0.225 +60% Light Cavalry Defense
+20% Light Cavalry Morale
Camel Warrior
  • Bedouin
  • Egyptian
  • Levantine
 
250
750 105 2.25 0.1875 +20% Camel Cavalry Offense
+20% Camel Cavalry Defense
+20% Camel Cavalry Morale
Andalusian Cavalry
  • Andalusian
 
400
1200 168 3.6 0.3 +20% Light Cavalry Offense
+40% Light Cavalry Defense
+20% Light Cavalry Morale
Berber Cavalry
  • Berber
 
400
1200 168 3.6 0.3 +50% Light Cavalry Offense
+30% Light Cavalry Morale
Cataphract
  • Armenian
  • Greek
  • Georgian
  • Gothic
   
150 100
1300 182 3.9 0.325 +10% Heavy Cavalry Offense
+10% Heavy Cavalry Defense
+20% Heavy Cavalry Morale
Gallowglass
  • Irish
 
200
600 84 1.8 0.15 +40% Heavy Infantry Defense
+20% Heavy Infantry Morale
Ethiopian Skirmisher
  • Ethiopian
 
400
280 39 0.84 0.07 +50% Light Infantry Offense
+30% Light Infantry Defense
Somali Skirmisher
  • Somali
 
400
280 39 0.84 0.07 +40% Light Infantry Offense
+40% Light Infantry Defense
Free Warrior
  • West African group
  • Central African group
  • Daju
   
400 100
480 67 1.44 0.12 +60% Light Infantry Offense
+10% Light Infantry Defense
+10% Light Infantry Morale
Gusar
  • South Slavic group
   
150 100
1050 147 3.15 0.2625 +10% Heavy Cavalry Defense
+10% Heavy Cavalry Morale
+20% Light Cavalry Offense
+20% Light Cavalry Defense
Goedendag Militia
  • Dutch
   
300 100
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
  • Nahua
   
375 125
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
  • Israelite group
 
200
600 84 1.8 0.15 +20% Heavy Infantry Defense
+10% Heavy Infantry Morale
Steel Bow Infantry
  • Indo-Aryan group
  • Dravidian group
   
200 20
600 84 1.8 0.15 +10% Archer Offense
+30% Archer Defense
Nubian Archers
  • Nubian
 
300
600 42 0.9 0.075 +20% Archer Offense
+20% Archer Defense
Frankish Heavy Infantry
  • Frankish
 
200
600 84 1.8 0.15 +20% Heavy Infantry Offense
+10% Heavy Infantry Defense
+10% Heavy Infantry Morale
Lombard Heavy Infantry
  • Lombard
 
300
900 126 2.7 0.225 +10% Heavy Infantry Offense
+10% Heavy Infantry Morale
Suebi Longspearman
  • Suebi
   
200 150
515 72 1.545 0.12875 +30% Light Infantry Defense
+20% Light Infantry Morale
+30% Pikeman Defense
+20% Pikeman Morale
Pictish Raiders
  • Pictish
   
375 125
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
  • Han
   
100 250
750 105 2.25 0.1875 +30% Archers Offense
+10% Archers Defense
+20% Pikeman Defense
+30% Pikeman Defense
+10% Pikeman Morale
Himalayan Mountaineer
  • Tibetan group
   
300 100
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
  • Jurchen
   
175 75
975 136 2.925 0.24375 +10% Knights Offense
+10% Knights Defense
+10% Light Cavalry Offense
+10% Light Cavalry Morale
Praetorian
  • Roman
   
150 400
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
  • Assyrian
 
200
600 136 2.925 0.24375 +20% Heavy Infantry Defense
+10% Heavy Infantry Morale
Matoei
  • Coptic
   
200 100
600 136 2.925 0.24375 +30% Archers Defense
+20% Pikemen Defense
Outremer Knight
  • Outremer
   
100 150
1050 147 2.55 0.19625 +10% Heavy Cavalry Morale
10% Heavy Cavalry Attack
+20% Camel Cavalry Attack
+10% Camel Cavalry Morale
Arberian Stratiotet
  • Arberian
 
200
600 84 1.8 0.15 +20% Light Cavalry Defense
+20% Light Cavalry Attack
+40% Light Cavalry Morale
Horse
  • Horse
 
300
900 136 2.925 0.24375 +75% Light Cavalry Defense
+75% Light Cavalry Morale
Cat
  • Cat
 
300
210 136 2.925 0.24375 +200% Light Infantry Offense
+25% Light Infantry Morale
Bear
  • Bear
 
300
900 136 2.925 0.24375 +100% Heavy Infantry Offense
+25% Heavy Infantry Morale
Hedgehog
  • Hedgehog
 
300
750 136 2.925 0.24375 +100% Pikemen Defense
+25% Pikemen Morale
Duck
  • Duck
 
300
900 136 2.925 0.24375 +50% Heavy Infantry Offense
+50% Heavy Infantry Defense
+50% Heavy Infantry Morale
Dog
  • Dog
 
150
900 136 2.925 0.24375 +75% Heavy Cavalry Defense
+100% Heavy Cavalry Morale
Elephant
  • Elephant
 
100
1000 136 2.925 0.24375 +50% War Elephants Offense
+25% War Elephants Defense
Dragon
  • Dragon
 
150
900 136 2.925 0.24375 +75% Heavy Cavalry Offense
+100% Heavy Cavalry Morale

Tribal retinuesEdit

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
 
150
105 25   +20% Light Infantry Offense
+50% Light Infantry Defense
+20% Light Infantry Morale
Trapper
   
100 50
170 50   +60% Light Infantry Defense
+30% Light Infantry Morale
+40% Archer Offense
+20% Archer Defense
+10% Archer Morale
Hunting Party
   
100 50
220 75   +60% Light Infantry Offense
+20% Light Infantry Defense
+10% Light Infantry Morale
+10% Light Cavalry Offense
+10% Light Cavalry Defense
Veteran Warriors
   
100 50
220 75   +30% Light Infantry Offense
+30% Light Infantry Defense
+30% Light Infantry Morale
+10% Heavy Infantry Offense
+10% Heavy Infantry Defense
Steppe Riders
   
50 25
250 75   +10% Light Cavalry Offense
+10% Light Cavalry Defense
+10% Horse Archer Defense
Ardent Guardians
   
50 50
250 75   +20% Archer Offense
+40% Archer Defense
+20% Archer Morale
+20% Heavy Infantry Defense
+10% Heavy Infantry Morale
Sworn Defenders
   
75 75
203 50   +60% Light Infantry Defense
+40% Light Infantry Morale
+40% Archer Defense
+20% Archer Morale

StrategiesEdit

Using retinues for combatEdit

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.

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 siegeEdit

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 raidingEdit

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.

External guidesEdit