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Status commanding.png A commander is the leader of an army flank. Characters are eligible to lead flanks if they are the ruler, their liege's Marshal , have the minor title also called "Commander", or a commander of a hired mercenary company/holy order.


Commander minor titleEdit

Barons can grant the "Commander" title to 1 character; counts to 2; dukes to 4; kings to 6 and emperors to 8. Nomads have a -4 penalty to their commander limit; khans can have 2 commanders while Khagans can have 4. Nomads have to upgrade the Baghatur Council building at their nomadic capital in order to increase their commander limit.

Hindu characters must be of the Kshatriya   caste before they can become commanders. Women can be commanders if  full status of women law passed or if the woman is a  Shieldmaiden. Cathar, Messalian, Bogomilist, Mazdaki women, as well as Warrior lodge women, can also be commanders if they share their liege's religion.

Appointing commanders to lead armiesEdit

When you raise levies, flank leaders are chosen randomly from among your commanders, marshal, and self (if not a child or busy). Flank leaders can be reassigned manually as long as the army is not busy in combat.

Commanders may also be assigned to battalions within the army (in the Reorganise Army view). While their effects will be limited to their battalion, they will be ready to replace Flank commanders if they die, and pose an additional threat to enemy commanders in duels. This option is limited to demesne levies, and  retinues.

Courtiers of Holy Orders and Mercenaries may also be assigned as flank leaders if part of their liege's troops are in the army, even if they do not have the commander title. They can also be randomly attached to battalions when you hire their liege. However, they can neither be attached to nor removed from battalions inside a flank manually.


Out of battle:

  • The leader of the center's skill is used to determine the entire army's attrition(?)
  • The leader of the center gets siege events(?)
  • The leader with the best siege modifier determines siege speed
  • The leader with the best movement modifier determines movement speed

In battle:

  • The flank leaders each affect their own flank in battle
  • Secondary leaders within the same flank have effects on their own sub units


Main article: Tactics

The commander can influence tactics selection via martial skill, culture, and traits.

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.
  • Good/bad Traits allow some good/bad tactics.
    • Traits enabling good tactics are:
      • Inspiring leader   or Defensive leader   enables Inspired Defense
      • Brave  , Cavalry leader  , or Aggressive leader   enables Heroic Counter-Charge
      • Shrewd  , Quick  , Genius  , or Trickster   enables Clever Ambush
      • Possessed  , or Inspiring leader   AND Zealous   enables Gripped by Religious Fervour
    • Traits enabling bad tactics are:
      • Wroth   or Aggressive leader   enables Reckless Charge
      • Craven   or Organizer   enables Timid Advance
      • Lisp   or Stutter   enables Confused Orders
      • Slothful   or Shy   enables Hesitant Commander
      • Cruel   enables Charging Through Own Skirmishers
    • Notice that Aggressive leader   uniquely enables both a good AND a bad tactic.

Combat modifiersEdit

  Commander modifiers are based on character traits and scaled by the commander's Martial skill:

  • A beneficial impact is multiplied by (1 + 0.05*commander's martial); this can go arbitrarily high. For instance: x1.5 at 10 martial and x2 at 20 martial.
  • A negative impact is multiplied by (1 - 0.05*commander martial), and is completely negated when leader martial is 20 or greater.

Leadership traitsEdit

Characters with the most successful martial education (Brilliant strategist  ) start with a free one leadership trait. Leadership traits can be gained after battles, through the  War focus, via a  favor event, or from a Chinese strategist. Characters usually do not get events to acquire new leadership traits while they have 2 (or more) of them already.

Name Command ID Units Casualty and morale Terrain Other modifiers Combat Tactics
  Aggressive Leader aggressive_leader 111 +10% Damage
-10% Defense
+25% Pursue Heroic Countercharge
Reckless Charge
  Battlefield Terrain Master narrow_flank_leader 158 +50% Narrow Flank
  Defender defensive_leader 108 -10% Damage
+25% Defense
Inspired Defense
  Direct Leader experimenter 109 +20% Leading the Center
  Flanker flanker 110 +20% Flanker
  Holy Warrior holy_warrior 130 +30% Damage Against Religious Enemies
  Inspiring Leader inspiring_leader 105 +15% Morale Damage
+15% Morale Defense
Inspired Defense
Religious Fervor
  Organizer organizer 107 +20% Movement Speed
+10% Retreat
Timid Advance
  Siege Leader siege_leader 112 +40% Siege
  Trickster trickster 106 +30% Experimentality Clever Ambush
  Unyielding unyielding_leader 131 +10% Defense
+20% Morale Defense
  Winter Soldier winter_soldier 177 +50% Winter Combat +4 Winter Supply
Unit leadership traits
  Cavalry Leader cavalry_leader 104 +20% Mounted Troops Heroic Countercharge
  Heavy Infantry Leader heavy_infantry_leader 103 +20% Heavy Foot Troops
  Light Foot Leader light_foot_leader 102 +20% Light Foot Troops
  War Elephant Leader war_elephant_leader 174 +20% War Elephants +20% Morale Damage
Terrain expertise traits
  Desert Expert desert_terrain_leader 129 +20% Desert
  Flat Terrain Expert flat_terrain_leader 126 +20% Plains
+20% Farmlands
+20% Steppe
  Jungle Expert jungle_terrain_leader 175 +20% Jungle
  Mountain Expert mountain_terrain_leader 128 +20% Mountains
  Rough Terrain Expert rough_terrain_leader 127 +20% Forest
+20% Hills
Chinese leadership traits
  Way of the Dog logistics_expert 318 +20% Leading the Center -50% Attrition
+30 Days of Supply
  Way of the Dragon master_of_flame 317 +20% Damage
+20% Morale Damage
  Way of the Leopard sapper 320 +20% Hills
+20% Forest
+50% Siege
  Way of the Tiger levy_coordinator 319 +20% Flanker +30% Movement Speed
+20% Retreat
Warrior Lodge traits
  Fearsome   norse_leader 346 +25% Heavy Foot Troops +50% Imprison Enemy Commander
  Marauder   tengri_leader 347 +20% Light Cavalry
+10% Heavy Cavalry
+20% Plains
+20% Farmlands
+20% Steppe
  Forest Ambusher   baltic_leader 348 +15% Defense
+30% Flanker
+20% Forest
  Shield of the Tundra   finnish_leader 349 +10% Defense +25% Winter Combat +20% Arctic +3 Winter Supply
  Pillar of the Plains   slavic_leader 350 +20% Morale Damage
+20% Morale Defense
+20% Plains (only)
  Spirit Warrior   west_african_leader 351 +20% Light Foot Troops
+20% Light Cavalry
+20% Desert
  Scorcher   zun_leader 352 +20% Desert
+20% Mountain
+20% Siege
+10% Movement Speed
  Mountain Guardian   bon_leader 353 +20% Light Foot Troops +20% Hills
+20% Mountains
+10% Movement Speed
  Aeneator   hellenic_leader 354 +30% Morale Damage
+20% Morale Defense
+10% Movement Speed

Personality traitsEdit

Name Combat modifiers
  Patient +20% Defense
  Brave +10% Morale Defence
  Cruel +10% Morale Damage
  Craven - 20% Morale Defense

Lifestyle traitsEdit

The following lifestyle traits have commander modifiers:

Name Combat modifiers
  Game Master +30% Narrow Flank
  Strategist +20% Defence
  Hunter +20% Pursuit
  Administrator +10% Movement Speed
  Architect +20% Siege
  Impaler +10% Morale Damage


Commanders may be wounded  , maimed  , made incapable  , or killed during battle.

Commanders may be captured when a battle is lost.


Invite skillful commanders from other courts.

Take advantage of conditional traits. Traits such as Holy warrior  , Winter soldier  , and terrain expertise are very powerful when triggered.

Improve your kill advantage:

  • Offense is increased by Direct leader   (center flank only) and Aggressive leader  
  • Defense is increased by Patient  , Defensive leader  , and Unyielding leader  

Improve your morale advantage by combining a kill advantage with morale multipliers:

  • Morale offense is increased by Inspiring leader  , Cruel  , and War elephant leader  .
  • Morale defense is increased by Inspiring leader  , Brave   and Holy warrior  .
  • Morale defense is decreased by Craven  .

Save morale-specific advantage for close battles. When you're clearly losing, you should order your army to retreat immediately (by right-clicking a destination). When you're clearly winning, you might prefer to deal less morale damage per kill, so the battle is more decisive and you spend less time chasing the enemy.

Match culture and traits with flank composition: For example, a flank of heavy infantry retinues will benefit from a Heavy infantry leader   who can use the North Germanic culture-specific tactic. You may wish to put all your retinues on a single flank (with levies at least defending the other flanks) to maximize the effect.

Let new commanders practice. Let them lead flanks in less important battles while your best commanders are safely at home, or let them lead sub-units. Your fresh commanders can gain brave/craven or patient/wroth, which are each useful in some situations. More importantly, they can gain leadership traits, including:

  • Terrain specialization appropriate for the location
  • Winter soldier   if the location is experiencing winter
  • Holy warrior   if Zealous  .

Give your armies exercise. Contribute to allies' wars, help neighbors fight off heretic uprisings, raid, or fight raiders. Force realms to become your tributaries, then offer to join their wars.

Maximize commander training. A vassal with 12+ martial and a leadership trait may offer to train your commanders (see favors for details). This event chain starts with the vassal, so having more skilled vassals makes it more likely.

Employ a Chinese strategist. A Chinese strategist who is your courtier or vassal will randomly teach Chinese leadership traits to your commanders. A strategist can be requested for 750 grace, or an existing strategist can be poached by granting a title. This event chain starts with the liege, and can only be made more likely by having a golden-age strategist (identifiable by having two Chinese leadership traits rather than just one).

Exclusive to Byzantine/Roman EmpireEdit

With imperial elective succession, commanders are both potential successors to the empire and electors choosing the successor. Also, only characters with a title higher than a baron may become commanders (unless there's not enough counts/dukes/kings in the empire to fill all commander slots). Appointing commanders with skill below 10 (12 for the Marshal) or dismissing commanders with skill at least 12 may reduce the emperor's voting power. It is possible to dismiss a commander if:

  • he becomes a councilor (except Advisor)
  • Incapable   (includes becoming bedridden from illness)
  • inaccessible (includes seclusion, pilgrimage, kow-tow and other traveling which need a regent for the character).

Note that distinguished and excellent commanders are both influential electors and popular candidates for the throne, a problem if they are not of your dynasty.

Mutilation: Since mutilation is permanent (barring supernatural interference), the commander will be permanently disqualified for succession, although he can still remain a commander. However, consider only mutilating non-dynasts (e.g. if the emperor decides to employ dynasts as commanders).

Exclusive to  Holy Fury DLCEdit

  • If pagan, or tribal/nomadic, characters can join Warrior Lodges, which can earn them unique Commander traits.
    • More importantly, rulers who are members of a warrior lodge can appoint their sisters and daughters as a Shieldmaiden  , which allows them to become commanders.