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CK3 Dev Diary #18 - Men-at-Arms, Mercenaries and CBs

Hello everyone, and welcome back!

This week we’ll be talking about a lot of additional details surrounding warfare. Just a few bits and pieces that have changed since CK2.

Casus Belli
One thing that is as it ever was, however, is that you need a Casus Belli to go to war, and that CB determines what happens when the war is won (or lost!). The most common ones are for pressing claims, as you’re familiar with from CK2. In different situations there will be a different options, of course, and some are even unlocked in special ways, such as the ones unlocked by perks, as shown off in the Diplomacy Lifestyle dev diary.
Declare war view.PNG


War Declaration Cost
One thing that has changed a little is the fact that different CBs come with different “declaration costs” attached to them. This is usually Prestige or Piety, depending on whether you are starting a war against a fellow believer or someone from another faith. On the other hand, we don’t want to keep you from taking advantage of a great opportunity just because you’re missing 10 Prestige at a crucial moment, so the costs are optional, in a sense.

You can declare a war without paying its cost, at which point you’ll instead pay something bigger, such as a Level of Fame or Devotion.

Levels of Fame/Devotion brings their own benefits, so ideally you want to avoid this, but it’s not as big a problem as - say - truce breaking. It’s not going to cripple your play, just set you back a little bit in exchange for getting to raise your armies and take some new titles while your enemy is weak. This is also one of the ways that Piety and Prestige gain has become more valuable than it was in CK2. You want to use it for more stuff, and it’s always useful to have lying around!

Men-at-Arms
We have talked about armies before, where we talked about the difference between your levies and your Men-at-Arms. Your levies are your unwashed masses, indistinguishable peasants more than willing to die for the few measly pieces of gold you throw their way. Men-at-Arms, on the other hand, are more specialist troops, and the component that gives you more control over precisely how you win your wars. They are in many ways your elite troops, ready to march through mountains and marshes for you.
MaA view.PNG


You have a maximum number of Men-at-Arms regiment slots for your army, and in addition they have an upkeep cost. It’s small when they’re unraised, but the moment you have them stand up to go to war, they’ll demand a lot more pay!

Even though you can max out your MaA slots, there are other ways you can expand your army. Each MaA regiment can be increased a set number of times, to field even more of your deadly warriors. This will naturally increase their maintenance cost as well (both raised and unraised) so think twice before hiring twice as many soldiers!

There are many different types of MaA regiments, and what their type is determines a number of things, such as what terrain they are good at fighting in, and what kind of MaA Regiments they are good at countering, or get countered by. Over time, you may also be able to acquire new types of MaA Regiments. This means that the bulk of armies are likely to be quite different if you start in 867 compared to when you reach the end of the game.
Create MaA view.PNG


MaAs also include siege engines, which is one of the easiest way of speeding up your land grabs. However, siege weapons are almost useless in regular combat, and taking them uses up one of your MaA slots, so it’s a decision that has to be carefully thought through.
MaA siege engine.PNG


In addition to a standard slate of MaA types, different cultures gain access to different unique MaAs. These will vary greatly across the world, but are generally specialised in the conditions of warfare that’s typical for the culture in question.
Camel Riders.PNG


You will also be able to look at battle reports to get an indication of what kind of impact specific types of MaAs have on your battles. This can let you figure out whether your strategies are paying off, or whether it’s finally time to get some Pikemen to counter the Light Cavalry that your rival is always fielding.

So to sum it all up, Men-at-Arms are great for countering specific troop types, adjusting to specific types of terrain, and directly bolstering the number of soldiers in your army! Sometimes, strategising and countering isn’t enough, however, and that’s where Mercenaries come in!

Mercenaries
Mercenaries are familiar to any CK2 player, of course, but they have changed a little now.

First of all, you no longer pay monthly maintenance for them. Instead you pay their cost for three years up front, and then they’re yours for that time to use as you see fit. They’ll stay with you through thick and thin (although mostly the thick of battle).
Mercenary company screenshot 3.PNG


Once the three years are almost up, you’ll receive an alert warning you that the Mercenaries are about to pack up and get on their way! You’ll then have the opportunity to pay them for another three years of service. This also means that they aren't going to betray you the second you go into debt, which I know will sadden a lot of you, but this new system makes it a lot easier to keep track of what you have and don't have during war.

So Mercenaries are an expensive way of doing warfare, but sometimes it’s the only way you’ll survive. However, in order to find a Mercenary Company that fits you in both size and shape, we have a new system for generating them to make sure there's always a wide range to choose from.
Mercenary Hire view 2.PNG


Each culture generates between one and three Mercenary companies depending on the number of counties of that culture, with each additional company being bigger and more expensive than the previous one. They will also pick a county of their culture to keep as their headquarters, and will be available to be hired by anyone within a certain range of that county.

With each culture generating Mercenaries, their names and coats of arms are either picked from a generated list of names specific to their culture so that you can get historical or particularly flavourful companies in there.

On top of everything else, Mercenary companies come with one or more specific Men-at-Arms types, which means that you may want to consider not only which company is the biggest one you can afford, but which is the best suited for the war you’re about to fight.

This should all offer you a lot of varied strategies for how you go about your wars. Is it worth saving up for the CB cost or mercenary-Gold ahead of time? What Men-at-Arms should you be using against your ancestral enemies? Who would win in a fight between the the White Company and the Company of the Hat??

You’ll just have to wait until release to see...
 
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You can declare a war without paying its cost, at which point you’ll instead pay something bigger, such as a Level of Fame or Devotion.
At some point it was stated that becoming less prestigious by declaring war didn’t make sense, hence the separation of prestige into levels and points. Now you can do exactly the same thing, but have to spend piety or prestige for any type of war? How does this make any sense? Did the Spanish Christian Kings spend some years proving they were virtuous so they could later launch raids and wars against the Moors?
 
pff, people complaining about the 'create mercenary company thing" , i only ever used that shit to kill of my unwanted sons, i really did not like the feature as it just seemed to take away my levies and not give me anything in return...
 
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does this mean you're obfuscating troop numbers now? or is this only on this screen?
will this also count allied troops, like in the recent EU4 change?
It most likely don't just consider numbers but also the quality of the armies, so you can have the larger army but if it is just levies while the enemy have alot of men at arms you can probably still get inferior army strength.
 
I love to nitpick, so shouldn't it be named the county of Görlitz, so with an umlaut?

Also I notice some peculiar naming conventions, where the counties/provinces in Silesia/Poland have German names, like Sprottau or Grünberg (on the map also without the umlaut). But then there is Lubsko, as the name of a county in the HRE.


There also seems to be a lack of historical countynames, I hardly see one on this map at all. Spreewald f.e is a weird name to use for a county.



 
It doesn't seem there will be better peace negotiation system, so in my opinion there should be a way to add secondary war goals.
At least the defender should be able to set his own wargoal, ie. press their own claims or weaken the attacker by forcing indepence for non de-jure, different culture vassals. It sucks when you succesfully defend against a big realm and all you get is some prestige.
Penalties for the failed aggressor, who has just been proven as a weak ruler, could be sufficient to destabilize their realm on their own.

And unless you totally wreck their income, which should be unnecessary in a CK2 defensive war, you can get loads of gold too.
 
And unless you totally wreck their income, which should be unnecessary in a CK2 defensive war, you can get loads of gold too.
I think if one side is forced to pay gold, they have to pay the sum, no matter how much gold they have and be forced to go negative if they can't pay the whole sum.
 
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I like the new mercenary system and the fact that siege weapons are now represented as a unit. I'm kinda indifferent about everything else.
 
Heavy infantry only counters pikes? Aren't they basically the best way to counter most other forms of infantry? Shield walls are one of the few defenses available to small missile fire and will basically hold any chokepoint against everything except artillery and heavy cavalry charges (assuming the terrain even allows for a heavy cavalry charge).
 
Heavy infantry only counters pikes? Aren't they basically the best way to counter most other forms of infantry? Shield walls are one of the few defenses available to small missile fire and will basically hold any chokepoint against everything except artillery and heavy cavalry charges (assuming the terrain even allows for a heavy cavalry charge).
It look like they have quite high base stats and what counters them? Heavy cavalry maybe?

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Why would mercenaries have knights?
Why wouldn't they?

Mercenaries are generally just former soldiers from other conflicts who decided to stick with what they do best. Sir John Hawkwood, for example, one of the most famous medieval mercenaries, got his start in the Hundred Years War before taking advantage of a temporary peace treaty to take up mercenary work in the much better-paying Italian conflicts.

Plenty of other mercenary leaders were minor nobles, who took up mercenary work for similar reasons (or because they were exiled from their homeland and needed to do something to pay the bills; plenty of Italians exiled from various city states during political turmoil ended up becoming mercenaries as a result).
 
Really nice DD!

It's old news at this point, but I'm still not a fan of the generic "levies". I see that things are being simplified, and that is not what I am complaining about, but rather the loss of control over the composition of large parts of my army. In order to keep the simplified system, but also still have some say, it would be nice if the peasant levies could be split into a "spear" levy (not real spears, of course, they are only peasants), and maybe a "skirmisher" levy (who would be armed with slings, simple bows, and throwing "spears")? This way it is still just peasants, and the terrible stats that come with them, but as the player I now have a say in what they look like and how they behave.

Then maybe have a slider or preset control to say how many of my peasant levy are of which type? It would make sense that you need a building to raise a skirmisher peasant, but after that I should be able to decide how many peasants get spears and how many get slings.
 
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It doesn't seem there will be better peace negotiation system, so in my opinion there should be a way to add secondary war goals.
At least the defender should be able to set his own wargoal, ie. press their own claims or weaken the attacker by forcing indepence for non de-jure, different culture vassals. It sucks when you succesfully defend against a big realm and all you get is some prestige.

It's not EU4
 
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Really nice DD!

It's old news at this point, but I'm still not a fan of the generic "levies". I see that things are being simplified, and that is not what I am complaining about, but rather the loss of control over the composition of large parts of my army. In order to keep the simplified system, but also still have some say, it would be nice if the peasant levies could be split into a "spear" levy (not real spears, of course, they are only peasants), and maybe a "skirmisher" levy (who would be armed with slings, simple bows, and throwing "spears")? This way it is still just peasants, and the terrible stats that come with them, but as the player I now have a say in what they look like and how they behave.

Then maybe have a slider or preset control to say how many of my peasant levy are of which type? It would make sense that you need a building to raise a skirmisher peasant, but after that I should be able to decide how many peasants get spears and how many get slings.
I think with this system you'll actually have more control over your composition than before. In CK2, you couldn't control much about your castle and vassal levies. You could prioritize certain buildings, but you'd always end up with mostly heavy infantry and eventually you'd upgrade everything so you have the same composition from every castle. Retinues gave a little customization, but those were very limited except very late in the game. If MaA make up a larger component of your armies in CK3 than retinues did in CK2, you'll have a lot more control over your armies. Especially with what looks like much softer limits on how big you can make your MaA force compared to retinues.
 
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I think with this system you'll actually have more control over your composition than before. In CK2, you couldn't control much about your castle and vassal levies. You could prioritize certain buildings, but you'd always end up with mostly heavy infantry and eventually you'd upgrade everything so you have the same composition from every castle. Retinues gave a little customization, but those were very limited except very late in the game. If MaT make up a larger component of your armies in CK3 than retinues did in CK2, you'll have a lot more control over your armies. Especially with what looks like much softer limits on how big you can make your MaT force compared to retinues.
Assuming that size 8 is the size cap of each regiment and each size is 100/10 (for siege weapons), with a cap of 7 men at arms regiments and all at size 8 you can potentially field 7*8*100 = 5600 men at arms which would be nearly half the army seen in the screenshot 1. If one regiment is siege weapon you will still be able to field 4880 men at arms. CK3 also seems to have buildings that boost specific men at arms, atleast a siege workshop can be built to make your siege weapons better but I assume stuff like Royal armories would also boost specific men at arms so you can go all in on the type which is risky but can pay of if you buff it alot.

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