Developer Blog # 2 - Unit Recruitment
Our goal in developing the recruitment system for Westeros: Total War was to create a system that is fun and interesting to play while remaining loyal to the books. This system will reward players who protect their starting settlements as they will provide the bulk of your faction's recruitment with faster replenishment times and larger recruitment pool sizes. It is also extremely important to protect your starting armies because it will be difficult to field new armies and commit them to battle in a timely manner.
There are eight categories of units in Westeros: Total War, each category with different replenishment time associated with it. The table below lists these types along with the number of turns it takes to replenish the unit at each tech level of the building tree.
Unit Category Building Level 1 Building Level 2 Building Level 3 Building Level 4 Building Level 5 LEVY (Peasants, Spear) 2 2 1 1 1 LEVY 2 (Scouts, Archers) 6 4 2 1 1 MILITIA (Halberd, Crossbowmen) 8 6 4 2 2 PROFESSIONAL (MAA, Spearmen, Pikemen) 10 8 6 4 N/A PROFESSIONAL 2 (Longbowmen, Lancers) 12 10 8 6 N/A PROFESSIONAL 3 (Armoured Non-Knight Units) 14 12 10 8 N/A ELITE (Knights and Nobles) 20 16 12 10 N/A GUARDS (Household Guards) N/A 20 16 12 N/A
Levies, Militia and Knights/Nobles are units that provide their own equipment but also require additional infrastructure to supply and train them in larger numbers. Their recruitment is enabled by the core buildings and can be recruited in castles and cities. The core buildings control the replenishment time (larger settlements = faster replenishment as indicated in the table above). The recruitment pool size provided by the core buildings is 1, regardless of the settlement size. By building barracks/stable/bowyer buildings you can increase the size of the recruitment pool and recruit units with better starting experience. Units recruited in castles will generally have higher experience than units recruited in cities.
Professional soldiers require additional time and resources to effectively equip and train in comparison to levy and militia units. Their recruitment is enabled by barracks/stables/bowyer buildings and can only be recruited in castles. The barracks/stables/bowyer buildings control the replenishment time, recruitment pool size and starting experience. The recruitment pools are generally smaller than levy/militia pools.
Household Guards are elite units that will be time consuming and expensive to replace due to the difficulty in finding highly experienced and trusted soldiers that would make up the bulk of each faction's Household Guard. Their recruitment is enabled by barracks and they can only be recruited in capital cities.
Area of Recruitment
There are four distinct areas of recruitment in Westeros: Total War: Dorne, the Iron Islands, the North and the Southron lands. Each unit starts with a specific area of recruitment and can only be recruited in that area.
- Generic units such as Spearmen, Lancers, etc can be recruited in most of the Southron lands.
- Martell, Stark and Greyjoy rosters are 100% unique so their units can only be recruited in their respective regions.
- Faction specific units such as Crownland Crossbowmen or Knights of the Vale can only be recruited in the respective faction's starting regions.
- Settlement specific units such as Dreadfort Infantry or Yronwood Cavalry can only be recruited in that specific settlement.
The result of this is that when you conquer new settlements you will be forced to recruit new units from the local manpower rather than recruiting from your faction's original unit roster. However, a faction will find it more difficult to field a large army from conquered lands as the replenishment times are longer and the recruitment pool sizes are smaller.
- While we looked at many different mods in developing this recruitment system, a special thanks is owed to Broken Crescent. Their work was the inspiration for many of these ideas.
- These features, especially the replenishment times and recruit pool sizes, have not undergone rigorous play testing so will likely be tweaked before v1.0 is released. The specific numbers mentioned above may change but the general spirit of how the system is designed will remain.